IIITotal Conquest

Faction journey

Macedon

The Heirs of Alexander

A kingdom of proud cities and soldier-farmers. Raise the phalanx from your towns, train the Companions in Pella, keep the Greek cities loyal and follow Alexander's road east.

CapitalPella
Treasury60,000
CultureMacedonian
VictoryTake Rome
The phalanx drills outside Pella
Turn 0

Heirs of Alexander

The Antigonid kings rule from Pella over Macedonia, Thessaly and a foothold in southern Greece. Beyond them lie the free Greek cities, the Thracians and the wealth of the old Persian empire.

TownSizeNotes
PellaCityCapital. Stone walls, port, Royal Military District
LarissaLarge townThessaly
CorinthLarge townThe isthmus
ChalkisTownEuboea
SardicaTownThe northern frontier

You start with 60,000 in the treasury. King Antigonos and his heir Gyras lead the field armies. The opening announcement, Heirs of Alexander, turns your starting troops into the royal army; generals' bodyguards and ships stay as they are.

Your long goal is to take Rome.

The royal officers
Throughout

Levies of the Towns

Macedon recruits in the ordinary way from the first turn. There are no musters and no cost in population.

Every government building raises local levies:

GovernmentSizeLevies
Royal Village OfficeVillageMilitia Hoplites, Peltasts
Royal Town Office and aboveTown and largerAdds Levy Pikemen and Archers

A bigger palace does not raise better troops. Professionals come only from the military district.

Militia Hoplites
Militia HoplitesAny settlement1,500
Peltasts
PeltastsAny settlement1,500
Levy Pikemen
Levy PikemenTowns and larger2,000
Archers
ArchersTowns and larger1,500
The Royal Military District
Your towns

The Royal Military District

Trained soldiers come from one focus that upgrades in place. Each stage keeps the troops of the stage before.

StageCostTurnsWhereAdds
Royal Recruiting Ground10,0001Any settlementHoplites, Light Lancers
Royal Military District30,0003A Palace of the Strategos. Your capital: from large townPhalanx Pikemen, Heavy Peltasts, Macedonian Cavalry, Cretan Archers, Ballistas
House of the Companions60,0005A Royal Palace. Your capital: a Palace of the StrategosRoyal Pikemen, Companion Cavalry, Onagers

Pella starts with the Royal Military District, so the core of the phalanx is ready at once. See Governing the Realm for focus slots and upkeep.

Hoplites
HoplitesRoyal Recruiting Ground2,500
Light Lancers
Light LancersRoyal Recruiting Ground2,500
Phalanx Pikemen
Phalanx PikemenRoyal Military District3,000
Heavy Peltasts
Heavy PeltastsRoyal Military District2,500
Macedonian Cavalry
Macedonian CavalryRoyal Military District4,500
Cretan Archers
Cretan ArchersRoyal Military District3,000
Ballistas
BallistasRoyal Military District3,000
The Companions assemble
Your capital

House of the Companions

Pella is a city, but its government is still a Provincial Royal Residence. Upgrade it to a Palace of the Strategos (55,000, four turns) and Pella can raise the House of the Companions. Anywhere else the House needs a large city with a Royal Palace.

Royal Pikemen and Companion Cavalry take two turns to train.

Royal Pikemen
Royal PikemenHouse of the Companions4,000
Companion Cavalry
Companion CavalryHouse of the Companions5,000
Onagers
OnagersHouse of the Companions5,000
Harvest on the royal estates
Your towns

The Royal Estates

Macedon uses the shared focuses under its own names. Governing the Realm explains what each one earns.

  • Recall the Royal Commission is Remove Policy: it clears every focus in the town, the military district included.
  • Hear the Petitions and Send the Royal Guard pacify a restless town.
Spoiler

If your treasury stays in debt, the royal moneyers may offer to strike lighter coin. Each issue leaves a mark on every town: Light Royal Silver, then Doubted Royal Coinage, then The King's Broken Promise. Governing the Realm gives the penalties.

Develop the Royal EstatesAgriculture
Royal EmporiumTrade
Work the Royal MinesMining
Royal Naval StationNaval
Royal Recruiting GroundRecruitment
Oaths with an allied city
Your towns

Dependencies, Allies and Communities

Every town has a status. The rules are the same as for everyone; only the names change.

StatusMacedonian nameOrder
SubjectRoyal DependenciesConquest
AlliedCities of the AllianceConclude a Royal Alliance, 10,000
CitizenCommunities of the KingdomAdmit Communities to the Kingdom, 30,000
Royal DependenciesSubject
Cities of the AllianceAllied
Communities of the KingdomCitizen
The King's Fifth
Decrees

The King's Decrees

Macedon has ten edicts. The six common ones carry royal names:

EdictCommon edictCost
Remit the King's DuesTax Relief5,000
The Royal SurveyCensus and Assessment8,000
Protection of the AgoraMarket Privileges10,000
Endow the GymnasiumPublic Schools8,000
Honour the Ancestral RitesHonour Local Customs5,000
Keep the Fountains FlowingSanitation Measures10,000

Three royal choices are Macedon's own, and Withdraw the Royal Garrison abandons a town. The King's Fifth is a finance edict, so it cannot stand beside the Royal Survey or Remit the King's Dues in the same town.

Spoiler

A town with a Charter of the Polis never joins the League of Free Cities.

The King's Fifth10,000 | +30% tax, -10% public order
Charter of the Polis8,000 | +20% public order, -15% tax
Settler Soldiers12,000 | +1 experience for recruits, +1 law, -10% tax
Withdraw the Royal GarrisonFree | the town revolts to the rebels
A festival in the theatre
Turn 10+

A Festival in the King's Name

From turn 10 the cities may ask the crown to sponsor sacrifices, contests and feasts. The request comes at most once every twelve turns, and only when you have 20,000 in the treasury.

Pay 20,000 and every town you hold gains +15% public order for eight turns (The King's Benefaction). Refuse and nothing is lost but the goodwill.

Offerings at a sanctuary
Turn 20+

Patrons of the Cities

From turn 20 a wealthy benefactor may endow one of your large towns or cities, up to five across the kingdom. You do not build these: they simply appear. A town under siege, or one that already has a patron, is passed over.

Each gift keeps its ordinary effects and adds a Macedonian bonus:

Patron's Theatre+10% public order
Royal Engineers' Quarter+10% trade income, +1 experience for recruits
Sanctuary of Asklepios+1 health, +5% public order
Envoys of a renewed league
Late game

The Road East

Two rewards mark the road from Greece to Asia. Each is paid once, at the end of your turn, and retaking a lost city does not pay it again.

  1. The League Renewed: hold Pella, Athens, Corinth and Sparta at once. 30,000.
  2. In Alexander's Footsteps: after the League, hold Pergamum and Antioch as well. 50,000.

Further east, the great cities of Alexander's empire each have an announcement of their own when you take them. They give no money, only the record of how far you have come.

Athens
Throughout

What the Generals Remember

Your generals remember their lives. They gain traits for the lands they visit, famous cities they see and take, the peoples they fight and the battles they win or survive. A Macedonian general carries Served the Macedonian Crown.

Spoiler

Two distinctions are Macedonian. In the Conqueror's Footsteps (+1 influence) needs Graecia, Asia Minor, Syria and Mesopotamia visited and both Pella and Babylon seen. Restorer of the King's Peace (+1 law) needs a won battle, visits to Athens, Corinth and Sparta, and the recovery of a city that joined the secession.

Unrest in the agora
Turn 25+

Restless Cities, Open Passes

The Greek cities prize their freedom, and the passes north of Pella lie open to wandering hosts. When guides or city delegates come to the court, what you pay or refuse decides how much of the kingdom is at stake.

A Celtic host in the hills
Turn 25+
Spoiler

Beyond the Northern Passes

Celtic bands gather beyond the northern roads. This can happen from turn 25 with at least eight settlements, while you hold Pella, Sardica or Naissus.

  1. Pay 40,000: the guides lead part of the host away. One army comes instead of two. The payment is made even if it puts you into debt.
  2. Keep the silver: two armies come.

Three turns later The Northern Passes Break. Rebel hosts of twenty units appear on open ground on the northern approaches: Chosen Swordsmen, Swordsmen, Warbands, Barbarian Cavalry, Skirmisher Warbands and Forester Warbands. If no open ground is free for eight turns, the invasion is called off.

Councillors and the royal envoy
Turn 45+
Spoiler

The Cities Demand Their Freedom

The Greek cities may demand a guaranteed share of their revenues. This can happen from turn 45 with at least twelve settlements, if you hold at least two unprotected towns among Athens, Corinth, Sparta, Chalkis and Larissa.

A town is protected if it is your capital, holds your faction leader, is under siege, has a Charter of the Polis, or is already part of another crisis.

  1. Guarantee their revenues: the danger ends (A Settlement with the Cities), but every town you hold pays -10% tax for twenty turns (Guaranteed Civic Revenues).
  2. Reject their demands: three turns later the League of Free Cities is proclaimed.
The cities rise
Turn 45+
Spoiler

The League of Free Cities

Up to two unprotected Greek towns revolt, one after another. Each town that goes over receives a garrison of twenty: eight Hoplites, four Militia Hoplites, three Peltasts, three Archers and two Militia Cavalry. The secession stops spreading after eight turns.

Retake the rebel cities. A general who recovers one earns Recovered a Seceded City.

Sardis beneath its citadel
Late game
Spoiler

The Gates of Asia

Eight one-time announcements, each with its own picture, follow Alexander's road. They can come in any order and need nothing but the city itself, still in your hands at the end of the round.

AnnouncementHold
The Gates of AsiaSardis
The Phoenician ShoreSidon
The Nile Beneath the DiademAlexandria and Memphis
Where Alexander's Dream EndedBabylon
The Court of Great KingsSusa
The Crown of MediaEcbatana
Beyond the Persian HeartlandBactra
At the Edge of Alexander's WorldTaxila
Hosts on the horizon
Late game
Spoiler

The Wider World

The great migrations can reach a Macedonian campaign. From turn 60, once you hold 75 settlements, the northern kingdoms or the Huns may begin to move. Some campaigns open the era from turn 90 whatever your size, and from turn 180 it can open in any campaign. The second wave follows at least 35 turns after the first.

If you hold Jerusalem, its people may bring petitions to the crown from turn 150. Agreeing to all three averts a rising; refusing them risks a revolt of Judaea.

5 chapters are sealed. They cover the dangers from the north and from the Greek cities, the eastern conquests and the wider world.

Field notes

  • Pella starts with a Royal Military District: Phalanx Pikemen and Macedonian Cavalry are available from turn one.
  • To raise the House of the Companions in Pella, first upgrade its government to a Palace of the Strategos (55,000).
  • A Charter of the Polis keeps a Greek city loyal and calm. Use it in Corinth, Chalkis and Larissa.
  • Answer the court's prompts. A choice left for eight turns counts as No.
  • In a short campaign, outlive the Greek Cities and Thrace.