IIITotal Conquest

Faction journey

The Ptolemies

The Kingdom of the Nile

Greek kings on the throne of the pharaohs. Train your army in the military settlements, manage the royal grain and keep both the Egyptians and your own house loyal.

CapitalAlexandria
Treasury90,000
CulturePtolemaic
VictoryTake Rome
Alexandria and the Pharos
Turn 0

The Kingdom of the Nile

The heirs of Ptolemy rule Egypt from Alexandria, with outposts in Judaea, Cyprus, on the Libyan coast and in Asia Minor. Your rivals are the Seleucids in Syria and, in the far south, a native Egyptian kingdom at Meroe.

You start with 90,000 in the treasury and seven towns: Alexandria, Memphis, Pelusium, Jerusalem, Salamis, Paraetonium and Side.

TownWhat it starts with
Alexandria (capital)A Cleruchic Settlement and a port
MemphisA Royal Military Colony and eight extra units
PelusiumA Cleruchic Settlement

The Egyptian heartland is five towns: Alexandria, Memphis, Pelusium, Thebes and Hibis. Thebes and Hibis are held by rebels. Many of your systems count how many heartland towns you hold.

The opening event, The Inheritance of Ptolemy, turns your starting troops into the campaign versions of the same units. Generals and ships are unchanged. Your long goal is to take Rome.

The Royal Town Office
Turn 0 onwards

Towns and Ordinary Troops

The Ptolemies recruit through the normal queue from the first turn. There are no musters.

Every town's government building trains light troops: militia hoplites and peltasts anywhere, slingers and bowmen once the settlement is a town. The government buildings carry Ptolemaic names, from the Royal Village Office up to the Palace of the Ptolemies.

The field army comes from the military settlements described next. Each higher military building keeps every unit of the tiers below it.

Militia Hoplites
Militia HoplitesAny settlement1,500
Peltasts
PeltastsAny settlement1,500
Slingers
SlingersTowns and larger1,500
Bowmen
BowmenTowns and larger1,500
Military settlers on the land
Any town

Cleruchic Settlements

Greek and Egyptian soldiers hold land in return for service. Focus: Establish Cleruchic Settlement costs 10,000 and takes one turn, from village size. It is the first rung of your military ladder and adds native pikemen, Nile spearmen and native cavalry to the town's roster.

Spread them widely: they are cheap, and your ordinary line infantry comes from here.

Native Pikemen
Native PikemenCleruchic Settlement2,000
Nile Spearmen
Nile SpearmenCleruchic Settlement2,000
Native Egyptian Cavalry
Native Egyptian CavalryCleruchic Settlement2,500
Settler cavalry on the march
Cities

The Royal Military Colony

A Cleruchic Settlement upgrades into a Royal Military Colony: 30,000, three turns, in a city. Your capital can build one as a large town, so Alexandria qualifies from the start. Memphis already has one.

The colony trains the core of a Hellenistic army: the settler phalanx, heavy peltasts, settler cavalry, Cretan archers and ballistas.

Ptolemaic Phalangites
Ptolemaic PhalangitesRoyal Military Colony3,000
Heavy Peltasts
Heavy PeltastsRoyal Military Colony2,500
Ptolemaic Cavalry
Ptolemaic CavalryRoyal Military Colony4,500
Cretan Archers
Cretan ArchersRoyal Military Colony3,000
Ballistas
BallistasRoyal Military Colony3,000
Elephants for the royal army
Large cities

The Royal Army Headquarters

The last upgrade is the Royal Army Headquarters: 60,000, five turns, in a large city, or a city if it is your capital. It adds the king's own troops: the armoured agema phalanx, the household Palace Guard, the Palace Companions, onagers and war elephants.

War elephants use a herd allowance shared by your whole realm. Every elephant resource in your lands allows three elephant units. Each one you train uses a place, and one place returns every ten turns. When the allowance runs out, elephants leave the queue.

Heavy Agema Phalanx
Heavy Agema PhalanxRoyal Army Headquarters4,000
Palace Guard
Palace GuardRoyal Army Headquarters4,000
Palace Companions
Palace CompanionsRoyal Army Headquarters5,000
Onagers
OnagersRoyal Army Headquarters5,000
War Elephants
War ElephantsHeadquarters, herd allowance9,000
Egyptians in the phalanx
Turn 35+

Open the Military Settlements

Egyptian households ask to serve in the military settlements. The offer comes when all of these are true:

  • turn 35 or later;
  • you hold at least ten settlements, including Memphis;
  • you own at least one Royal Military Colony or Headquarters.

Paying 30,000 opens two new units: Egyptian Phalangites at every military building and Egyptian Swordsmen at a Colony or Headquarters. Every military building then gives -10% tax and +5% public order. The price is paid even if it puts you into debt. If you refuse, the offer returns twenty turns later.

Egyptian Phalangites
Egyptian PhalangitesAny military building2,500
Egyptian Swordsmen
Egyptian SwordsmenColony or Headquarters2,500
Counting the harvest
Turn 12+

The Royal Grain Stores

The royal stores hold up to three reserves, and you start with one. From turn 12, about every twelve turns, the harvest is counted, as long as you hold at least two heartland towns. The decision window tells you how full the stores are.

Most harvests add one reserve and some add two. After a good harvest:

  1. Grain for the Overseas Markets: if a heartland town you hold has a port, merchants offer 50,000 for one reserve.
  2. The King's Generosity: without a sale, you can hand out one reserve. Every settlement you own gains +10% public order for six turns.

An unanswered decision counts as No after four turns.

Grain from the King+10% public order in every settlement for 6 turns
Empty granaries
Turn 12+

A Poor Harvest

Now and then the harvest fails and adds nothing. What happens next depends on your stores:

StoresYesNo
A reserve in storeSpend one reserve. Nothing bad happensShortage
EmptyPay 50,000 for grain from abroadShortage

A shortage gives every heartland town you hold -10% tax and -10% public order for six turns.

An Empty Harvest-10% tax, -10% public order in the heartland for 6 turns
The royal grain monopoly
Throughout

Royal Decrees

The Ptolemies have the six common edicts under their own names (Remission of Royal Dues, The Royal Survey, Privileges of the Agora, Endow the Gymnasium, Honour the Local Sanctuaries, Clean Wells and Waterways), Withdraw the Royal Officials to abandon a town, and three of their own. See Governing the Realm for how edicts work.

Your towns are Crown Dependencies, Allied Communities or Chartered Communities; Grant a Royal Charter makes a town a citizen.

The Royal Grain Monopoly10,000 | +25% tax, -10% public order. Heartland towns only
Patronage of the Priesthood8,000 | +20% public order, -15% tax
Cleruchic Allotments12,000 | +1 experience for recruits, -10% tax. Towns with a military building
Grievances in the market
Turn 50+

Shadows on the Nile

Egypt's wealth does not keep it quiet. The people of the Nile remember kings of their own blood, and the royal house has more than one heir. When petitions and envoys reach your court, your answers decide how much of the kingdom is at stake.

The house of scholars
Turn 20+
Spoiler

Provincial Benefactors

From turn 20 a wealthy patron may endow one of your large towns. You do not build it: it simply appears. There are at most four in a campaign, never two in the same region, and never in a town under siege.

Royal Granary+10% tax
Endowed Sanctuary+5% public order
House of Scholars+1 law
Merchants' Wharf+10% trade income. Not a port
Petitions from the Nile
Turn 50+
Spoiler

The Egyptian Restoration

In some campaigns the Egyptians demand their own rule. This can begin from turn 50 if you hold at least two heartland towns and either twelve settlements or four heartland towns; after turn 100, two heartland towns are enough. It happens at most once, and never while the War of the Diadem is under way. The warning sign is the world panel Troubled Waters on the Nile.

Three petitions follow, about three turns apart:

  1. Petitions from the Nile: pay 50,000 in restitution.
  2. The Revenues of the Sanctuaries: confirm the temple estates.
  3. The Egyptian Councils: recognise the provincial councils.

Accept all three and there is no rising (An Agreement on the Nile). Every petition you accept makes any rising smaller. The two privileges are permanent: they apply in every heartland town you hold, now or later.

The Temple Estates-20% tax, +10% public order
Privileges of the Egyptian Councils-20% tax, -10% trade income, +10% public order
The Egyptian SettlementBoth: -40% tax, -10% trade income, +20% public order
The banners of Egypt
Turn 50+
Spoiler

Egypt Rises

If you refuse any petition, a heartland town revolts and joins the Egyptian kingdom: Thebes if possible, then Memphis, Hibis, Pelusium and Alexandria. Your capital, the town holding your faction leader and a town under siege are never chosen.

Petitions refusedThe rising
OneA single town, no field army
TwoUp to two towns and one field army
All threeUp to four towns and three field armies

Egypt declares war and receives a war chest. Each town that joins gets a fresh Egyptian garrison, and the towns defect one a turn over the next few turns. Generals other than your leader inside a defecting town go over to Egypt.

If no town revolts within eight turns, The Egyptian Conspiracy Disperses. Destroy Egypt or keep it out of the heartland for three turns to see The Rising Driven from the Nile. If Egypt holds Alexandria, Memphis and Thebes, the world sees Egypt Restored.

A second court
Turn 70+
Spoiler

Another Royal Household

In some campaigns a prince of your house claims the diadem. This can begin from turn 70 with at least twenty settlements, if you hold at least two towns in mainland Syria or Asia Minor that could revolt (not Jerusalem, the islands, your capital or your leader's town). It never starts during an Egyptian rising or within ten turns of one, and it happens at most once.

The prince first proposes to share the throne:

  • Yes: peace is kept, but Two Royal Households gives -20% tax in every settlement for twenty turns.
  • No: the garrisons must choose sides three turns later.
Two Royal Households-20% tax everywhere for 20 turns
Two diadems, one kingdom
Turn 70+
Spoiler

The War of the Diadem

The Loyalty of the Garrisons: paying 50,000 limits the revolt to one town and one field army. Refusing lets up to three towns defect and two armies take the field. The 50,000 is paid even if it puts you into debt.

The revolt starts in the chosen region, preferring a town with a Royal Military Colony or Headquarters. The Ptolemaic Claimants appear as a full rival faction with Ptolemaic troops, a war chest and a veteran garrison in every town that joins them. Their field armies are twenty units of pikes, cavalry, archers and ballistas. As in Egypt, your generals in a defecting town change sides.

If no town revolts within eight turns, The Rival Court Disperses. Destroying the Claimants ends the war with One Royal Diadem.

Emblem of the Ptolemaic Claimants
The river under one command
Late game
Spoiler

Master of the Nile

One-time announcements mark your conquests. They give no reward.

  • Master of the Nile: hold all five heartland towns.
  • Beyond the Southern Cataracts: hold Pselchis and Meroe.
  • The Syrian Road: hold Jerusalem, Sidon and Damascus.
Riders on the horizon
Late game
Spoiler

Beyond the Kingdom

The wider world moves too.

  • The great migrations: once you hold 75 settlements after turn 60, the barbarian kingdoms of the north or the Huns may stir. In some campaigns they come from turn 90 whatever your size, and by turn 180 they can come regardless. The second wave follows at least 35 turns after the first.
  • Judaea: you start with Jerusalem. In some campaigns, from turn 150, its elders send three petitions. Granting all three averts a rising, but Jerusalem then pays less, keeps its own courts and raises no troops for you.
Lessons at the gymnasium
Throughout

What the Court Remembers

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 Ptolemaic general carries Served the House of Ptolemy.

A general who has travelled through Egypt, Syria and Greece and seen both Alexandria and Athens becomes A Man of the Lagid Seas (+1 influence).

Spoiler

Victories over the crown's enemies at home are remembered by name: Victor over the Claimants and Victor over the Native Kings. Either one earns Keeper of the Two Lands (+1 law).

7 chapters are sealed. They cover the patrons, the crises that can shake the kingdom from within and the wider world.

Field notes

  • Alexandria starts with a port. Keep it: without a port in the heartland you can never sell grain abroad.
  • Keep at least one grain reserve in store. It turns a poor harvest into a non-event.
  • Your capital can raise a Royal Military Colony as a large town. Build one in Alexandria early.
  • Have 30,000 ready around turn 35 for the reform. The price is paid even if it puts you into debt.
  • Take Thebes and Hibis: many Ptolemaic systems count how many of the five heartland towns you hold.
  • In a short campaign, outlive the Seleucids and the native Egyptian kingdom.