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{{hatnote|This article is about the Hellenistic country in Asia formerly known as Phrygia.  For the Phrygian culture formable, see {{flag|Phrygia (Formable)}}.}}
 
{{Country
 
{{Country
 
| Rank= Major power
 
| Rank= Major power
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| Culture= Macedonian (Hellenistic)
 
| Culture= Macedonian (Hellenistic)
 
| Religion= Hellenic
 
| Religion= Hellenic
| Capital= Antigoneia
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| Capital= Antigoneia (790)
 
| Traditions= Greek
 
| Traditions= Greek
 
}}
 
}}
  
[[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 {{flag|Seleukid Empire}} with the support of {{flag|Egypt}} and currently engaged in an invasion of Greece against {{flag|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.  
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The {{flag|Antigonid Kingdom}} 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, the Antigonid Kingdom is one of the largest and perhaps the strongest of the Diadochi successor states of the {{flag|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 {{flag|Seleukid Empire}} with the support of {{flag|Egypt}} and currently engaged in an invasion of Greece against {{flag|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, the Antigonids 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 vast, research-poor and culturally and religiously divided realm that may soon face unrest and upheaval if the Antigonid cause cannot be maintained.
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== Name ==
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{{main|Country rename events}}
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As a dynamically named country, the name of the Antigonid Kingdom can and usually will change at some point during the game. If the ruling dynasty changes or the country is no longer a monarchy, the former Antigonid Kingdom instead will an event to break with its dynastic traditions and naming, allowing the country to choose between renaming itself into the '''Asian Kingdom''' based on the centre of its controlled territories or taking a more general name based on its capital region (e.g. '''Syrian Empire''', '''Cilician Empire''', '''Phrygian Empire''', etc.).
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Apart from that event, the base name of the country will always use the name of the ruler's family and takes the form '''[RulerDynastyAdjective] Kingdom''', defaulting to '''Asian Kingdom''' 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 {{icon|civil war}} [[civil war]].
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== Missions ==
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{{main|Greek missions}}
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At the beginning of the game, as a Diadochi state the {{flag|Antigonid Kingdom}} is eligible only for the [[generic missions]]. However, if it forms another country - the easiest being {{flag|Macedon}}, but the {{flag|Argead Empire}} also counts - the Antigonid Kingdom will no longer be considered a Diadochi state for mission purposes and will have access to some of the [[Greek missions]]. In particular, as the Antigonids start with some territory in Greece as well as the Propontic coast, assuming it does not lose any territory the Antigonids will immediately be eligible for the [[Greek_missions#Pan-Hellenic_Government|Pan Hellenic Government]] Greek cultural mission tree, with the goal of uniting Greece and forming the {{flag|Hellenic League}}, as well as the Euxine Sea Hellenistic cultural mission tree [[Greek_missions#The Hospitable Sea|The Hospitable Sea]], directing it to expand its influence and dominate the Euxine Sea region.
  
 
== Events ==
 
== Events ==
 
{{main|Diadochi events}}
 
{{main|Diadochi events}}
Phrygia has a number of unique events that can trigger in the early game, centered around its background and interactions with the other Diadochi states, {{flag|Seleukid Empire}},  {{flag|Egypt}},  {{flag|Macedon}}, and {{flag|Thrace}}.
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The Antigonid Kingdom has a number of unique events that can trigger in the early game, centered around its background and interactions with the other Diadochi states, {{flag|Seleukid Empire}},  {{flag|Egypt}},  {{flag|Macedon}}, and {{flag|Thrace}}.
  
 
=== The Wars of the Diadochi ===
 
=== 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).  
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At start, all the Diadochi states will receive an event that gives them claims on all of the western half of the former Argead Empire and the special '''Legacy of Alexander''' [[wargoal]] against each other, 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 unless the {{flag|Argead Empire}} is restored within that time, but uniquely the Antigonids can keep their claims until the death of the second ruler (typically Antigonos's son Demetrios).
  
 
=== The Antigonid Cause ===
 
=== 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 {{flag|Macedon|0}} [[Macedon|Macedonian]] control). If Phrygia does not control all of the necessary provinces, they will be forced to choose between either releasing {{flag|Pergamon}} from all of their territories in the region of Asia, which may then become a tributary of {{flag|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.
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When Antigonos dies, one of two events can trigger depending on whether or not the Antigonids control certain territories (particularly Korinthos (418), which starts off under {{flag|Macedon|0}} [[Macedon|Macedonian]] control). If the Antigonid Kingdom does not control all of the necessary provinces, they will be forced to choose between either releasing {{flag|Pergamon}} from all of their territories in the region of Asia, which may then become a tributary of {{flag|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 ===
 
=== Fourth War of the Diadochi ===
Shortly after the game starts, Phrygia will be given the choice to either resume the war in Greece against {{flag|Macedon}} or retreat entirely, releasing all subjects and territories in the region and angering the other Hellenistic subject states, possibly leading to revolts. {{flag|Macedon}} may choose to concede Korinthos (418) but will most likely decide to go to war, usually pulling in allied {{flag|Thrace}} as well. After a few months {{flag|Egypt}} and {{flag|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.
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Shortly after the game starts, the Antigonids will be given the choice to either resume the war in Greece against {{flag|Macedon}} or retreat entirely, releasing all subjects and territories in the region and angering its other protected Hellenistic subject states, possibly leading to revolts. {{flag|Macedon}} may choose to concede Korinthos (418) but will most likely decide to go to war. After a few months {{flag|Egypt}}, the {{flag|Seleukid Empire}}, and eventually {{flag|Thrace}} may join the fray, forcing the Antigonids to choose between conceding significant amounts of territory in Asia and the Levant - possibly including their capital - or possibly face war against all of the other four Diadochi combined.
  
 
== Decisions ==
 
== Decisions ==
 
<section begin=phrygian_decisions/>
 
<section begin=phrygian_decisions/>
{{flag|Phrygia}} has a single unique country-specific decision, relating to securing its position while Antigonos is still alive. The decision can be found in {{path|decisions/phrygia.txt}}.
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The {{flag|Antigonid Kingdom}} has a single unique country-specific decision, relating to securing its position while Antigonos is still alive. The decision can be found in {{path|decisions/phrygia.txt}}.
  
 
{{Box wrapper}}  
 
{{Box wrapper}}  
 
  {{Decision
 
  {{Decision
|version = 1.4
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|version = 1.5
 
|decision_id = secure_phrygian_position
 
|decision_id = secure_phrygian_position
 
|decision_name = Secure Antigonid Position
 
|decision_name = Secure Antigonid Position
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|potential =
 
|potential =
 
* Has at least 1 territory
 
* Has at least 1 territory
* Is {{flag|Phrygia}}
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* Is {{flag|Antigonid Kingdom}}
 
* '''Antigonos Antigonid''' (37) is the current ruler
 
* '''Antigonos Antigonid''' (37) is the current ruler
 
* Does not have the variable ''secure_phrygian_position_flag''
 
* Does not have the variable ''secure_phrygian_position_flag''
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| effect =  
 
| effect =  
 
* Get the modifier '''Defender of Greece''' for '''20''' years, giving:
 
* Get the modifier '''Defender of Greece''' for '''20''' years, giving:
** [[File:Happiness for same religion modifier.png|32px]] {{green|+10%}} State Religion Happiness
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** {{icon|province loyalty}} {{green|+0.03}} Provincial Loyalty
** [[File:Unrest.png|32px]] {{green|-0.50}} National Unrest
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** {{icon|state religion happiness}} {{green|+10%}} State Religion Happiness
 
* Set the variable ''secure_phrygian_position_flag''
 
* Set the variable ''secure_phrygian_position_flag''
 
|comment =  
 
|comment =  
 
}}
 
}}
{{End box wrapper}}
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{{End box wrapper}}<section end=phrygian_decisions/>
<section end=phrygian_decisions/>
 
  
As well, as a Hellenistic culture group monarchy, Phrygia also has access to the decision to form the {{flag|Argead Empire}}.
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As well, as a country with Macedonian primary culture, the Antigonid Kingdom can form {{flag|Macedon}} if it conquers the area and destroys the existing Antipatrid kingdom. As a Hellenistic culture group monarchy, the Antigonid Kingdom also has access to the decision to form the {{flag|Argead Empire}}.
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{{Box wrapper}}
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{{#lst:Formable Nations|form_macedon}}
 
{{#lst:Formable Nations|reunite_alexanders_empire_decision}}
 
{{#lst:Formable Nations|reunite_alexanders_empire_decision}}
==Economy==
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{{End box wrapper}}
Phrygia has 3003 [[Population]] at the beginning of the game.
 
The main ones are:
 
* 525 Cybelene Phrygian
 
* 373 Canaanite Aramaic
 
* 187 Hellenic Cilician
 
* 166 Canaanite Phoenician
 
* 159 Hellenic Ionian
 
 
 
[[Population]] Types:
 
* 730 Citizen (24.30%)
 
* 908 Freeman (30.23%)
 
* 399 Tribesman (13.28%)
 
* 966 Slave (32.16%)
 
 
 
== Military ==
 
=== Army ===
 
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
 
 
 
=== Navy ===
 
Phrygia starts with a fleet of 60 Ships.
 
  
 
==Diplomacy==
 
==Diplomacy==
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.  
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The Antigonid Kingdom 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.  
 
<div style="display: flex;">
 
<div style="display: flex;">
 
<div style="padding-right: 30px;">
 
<div style="padding-right: 30px;">
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</div>
 
</div>
  
Phrygia also starts with guarantees on {{flag|Aetolia}} and {{flag|Boetia}}.
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The Antigonids also start with guarantees on {{flag|Aetolia}} and {{flag|Boeotia}}.
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==Population==
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The Antigonid Kingdom has {{icon|population}} 2770 pops at the beginning of the game, which are highly diverse and spans a wide range of culture groups and religions. About half of its population is in the Anatolian culture group, corresponding to the large Anatolian territories in Phrgyia, Asia, and Cilicia that the Antigonids rule 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.
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[[Population]] Types:
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* 30 {{icon|nobles}} Nobles (1.08%)
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* 644 {{icon|citizens}} Citizens (23.25%)
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* 844 {{icon|freemen}} Freemen (30.47%)
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* 360 {{icon|tribesmen}} Tribesmen (13.00%)
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* 892 {{icon|slaves}} Slaves (32.20%)
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=== Cultural privileges ===
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* '''Aramaic''' (Aramaic) - {{icon|integrated culture}} Integrated culture, {{icon|citizens}} Citizen rights
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* '''Cilician''' (Anatolian) - {{icon|integrated culture}} Integrated culture, {{icon|citizens}} Citizen rights
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* '''Phrygian''' (Anatolian) - Protected Inheritances, Right of Intermarriage
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* '''Phoenician''' (Levantine) - Right to Enter Contracts, Protected Inheritances
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* '''Carian''' (Anatolian) - Right of Intermarriage
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* '''Ionian''' (Hellenistic) - Right to be Officer, Right of Intermarriage
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* '''Euboean''' (Hellenistic) - Right of Intermarriage, Protected Inheritances
  
 
==Strategy==
 
==Strategy==
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.
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{{SVersion|1.5}}
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The {{flag|Antigonid Kingdom}} 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 a different culture group, happiness is low across the empire, leading to poor research; over time, this will cause the Antigonids to fall behind in technology. Moreover, aggressive expansion will lead to lower stability affecting the happiness all provinces of the Antigonid Kingdom, making rebellions a very real danger in the long term.
  
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.
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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.
  
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.  
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Soon after starting the game, the Wars of the Diadochi event will trigger, giving the Antigonids claims on lands owned by the other Diadochi. Specially for the Antigonids, an event will 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 {{flag|Macedon}}, or the player could simply allow the event to fire upon the death of their ruler.
  
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.
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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.
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* {{flag|Macedon}}/{{flag|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.
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* {{flag|Seleukid Empire|0}} [[Seleukids]]: In the beginning of the game, the {{flag|Seleukid Empire|0}} [[Seleukids]] will sometimes be at war with the {{flag|Maurya|0}} [[Maurya|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 {{flag|Seleukid Empire|0}} [[Seleukids]] 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 {{flag|Seleukid Empire|0}} [[Seleukids]] 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.
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* {{flag|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. The Antigonids should be able to muster a larger army than {{flag|Egypt}}, and with careful play and well chosen war goals, be able to beat {{flag|Egypt}}. One thing to be careful of is the land connecting {{flag|Egypt}} and the Antigonids, which has a fort in Gaza and is otherwise mostly desert. The player can use his ships to remove the {{flag|Egypt|0}} [[Egypt|Egyptian]] forts, if you manage to beat their navy, 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.
  
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.
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===Unique aspects of the Antigonid Kingdom===
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With the introduction of missions and changes in events. the newer versions gives a very different playstyle for any Antigonid player. First of all, you have the possibility of having a quick war against an unprepared Macedonia, which if done correctly can be crushed before {{flag|Egypt}}, {{flag|Seleukid Empire}} and {{flag|Thrace}} can do any real damage towards you. This will make it possible to do a decision if you take Korinth, which will stabilize your empire while the war rages on. Afterwards, you will have three defensive wars, which will make it quicker for you to reduce your aggressive expansion while conquering them.
  
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.
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The Antigonids are an excellent choice for any player who wish to see the lategame playstyle from the start; you can go for a total war at the start against numerous foes, financing your war through raiding cities with your faction leader. The player may also abuse the event to gain a peaceful option and diplomatically gain all the Greek states before switching to a one by one approach on the Diadochi, crushing them with your superior numbers and allies.
* 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.
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* 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.
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It is worth mentioning that Aggressive Expansion mostly affects your stability internally, which can stop you from attacking other nations if below 30, but will take decades before it seriously hinders your war efforts; your provinces start at 100 loyalty and it will take quite some time for it to go down. So, going for a high Aggressive expansion (which will reduce AE gain if over 75, and can be further reduced with switching Pantheon to gain an additional 6.5% and a starting Charisma Tech which will give you an additional 5% reduction.) This can be a fun experience for any player who would want some challenge in expanding quickly.
* 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.
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For the first 50 years of game-time (depending on your second leader's health), 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, much like any Rome player long into a world conquest. Now, with both integrated cultures and rights to give to them, there are choices on how to spend your valuable stability.
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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. An important point on the navy is that the Antigonids have 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 in the early game, 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 ship's hitpoints. This means that all forts of {{flag|Egypt}} can be removed at the start of the war if you're planning ahead. If combined with {{flag|Egypt}} attacking a neighbour in the south, you pretty much have free reign to occupy his whole capital region without any resistance. It is also the same situation for {{flag|Macedon}} and {{flag|Thrace}}, which both only have forts with ports at the start of the game.
  
===Unique aspects of Phrygia===
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===Peaceful expansion===
With the introduction of missions and changes in events. 1.3 gives a very different playstyle for any Phrygian player.
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Due to the nation's Macedonian culture, you have a +10 relations with all nations of Greek culture, this combined with +25 from gift and an alliance offer will give you 100 relations. (If they are trading with you, you gain an additional 20 relations) 100 relation is the ideal spot in diplomacy as this will give you the option of making them a tribute/feudatory which costs no diplomatic slots. (Feudatories can also be annexed when at 190 relations). If you have any Aggressive expansion, you might need to use your hard earned political power to improve relation. (Or get lucky in the Olympics and gain a +20 relations to all Hellenic nations.)
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.
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Why is this even important? Well, it makes it possible for some diplomatic expansion before beginning the annexing of the Diadochi ({{flag|Egypt}}/{{flag|Macedon}}/{{flag|Thrace}}/{{flag|Seleukid Empire}}). Main goal of this is both to gain allies in future wars and reduce Aggressive expansion gain. Lastly ,it will make it possible to quickly and easily annex the Greek cities through a mission, gained after using the decision to create the nation of Macedonia after you've annexed it.  
  
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.
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Strategy could be as follows: first, push {{flag|Macedon}} to give up Korinth. Secondly, look over possible trading agreements with minor Greek states, to gain +20 relations to negate the negative relation that your 10 Aggressive expansion is giving as of now. (To reduce this quickly, do not go to war, put the 11 Charisma skill advisor in your court to reduce Aggressive expansion and start Zeus's omen. Gain some Tyranny) Try to avoid allying any state which is in war, as they cannot be made a Feudatory while in war. You cannot have too many alliances as it will reduce your political power gain, and if you have many enough, it will make them unlikely to accept. So when you're sure you will gain 100 relations, ally, gift and vassalize as many as possible over 3 months' time. Repeat until all nations in your culture group is part of your empire. (This can be done with Greek city states in Italy and the Black Sea as well. When you form {{flag|Macedon}} you will be able to diplomatically reach the Greek states in the Western Mediterranean as well.
  
===Diplomacy outside your military reach===
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{{flag|Epirus}} is a nice example of this, as at the start of the game you will gain an marriage event which will give you +50 relations with the nation, just ally it and then make it a feudatory. Quick and easy.
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.)
+
Afterwards, annex {{flag|Macedon}}, form it through decision and you'll be able to go through a mission tree which gives you an end mission to annex most the cities in Greece instantly and for free.
  
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.
+
Note that with patch 1.5, the above strategy becomes much harder as non-Macedonian Greek states now have -10 opinion due to "different culture".
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.
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== Achievements ==
 +
{{Achievement|Antipater's Dream|As Macedonia, own the region of Greece.|64px|link=off}}
 +
{{Achievement|The Besieger|As the Antigonids, sack the cities of Babylon, Alexandria, Lysimacheia, and Pella.|64px|link=off}}
 +
{{Achievement|No More Worlds Left to Conquer|Reform Alexander's Empire as a successor state.|64px|link=off}}

Latest revision as of 17:25, 12 September 2020

This article is about the Hellenistic country in Asia formerly known as Phrygia. For the Phrygian culture formable, see 20px Phrygia (Formable).
Major powerAntigonid Kingdom
Antigonid Kingdom.png
Primary culture
Macedonian (Hellenistic)

Capital province
Antigoneia (790)

Government
Monarchy (Aristocratic)

State religion
Military traditions
Flag of Antigonid Kingdom Heritage of Antigonos

Siege.png +5% Siege ability
Diplomatic reputation.png +2.00 Diplomatic reputation
Fort defense.png −10% Fort defense

The Flag of Antigonid Kingdom Antigonid Kingdom 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, the Antigonid Kingdom is one of the largest and perhaps the strongest of the Diadochi successor states of the Flag of Argead Empire 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 Flag of Seleukid Empire Seleukid Empire with the support of Flag of Egypt Egypt and currently engaged in an invasion of Greece against Flag of Macedon 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, the Antigonids 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 vast, research-poor and culturally and religiously divided realm that may soon face unrest and upheaval if the Antigonid cause cannot be maintained.

Contents

NameEdit

Main article: Country rename events

As a dynamically named country, the name of the Antigonid Kingdom can and usually will change at some point during the game. If the ruling dynasty changes or the country is no longer a monarchy, the former Antigonid Kingdom instead will an event to break with its dynastic traditions and naming, allowing the country to choose between renaming itself into the Asian Kingdom based on the centre of its controlled territories or taking a more general name based on its capital region (e.g. Syrian Empire, Cilician Empire, Phrygian Empire, etc.).

Apart from that event, the base name of the country will always use the name of the ruler's family and takes the form [RulerDynastyAdjective] Kingdom, defaulting to Asian Kingdom 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.

MissionsEdit

Main article: Greek missions

At the beginning of the game, as a Diadochi state the   Antigonid Kingdom is eligible only for the generic missions. However, if it forms another country - the easiest being   Macedon, but the   Argead Empire also counts - the Antigonid Kingdom will no longer be considered a Diadochi state for mission purposes and will have access to some of the Greek missions. In particular, as the Antigonids start with some territory in Greece as well as the Propontic coast, assuming it does not lose any territory the Antigonids will immediately be eligible for the Pan Hellenic Government Greek cultural mission tree, with the goal of uniting Greece and forming the   Hellenic League, as well as the Euxine Sea Hellenistic cultural mission tree The Hospitable Sea, directing it to expand its influence and dominate the Euxine Sea region.

EventsEdit

Main article: Diadochi events

The Antigonid Kingdom has a number of unique events that can trigger in the early game, centered around its background and interactions with the other Diadochi states,   Seleukid Empire,   Egypt,   Macedon, and   Thrace.

The Wars of the DiadochiEdit

At start, all the Diadochi states will receive an event that gives them claims on all of the western half of the former Argead Empire and the special Legacy of Alexander wargoal against each other, 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 unless the   Argead Empire is restored within that time, but uniquely the Antigonids can keep their claims until the death of the second ruler (typically Antigonos's son Demetrios).

The Antigonid CauseEdit

When Antigonos dies, one of two events can trigger depending on whether or not the Antigonids control certain territories (particularly Korinthos (418), which starts off under   Macedonian control). If the Antigonid Kingdom does not control all of the necessary provinces, they will be forced to choose between either releasing 20px 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 DiadochiEdit

Shortly after the game starts, the Antigonids 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 its other protected Hellenistic subject states, possibly leading to revolts.   Macedon may choose to concede Korinthos (418) but will most likely decide to go to war. After a few months   Egypt, the   Seleukid Empire, and eventually   Thrace may join the fray, forcing the Antigonids to choose between conceding significant amounts of territory in Asia and the Levant - possibly including their capital - or possibly face war against all of the other four Diadochi combined.

DecisionsEdit

The   Antigonid Kingdom has a single unique country-specific decision, relating to securing its position while Antigonos is still alive. The decision can be found in /ImperatorRome/game/decisions/phrygia.txt.

id

Secure Antigonid Position

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.


 
Potential requirements
  • Has at least 1 territory
  • Is   Antigonid Kingdom
  • Antigonos Antigonid (37) is the current ruler
  • Does not have the variable secure_phrygian_position_flag
Allow
  • Antigonos Antigonid (37) is alive and the current ruler
  • Owns Korinthos (418), Askalon (660), Antigoneia (790), Chalkis (407), and Salamis (331)
  • Does not have the variable secure_phrygian_position_flag

Effects
  • Get the modifier Defender of Greece for 20 years, giving:
    •   +0.03 Provincial Loyalty
    •   +10% State Religion Happiness
  • Set the variable secure_phrygian_position_flag

As well, as a country with Macedonian primary culture, the Antigonid Kingdom can form   Macedon if it conquers the area and destroys the existing Antipatrid kingdom. As a Hellenistic culture group monarchy, the Antigonid Kingdom also has access to the decision to form the   Argead Empire.

id

Form Macedon

The Barons of Macedon have always favored the strong and able over the weak and feeble. Let us seize the kingdom away from those that are leading it to ruin and create a new stronger state for the Macedonians to serve.


 
Potential requirements
  • Has at least 1 territory
  • Country has Macedonian culture or, if the Epirus Content Pack is not enabled, started as   Epirus
  • Is not a republic
  • The capital is in the regions of Macedonia or Greece, or has dominant Macedonian culture
  • Is not   Macedon
  • Is not AI-controlled or has at least 20 territories
  • Is not a Tier 2 or Tier 3 formable
Allow
  •   Macedon does not currently exist
  • Is not at war or in a civil war
  • Owns the following territories:
    • Pella (379)
    • Aigeai (428)
    • Amphipolis (365)
    • Pharsalos (394)
    • Eratyra (3175)
  • If the country is not AI-controlled and there are Macedonian-cultured pops in the country, has Macedonian as a   primary or integrated culture

Effects
  • Gain   150 political influence
  • Current country becomes   Macedon
  • Set the primary culture to Macedonian, with the old primary culture being   integrated
  • Set the capital to Pella (379), and make it a city if it is currently a territory
  • Add   4 citizen pops and   4 freemen pops of the state culture and religion to Pella (379)
  • Pella (379) gets the modifier Emergent Capital until the end of the game, giving:
    •   +0.15% Local Population Growth
    •   +8% Local Freeman Happiness
    •   +10% Local Civilization Level
  • Get claims on all territories in the region of Macedonia
  • Get   3 free province investments
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% Integrated 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:
    •   +6% Unintegrated Culture Group Happiness
    •   +5% Morale of Armies
    •   +2 Diplomatic Reputation
    •   +8% 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   Antigonid Kingdom,   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

DiplomacyEdit

The Antigonid Kingdom 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.

The Antigonids also start with guarantees on   Aetolia and   Boeotia.

PopulationEdit

The Antigonid Kingdom has   2770 pops at the beginning of the game, which are highly diverse and spans a wide range of culture groups and religions. About half of its population is in the Anatolian culture group, corresponding to the large Anatolian territories in Phrgyia, Asia, and Cilicia that the Antigonids rule 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.

Population Types:

  • 30   Nobles (1.08%)
  • 644   Citizens (23.25%)
  • 844   Freemen (30.47%)
  • 360   Tribesmen (13.00%)
  • 892   Slaves (32.20%)

Cultural privilegesEdit

  • Aramaic (Aramaic) -   Integrated culture,   Citizen rights
  • Cilician (Anatolian) -   Integrated culture,   Citizen rights
  • Phrygian (Anatolian) - Protected Inheritances, Right of Intermarriage
  • Phoenician (Levantine) - Right to Enter Contracts, Protected Inheritances
  • Carian (Anatolian) - Right of Intermarriage
  • Ionian (Hellenistic) - Right to be Officer, Right of Intermarriage
  • Euboean (Hellenistic) - Right of Intermarriage, Protected Inheritances

StrategyEdit

The   Antigonid Kingdom 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 a different culture group, happiness is low across the empire, leading to poor research; over time, this will cause the Antigonids to fall behind in technology. Moreover, aggressive expansion will lead to lower stability affecting the happiness all provinces of the Antigonid Kingdom, making rebellions a very real danger in the long term.

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.

Soon after starting the game, the Wars of the Diadochi event will trigger, giving the Antigonids claims on lands owned by the other Diadochi. Specially for the Antigonids, an event will 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.

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.
  •   Seleukids: In the beginning of the game, the   Seleukids 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   Seleukids 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   Seleukids 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. The Antigonids 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 the Antigonids, which has a fort in Gaza and is otherwise mostly desert. The player can use his ships to remove the   Egyptian forts, if you manage to beat their navy, 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 the Antigonid KingdomEdit

With the introduction of missions and changes in events. the newer versions gives a very different playstyle for any Antigonid player. First of all, you have the possibility of having a quick war against an unprepared Macedonia, which if done correctly can be crushed before   Egypt,   Seleukid Empire and   Thrace can do any real damage towards you. This will make it possible to do a decision if you take Korinth, which will stabilize your empire while the war rages on. Afterwards, you will have three defensive wars, which will make it quicker for you to reduce your aggressive expansion while conquering them.

The Antigonids are an excellent choice for any player who wish to see the lategame playstyle from the start; you can go for a total war at the start against numerous foes, financing your war through raiding cities with your faction leader. The player may also abuse the event to gain a peaceful option and diplomatically gain all the Greek states before switching to a one by one approach on the Diadochi, crushing them with your superior numbers and allies.

It is worth mentioning that Aggressive Expansion mostly affects your stability internally, which can stop you from attacking other nations if below 30, but will take decades before it seriously hinders your war efforts; your provinces start at 100 loyalty and it will take quite some time for it to go down. So, going for a high Aggressive expansion (which will reduce AE gain if over 75, and can be further reduced with switching Pantheon to gain an additional 6.5% and a starting Charisma Tech which will give you an additional 5% reduction.) This can be a fun experience for any player who would want some challenge in expanding quickly.

For the first 50 years of game-time (depending on your second leader's health), 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, much like any Rome player long into a world conquest. Now, with both integrated cultures and rights to give to them, there are choices on how to spend your valuable stability.

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. An important point on the navy is that the Antigonids have 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 in the early game, 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 ship's hitpoints. This means that 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. It is also the same situation for   Macedon and   Thrace, which both only have forts with ports at the start of the game.

Peaceful expansionEdit

Due to the nation's Macedonian culture, you have a +10 relations with all nations of Greek culture, this combined with +25 from gift and an alliance offer will give you 100 relations. (If they are trading with you, you gain an additional 20 relations) 100 relation is the ideal spot in diplomacy as this will give you the option of making them a tribute/feudatory which costs no diplomatic slots. (Feudatories can also be annexed when at 190 relations). If you have any Aggressive expansion, you might need to use your hard earned political power to improve relation. (Or get lucky in the Olympics and gain a +20 relations to all Hellenic nations.)

Why is this even important? Well, it makes it possible for some diplomatic expansion before beginning the annexing of the Diadochi (  Egypt/  Macedon/  Thrace/  Seleukid Empire). Main goal of this is both to gain allies in future wars and reduce Aggressive expansion gain. Lastly ,it will make it possible to quickly and easily annex the Greek cities through a mission, gained after using the decision to create the nation of Macedonia after you've annexed it.

Strategy could be as follows: first, push   Macedon to give up Korinth. Secondly, look over possible trading agreements with minor Greek states, to gain +20 relations to negate the negative relation that your 10 Aggressive expansion is giving as of now. (To reduce this quickly, do not go to war, put the 11 Charisma skill advisor in your court to reduce Aggressive expansion and start Zeus's omen. Gain some Tyranny) Try to avoid allying any state which is in war, as they cannot be made a Feudatory while in war. You cannot have too many alliances as it will reduce your political power gain, and if you have many enough, it will make them unlikely to accept. So when you're sure you will gain 100 relations, ally, gift and vassalize as many as possible over 3 months' time. Repeat until all nations in your culture group is part of your empire. (This can be done with Greek city states in Italy and the Black Sea as well. When you form   Macedon you will be able to diplomatically reach the Greek states in the Western Mediterranean as well.

  Epirus is a nice example of this, as at the start of the game you will gain an marriage event which will give you +50 relations with the nation, just ally it and then make it a feudatory. Quick and easy.

Afterwards, annex   Macedon, form it through decision and you'll be able to go through a mission tree which gives you an end mission to annex most the cities in Greece instantly and for free.

Note that with patch 1.5, the above strategy becomes much harder as non-Macedonian Greek states now have -10 opinion due to "different culture".

AchievementsEdit

 
Antipater's Dream
As Macedonia, own the region of Greece.
 
The Besieger
As the Antigonids, sack the cities of Babylon, Alexandria, Lysimacheia, and Pella.
 
No More Worlds Left to Conquer
Reform Alexander's Empire as a successor state.