regions Adramitia - RTR-Imperium-Surrectum/ris-wiki GitHub Wiki

Adramitia

← regions and settlements · wiki index

Map of Adramitia and its neighbours

Its settlement is Kane, held at the campaign start by Hadhramaut (Arab).

People: Arab 100% · Trade goods: Incense ×4, Perfumes & Medicinal Herbs ×3, Spices ×2, Salt, Silk

Trade goods

Trade good Amount
Incense 4
Perfumes & Medicinal Herbs 3
Spices 2
Salt 1
Silk 1

See the trade goods reference for what each is worth and what it unlocks.

Resources and character

People Arab 100%
Fertility 4 / 14
Terrain Hills
Climate Hot semi arid
Water source River
Port Natural harbour up to Dockyard
Which recruitment zones and homelands this region counts as (2)

What this region counts as for recruitment, homelands and building.

Recruitment zones Arab
Cultural homeland Hadhramite

Units raised here

Whoever holds Adramitia can raise these 10 units here. A faction with one of them on its own roster raises it that way instead.

Arab area of recruitment (10 units)

Unit Requires
Arab Archers Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Arab Camel Archers Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Arab Camel Warriors Tier 2 Military Industrial Complex · Dependency only · Tier 1 Colony not built
Arab Infantry Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Arab Levy Spearmen Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Arab Skirmishers Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Arab Slingers Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Arab Spearmen Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Arab Warriors Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Arabian Archers Tier 2 Military Industrial Complex · Dependency or Indirect Rule · Tier 1 Colony not built
⚠️ **GitHub.com Fallback** ⚠️