Antigonid Kingdom

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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)

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 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 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.


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 receive 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.png civil war.


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, Flag of Seleukid Empire Seleukid Empire, Flag of Egypt Egypt, Flag of Macedon Macedon, and Flag of Thrace Thrace.

The Wars of the Diadochi[edit]

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 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 of Argead Empire 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[edit]

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 of Macedon 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 Flag of Thrace 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[edit]

Shortly after the game starts, the Antigonids will be given the choice to either resume the war in Greece against Flag of Macedon 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 of Macedon Macedon may choose to concede Korinthos (418) but will most likely decide to go to war. After a few months Flag of Egypt Egypt, the Flag of Seleukid Empire Seleukid Empire, and eventually Flag of Thrace 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.


The Flag of Antigonid Kingdom 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.


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 Flag of Antigonid Kingdom Antigonid Kingdom
  • Antigonos Antigonid (37) is the current ruler
  • Does not have the variable secure_phrygian_position_flag
  • 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

  • Get the modifier Defender of Greece for 20 years, giving:
    • Province loyalty +0.03 Provincial Loyalty
    • State religion happiness +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 Flag of Macedon 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 of Argead Empire Argead Empire.


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 Flag of Epirus Epirus
  • Is not a republic
  • The capital is in the regions of Macedonia or Greece, or has dominant Macedonian culture
  • Is not Flag of Macedon Macedon
  • Is not AI-controlled or has at least 20 territories
  • Is not a Tier 2 or Tier 3 formable
  • Flag of Macedon 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 Integrated.png primary or integrated culture

  • Gain Political influence.png 150 political influence
  • Current country becomes Flag of Macedon Macedon
  • Set the primary culture to Macedonian, with the old primary culture being Integrated.png integrated
  • Set the capital to Pella (379), and make it a city if it is currently a territory
  • Add Citizens 4 citizen pops and Freemen 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:
    • Local population growth.png +0.15% Local Population Growth
    • Freeman happiness +8% Local Freeman Happiness
    • Civilization.png +10% Local Civilization Level
  • Get claims on all territories in the region of Macedonia
  • Get Province investment 3 free province investments

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 Flag of Argead Empire Argead Empire
  • Has at least 1 territory
  • Country is in the Hellenistic culture group
  • Is a monarchy
  • Is not Flag of Argead Empire Argead Empire
  • Is not AI-controlled or has more than 40 territories
  • Flag of Argead Empire 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)

  • If the country is tribal, add the modifier Civilizing Tribe for 10 years, giving:
    • Civilization.png +0.10% Monthly Civilization Change
    • Promotion +2 Pop Promotion Speed
    • Integrated culture happiness +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:
    • Unintegrated culture group happiness +6% Unintegrated Culture Group Happiness
    • Land morale.png +5% Morale of Armies
    • Diplomatic reputation.png +2 Diplomatic Reputation
    • Freeman happiness +8% National Freeman Happiness
  • Current country becomes Flag of Argead Empire 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 Flag of Antigonid Kingdom Antigonid Kingdom, Flag of Macedon Macedon, Flag of Seleukid Empire Seleukid Empire, Flag of Egypt Egypt, or Flag of Thrace Thrace and is not AI-controlled, award the achievement No More Worlds Left to Conquer
  • Get Province investment 5 free province investments


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 Flag of Aetolia Aetolia and Flag of Boeotia Boeotia.


The Antigonid Kingdom has Population.png 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 Pop noble.png Nobles (1.08%)
  • 644 Citizens Citizens (23.25%)
  • 844 Freemen Freemen (30.47%)
  • 360 Tribesmen Tribesmen (13.00%)
  • 892 Slaves Slaves (32.20%)

Cultural privileges[edit]

  • Aramaic (Aramaic) - Integrated.png Integrated culture, Citizens Citizen rights
  • Cilician (Anatolian) - Integrated.png Integrated culture, Citizens 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


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 the wrong 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 increased unhappiness in almost all provinces of the Antigonid Kingdom, 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 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.

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 the Antigonid Kingdom cannot win in the long term. However, the Antigonids start 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 the Antigonids rush 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. 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 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 the Antigonid Kingdom[edit]

With the introduction of missions and changes in events. 1.3 gives a very different playstyle for any Antigonid 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, the Antigonids are 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, 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 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[edit]

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 the Antigonid 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 the Antigonids, 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.


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