Kingly Authority
Reassertion Of Authority In Far Regions
Macedonian Immigration And Colonies
Looting Temples
Founding Yet Another Seleukia
Introduction of the Attic Standard
Macedonian Garrison

Here are a series of Seleucid Empire gameplay mechanics and their script codes. They aim to provide the player with immersive gameplay choices, all based on the following interpretation/summary of the Seleucid Empire: a huge and unstable empire albeit with great military, economic, and political potential, but only possible through the force of personality of one man: the Seleucid monarch.

1. Kingly Authority

While all three major Hellenistic kingdoms in the Antigonids, Ptolemaies, and Seleucids are centralized monarchies whose survival heavily banks on the abilities of their kings, the Seleucid Empire arguably gambles the most on them. Huge lands and distances with numerous unhappy people and disloyal satraps - it takes a true successor to Alexander to keep it all together. Examples of the Empire falling apart include the Anatolian rebellions of Hierax and Achaeus, the Upper Satrapy rebellions of Molon, Andragoras, and whatever the Bactrians are cooking up, and parts of Syria and Upper Mesopotamia slowly drifting away late into the 1st century BC.

How to translate this into gameplay? Tie the stability of your regions to the capability of your faction leader. First, we need a trait that represents the capability/authority of your faction leader. This is very similar to the M2TW authority mechanic.

export_descr_character_traits.txt

Code:
    
Trait SeleucidAuthority
    Characters family

    Level Seleucid_Authority_One
        Description Seleucid_Authority_desc
        EffectsDescription Seleucid_Authority_One_effects_desc
        GainMessage Seleucid_Authority_gain_desc
        Threshold  1
        
        Effect Law 1
        Effect TrainingUnits  1
        
    Level Seleucid_Authority_Two
        Description Seleucid_Authority_desc
        EffectsDescription Seleucid_Authority_Two_effects_desc
        GainMessage Seleucid_Authority_gain_desc
        Threshold  5
        
        Effect Law 2
        Effect TrainingUnits  2    
        
    Level Seleucid_Authority_Three
        Description Seleucid_Authority_desc
        EffectsDescription Seleucid_Authority_Three_effects_desc
        GainMessage Seleucid_Authority_gain_desc
        Threshold  10
        
        Effect Law 3
        Effect TrainingUnits  3    
        
    Level Seleucid_Authority_Four
        Description Seleucid_Authority_desc
        EffectsDescription Seleucid_Authority_Four_effects_desc
        GainMessage Seleucid_Authority_gain_desc
        Threshold  15
        
        Effect Law 4
        Effect TrainingUnits  4        
        
    Level Seleucid_Authority_Five
        Description Seleucid_Authority_desc
        EffectsDescription Seleucid_Authority_Five_effects_desc
        GainMessage Seleucid_Authority_gain_desc
        Threshold  20
        
        Effect Law 5
        Effect TrainingUnits  5
        
        
        
        
    Trigger Seleucid_Authority_Initialize
        WhenToTest CharacterTurnStart

    Condition FactionType romans_julii
          and CharacterIsLocal
          and IsFactionLeader
          and Trait SeleucidAuthority < 1

    Affects SeleucidAuthority  1  Chance  100


    Trigger Seleucid_Authority_Gain
      WhenToTest PostBattle

    Condition IsGeneral
          and FactionType romans_julii
          and CharacterIsLocal
          and WonBattle
          and IsFactionLeader

    Affects SeleucidAuthority  1  Chance  100
This looks basic but we'll get to that later. It's a pretty overpowered trait, but the justification is that it provides interesting gameplay ramifications. You need to win battles as your faction leader to advance this traitline. He needs to prove himself as a capable ruler. In addition, if your mod has a deep AOR system, then the faction leader's excessive recruiting discounts will be utilized by having him run from settlement to settlement to queue up troops, simulating the Seleucid monarch traveling his vast lands to rally his peoples. However, these bonuses are just traits and only apply to the current settlement. How do we make every single settlement feel the effects of the king's power?

campaign_script.txt

Code:
monitor_event FactionTurnStart TrueCondition
    and FactionIsLocal
    and FactionType romans_julii
    
    for_each settlement in world
        destroy_building "local" seleucid_authority+1
        destroy_building "local" seleucid_authority+2
        destroy_building "local" seleucid_authority+3
        destroy_building "local" seleucid_authority+4
        destroy_building "local" seleucid_authority+5
    end_for
    
    for_each character in faction "romans_julii"
        declare_counter authority
        set_counter authority 0
        if Trait SeleucidAuthority > 0
            inc_counter authority 1
        end_if
        if Trait SeleucidAuthority > 1
            inc_counter authority 1
        end_if
        if Trait SeleucidAuthority > 2
            inc_counter authority 1
        end_if
        if Trait SeleucidAuthority > 3
            inc_counter authority 1
        end_if
        if Trait SeleucidAuthority > 4
            inc_counter authority 1
        end_if
        
        if I_CompareCounter authority = 1
            for_each settlement in faction "romans_julii"
                console_command create_building "local" seleucid_authority+1 
            end_for
        end_if
        if I_CompareCounter authority = 2
            for_each settlement in faction "romans_julii"
                console_command create_building "local" seleucid_authority+2 
            end_for
        end_if
        if I_CompareCounter authority = 3
            for_each settlement in faction "romans_julii"
                console_command create_building "local" seleucid_authority+3 
            end_for
        end_if
        if I_CompareCounter authority = 4
            for_each settlement in faction "romans_julii"
                console_command create_building "local" seleucid_authority+4 
            end_for
        end_if
        if I_CompareCounter authority = 5
            for_each settlement in faction "romans_julii"
                console_command create_building "local" seleucid_authority+5
            end_for
        end_if
        
    end_for
end_monitor
Based on your faction leader's advancement in his traitline, the script will spawn a building in each Seleucid settlement (romans_julii is just the internal name of the Seleucids in my submod built on top of EBI), and that building's bonuses represent the effects of having strong, assertive Seleucid king

export_descr_buildings.txt

Code:
building hinterland_seleucid_authority
{
    classification military
    icon law
    levels seleucid_authority+1 seleucid_authority+2 seleucid_authority+3 seleucid_authority+4 seleucid_authority+5 
    {
        seleucid_authority+1 requires hidden_resource not_here
        {
            capability
            {       
            extra_recruitment_points bonus -2 requires is_player and building_present hinterland_hellenistic_colony
            }
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
            }
        }
        seleucid_authority+2 requires hidden_resource not_here
        {
            capability
            {      
            law_bonus bonus 1 requires is_player
            extra_recruitment_points bonus -1 requires is_player and building_present hinterland_hellenistic_colony
            }
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
            }
        }
        seleucid_authority+3 requires hidden_resource not_here
        {
            capability
            {       
            law_bonus bonus 2 requires is_player
            }
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
            }
        }
        seleucid_authority+4 requires hidden_resource not_here
        {
            capability
            {   
            law_bonus bonus 3 requires is_player 
            extra_recruitment_points bonus 1 requires is_player and building_present hinterland_hellenistic_colony
            }
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
            }
        }
        seleucid_authority+5 requires hidden_resource not_here
        {
            capability
            {  
            law_bonus bonus 4 requires is_player  
            extra_recruitment_points bonus 2 requires is_player and building_present hinterland_hellenistic_colony
            }
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
            }
        }
    }
    plugins
    {
    }
}
Here are the bonuses that I chose to go with, but the possibilities are endless based on your interpretation of history. Anyways, law bonuses serve to make your empire more stable, as well as reduce corruption as distant satraps wouldn't dare embezzle funds in the face of a strong (and potentially vengeful) king. Meanwhile, the recruitment modifiers leverage the existence of a colony building that provides important Macedonian settler troops. If it exists, then the recruitment rate may decrease if the king is weak, representing the martial-minded Macedonian settlers not respecting the king, and vice versa.

Thus, with this script, your Seleucid Empire's political, military, and economic might heavily rests on your faction leader's ability to win battles. Each succession of kings results in a massive drop in those 3 categories across the entire kingdom until the new king can show that he deserves ultimate power. However, there's one more way for the Seleucid king to assert himself...

2. Reassertion Of Authority In Far Regions

With an empire spanning thousands of kilometers, the Seleucids are sure to have their fair share of rebellious satraps and peoples, especially in the far corners like Anatolia and Bactria. It's nearly impossible to keep it all together, as demonstrated ironically by the reign of the extremely capable Antiochus III. It took a king as energetic and skilled as him to reassert Seleucid authority in the western reaches of Anatolia, and the eastern regions of Parthia and Bactria. First, in the western tip of the Seleucid Empire, Antiochus had to defeat Achaeus. Then, he had to swing east thousands of kilometers on an eastwards Anabasis, fighting off Parthian and Bactrians alike, and then audit the various decadent satrapies of Persia and Karmania. Then he returned west to finish his beef with the Ptolemies, bully the Anatolian polities into submission, and finally fight his infamous war against the Romans. All in a day's work of a Seleucid king.

The gameplay interpretation of this is that you'd want your faction leader to play whack a mole, restabilizing regions left and right. His mere presence alone is a documented Seleucid ceremony, where the host city would prepare expensive celebrations to recognize the king's authority.

export_descr_buildings.txt

Code:
building hinterland_seleucid_reassert_prepare
{
    classification trade
    icon trade
    levels seleucid_reassert_prepare 
    {
        seleucid_reassert_prepare requires factions { romans_julii, } and is_player and building_present_min_level governmentA gov3
        {
            capability
            {   
            
            }
            construction  1
            cost  2000
            settlement_min town
            upgrades
            {
            
            }
        }
    }
    plugins
    {
    }
}
Now that the preparations are made in your city, the script must place down a special building that provides stability bonuses based on your faction leader's aforementioned authority trait. The building must also "deteriorate" over time to represent waning influence. Eventually, maybe one generation later depending on how you adjust this script in your own mod, another Seleucid king would have to repeat the process.

campaign_script.txt

Code:

monitor_event FactionTurnStart TrueCondition
    and FactionIsLocal
    and FactionType romans_julii
    
    for_each settlement in world
        destroy_building "local" seleucid_reassert+1
        destroy_building "local" seleucid_reassert+2
        destroy_building "local" seleucid_reassert+3
        destroy_building "local" seleucid_reassert+4
        destroy_building "local" seleucid_reassert+5
        destroy_building "local" seleucid_reassert+6
        destroy_building "local" seleucid_reassert+7
        destroy_building "local" seleucid_reassert+8
        destroy_building "local" seleucid_reassert+9
        
    end_for
    
    for_each settlement in faction "romans_julii"
    
        declare_counter seleucid_reassert                                             
        retrieve_counter settlement_seleucid_reassert settlement seleucid_reassert     
        
        if I_CompareCounter seleucid_reassert > 0
            and I_CompareCounter seleucid_reassert <= 10
            
            console_command create_building "local" seleucid_reassert+1 
        end_if
        if I_CompareCounter seleucid_reassert > 10
            and I_CompareCounter seleucid_reassert <= 20
            
            console_command create_building "local" seleucid_reassert+2 
        end_if
        if I_CompareCounter seleucid_reassert > 20
            and I_CompareCounter seleucid_reassert <= 30
            
            console_command create_building "local" seleucid_reassert+3 
        end_if
        if I_CompareCounter seleucid_reassert > 30
            and I_CompareCounter seleucid_reassert <= 40
            
            console_command create_building "local" seleucid_reassert+4 
        end_if
        if I_CompareCounter seleucid_reassert > 40
            and I_CompareCounter seleucid_reassert <= 50
            
            console_command create_building "local" seleucid_reassert+5 
        end_if
        if I_CompareCounter seleucid_reassert > 50
            and I_CompareCounter seleucid_reassert <= 60
            
            console_command create_building "local" seleucid_reassert+6 
        end_if
        if I_CompareCounter seleucid_reassert > 60
            and I_CompareCounter seleucid_reassert <= 70
            
            console_command create_building "local" seleucid_reassert+7 
        end_if
        if I_CompareCounter seleucid_reassert > 70
            and I_CompareCounter seleucid_reassert <= 80
            
            console_command create_building "local" seleucid_reassert+8 
        end_if
        if I_CompareCounter seleucid_reassert > 80
            and I_CompareCounter seleucid_reassert <= 90
            
            console_command create_building "local" seleucid_reassert+9 
        end_if
        
        if I_CompareCounter seleucid_reassert > 0
            inc_counter seleucid_reassert -2
        end_if
            
        store_counter seleucid_reassert settlement settlement_seleucid_reassert  
    end_for
    
end_monitor


monitor_event CharacterTurnEndInSettlement TrueCondition
    and Trait SeleucidAuthority > 0
    and SettlementBuildingExists = seleucid_reassert_prepare

    destroy_building "local" seleucid_reassert_prepare
    
    declare_counter seleucid_reassert
    set_counter seleucid_reassert 0
    
    if Trait SeleucidAuthority > 0 
        inc_counter seleucid_reassert 18
    end_if
    if Trait SeleucidAuthority > 1
        inc_counter seleucid_reassert 18
    end_if
    if Trait SeleucidAuthority > 2 
        inc_counter seleucid_reassert 18
    end_if
    if Trait SeleucidAuthority > 3
        inc_counter seleucid_reassert 18
    end_if
    if Trait SeleucidAuthority > 4
        inc_counter seleucid_reassert 18
    end_if
    
    store_counter seleucid_reassert settlement settlement_seleucid_reassert
    
end_monitor
Pay special attention to the "inc_counter seleucid_reassert -2" line, as the value there determines how long it takes the authority building to fully deteriorate. Also pay close attention to the "inc_counter seleucid_reassert 18" as that determines how many "seleucid_reassert" points each level of authority gives. For a max authority king, that's 90 points, and for a deterioration value of -2, that's 45 turns before a satrapy no longer feels the authority of the Seleucid king. That's roughly 11 years for a 4 tpy mod. Reasonable, if the king doesn't show his face for that long I'd start embezzling funds.

Code:

building hinterland_seleucid_reassert
{
    classification military
    icon law
    levels seleucid_reassert+1 seleucid_reassert+2 seleucid_reassert+3 seleucid_reassert+4 seleucid_reassert+5 seleucid_reassert+6 seleucid_reassert+7 seleucid_reassert+8 seleucid_reassert+9 
    {
        seleucid_reassert+1 requires hidden_resource not_here
        {
            capability
            {       
            law_bonus bonus 1 requires is_player
            }
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
            }
        }
        seleucid_reassert+2 requires hidden_resource not_here
        {
            capability
            {      
            law_bonus bonus 2 requires is_player
            }
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
            }
        }
        seleucid_reassert+3 requires hidden_resource not_here
        {
            capability
            {       
            law_bonus bonus 3 requires is_player
            }
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
            }
        }
        seleucid_reassert+4 requires hidden_resource not_here
        {
            capability
            {   
            law_bonus bonus 4 requires is_player  
            }
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
            }
        }
        seleucid_reassert+5 requires hidden_resource not_here
        {
            capability
            {  
            law_bonus bonus 5 requires is_player 
            }
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
            }
        }
        seleucid_reassert+6 requires hidden_resource not_here
        {
            capability
            {  
            law_bonus bonus 5 requires is_player  
            }
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
            }
        }
        seleucid_reassert+7 requires hidden_resource not_here
        {
            capability
            {  
            law_bonus bonus 5 requires is_player  
            }
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
            }
        }
        seleucid_reassert+8 requires hidden_resource not_here
        {
            capability
            {  
            law_bonus bonus 5 requires is_player  
            }
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
            }
        }
        seleucid_reassert+9 requires hidden_resource not_here
        {
            capability
            {  
            law_bonus bonus 5 requires is_player
            }
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
            }
        }
    }
    plugins
    {
    }
}
Law bonuses are used again, to provide both stability and anti-corruption measures.

Now your faction leader has yet another incentive to win battles, as the strength of his "visits" correlates to his authority. He will also have to occasionally replicate the Anabasis of Antiochus III, touring his far-flung provinces to reassert his authority. Seleucid kings will have to be extremely energetic and active, or watch their empire crumble

3. Macedonian Immigration And Colonies

The Hellenistic Era was characterized by prolific city-building and Macedonian immigration to the east. Colonization was the heaviest during Alexander's conquests, and the Wars of the Diadochoi period where emerging Successors tried to legitimize their rules by establishing cities, all of them humbly named after themselves. These cities serve many purposes: political legitimacy (already mentioned), regional pacification (a local loyal populace in your city can keep watch over the natives), and military manpower (these settlers tend to be military men from Macedon or discharged veterans). An important note is that the Successors couldn't just found cities left and right - they needed to be populated by settlers of Greek and especially Macedonian descent.

Gameplay wise, a Seleucid player should have the option to make the necessary investments to found a new Macedonian colony. First, let's take a look at what a Macedonian colony might look like

export_descr_buildings.txt

Code:
building hinterland_hellenistic_colony
{
    classification military
    icon law
    levels hellenistic_colony
    {
        hellenistic_colony requires hidden_resource not_here        
        {
            capability
            {     
                law_bonus bonus 1 requires factions { romans_julii, numidia, romans_brutii, }
                population_growth_bonus bonus 1  requires factions { romans_julii, numidia, romans_brutii, }
                extra_recruitment_points bonus 1 requires factions { romans_julii, numidia, romans_brutii, } and is_player
                  
                ;;; Common Settlers
                recruit "katoikoi thessales" 0 requires factions { romans_julii, numidia, romans_brutii, }   and building_present_min_level governmentA gov2 and building_present_min_level hinterland_farms farms+2 or building_present_min_level farms3 villa
                recruit "katoikoi tarantines" 0 requires factions { romans_julii, numidia, romans_brutii, }   and building_present_min_level governmentA gov2  and building_present_min_level hinterland_farms farms+1
                recruit "greek infantry kleruchoi hoplitai" 0 requires factions { romans_julii, numidia, romans_brutii, }  and building_present_min_level governmentA gov2  and building_present_min_level hinterland_farms farms+1
                recruit "katoikoi thraikes" 0 requires factions { romans_julii, numidia, romans_brutii, }   and building_present_min_level governmentA gov2  and building_present_min_level hinterland_farms farms
                recruit "katoikoi kretes" 0 requires factions { romans_julii, numidia, romans_brutii, } and building_present_min_level governmentA gov2  and building_present_min_level hinterland_farms farms
                
                ;; Seleucid Cataphracts
                recruit "hellenistic cavalry hellenikoi kataphraktoi" 0 requires factions { romans_julii, } and building_present_min_level governmentA gov1 and marian_reforms
                
            }
            construction  1
            cost  100
            settlement_min town
            upgrades
            {
            
            }
        }
    }
    plugins
    {
    }
}
Ignoring the weird vanilla faction names, we have all the benefits of a loyal Macedonian settlement: law bonuses, population growth, heavier recruitment, and plenty of settler unit types named after the notorious ethnicity that fought in that style (Tarantines for example don't actually necessarily come from Taras, but rather are just military settlers who fought as skirmisher cavalry). Optionally, you can lock recruitment behind farm upgrades to simulate the land allotment requirements for certain classes of settlers. Cavalrymen historically commanded larger estates, for example.

Next we need buildings to represent setting up a source of immigration, and one to act as a destination for immigration

export_descr_buildings.txt

Code:
building hinterland_seleucid_macedonian_source
{
    classification culture
    icon law
    levels seleucid_macedonian_source 
    {
        seleucid_macedonian_source requires factions { romans_julii, } and is_player and building_present hinterland_hellenistic_colony and not  major_event "seleucid_macedonian_immigration"
        {
            capability
            {   
                happiness_bonus bonus -1 requires is_player and major_event "seleucid_macedonian_immigration"
            }
            construction  1
            cost  2000
            settlement_min city
            upgrades
            {
            
            }
        }
    }
    plugins
    {
    }
}
building hinterland_seleucid_macedonian_destination
{
    classification culture
    icon law
    levels seleucid_macedonian_destination 
    {
        seleucid_macedonian_destination requires factions { romans_julii, } and is_player and not building_present hinterland_hellenistic_colony and not  major_event "seleucid_macedonian_immigration" 
        {
            capability
            {   
                happiness_bonus bonus -1 requires is_player and major_event "seleucid_macedonian_immigration"
            }
            construction  1
            cost  2000
            settlement_min town
            upgrades
            {
            
            }
        }
    }
    plugins
    {
    }
}
It's very important that the "source" building requires an existing "colony" building, and that the "destination" building excludes the "colony" building. This is both for realism reasons and to prevent bugs in the following script

campaign_script.txt

Code:

;******************************
; Seleucid Macedonian Immigration
;******************************
    
declare_persistent_counter seleucid_macedonian_immigration

monitor_event FactionTurnStart TrueCondition
    and FactionIsLocal
    and FactionType romans_julii
    
    ;; delete all immigration bulidings not owned by seleucids in case the region is lost
    for_each settlement in world
        if not SettlementIsLocal
            if SettlementBuildingExists = seleucid_macedonian_destination
                destroy_building "local" seleucid_macedonian_destination
            end_if
            if SettlementBuildingExists = seleucid_macedonian_source
                destroy_building "local" seleucid_macedonian_source
            end_if
        end_if
    end_for
    
    declare_counter seleucid_macedonian_source
    set_counter seleucid_macedonian_source 0
    
    declare_counter seleucid_macedonian_destination
    set_counter seleucid_macedonian_destination 0
    
    ;; remove all duplicate immigration buildings to prevent abuse
    for_each settlement in faction "romans_julii"
        if SettlementBuildingExists = seleucid_macedonian_destination
            and I_CompareCounter seleucid_macedonian_destination = 1
            
            destroy_building "local" seleucid_macedonian_destination
        end_if
        if SettlementBuildingExists = seleucid_macedonian_source
            and I_CompareCounter seleucid_macedonian_source = 1

            destroy_building "local" seleucid_macedonian_source
        end_if
    
        if SettlementBuildingExists = seleucid_macedonian_destination
            set_counter seleucid_macedonian_destination 1
        end_if
        if SettlementBuildingExists = seleucid_macedonian_source
            set_counter seleucid_macedonian_source 1
        end_if
    end_for
    
    if I_CompareCounter seleucid_macedonian_source = 1
        and I_CompareCounter seleucid_macedonian_destination = 1
        
        inc_counter seleucid_macedonian_immigration 1
        
        ;; 150 population transfer per turn
        for_each settlement in faction "romans_julii"
        
            if SettlementBuildingExists = seleucid_macedonian_destination
            
                console_command add_population "local" 150
            end_if
            
            if SettlementBuildingExists = seleucid_macedonian_source
            
                console_command add_population "local" -150
            end_if
        end_for
        
    end_if
    
    ;; 16 turns of immigration
    if I_CompareCounter seleucid_macedonian_immigration > 16
        
        set_counter seleucid_macedonian_immigration 0

        for_each settlement in faction "romans_julii"
        
            if SettlementBuildingExists = seleucid_macedonian_destination
                destroy_building "local" seleucid_macedonian_destination
                console_command create_building "local" hellenistic_colony
            end_if
            
            if SettlementBuildingExists = seleucid_macedonian_source
                destroy_building "local" seleucid_macedonian_source
            end_if
        end_for
    end_if
end_monitor
This script will spend 16 turns transfering 150 population from the source settlement to the destination settlement. After that's done, it spawns a Hellenistic colony building in the destination settlement. This means that you can't colonize a settlement twice, but it also means you can now use this new Hellenistic colony to colonize new lands. Historicity-wise, this makes growing your population of Macedonians a slow process, which makes sense since the Seleucid Empire, despite receiving the bulk of Macedonian and Greek immigrants post-Alexander, still had serious manpower issues deep into the 200s and 100s BC. Gameplay-wise, limiting Macedonian expansion to just 1 new colony every 16 turns prevents the player from exploding Macedonian settlements across the map. This is one gameplay issue with EBII's method of Hellenistic colonization where you can colonize multiple areas per turn as long as you have enough sources of colonists.

4. Looting Temples

The Seleucids have been documented to have looted the temples at Susa, Jerusalem, and most infamously, Susa when low on cash. Sure, collecting centuries' worth of accumulated treasures is nice, but the priestly caste and native population would be pissed. In the case of Antiochus III looting the Elymaisian temples at Susa, the locals killed him in defense. You can replicate this morbid history fact in your mods with a little scripting


export_descr_buildings.txt

Code:
building hinterland_seleucid_loot_temple
{
    classification trade
    icon trade
    levels seleucid_loot_temple 
    {
        seleucid_loot_temple requires factions { romans_julii, } and is_player and building_present_min_level governmentA gov4 and hidden_resource seleucid_loot_temple
        {
            capability
            {   
                happiness_bonus bonus -12 requires is_player
            }
            construction  1
            cost  1
            settlement_min town
            upgrades
            {
            
            }
        }
    }
    plugins
    {
    }
}

This building will trigger the looting script. Of course, make it indestructible (the script will take care of that as explained later)

campaign_script.txt

Code:
if I_LocalFaction romans_julii
    add_hidden_resource Media_Magna seleucid_loot_temple
    add_hidden_resource Ioudaia seleucid_loot_temple
    add_hidden_resource Thebais seleucid_loot_temple
    add_hidden_resource Babylonia seleucid_loot_temple
    add_hidden_resource Elymais seleucid_loot_temple
    add_hidden_resource Persis seleucid_loot_temple
end_if
You will need to execute these lines on turn 1 to allow looting temples in regions with significant temple complex. Obvious candidates are the ones in Ekbatana, Jerusalem, and Susa, but other juicy victims include the ones in Upper Egypt (usually represented as Diospolis-Megale or Thebais), Persepolis, and Babylon.

campaign_script.txt

Code:
monitor_event FactionTurnStart TrueCondition
    and FactionIsLocal
    and FactionType romans_julii
    
    for_each settlement in faction "romans_julii"
        if SettlementBuildingExists = seleucid_loot_temple
            
            declare_counter seleucid_loot_temple
            retrieve_counter settlement_seleucid_loot_temple settlement seleucid_loot_temple     
            
            if I_CompareCounter seleucid_loot_temple = 0
                console_command add_money romans_julii, 20000
                
                set_counter seleucid_loot_temple 16
            end_if
            
            if I_CompareCounter seleucid_loot_temple = 1
            
                destroy_building "local" seleucid_loot_temple
                
                set_counter seleucid_loot_temple 0
            end_if
            
            if I_CompareCounter seleucid_loot_temple > 1
                
                inc_counter seleucid_loot_temple -1
            end_if
            
            store_counter seleucid_loot_temple settlement settlement_seleucid_loot_temple
        end_if
    end_for
    
end_monitor
This script will award you 20000 cash the turn you build the loot_temple building. 16 turns later, it destroys the building causing severe unrest representing the priestly caste and locals forgiving you somewhat. The exact values of the cash bonus and the unrest duration varies on your idea of gamneplay balance, but keep these factors in mind:

1. The cash bonus should exceed the amount of money you'd gain from maintaining higher taxes. This way, the player is rewarded for keeping the looted settlement's public order so high that it could endure angry priests
2. The duration should be long enough to force the player to take some action
3. The unrest should be high enough to either force lowering taxes, or stationing a competent governor there

If you carefully balance these values, you can create an engaging risk-reward system for the Seleucids. It even plays well with the Seleucid Authority and the Resassertion mechanics - a strong King that makes his presence felt could loot temples as he pleases with minimal repercussions.

5. Founding Yet Another Seleukia

We all know of the Seleucia On The Tigris, which is represented as just "Seleucia" in most RTW mods. Less known are the dozens of Seleucia across the Empire founded by various incredibly humble Seleucid kings. https://en.wikipedia.org/wiki/Seleucia_(disambiguation) contains just the surviving ones. You too can have your mod allow players to build Seleucias, but there needs to be risk involved or else this would just be a simple building.

See, the original foundation of Seleucia On The Tigris wasn't as easy as Seleucus I Nicator pointing on a map and saying "build a massive city here". In reality, he pointed on a map a location right next to Babylon and said "build a massive city here" which pissed off the Babylonian priestly caste and elites, who were afraid of a competitor city taking away their status as the heart of the world. Seleucus had to both employ legal and religious jargon to confuse and coerce the Babylonians into allowing the construction of a city... as well as use the threat of military force to basically deport huge numbers of Babylonians into Seleucia. Sure, this meant that Babylon lost its status as the beating heart of the eastern world, but it did mean that Seleucus I Nicator had a sweet capital city at his disposal.

Thus, the gameplay mechanic would be a building tree that has severe penalties at first, but slowly increasing bonuses as your new Seleucia comes to fruition

export_descr_buildings.txt

Code:

building hinterland_seleucid_seleucia
{
    classification culture
    icon law
    levels seleucid_seleucia_one seleucid_seleucia_two seleucid_seleucia_three seleucid_seleucia_four seleucid_seleucia_five
    {
        seleucid_seleucia_one requires factions { romans_julii, } and is_player and building_present_min_level hinterland_farms farms+1 and building_present_min_level governmentA gov3 and building_present_min_level governmentA gov1 or building_present hinterland_hellenistic_colony
        {
            capability
            {   
            happiness_bonus bonus -4 requires is_player
            population_growth_bonus bonus -4 requires is_player
            }
            construction  1
            cost  2000
            settlement_min city
            upgrades
            {
            seleucid_seleucia_two
            }
        }
        seleucid_seleucia_two requires factions { romans_julii, } and is_player and building_present_min_level governmentA gov1
        {
            capability
            {   
            happiness_bonus bonus -3 requires is_player
            population_growth_bonus bonus -3 requires is_player
            taxable_income_bonus bonus 2 requires is_player
            trade_base_income_bonus bonus 1 requires is_player
            }
            construction  8
            cost  8000
            settlement_min city
            upgrades
            {
            seleucid_seleucia_three
            }
        }
        seleucid_seleucia_three requires factions { romans_julii, } and is_player and building_present_min_level governmentA gov1
        {
            capability
            {   
            happiness_bonus bonus -2 requires is_player
            population_growth_bonus bonus -2 requires is_player
            taxable_income_bonus bonus 4 requires is_player
            trade_base_income_bonus bonus 2 requires is_player
            law_bonus bonus 1 requires is_player
            extra_recruitment_points bonus 1 requires is_player
            }
            construction  8
            cost  8000
            settlement_min city
            upgrades
            {
            seleucid_seleucia_four
            }
        }
        seleucid_seleucia_four requires factions { romans_julii, } and is_player and building_present_min_level governmentA gov1
        {
            capability
            {   
            happiness_bonus bonus -1 requires is_player
            population_growth_bonus bonus -1 requires is_player
            taxable_income_bonus bonus 6 requires is_player
            trade_base_income_bonus bonus 3 requires is_player
            law_bonus bonus 2 requires is_player
            extra_recruitment_points bonus 2 requires is_player
            }
            construction  8
            cost  8000
            settlement_min city
            upgrades
            {
            seleucid_seleucia_five
            }
        }
        seleucid_seleucia_five requires factions { romans_julii, } and is_player and building_present_min_level governmentA gov1
        {
            capability
            {   
            taxable_income_bonus bonus 8 requires is_player
            trade_base_income_bonus bonus 4 requires is_player
            population_growth_bonus bonus 3 requires is_player
            law_bonus bonus 3 requires is_player
            extra_recruitment_points bonus 3 requires is_player
            }
            construction  8
            cost  8000
            settlement_min city
            upgrades
            {
            
            }
        }
    }
    plugins
    {
    }
}
The bonuses offered by the buildings are negotiable. Tailor them to suit your mod. The initial population growth penalties and unhappiness however aren't. You need to represent the deportation of citizens and their unhappiness for both historicity and gameplay reasons. Now the player needs to make a careful choice. Beginning the construction of Seleucia will immediately cause massive penalties, so the player must quickly finish the building to restabilize the province and reap the rewards. Failure to do so and leaving a half-assed Seleucia is NOT good.

It just so happens that this whole "building-tree-as-reforms" system works great for representing another Seleucid historical tidbit: its introduction of the Attic Standard

6. Introduction Of The Attic Standard

Financial transactions back then was difficult due to the lack of standardized and trustworthy currency. You can't force a merchant to accept your coins bearing the image of a king not legitimate enough, or containing metals not valuable enough. This was very true for the lands ruled by the Seleucid Empire, which still had a bartering economy in areas like Persia. Forcing the population to conduct trade with coins won't be easy and will cause disruption, but once done, will allow more efficient trade (and taxation. How are you supposed to tax 8% of an entire cow?).

export_descr_buildings.txt

Code:
building hinterland_seleucid_standardization
{
    classification trade
    icon trade
    levels seleucid_standardization_one seleucid_standardization_two
    {
        seleucid_standardization_one requires factions { romans_julii, } and is_player and building_present_min_level governmentA gov3
        {
            capability
            {   
                happiness_bonus bonus -6 requires is_player
                trade_base_income_bonus bonus -3 requires is_player 
            }
            construction  1
            cost  1
            settlement_min town
            upgrades
            {
            seleucid_standardization_two
            }
        }
        seleucid_standardization_two requires factions { romans_julii, } and is_player  and building_present_min_level governmentA gov3
        {
            capability
            {   
                happiness_bonus bonus 1 requires is_player
                trade_base_income_bonus bonus 3 requires is_player 
            }
            construction  8
            cost  2000
            settlement_min town
            upgrades
            {
            
            }
        }
    }
    plugins
    {
    }
}
Why build this over normal market buildings or any other economic building included in your mod? Well, this "reforms" building has the advantage of being very cheap, and the disadvantage of taking time to complete, and causing unrest during that time. If the player is short on cash but has some very happy settlements, then he could implement the Attic standard reforms and reap the rewards at little cost. Otherwise, the process would be rockier.

7. Macedonian Garrison

"Macedonians" during the Hellenistic period no longer referred specifically to ethnic Macedonians coming from Macedonia, but rather a mixture of trustworthy ethnicities fighting in the Macedonian style. They command tremendous respect as well as responsibility in fighting battles and garrisoning eastern regions. The presence of Macedonian phalangite peacekeepers is more than just brute force - it's a symbol of Macedonian authority in foreign lands. The population is less likely to reject Macedonian rule, and the local elite are less likely to participate in corruption or insurrection. Losing too many Macedonians through battle or neglect will cause authority to crumble - just look at Antiochus VII who gambled away his Macedonian army in a doomed campaign in Mesopotamia causing the Seleucid Empire to degrade into a Syrian rump state.

To represent this, a script could spawn buildings in settlements that are accepting a Macedonian garrison.

export_descr_buildings.txt

Code:
building seleucid_quartering
{
    classification military
    icon law
    levels seleucid_quartering 
    {
        seleucid_quartering requires factions { romans_julii, } and is_player and not building_present hinterland_hellenistic_colony and building_present_min_level governmentA gov3
        {
            capability
            {   
                happiness_bonus bonus -1 requires is_player 
            }
            construction  2
            cost  4000
            settlement_min town
            upgrades
            {
            
            }
        }
    }
    plugins
    {
    }
}
building hinterland_seleucid_garrison
{
    classification military
    icon law
    levels seleucid_garrison+1 seleucid_garrison+2 seleucid_garrison+3 seleucid_garrison+4 seleucid_garrison+5 seleucid_garrison+6 seleucid_garrison+7 seleucid_garrison+8 seleucid_garrison+9
    {
        seleucid_garrison+1 requires factions { romans_julii, } and is_player and hidden_resource not_here
        {
            capability
            {   
                law_bonus bonus 1 requires is_player 
                farming_level bonus 1 requires building_present hinterland_hellenistic_colony
                taxable_income_bonus bonus 1 requires building_present hinterland_hellenistic_colony
            }
            construction  1
            cost  1
            settlement_min town
            upgrades
            {
            
            }
        }
        seleucid_garrison+2 requires factions { romans_julii, } and is_player and hidden_resource not_here
        {
            capability
            {   
                law_bonus bonus 2 requires is_player 
                farming_level bonus 2 requires building_present hinterland_hellenistic_colony
                taxable_income_bonus bonus 2 requires building_present hinterland_hellenistic_colony
            }
            construction  1
            cost  1
            settlement_min town
            upgrades
            {
            
            }
        }
        seleucid_garrison+3 requires factions { romans_julii, } and is_player and hidden_resource not_here
        {
            capability
            {   
                law_bonus bonus 3 requires is_player 
                farming_level bonus 3 requires building_present hinterland_hellenistic_colony
                taxable_income_bonus bonus 3 requires building_present hinterland_hellenistic_colony
            }
            construction  1
            cost  1
            settlement_min town
            upgrades
            {
            
            }
        }
        seleucid_garrison+4 requires factions { romans_julii, } and is_player and hidden_resource not_here
        {
            capability
            {   
                law_bonus bonus 4 requires is_player 
                farming_level bonus 4 requires building_present hinterland_hellenistic_colony
                taxable_income_bonus bonus 4 requires building_present hinterland_hellenistic_colony
            }
            construction  1
            cost  1
            settlement_min town
            upgrades
            {
            
            }
        }
        seleucid_garrison+5 requires factions { romans_julii, } and is_player and hidden_resource not_here
        {
            capability
            {   
                law_bonus bonus 5 requires is_player 
                farming_level bonus 5 requires building_present hinterland_hellenistic_colony
                taxable_income_bonus bonus 5 requires building_present hinterland_hellenistic_colony
            }
            construction  1
            cost  1
            settlement_min town
            upgrades
            {
            
            }
        }
        seleucid_garrison+6 requires factions { romans_julii, } and is_player and hidden_resource not_here
        {
            capability
            {   
                law_bonus bonus 6 requires is_player 
                farming_level bonus 6 requires building_present hinterland_hellenistic_colony
                taxable_income_bonus bonus 6 requires building_present hinterland_hellenistic_colony
            }
            construction  1
            cost  1
            settlement_min town
            upgrades
            {
            
            }
        }
        seleucid_garrison+7 requires factions { romans_julii, } and is_player and hidden_resource not_here
        {
            capability
            {   
                law_bonus bonus 7 requires is_player 
                farming_level bonus 7 requires building_present hinterland_hellenistic_colony
                taxable_income_bonus bonus 7 requires building_present hinterland_hellenistic_colony
            }
            construction  1
            cost  1
            settlement_min town
            upgrades
            {
            
            }
        }
        seleucid_garrison+8 requires factions { romans_julii, } and is_player and hidden_resource not_here
        {
            capability
            {   
                law_bonus bonus 8 requires is_player 
                farming_level bonus 8 requires building_present hinterland_hellenistic_colony
                taxable_income_bonus bonus 8 requires building_present hinterland_hellenistic_colony
            }
            construction  1
            cost  1
            settlement_min town
            upgrades
            {
            
            }
        }
        seleucid_garrison+9 requires factions { romans_julii, } and is_player and hidden_resource not_here
        {
            capability
            {   
                law_bonus bonus 9 requires is_player 
                farming_level bonus 9 requires building_present hinterland_hellenistic_colony
                taxable_income_bonus bonus 9 requires building_present hinterland_hellenistic_colony
            }
            construction  1
            cost  1
            settlement_min town
            upgrades
            {
            
            }
        }
    }
    plugins
    {
    }
}
The "quartering" building is a way of triggering the script where a hellenistic colony is not present (to be explained later).

campaign_script.txt

Code:
monitor_event FactionTurnStart TrueCondition
    and FactionIsLocal
    and FactionType romans_julii
    
    ;; Make sure to delete every garrison building in world first
    for_each settlement in world
        destroy_building "local" seleucid_garrison+1
        destroy_building "local" seleucid_garrison+2
        destroy_building "local" seleucid_garrison+3
        destroy_building "local" seleucid_garrison+4
        destroy_building "local" seleucid_garrison+5
        destroy_building "local" seleucid_garrison+6
        destroy_building "local" seleucid_garrison+7
        destroy_building "local" seleucid_garrison+8
        destroy_building "local" seleucid_garrison+9
    end_for
    
    ;; Create new garrison buildings based on how many phalangites are garrisoning an eligible settlement
    for_each settlement in faction "romans_julii"
        if SettlementBuildingExists = seleucid_quartering
            or SettlementBuildingExists >= hellenistic_colony
            
            declare_counter garrison_count
            set_counter garrison_count 0
            
            ;;; The unit specified here will enable garrisons
            for_each unit in settlement
                if UnitType greek infantry kleruchoi hoplitai
                    inc_counter garrison_count 1
                end_if
            end_for    

            if I_CompareCounter garrison_count = 1
                console_command create_building "local" seleucid_garrison+1
            end_if
            if I_CompareCounter garrison_count = 2
                console_command create_building "local" seleucid_garrison+2
            end_if
            if I_CompareCounter garrison_count = 3
                console_command create_building "local" seleucid_garrison+3
            end_if
            if I_CompareCounter garrison_count = 4
                console_command create_building "local" seleucid_garrison+4
            end_if
            if I_CompareCounter garrison_count = 5
                console_command create_building "local" seleucid_garrison+5
            end_if
            if I_CompareCounter garrison_count = 6
                console_command create_building "local" seleucid_garrison+6
            end_if
            if I_CompareCounter garrison_count = 7
                console_command create_building "local" seleucid_garrison+7
            end_if
            if I_CompareCounter garrison_count = 8
                console_command create_building "local" seleucid_garrison+8
            end_if
            if I_CompareCounter garrison_count > 8
                console_command create_building "local" seleucid_garrison+9
            end_if
        end_if
    end_for
end_monitor
The more "greek infantry kleruchoi hoplitai" (the internal name for EB1 settler phalangites) you cram into a settlement with the right buildings, the higher levels of garrison you'll enjoy. In settlements with a hellenistic colony, this process also represents off-duty phalangites participating in farming and paying taxes. In those without, it's just those phalangites keeping order.

Why have this at all for gameplay reasons? Well, garrisons provide less public order the larger the population is, but with this building, a single unit of settler phalangites could provide a nice 5% *additional* law bonus even if the population is something insane like 30,000. You also get non-public order bonuses which can be adjusted to your heart's content. Also, the "quartering" building has an initial happiness penalty, which represents the locals causing trouble while your phalangites are away. This would incentivize you to colonize more, which means more settlements where your off-duty phalangites could participate in the local economy.

8. Conclusion

Not all of these scripts are Seleucid-only. You can easily adapt them to any faction or even setting. For example, the Macedonian Garrison script can be adapted to the Ptolemies who used Jewish and Egyptian troops as a police force. Or, the Macedonian Immigration script can be adapted to a Greek faction to represent establishing new trade colonies just like during the Greek Diaspora of the 700s BC.