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Seleukid Empire

Major powerSeleukid Empire
Seleukid Empire.png
Primary culture
Macedonian (Hellenic)

Capital province
Seleukeia Megale

Government
Aristocratic Monarchy

State religion
Hellenic

Military traditions

The Seleukid Empire is a Major Power in the Middle East and one of the main Diadochi kingdoms that has emerged from the fall of the Flag of Argead Empire Argead Empire, centered in Mesopotamia and controlling all of the eastern Satrapies all the way to Bactria and Arachosia, encompassing about half of the former Argead Empire. With 3172 pops spread over 383 territories and a number of subject nations, including three large satrapies to the east, it is one of the wealthiest, most populous, and most powerful countries in the game, though one whose population is almost entirely of a different culture group and religion from the Macedonian ruling class. With Flag of Phrygia Phrygia vulnerable and likely to end up at war with all of the other Diadochi soon after game start, the Seleukids are well positioned to destroy their Antigonid rivals and claim the rich territories of the west - though only if they can keep the rising Flag of Maurya Mauryans, restless populace, and Scythian tribes at bay. Historically the Seleukids would conquer much of Syria and Anatolia after the fall of Flag of Phrygia Phrygia and Flag of Thrace Thrace to control nearly all of the Asian part of the Flag of Argead Empire Argead Empire, but would be weakened by devastating civil wars and see most of their territory lost to 20px Parthia and 20px Pergamon before their final rump state in Syria was annexed by Flag of Rome Rome.

Contents

NameEdit

Main article: Country rename events

As a dynamically named country, the name of the Seleukid Empire can and usually will change at some point during the game. The base name of the country will always use the name of the ruler's family and takes the form [RulerDynastyAdjective] Empire, defaulting to Persian Empire as a fallback if the country ceases to exist or has no ruler for whatever reason. This behaviour is also currently active if the country loses a civil war.

If the country is no longer a monarchy, it will instead receive an event to break with its dynastic traditions and naming, allowing the country to choose between renaming itself the Persian Empire if its capital is in Greater Persia (Persis, Media, Mesopotamia, or Ariana) or take a more general name based on its capital region (e.g. Syrian Empire, Mesopotamian Empire, Assyrian Empire, etc.).

EventsEdit

Main articles: Diadochi events, Seleukid flavor events

The Wars of the DiadochiEdit

At start, all the Diaodchi states will receive an event that gives them claims on all of the western half of the former Argead Empire, allowing them to easily declare war and conquer territory from each other. These claims will go away on the death of the first ruler.

Fourth War of the DiadochiEdit

Shortly after the game starts,   Phrygia will receive an event to make an ultimatum against   Macedon, usually leading to war and pulling in allied   Thrace as well. If war breaks out, after a few months   Egypt may join the fray and demand territorial concessions or go to war; afterwards the Seleukid Empire will also receive an event that will let them directly declare war on   Phrygia or present an ultimatum to cede most of Syria, including their capital of Antigoneia, in exchange for peace.

The Seleukid-Mauryan WarEdit

At the beginning of the game, the Seleukids must also decide how to resolve the ongoing war with   Maurya, which has recently expanded into the former Indian satrapies of the   Argead Empire. The Seleukids can choose to either sue for peace and cede control over some of their eastern provinces as well as the satrapy of 20px Arachosia for an extended truce and some war elephant units in order to focus on the west, or press onwards and get claims on the neighboring Indian regions (Gandhara and Maru), which will lead to renewed war in the west.

DecisionsEdit

  Seleukid Empire has two country-specific decisions around moving the capital to the city of Antiocheia (the former Antigoneia, capital of   Phrygia at start) and improving its nearby port of Seleukia Pieria. The decisions can be found in /ImperatorRome/game/decisions/seleucids.txt.

id

A port for Antioch!

With a new focus towards the Mediterranean and the moving of the Seleukid capital to Syria the need for a new great port in Syria has grown ever more urgent. Let us pool our resources to expand the port of Seleuika Pieria and work for the establishment of Seleukid hegemony in the west.


 
Potential requirements Allow
  • Has more than   200 gold
  • Owns Hydatos Potamoi (789)
  • Owns Antigoneia (790)
  • Antigoneia (790) is the capital

Effects
  • Lose   200 gold
  • Hydatos Potamoi (789) gets the modifier Seleukia on the Sea until the end of the game, giving:
    •   +10% Local Population Growth
    •   +15% Commerce Value
    •   +10% Local Civilization Level
  • Add   8 citizen pops,   6 freemen pops, and   4 slave pops to Hydatos Potamoi (789)
id

A Mediterranean Capital!

For too long the rightful heirs of Alexander's empire have been disconnected from the Macedonian heartland which bore the greatest conquest of history and all the fortunes of our people. Fertile Babylonia has served us well, but we must restore our ties with the lost lands to the west and establish a central point of governance on the Mediterranean if we are to succeed in re-claiming the lands of Megas Alexandros.


 
Potential requirements Allow
  • Has more than   400 gold
  • Owns Antigoneia (790)
  • Owns or has subjects that own the provinces of Syria, North Phoenicia, and Apamea

Effects
  • Lose   400 gold
  • Move the capital to Antigoneia (790)
  • Make the capital a city if it is currently a territory
  • Antigoneia (790) gets the modifier Antioch on the Orontes until the end of the game, giving:
    •   +50% Population Capacity
    •   +15% Commerce Value
    •   +10% Local Civilization Level
    •   +2 Migration Attraction
    •   +0.10 Pop Assimilation Speed
  • Add   8 citizen pops,   6 freemen pops, and   4 slave pops to Antigoneia (790)
  • Get   4 free province investments


As one of the easternmost Hellenistic states, the Seleukid Empire can take the decision to move their centre of power to Northern India and embrace greater cultural syncretism if they make conquests in the region, representing the historical creation of the Indo-Greek kingdoms.

id

An Indo-Greek Kingdom

The lure of friends, empires, and riches to the East leads many of our people to the realization that fighting over the scraps of Alexander's Empire, may not be a goal worth pursuing. Greater glory lies in tying our destiny to the land beyond the Indus.


 
Potential requirements Allow
  • Owns all territories in the Madra area

Effects
  • Move the capital to Sakala (4340) and make it a city if it is currently a territory
  • Change the name of Sakala (4340) to Euthymedeia
  • Add   4 citizen pops,   4 freemen pops, and   4 slave pops to the capital
  • Get the modifier By the Indus until the end of the game, giving:
    •   +10% Wrong Culture-Group Happiness
    •   +2 Diplomatic Reputation


Finally, as a Hellenistic culture group monarchy, the Seleukid Empire also has access to the decision to form the   Argead Empire.

id

Reunite Alexander's Empire

For too long parasites and scavengers have made a feast of the Great Empire that Alexander spent a lifetime building. It is time we do away with all claimants, usurpers and delusional provincial strongmen. There can be only one authority within the empire of Alexander the Great, one upholder of the great Hellenistic legacy that this great man founded.

That one power could not possibly come from any dynasty but our own. Only a family that respects the Argead traditions can legitimately claim its legacy.


 
Potential requirements
  • Has not previously formed the   Argead Empire
  • Has at least 1 territory
  • Country is in the Hellenistic culture group
  • Is a monarchy
  • Is not   Argead Empire
  • Is not AI-controlled or has more than 40 territories
Allow
  •   Argead Empire does not current exist
  • Is a monarchy
  • Is not at war or in a civil war
  • Owns or has a subject that owns the following territories:
    • Pella (379)
    • Korinthos (418)
    • Thebai (426)
    • Sparta (427)
    • Argos (440)
    • Athenai (416)
    • Lysimacheia (350)
    • Gordion (189)
    • Sardeis (292)
    • Alexandreia (516)
    • Memphis (500)
    • Gaza (659)
    • Tyros (743)
    • Antigoneia (790)
    • Epiphaneia (1874)
    • Ammoneion (5537)
    • Babylon (918)
    • Seleukeia Megale (911)
    • Sousa (946)
    • Persepolis (4799)
    • Ekbatana (1595)
    • Alexandreia Kaukaso (6611)
    • Taxila (7314)
    • Alexandrou Limen (6821)

Effects
  • If the country is tribal, add the modifier Civilizing Tribe for 10 years, giving:
    •   +0.10% Monthly Civilization Change
    •   +2 Pop Promotion Speed
    •   +10% Primary Culture Happiness
  • If the government type is not Empire or Imperial Cult, set the country's government to Empire
  • Get the modifier Argead Unification until the end of the game, giving:
    •   +10% Wrong Culture-Group Happiness
    •   +10% Morale of Armies
    •   +2 Diplomatic Reputation
    •   +10% National Freeman Happiness
  • Current country becomes   Argead Empire
  • Get the event Capital of an Empire
  • Get claims on all unowned provinces in the regions of Parthia, Syria, Ariana, Bactriana, Media, Persis, Gedrosia, Mesopotamia, Assyria, Bithynia, Cappadocia, Galatia, Cilicia, Asia, Greece, Palestine, Gandhara, Lower Egypt, Upper Egypt, Macedonia, and Thrace
  • If the country is   Phrygia,   Macedon,   Seleukid Empire,   Egypt, or   Thrace and is not AI-controlled, award the achievement No More Worlds Left to Conquer
  • Get   5 free province investments

GovernmentEdit

The Seleukid Empire starts off as an Aristocratic Monarchy that is ruled by Basileus Seleukos Nikator Seleukid (13 Martial/14 Finesse/8 Charisma/6 Zeal), of the Seleukid family.

DiplomacyEdit

The Seleucid Empire has no allies, but six subjects, in 450 AUC. As long as they remain loyal they will provide a significant amount of military support, particularly with any wars in the east.

3 satrapies:

1 client state:

2 tributaries:


Additionally, the Seleukid Empire borders the Diadochi kingdom of   Phrygia to the west (along with its subjects of   Commagene and   Cappadocia),   Armenia and   Atropatene to the north,   Maurya to the east, and 20px Gerrha and 20px Maka to the south.

EconomyEdit

The Seleukid Empire has 3172 Population at the beginning of the game, divided across 383 territories. The main groups are:

  • around 60% Zoroastrian Persians,
  • around 23% Chaldean Aramaics,
  • around 12% Hellenic Macedonians

Population Types:

  • 643 Citizen (20.27%)
  • 844 Freeman (26.61%)
  • 736 Tribesman (23.20%)
  • 949 Slave (29.92%)

It starts with 562.94 wealth and gains 6.42 wealth per month.

MilitaryEdit

ArmyEdit

The Seleucid Empire begins with 33 Cohorts, which consists of 11 Archers, 11 Heavy Infantry, and 11 Light Cavalry. The maximum Manpower for Phrygia at 450 A.V.C. is 159,000 but starts with over 146,000. 782 Manpower is gained each month.

  • From Pops: 782
  • From Subjects: 0

NavyEdit

It starts with a fleet of 32 Ships. Eight of each one, except of the heavies.

StrategyEdit

At the beginning of the game, there is a decision for the Seleukid Empire; if they want to fight against Maurya, or give them the eastern part of the empire for ten years of peace and five cohorts of war elephants. There is the possibility to go into war with Maurya and offer them peace immediately by giving up the subjects Bactria and Tylos. But i would recommend to give them the land and take the elephants like Seleukos did historically. First reason is that a war against Maurya is very difficult in the Seleukid Empire's situation in 450 A.U.C., as all your troops are at the other side of your country and the Mauryans have a much stronger army and economy at the start. Second reason is that Bactria as a Subject will become very important, primarily due to the tribute they pay to you each month. Later in the game you will not have too much trouble with Maurya, but especially in the beginning, they might be a problem. And the third reason is that you can concentrate on gaining territory in the west, which is much easier and much more valuable at the start. You can occupy land in Phrygia pretty easily, as they are usually at war with all of the other Diadochi some years after the start. If you win against them, you can gain territory with Hellenic population, which affects the stability of your country in a positive way. The majority of your population at the start has other culture and religion than your leader, and especially after you rack up some aggressive expansion, you have to be careful to not let a civil war break out.