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Phrygia, or the Antigonid Empire, is a great power centered in Syria, directly holding 330 territories with a total population of 2765, spanning from Palestine to the Aegean Sea and controlling a vast network of feudatories, satrapies, and tributaries. Led by Antigonus Monophthalmus (the "one-eyed") at start, Phrygia is one of the largest and perhaps the strongest of the Diadochi successor states of the Argead Empire of Alexander the Great, though one that has gained the enmity of all of the rest, having recently lost much of the east to the nascent Seleukid Empire with the support of Egypt and currently engaged in an invasion of Greece against Macedon. Historically the Antigonids were defeated at the Battle of Ipsus shortly after the game start and lost most of their territories only to rise up again and seize Macedon from the ruling Antipatrid dynasty; ingame, Phrygia must prepare to deal with the outbreak of the Fourth War of the Diadochi that will soon force it to either concede territory or face war across multiple distant fronts, all the while dealing with a research-poor and culturally and religiously divided realm that may soon face unrest and upheaval if the Antigonid cause cannot be maintained.
- Main article: Diadochi events
The Wars of the Diadochi
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 usually go away on the death of the first ruler, but uniquely Phrygia can keep its claims until the death of its second ruler (typically Antigonos's son Demetrios).
The Antigonid Cause
When Antigonos dies, one of two events can trigger depending on whether or not Phrygia controls certain territories (particularly Korinthos (418), which starts off under Macedonian control). If Phrygia does not control all of the necessary provinces, they will be forced to choose between either releasing Pergamon from all of their territories in the region of Asia, which may then become a tributary of Thrace, or getting a considerable penalty to stability, happiness, and loyalty that may result in a rebellion. Successfully taking and holding all the required territories will instead give a subject loyalty bonus.
Fourth War of the Diadochi
Shortly after the game starts, Phrygia will be given the choice to either resume the war in Greece against Macedon or retreat entirely, releasing all subjects and territories in the region and angering the other Hellenistic subject states, possibly leading to revolts. Macedon may choose to concede Korinthos (418) but will most likely decide to go to war, usually pulling in allied Thrace as well. After a few months Egypt and Seleukid Empire may join the fray, forcing Phrygia to choose between conceding significant amounts of territory in the Levant - possibly including their capital - or face war against all of the other four Diadochi combined.
Phrygia has a single unique country-specific decision, relating to securing its position while Antigonos is still alive. The decision can be found in .
Secure Antigonid Position
Please help with verifying or updating this infobox. It was last verified for version 1.4.
To ensure the strength of Antigonos' new eastern kingdom and the freedom of the Greeks; Kassandros' occupiers in Korinthos must be cast out, our southern gains kept safe from jealous Ptolemaic schemes, and the new capital of Antigoneia defended from Seleukid ambition.
As well, as a Hellenistic culture group monarchy, Phrygia also has access to the decision to form the Argead Empire.
Reunite Alexander's Empire
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.
Phrygia begins with no allies, but has a vast network of 18 subjects across several different types, many of which can be called to war against its enemies.
Phrygia has 3003 Population at the beginning of the game, which is highly diverse and spans a wide range of culture groups and religions. About half of its population is in the Persian culture group, corresponding to the large Anatolian territories that Phrygia rules over; most of these pops are Cybelene though there is substantial Hellenic penetration from the Hellenized areas of the coast. As with the other eastern Diadochi states there is a substantial Hellenistic minority following the Hellenic religion, though unlike the others much of this comes from older Ionian and Cypriot settlement along the coasts, with only a small number of Macedonian pops scattered between a few major cities. The nation's heartland of Syria is dominated by the native Phoenicians along the coast and Aramaic pops inland, both largely Canaanite but with a significant minority of Hellenic Aramaic pops around the capital. There are also smaller minorities of Hebrew Jewish pops in the directly controlled areas of Palestine and Qedarite Arabic areas near Palmyra.
- 730 Citizen (24.30%)
- 908 Freeman (30.23%)
- 399 Tribesman (13.28%)
- 966 Slave (32.16%)
Phrygia begins with 24 Cohorts, which consists of 8 Archers, 8 Heavy Infantry, and 8 Light Cavalry. The maximum Manpower for Phrygia at 450 A.V.C. is 67,175 but starts with over 85,725. 147 Manpower is gained each month.
- From Pops: 93
- From Subjects: 54
Phrygia starts with a fleet of 60 Ships.
Phrygia starts the game with multiple internal problems that the player will have to address. Because most of its population, even in the capital region and province, are of the wrong culture group, happiness is low across the empire, leading to poor research; over time, this will cause Phrygia to fall behind in technology. Moreover, aggressive expansion will lead to increased unhappiness in almost all provinces of Phrygia, making rebellions very dangerous. Therefore, the first priority should be to rectify this problem.
Research has a large bonus in the capital city (75%) and capital province (50%). Thus, it is helpful to focus on increasing research in the capital by importing papyrus and making citizens happier by various laws, trade goods, and increasing the civilization value. As wrong culture group produces a large malus on happiness, it is also imperative to convert the population in the capital province to Macedonian culture.
Province loyalty should not be too big of a problem when aggressive expansion is low. To prepare for future conquest though, it is imperative to start culture conversion as early as possible, important to note that those of a different religion will be harder to culture convert.
Soon after starting the game, the Wars of the Diadochi event will trigger, giving Phrygia claims on lands owned by the other Diadochi. Specially for Phrygia, an event fire giving some modifiers increasing disloyalty in the provinces for 10 years. So the player has two options -- either the player could try to conquer Korinth, which is owned by Macedon, or the player could simply allow the event to fire upon the death of their ruler.
The tricky part of conquering Korinth is that Macedon is allied to Thrace and guaranteed by both Egypt and the Seleucid Empire, resulting in war in every front. This is a war that Phrygia cannot win in the long term. However, Phrygia starts with naval superiority, allowing it to quickly transfer troops across the Mediterranean. Moreover, both the Seleucids and Egypt are far from the war goal; without ships, they would have to march armies across the entirety of Asia Minor to reach Korinth. Therefore, if Phrygia rushes to occupy Korinth and has forts to stymie Egyptian and Seleucid reinforcments, it should get enough war score soon enough to ask for Korinth in the peace deal.
After handling the issue of Antigonus's death and the subsequent succession, the player is in a position to expand. Antignous's son, Demetrius, will inherit the claims over Alexander's empire (unlike all the other heirs of the Diadochi states). The pros and cons for expanding into each of the successor states are noted below, and it is up to the player to choose the direction of expansion.
- Macedon/Thrace: These are the only successor states whose provinces are all of the Hellenistic culture group. Conquering their provinces give the least unrest and the best return on research, gold, and manpower. However, both Macedon and Thrace are guaranteed by the Seleucids and Egypt, making wars more challenging as the player must leave some troops to defend the capital region. One helpful tip is to declare war on some minor state that is guaranteed by Macedon or Thrace, so that the Seleucids and Egypt are not called to arms.
- Seleucids: In the beginning of the game, the Seleucids will sometimes be at war with the Mauryan kingdom to their east, potentially giving the player an opportunity to strike. Their land is generally mountainous with low supply limit, and there are lots of impassable terrain. Because of this, it often takes the Seleucids a long time to respond to an invasion, allowing the player to fully occupy a well chosen war goal. On the other hand, the terrain could easily cause a lot of attrition to the player as well or cause stacks to be located too far for timely reinforcement. The Seleucids has some provinces with rare trade goods, such as gems and steppe horses, but other than Mesopotamia and some cities in Persia, their land is generally low in population. Moreover, most of the population are of the wrong culture, making their provinces less useful than the provinces in Greece.
- Egypt: The Egyptian provinces along the Nile river are some of the most populous provinces in the game, making Egypt a tempting target for expansion. Phrygia should be able to muster a larger army than Egypt, and with careful play and well chosen war goals, be able to beat Egypt. One thing to be careful of is the land connecting Egypt and Phrygia, which has a fort in Gaza and is otherwise mostly desert. The player must siege down the fort to enter Egypt (a naval landing is foolhardy unless the player can muster an enormous navy to land a large enough army) and keep reinforcements close at hand, which can cause enormous attrition. One helpful trick is to hire mercenaries to siege Gaza, and have the mercenaries assault the fort to speed up progress. After Gaza has fallen, the rest of Egypt has no forts except at Alexandria, making it ripe for occupation and enslavement. The Egyptian provinces are very rich and some provinces produce papyrus; however, like the Seleucid provinces, most cities are of the wrong culture.
Unique aspects of Phrygia
With the introduction of missions and changes in events. 1.3 gives a very different playstyle for any Phrygian player. Without going too much in depth on what to do, especially since the missions might give you excellent options to expand in Greece or Asia Minor, Phrygia is an excellent choice for any player who wish to see the lategame playstyle from the start.
For the first 50 years of gametime (give or take a few years.) You are given claims on large parts of your neighbours provinces, this puts you on a timer much like any player looking for a world conquest in the lategame. Secondly you will experience the effect of having a large population outside your culture group and of a different religion. Aggressive expansion after large conquests, will therefore have a enormous negative effect on your nation, combine this with the inevitable ascension to a Great Power which will give you modifiers that decreases the threshold for civil war by 8% and Rebellion by 5%. An advice in avoiding rebellion is considering changing the laws to King of Kings (which increases amount of diplomatic relations you can have) And releasing disloyal provinces into client states on the nation tab. Secondly putting Disloyal Generals or Governors on trial and subsequently in jail, might save you from apparent inevitable Civil wars.
You will also be able to experience both the use of large armies with most unit combinations, large naval battles, and a several front war. Important point on navy, Phrygia has 3 of the largest ships ingame (you're able to get more through a mission as well as through the military tradition). These ships are quite powerful if not overpowered earlygame, as they give you the ability to breach fortresses near the coast for 30% of their HP. Or simply REMOVE the fortress for 70% of one ships hitpoints. Meaning all forts of Egypt can be removed at the start of the war if you're planning ahead. If combined with Egypt attacking a neighbour in the south, you pretty much have free reign to occupy his whole capital region without any resistance. Not to mention it is the same situation for Macedonia and Thrace, which both have forts with ports.
Diplomacy outside your military reach
Relations with nations outside your sphere of conquests can be increased quite easily if you're willing to invest some Political power. There is one important aspect which should be noted, try and do this before you reach Great Power, as you'll not be able to ally nations after this point, depriving you of about +50 relation.
If you're able to get the tech and so on, you might be able to create feudatories or Client states near the lategame through diplomacy. However early game, you're only able to create Tribal vassals and Tributaries. These gives limited benefits and in some cases will hinder your growth. (I always remove the Tributaries in Phrygias Capital province for example. Combined with the option in the government tab to gain a wargoal and you might be able to remove all three 1 city minors, which likely will ally eachother, without having to spend political power and it will be free of aggressive expansion if you choose the -0.50 aggressive expansion option after annexing a nation.)
Tribal vassals will give you manpower and occasional events where pops will move to and from the vassals to your nation. While this is fairly minor earlygame it is nice in a nation as Phrygia, to replace a pop of different culture/religious with a pop of same culture group and religion. Not to mention that it will turn this tribals into civilized nations and ease the conquest and civilization of these areas in the future. Secondly it will limit the growth of future enemies, example is Rome with its many Hellenic neighbours which would consider giving you tribute in exhange for protection.
If you look towards the Balkan region you will see on the culture/religious mapmode lots of Hellenic provinces under tribe leadership. With one improve relation, one alliance request and (if you're in a rush) a minor gold payment (10-25). You will gain above 100 relation, and be able to turn them into a Tributary or Tribal Vassal. When this is done the relation slot you used allying them will be freed up to be used on the next tribe. This strategy can be used by any large nation and can be used on most tribal and smaller nations. Giving you the option of divide and conquer, in large parts of the world before you even begin military conquests in these regions.