Philistia

*Profile of a redheaded Sea Person*

**Philistia** is an autonomous Canaanite Philistine Minor Oligarchy vassalized under Egypt, located in the Palestine Region in the Philistia and Qadesh Areas; it is located to the East of Egypt, North of Edom, West of Judah and Assyria and South of Ako. The Philistines are the last organized and autonomous remnants of the Sea People Invasion of the Near-East that caused the Late Bronze Age Collapse.

## Traditions

Naval Force Limit +50%

May Raid Coast, even of nations of the same religion

## Ideas

The Sea PeopleMovement Speed off-boat +20%

+25% Possible Loot in Provinces

The PelesetMorale of Navies +20%

Born of the SeaNational Sailor Modifier +25%

Dagon CultTolerance of the True Faith +1.00

Conflict with IsraelFort Maintenance on rival's border -50%

Warriors of the PentapolisInfantry Combat Ability +10%

Leader +1

Philistian PentapolisYearly Political Power +1.00

Yearly Republican Tradition +1.00

# Background

The Philistines (or Peleset; they gave their name to the region of Palestine) were a group of sea invaders that were a part of the Sea People that destroyed the Hittite Empire and collapsed the trade routes and institutions of the Late Bronze Age. Little is known about their origins; they are conjectured as being related to the Cretans (''Pale Histia''), but any more information about their origins are shrouded in mystery.

At the time of their arrival in the Nile Delta, the Egyptians were already occupied with the Sherden Invaders; nevertheless, they were still beaten in a decisive battle and expelled toward the Gaza bank. The Sea People effortlessly settled Gaza and the surrounding area, the Egyptians' attention firmly set on the Sherden invaders settling the Delta of the Nile, and the beginning of a Libyan Migration destabilizing their realm.

The Philistines continued to expand without supervision until they made contact with the United Kingdom of Israel. The Israelites and Samarians had settled central Canaan a few centuries earlier after destroying Yericho, and established a realm that not only threatened the burgeoning Philistine Pentapolis but also stood in the way of their expansion Eastward.

In traditional Israelite history – the only available records of that conflict – the Philistines had an enormous advantage at the beginning of the war before the actions of the Hebrew hero Samson turned the tides with his self-sacrifice to kill the Philistine elders, and later on the actions of David, who killed a charismatic and gigantic Philistine warmaster called Goliath, shattering their armies.

At the start of Imperium Universalis in 142 AUC, the war ended in a draw. The Philistines were vassalized by the reinvigorated Egyptian Kingdom following the Assyrians' withdrawal from the region and failed to take Central Canaan, while the Kingdom of Israel was divided between Judah and Samaria, with the latter annexed by the Assyrians.

# Gameplay

Philistia might be one of the hardest nations in the game to play as; as vassals of Egypt, they are almost certain to be dragged in the war between Assyria and Babylon, and later on the Babylonian-Egyptian Punitive War, with their position almost assuredly being the main battleground and bargaining chip should Egypt fail to win.

The most sensible action one could take is immediately declare a war of independence on Egypt as not to be stomped on by the Mesopotamians. Egypt is very powerful, but recouping the losses one could have spent on that war might be possible should they win enough battles.

Once Philistia is free, Judah and the Canaanites are obvious targets. Conversion to Judaism might facilitate the settling in of Central Canaan and later expansion, as the bonuses of Judaism to missionary strength are somewhat potent.

Philistia is a very strange nations to play as; their highly autonomous government type encourage them to build up their population density in their mainland, adding more available citizen soldiers to their ranks, while maintaining naval supremacy over the Mediterranean sea and its associated trade nodes. Philistia is also encouraged to switch to a republic and back to an oligarchy just to get the republican ideas, who add further bonuses to the random candidates of their electoral system and further benefit their special government type's bonus to citizen soldiers. Recommended ideas goes as follow : [Oligarchic ideas] to support their administration, [Republican Ideas, Logistic Ideas] to support their citizen soldiers and their reinforcement rate, [Naval Warfare ideas, Naval Supremacy ideas and Naval Trade ideas] to further enhance their navies. [Religious Ideas, Syncretic Ideas and Assimilation Ideas] will mitigate the effects of Minimal Autonomy by encouraging the True Faith, Accepted Cultures and Primary Culture instead of supporting Brother or Non-Accepted cultures along with heretic or heathen faiths in Philistia. [Diplomatic Ideas] will allow Philistia to support more vassals to control the trade power circulating in the Mediterranean Nodes.

### Government

The Philistines are organized under a special type of oligarchy called a Pentapolis. Historically, the Philistines were a confederation of five very densely populated city-states (polis; thus, Pentapolis, "Five Cities Together"), Gaza, Ashkelon, Gath, Ashdod and Ekron, each led by their own elected oligarch called a Serenissim. These Serenissims would then go on to elect a king, also called a Serenissim, or at other times called a Machinist, amongst themselves to decide on foreign politics or lead their united army. Their special reform represent this by giving Philistia a boost to Citizen Regiments and a bonus to Land Maintenance reduction.

#### Philistine Pentapolis (Oligarchy)

###### Requirements to enact

* Is Philistia
* Own and core Gaza (2279)
* Own and core Ashkelon (3443)

###### Reform Mechanics

* Allow Royal Marriages
* Allow Consorts
* Allow Heirs
* Locked Reform
* Upon Ruler's death, Heir becomes new Ruler and elections are held in the Pentapolis for new Heir
* Upon Heir's death, elections are held in the Pentapolis for new Heir
* Has Parliament

###### Reform Modifiers

* Available Citizen Soldiers +10%
* Land Maintenance Modifier -10%
* Chance of New Heir -1000%
* Minimum Autonomy +20%

#### Philistine Provincial Bonuses

Philistia also has access to special provincial modifiers to every provinces in the Philistia area representing their seats of power, counteracting the negative autonomy effect of their government type and giving large bonuses due to their population density.

##### Philistine Pentapolis

###### Location

* Gaza (2279)
* Ashkelon (3443)
* Gath (4883)
* Ashdod (2285)
* Ekron (4882)

###### Provincial Modifier effects

* Allowed Number of Buildings in Province +1
* Local Tax Modifier +20%
* Local Manpower Modifier +20%
* Land Force Limit +1.00
* Minimum Local Autonomy -20%