- This article is about the Hellenistic country in Asia formerly known as Phrygia. For the Phrygian culture formable, see 20px Phrygia (Formable).
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 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, 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.
- 1 Name
- 2 Missions
- 3 Events
- 4 Decisions
- 5 Diplomacy
- 6 Population
- 7 Strategy
- 8 Achievements
- 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.
- 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.
- 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 Diadochi
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 Cause
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 Diadochi
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.
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 .
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.
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.
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.
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.
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 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.
- 30 Nobles (1.08%)
- 644 Citizens (23.25%)
- 844 Freemen (30.47%)
- 360 Tribesmen (13.00%)
- 892 Slaves (32.20%)
- 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
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 Kingdom
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.
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".