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

Mesopotamia

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Map of Mesopotamia and its neighbours

Its settlement is Seleucia, held at the campaign start by Seleucid Empire (Eastern Hellenistic), their capital.

People: Mesopotamian 75%, Macedonian 25% · Trade goods: Flax ×3, Grain ×3, Fruits ×2, Glass ×2, Pottery ×2, Silk ×2, Slave Trade

Trade goods

Trade good Amount
Flax 3
Grain 3
Fruits 2
Glass 2
Pottery 2
Silk 2
Slave Trade 1

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

Resources and character

People Mesopotamian 75%, Macedonian 25%
Fertility 11 / 14
Terrain Floodplains delta
Climate Hot semi arid
Water source River
River trade Navigable river
Trade centre Inland trade centre
Which recruitment zones and homelands this region counts as (2)

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

Recruitment zones Greek, Babylonian, Parthica early
Cultural homeland Macedonian

Units raised here

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

Greek area of recruitment (9 units)

Unit Requires
Akontistai Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Greek Archers Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Greek Hoplites Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Greek Peltasts Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Greek Slingers Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Greek Thorakitai Tier 2 Military Industrial Complex · Military innovations have arrived! · Dependency or Indirect Rule · Tier 1 Colony not built
Prodromoi Garrison Building or Tier 1 Military Industrial Complex · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Thureophoroi Garrison Building or Tier 1 Military Industrial Complex · Military innovations have arrived! · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built
Thureophoroi Cavalry Garrison Building or Tier 1 Military Industrial Complex · Military innovations have arrived! · Any Government (Dependency, Indirect Rule or Direct Rule) · Tier 2 Colony not built

Babylonian area of recruitment (1 unit)

Unit Requires
Babylonian Horse Archers Tier 2 Military Industrial Complex · Dependency only · Tier 1 Colony not built
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