recursal/Fanatic-Fandom huggingface dataset:
Gallic Archers

## Summary

**Archers** are an advanced type of missile infantry available to the Gallic faction group, combining a very long missile range and a very high damage output.

## History

While the Gauls are on various occasions described as using javelineers, slingers and sometimes archers, they were not noted for being particularly proficient in ranged combat. Their strength was stated to be in their infantry, and some Gallic tribes were known for also having a strong cavalry arm, with the exact battle strategies and troop deployments varying from tribe to tribe. Probably, the developers gave them strong missile troops to create an in-game niche for them and help compensate for their limited access to heavy infantry such as hoplites in the mid-game.

Ancient authors frequently describe slingers as being able to outrange archers, at least in European warfare where the stronger composite bow was uncommon. In-game, though, slingers are outranged by archers, likely because archers were designed as a more advanced elite missile unit with better stats as a reward for the extra investment required to unlock them, whereas slingers are a basic missile fodder unit.

## Tactics

Archers are a very strong missile brigade and offer significantly better missile support than slingers, javelineers, or any other non-archer unit in the game. Their only downside is their somewhat higher amount of recruits required per unit and that they require cities to have grown to the point where they can construct the necessary target range upgrade, meaning they are not available in the earliest stages of the game when lightly armoured units vulnerable to missile fire are the most abundant.

Gallic Archers are arguably the best missile unit in the game, with the longest range of any unit, even outranging Etruscan and Cretan archers. They are the main strength of the Gallic faction, especially in the early-mid game when heavy infantry and heavy cavalry are severely lacking for the Gallic factions. Archers do, however, absolutely need to be kept safe from melee attacks, as they are utterly incapable of melee combat.
Cosentia

Cosentia is the capital of the Bruttii located in a valley where two rivers meet. It stands as a major bulwark against Greek domination of the nearby Sabellic tribes; the minor village of Pandosia sits right next to Consentia, and it would serve as the site of a major battle which killed the Greek invader Alexander of Epirus and ended Greek attempts to expand in Italy.
Gallic Javelineers

## Summary

**Javelineers** are flexible missile infantry available to the Gallic faction group. They are one of two basic missile units available from the start of the game, alongside Gallic Slingers, with a short-ranged missile attack and limited melee capabilities.

## History

Javelins were a popular ranged weapon among many peoples of Europe, and the Gauls were no exception. The Gauls were, however, not historically noted for being particularly proficient in ranged combat, with the developers probably adding a wide variety of missile options (including 2 distinct early-game missile brigades) to their roster to compensate for the lack of heavy infantry.

## Tactics

Javelineers are a decent early-game missile brigade, having a significantly higher damage output than Slingers, as well as better defenses and melee capabilities, but have a slightly shorter missile range and are more expensive in both gold and recruits. They are a good choice for supporting your skirmishers in the early game, until the very good Gallic Archers become available, and can also have some limited use in melee to charge other ranged units.

Compared to other early-game javelin-based missile infantry, javelineers are stronger than Leves in both missile and melee combat, but significantly more expensive in gold. Peltasts, on the other hand, are even stronger than javelineers, but more expensive in recruits.
Legion

The core unit of the Roman army. The flexible, disciplined and highly trained legion excels as forward battleline unit but can also provide ranged support using their short-ranged pilums.

This stance class type is used by the late-game Latin and Sabellic melee brigades that are also capable of ranged attacks. It is the same as the Javelineer stance class in practice.
Nesactium

The heavily fortified capital of the Histri, Nesactium sits nourished by a river and would not fall until the Romans diverted it in 177 BCE to help with their siege and finish the conquest of Istria. This was not enough to make Nesactium surrender, and Livy reports that the local garrison massacred the Histrian women and children atop the walls in an effort to scare off the Romans, but the Romans were not deterred, scaled the walls, and slew most of the Histrians and captured 5,632 people as slaves. Nesactium was resettled for a time, but would never regain its prominence and eventually be abandoned.
10 Beginner Mistakes & How to Avoid Them

* Keep you units properly fed: Units will resupply themselves automatically when they leave a supply area (coloured area on the map around the player's cities etc. Player can force units to resupply themselves by a button in the unit control panel.

* Never send civilian units to ressource nodes etc. without proper protection by a military unit lest they fall victim to raiders. Civilian units cannot fight.

* Expand cities as they are ready. Cities ready for expansion will have a special icon above the city icon on the strategy map. Not expanding cities will result in the city not growing anymore. This is especially true for cities of one's own faction. Expansion of other faction cities may be delayed on purpose to control rebellion levels.

* Do not undertake big campaigns during winter. During winter food is scarce: production is limited and units outside one's territory will consume more food than normal. Units leaving for a campaign will take food with them, leaving your cities with less food. Having not enough food in your cities might lead to rebellion. It's better to just do some raids during winters.

* Shorten the distance between a units area of operations and its home city. Each unit has a home city from which it draws recruits and to which it returns if it loses a battle. The home city can be changed to one that is nearer to the area of operations so that it takes less time to send the unit back to the front. This can be done by clicking on the unit then on the new home city and chose the action in the decision wheel. This can only be done if the new city has the required upgrades for the unit (such as a stable for a horse archer unit). Unit faction and city faction must be the same.

* Do not rely too much on your capital city. On the one hand, this makes sense, since it will be in the center of one's empire. However, the resources of the capital city are limited. Try to spread recruitment of units among all cities of your native faction.

* Do not overextend yourself. If you do not have the resources, then wait and let resources accrue until ready for a campaign.

* Do not just defend your cities, but keep an overview of the map and look out for river-crossings and mountain-passes. Garrison these with troops so that enemies do not have a chance to intrude into your territory and raid your ressource nodes.

* Use camps and bridges to your advantage: they deny enemies territory, they supply your troops and they can be fortified by walls. They also allow to store ressources.

* Do not leave rebel camps alone too long. Better take them over so they cannot annoy you later and raid your buildings and cities. They will also not be able to re-spawn as long as there's no fog of war. Camps and bridges will limit fog of war.

Based on the Tutorial video by **Horath Drak**:
Etruscan Heavy Cavalry

## Summary

**Heavy Cavalry** are a very powerful cavalry brigade available to the Etruscan faction group from the mid-late game, being arguably the strongest and most expensive cavalry unit that isn't a mercenary.

## History

Little is known of Etruscan cavalry. Chariots have been found in Etruscan tombs, but it is unknown if they were actually used in a combat role or were purely ceremonial, since Italy's hilly terrain is unsuited for chariot warfare. A brief description by the historian Dionysios of the Battle of Cumae in 524 BC states that the Etruscan cavalry and infantry were intermingled, suggesting that the cavalry may have been heavily equipped to handle close-quarters combat alongside the heavy infantry, but this remains conjecture. This may be the basis for the inclusion of the Heavy Cavalry brigade in-game.

## Tactics

Etruscan Heavy Cavalry do justice to their name, having the highest melee damage and defenses of any cavalry unit in-game aside from the War Elephants and Thessalian Cavalry that are normally only available as special mercenaries. As such, Etruscan Heavy Cavalry are the strongest normally available unit in protracted melee engagements, and their charge impact is only slightly behind that of Equites and Gallic Noble Cavalry.

The downside to Etruscan Heavy Cavalry is their very high gold cost, as well as requiring a city to have both a stable and barracks in order to recruit them. However, these requirements are probably quite manageable by the time that the prerequisite Military Reforms Skill is unlocked, and these Heavy Cavalry are of significant benefit to the Etruscan faction group in the late game.
Abellinum

Abellinum is the southernmost city of the Samnite Hirpini people, whose migration south is said to have been guided by a wolf (or "hirpus" in the Oscan language). It is located on the Civita hill, site of the modern city Atripalda, but will be refounded on the Terra hill after the Lombards conquer Italy, where it will become the modern Avellino.
AK-47 Burya 1A

# The AK-47 Burya 1A

The AK-47 Burya 1A is the second most efficient (tier 1) AK-47. It has a larger clip size than the Rusty AK-47 but a slower reload speed than the AK-47 Ironside 2A.

This rifle can be melted down in a furnace and will give ???.

## Damage Values

Hits to the **body** will inflict **?%** damage to the player.

A hit to the **head** will inflict **?%** damage to the player.

These damage value will be less if the target is wearing body armor or a helmet.

## Notes

* Applying skins to weapons will only change the appearance of the item. The skin will not change the tier or effects of said item tier.
Patch 3.3.2

Patch 3.3.2 was released on 22nd February 2017

### Developer's introduction

Thanks to everyone who submitted reports and feedback since the launch of the 3.3 update and DLC last week. We're still working on a few things, but we've got fixes for the major issues and we wanted to get those out as soon as possible. [Updated Feb 23] The 3.3.2 patch has officially been released and replaces the previous 3.3.1 version.

### Bugs

* Fixed AIGoal crash (Invalid POI)
* Fixed missing animation state crash
* Fixed crash when opening the load/save screens when a corrupted saved game is present
* Fixed AI bug that caused fleets to change ports during the winter
* Fixed AI bug that caused fleets to defend ports they no longer controlled

### The Eagle King

* Incomplete ships no longer count towards Building the Fleet objective
* Getting Pyrrhus killed no longer grants the Seiging Taras achievement
* Sicilian factions can purchase slaves
* Fixed missing string script crash when completing Etruscan Revolt objective
Unification Sandbox

In the **Unification Sandbox**, the player is tasked with uniting the tribes given on the scenario map. The sandbox is a chance to write your own history. Fight across the full map with no restrictions, playing as any faction for control of the Map. Choose your enemies and how you want them
to fight. The sandbox options allow you to customize almost every aspect of the game, enabling you to tailor the game to fit your playstyle. And if complete conquest is not your aspiration, dynamic objectives provide unique goals and rewards each time you play.

In addition to the basegame sandboxes, various mods provide supplementary sandboxes, only a few of the most notable are given in above list.

 Select a Unification Scenario Select your Faction Choose your King Define the Difficulty Level Select Gameplay Options
1. ↑ Without DLC
2. ↑ With The Eagle King DLC
Capua

Capua was established by the Etruscans as the centre of a Southern Etruscan League, though evidence suggests local Oscan tribes lived in the area prior to this Etruscan colonization in 600 BCE. Etruscan rule over Capua (or Capeva, as they called it) would fall in 424 BCE to the second major invasion of Campania by the Samnites, which would drive Capua to seek Roman protection.
Vatluna

Vatluna, known to the Romans as Vetulonia, is a major Etruscan city located in the Maremma hills. In Vatluna were the Lictor's rod and the fasces invented, which would later be adopted by the Romans as symbols of power. Under Roman rule nearby irrigation systems would be neglected and Vatluna would decline as the area reverted to malaria-infested swampland.
Illyric Hoplites

## Summary

**Hoplites** are a heavy infantry brigade available to the Illyric faction group. They are slow heavy spearmen, with the ability to enter phalanx formation to further boost their defenses in pitched battles.

## History

Archaeological evidence reveals that the Illyrians imported weapons, armour and tactics from the Greeks, and wealthier Illyrian warriors may have fought in a manner similar to hoplites. However, exact details about Illyric army compositions tend to be lacking, and the amount of Greek tactics and equipment used may have varied depending on the tribe's economic prosperity and proximity to the Greek world, with certain Illyric tribes being more renowned for their piracy and guerilla tactics as opposed to rigid phalanx warfare.

## Tactics

Hoplites are the first improvement in infantry available to Illyric factions and are a big step up from skirmishers and spearmen, though the player will likely want to replace them with the even stronger Heavy Hoplites as soon as they can afford to do so.

With good missile resistance and decent defenses, Hoplites are good at taking missile damage and suitable for use in sieges. They benefit greatly from the phalanx formation in pitched battles, which provides a great increase to defenses and charge block but only so long as the formation holds. If the formation does break, Hoplites will still prove superior to light infantry of the early game, but will not be able to hold out against late-game swordsmen.

Illyric Hoplites are one of the best normal hoplite brigades in-game thanks to their high melee damage, which is equivalent to that of the more advanced heavy hoplites of other faction groups. This allows them to defeat most other hoplites in an even fight and go toe-to-toe against Greek and Sicilian Hoplites, who have higher defenses than normal but are also slightly more expensive in gold. As such, Illyric Hoplites are the most cost-effective in many melee situations, but unlike Greeks and Sicilians they do require a barracks upgrade to be constructed and are therefore not available immediately at the beginning of the game, and the Greek and Sicilian Hoplites are better in situations where melee damage doesn't matter such as during sieges.
Sentinum

Sentinum, located near modern Sassoferrato, is an Umbrian town most famous as the site of the battle of Sentinum. Part of the Third Samnite War, the battle of Sentinum would prove a major Roman victory, causing the allies of the Samnites to abandon the fight and ensuring unchallenged Roman dominance over Italy for over a decade.
Saina

A hill town containing the Saina tribe of Etruscans, Saina (mordern Siena) is traditionally said to have been founded by Senius and Aschius, two sons of Remus who fled Rome following their fathers' death at the hands of his twin brother Romulus. Legend states that they stole a statue of Romulus and Remus suckling from the she wolf from the temple of Apollo as they fled.
Requisition

If a friendly faction controls a resource building that you need, instead of going to war over it you can choose to buy if off them using the **requisition** button in the command panel. The cost is proportional to the value of the target and the intimidation and hostility between your factions. Releasing the requisition will return it to the control of its native faction, remove its cost from your expenses, and reduce hostilities. Any units based out of this building will be disbanded or become homeless.
Wood

**Wood** is a consumable resource produced by Lumber Camps and used to expand cities as well as to construct ships, siege equipment, bridges, fortifications (camps) and building upgrades. Wood can be stored in camps or cities and transported via supply lines, but it cannot be carried by units.

You can see where your wood is moving and how it consumed in a building's trade tab. In the tab you can also set the building's stockpile level which causes it to automatically move wood from nearby buildings that have an excess supply. To see how wood is being consumed, produced and moved throughout your empire, click on the wood icon above the mini-map in the bottom-left corner of the screen.
Upgrades

**Upgrades** allow you to improve and specialize your units, camps, bridges and cities. Each object has a limited number of upgrade slots which can be viewed and modified in the upgrades tab or the upgrades window. Similar to generals, upgrades have fixed attributes that are applied to their parent object. Upgrades cannot be transferred between objects, but they can be dismantled or removed. What upgrades are available for a given object is based on its native faction. Some upgrades have prerequisites that must be created first before they are unlocked. When purchased, these upgrades will replace their prerequisite in the same slot. Only one upgrade of each type is allowed for each object.

## Officers

In the case of combat units, upgrades take the form of officers that can be promoted by spending the unit's experience points. Unlike generals, officers do not appear on the tactical map and they cannot be detached from the unit.

Units gain experience points for defeating enemies and as a reward for completing certain objectives. In the case of combat, experience is split between any unit involved in the fight. For objective rewards, the experience is split across all units belonging to your faction.

Most classes of officer have 4 ranks that must be promoted in order. Once an officer reached the highest rank, you have the option of spending further points to convert the officer to a general who behaves like any other general and can either remain attached to the unit or be separated and assigned a different command.

Some officer types, such as those who increase the size of the unit, require an ongoing salary that is added to the cost of the unit.

## Buildings

Upgrades for cities, camps and bridges are called buildings and are constructed with wood. Most buildings also have an ongoing maintenance cost that is added to your faction's expenses.

Buildings take time to construct and will consume wood as construction progresses. As with other resources, buildings will attempt to draw wood from other cites along your  supply lines if there is not enough locally. If you decide you need to use your wood for something else, you can pause building construction in the upgrade tab or upgrade window.

Camps, cities and bridges have a special upgrade slot for walls and only wall upgrades can use this slot.
Skill Tree

What in other games is called a "Technology Tree" is a "**Skill Tree**" in Hegemony III. The skill tree has three main branches: economic, military and naval.

In order to embrace or learn a skill, an appropiate amount of skill points needs to be earned. Each skill only requires one skill point to acquire, but each point earned requires more research time. Skill points are earned over time based on your faction's total research level. The research level is equivalent to the total population of all of your cities plus any bonuses. Library upgrades in your cities contribute to research level and hence reduce research time.
Patch 3.1.2

Patch 3.1.2 was officially released on 11th March 2016

### Develper's Introduction

3.1.2 has now been officially released and replaces 3.1.1 as the primary version. For those already playing 3.1.2 in the beta branch, you do not need to change anything.

We're excited to launch the new Kingdom of Macedon Sandbox mod in the workshop. This all-new map is inspired by the starting area in Hegemony Gold and covers almost 40 new cities and features seven playable factions including Macedon, Athens, Illyria, and more.

We've also just posted update 3.1.2 to the beta channel which is required to play the new mod. This minor update focuses mostly on mod support including adding new features to the editor and expanding support for modding 3D meshes and props.
Picenum

**Picenum** was a historic region on the Adriatic coast of north-central Italy, bordered by the Po Valley to the north, Umbria to the west and Samnium to the south.

Picenum was home to the eponymous Picentes, a people of mixed but at least partially Sabellic origin, though the area was also home to other related tribes such as the Praetutii. The Picentes were invaded by the Gallic Senones around 400 BC, who settled in the northern part of their territory and famously went on to sack Rome under Brennus. Additionally, parts of coastal Picenum would be colonized by the Greeks of Syrakousai shortly afterwards, further complicating the situation. The Romans allied with the Picentes against the Gauls in the late 4th/early 3rd Centuries BC, and annexed the region in the 260s BC.

### Factions

* Picentes
* Umbri
* Sabines
* Marsi
* Senones (only start here in the Pyrrhus Campaign, but they may spawn here or rarely elsewhere in northern Italy through a scripted event in the main Italy sandbox)

### Cities

* Ariminum
* Pisaurum
* Misa (Renamed to Senigallia in the Pyrrhus Campaign)
* Auximum
* Tolentinum
* Firmum Picenum
* Asculum
* Pretut
Thurii

*This content requires activation of a DLC. See categories at the bottom of the page for more information.*

**Thurii** is a non-playable faction that only appears in the Pyrrhus Campaign of the Eagle King DLC. All of its cities start off as occupied by the Republic of Rome, so Thurii may only appear as an independent faction through rebellion.

Thurii reuses the logo and attributes of the Sybaris faction which it replaces, but only inherits the cities of Sybaris and Amendolara, renamed to Thurii and Lagaria as accurate for the later setting of the campaign. Castiglione and Krimisa have been entirely assimilated by the Bruttii and Kroton respectively.

### In-game Description

"Thurii is a Greek colony founded in 443 near on the site of Sybaris 70 years after that city's destruction by Athens with the goal of establishing a pan-hellenic colony with colonists from all over Greece. Initially founded on Sybaris itself, the city moved not long after near the fountain Thuria, after which it takes its name."
Recruits

**Recruits** are a consumable resource that represent the men available in a city to build new workers and combat units or to replace units lost in the field. Highly trained units may require multiple recruits for every successfully trained soldier. Vehicles such as siege engines and ships use wood instead of recruits.

Recruits are automatically generated in cities at a rate proportional to the population of the city. If a city has its maximum number of recruits it will not generate more until some of the recruits are used.

When a unit is disbanded in a city of its native faction, its men will rejoin that city's recruitment pool, but those in excess of the city's maximum will be lost. When a unit routs, some of its surviving men might make it home to be added to the home city's recruits.

When building a new unit it will begin to draw recruits from what is available and it must have at least one man in order to leave the city. Units will stop recruiting while they are in the field. If a partially complete unit is moved into a different camp or city than its home, it can still recruit members as long as there is an unbroken series of supply lines back to their home city. Recruiting away from home is much slower than when in their home city.
Latin Hoplites

## Summary

**Hoplites** are a heavy infantry brigade available to the Latin faction group. They are slow, defensive spearmen, with the ability to enter phalanx formation to further boost their defenses in pitched battles.

## History

The Romans, like several other cultures in Italy, are thought to have adopted **hoplite** warfare from the Greeks at some point in the 6th Century BC, forming the backbone of their armies during the late Regal and early Republican periods.

Rome would reform its military in the 4th Century BC, abandoning the hoplite phalanx for a more flexible system composed of multiple battlelines of increasingly heavy infantry. The third line, the Triarii, originally continued to fight with the equipment and tactics of heavy hoplites, however.

## Tactics

Hoplites are the first improvement in infantry available to Latin factions and are a big step up from basic spearmen, though the player will likely want to replace them with the even stronger Heavy Hoplites as soon as they can afford to do so.

With good missile resistance and decent defenses, Hoplites are good at taking missile damage and suitable for use in sieges. They benefit greatly from the phalanx formation in pitched battles, which provides a great increase to defenses and charge block but only so long as the formation holds. If the formation does break, Hoplites will still prove superior to light infantry spearmen, but will not be able to hold out long against late-game infantry.

The Latins have the weakest Hoplites in the game, with lower charge strength than the Sabellics, lower damage than the Illyrics, and lower defenses than the Etruscans and especially the Greeks and Sicilians. Etruscan and Greek Hoplites compensate for their higher defenses by being more expensive, though, with Etruscan hoplites not necessarily being more cost-effective as far as gold is concerned.
Sicilian

*This content requires activation of a DLC. See categories at the bottom of the page for more information.*

The **Sicilian** faction group represents the native inhabitants of Sicily, who are bordered by the many Greek colonies that settled in the coastal parts of the island.

## Overview

In-game, the Sicilian faction group doesn't have any unique units of its own, but re-uses a mixture of Sabellic and Greek brigade types.

More specifically, the Sicilians use the Sabellic roster but replace the Sabellic hoplites and heavy hoplites with Greek ones, which are stronger and available earlier on. In exchange, the Sicilians lose access to the Sabellic Noble Cavalry and gain Greek Mounted Javelineers instead.

This roster gives the Sicilians very good infantry in all stages of the game, having immediate access to hoplites while also being able to tech into flexible swordsmen in the late game capable of both melee and ranged attacks. They are very lacking in cavalry and ranged options.

The Sicilian faction group and all factions therein are exclusive to the Eagle King DLC.

## Factions

* Elymoi
* Sikeloi
* Sikanoi (only in the smaller Sicily-only sandbox)

## Units

1. ↑ First Companion Brigade
The Sicilians are unique in that their second and third Companion Brigades are not of a brigade type that they can normally recruit, being the Sabellic Heavy Hoplites and Sabellic Noble Cavalry respectively.

## History

The ethnic origins of the native Sicilians remain mysterious, and it's unclear if and to what extent the Elymoi, Sikanoi and Sikeloi were even related to each other. Theories regarding their origins vary wildly, with some scholars having suggested possible Hittite, Illyric, Iberian and Ligurian origins, whereas others think they were more likely related to the nearby Latins and Sabellics.

Whatever their origins, the native Sicilians were early on exposed to large amounts of Greek cultural influence, and their various native languages eventually died out around 300 BC.

Next to nothing is known about their original culture and fighting styles, explaining why the developers simply recycled a combination of Greek and Sabellic units to represent both their native origins as well as the extensive cultural influences they received from the Greeks.
Workers

## Summary

**Workers** are a very basic economic workforce brigade, used to staff resource buildings and thus generate gold, food and/or wood.

## History

Workers represent basic lower-class citizens who sustain themselves by doing hard physical work in exchange for money or goods, a concept as old as civilization itself.

## Tactics

Workers will be the player's economic backbone in the early-mid game used to staff various buildings, but the player should aim to eventually replace as many of them as possible with slaves as the game progresses, since the latter cost no gold upkeep. While workers are individually not very expensive, the large amount of workers eventually required to run all the player's resource buildings will cost a huge sum when all put together, so replacing as many of them as possible with slaves will free up a significant amount of money.

Workers are also an efficient way to move recruits from one city to another city of the same faction as disbanding the worker unit will add all the unit's troops to the city's recruits
Raider Javelineers

## Summary

**Raider Javelineers** (simply called 'Javelineers' in-game), are a brigade that were used by the Raider faction in-game as a weaker version of regular javelineers. While they still exist in the game files, Raider Javelineers don't currently appear in-game under normal circumstances, since the Raider faction was changed in an update to instead draw its brigades from those of the regular factions from which they rebel locally but with penalties to combat performance, rather than having dedicated Raider brigade types.

## History

Javelins were a popular ranged weapon among many peoples of Europe, often used to soften the enemy before a frontal attack.

## Tactics

Raider Javelineers are comparable to Gallic Javelineers, but with diminished damage and defenses.
Polieum

Polieum (later known by the more famous name of Sinis) is an Ionian colony founded in the territory of the Oenotrians by colonists fleeing Colophon for fear of conquest by King Gyges of Lydia. It is a prosperous city located on fertile lands and thought to have lived in luxury and decadence similar to Sybaris, but this wealth, combined with its Ionian origins would eventually lead to the Achaean colonies of Sybaris, Kroton and Metapontum forming a coalition to destroy it completely at some point between 550 BCE and 510 BCE. Its empty lands would later be host to a dispute between Taras and Thurii, which would be won by Taras, who would establish a new colony of Heraclea on what once was Polieum.
Rudiae

Rudiae is a town of the Messapii. Legend names it Sybar and dates it all the way back to the Trojan War, but it would be abandoned in the 2nd century CE when the Roman Emperor Hadrian founded a new settlement named Litium 3 kilometers Northeast to serve as a major port in the area. Litium survives today as Lecce.
Sabellic Javelineers

## Summary

**Javelineers** are flexible missile skirmishers available to the Sabellic and Sicilian faction groups in the mid-late game, capable of providing good missile support while also being able to hold their own in melee engagements against light units.

## History

Javelineers represent missile skirmishers that are more advanced than the earlier Leves, being much more proficient in the guerilla style tactics that many of the inland Italic tribes, such as the Samnites, were known for.

## Tactics

Javelineers have a good missile attack with a longer range but lower damage than the Light and Heavy Pilum Swordsmen that they are meant to support, and are much better at ranged combat than the early-game Leves. Their melee stats are roughly equivalent to those of early-game melee brigades such as Spearmen, but enemy factions will likely be fielding heavier melee units by the time Javelineers are unlocked through the skill tree. As such, they are best relegated to a missile support role, but the player may also use them to charge enemy missile brigades or to outflank infantry that is already pinned down by heavier units, if such an opportunity arises.

Sabellic Javelineers are exactly identical to Latin Velites but with a less specifically Roman name. They are comparable to Greek and Illyric Peltasts, though the Peltasts are available immediately at the beginning of the game when there are still more lightly armoured brigades around that they are more effective against. Javelineers also have larger brigade sizes than Peltasts while dealing less missile damage on a per-soldier basis.
Sabellic Spearmen

## Summary

**Spearmen** are a basic melee infantry brigade available to the Sabellic and Sicilian faction groups. They are cheap and available from the start of the game, with somewhat defensively-oriented stats.

## History

The earliest form of Italic infantry were likely family-based bands of lightly armed warriors that operated as raiders and cattle rustlers rather than fighting in organized battles. In-game, spearmen act as a stand-in for various early melee warriors that didn't fight as hoplites.

## Tactics

Spearmen are the first melee brigade available to the Sabellic factions and will likely be the main component of armies in the very early game, before being replaced by hoplites, though spearmen can still have their uses alongside hoplites in a flanking role, owing to their higher speed and cheaper cost. Their low cost also makes them very viable as city garrisons to defend the walls and maintain public order.

Sabellic Spearmen are one of the weaker early-game infantry brigades, with a lower attack than Illyric Spearmen and less missile resistance than those of the Greeks. Etruscan Spearmen have better defenses though at a slightly higher cost. Gallic and Illyric Skirmishers have lower defenses, but are still more cost-effective overall thanks to their higher damage output. Only Latin Spearmen are slightly weaker with a lower charge strength.
Sabellic Leves

## Summary

**Leves** are cheap missile infantry available to the Sabellic and Sicilian faction groups. They are basic missile fodder available from the start of the game, with a short-ranged missile attack and limited melee capabilities.

## History

Historically, the Leves were properly a Latin rather than Sabellic military unit, formed during the Roman military reforms of the early 4th Century BC as unarmoured javelineers deployed ahead of the Hastati who formed the first main battleline, to harass the enemy in the opening phase of a battle.

The equipment and combat style of the Roman Leves was not at all unique, however, and various ancient Italic armies would have contained warriors that were equipped and deployed in a very similar capacity. As such, the "Leves" act as a stand-in for various light infantry skirmishers in-game, despite the naming not being strictly accurate for Sabellic armies.

## Tactics

Leves are the only missile brigade available to the Sabellic faction group before advanced units are unlocked through the military skill tree in the late-game. As such, players will need to include them in their early-game army composition in order to have any kind of missile support for their spearmen and hoplites, unless better ranged units can be recruit from conquered cities of different faction groups or hired as mercenaries.

Leves compensate for their short range by having superior melee combat stats to most long-range missile infantry, and may on occasion be used to charge undefended missile brigades or outflank light infantry, though situations in which this is useful can be rare. They are also very viable as city garrisons to defend the walls and maintain public order, due to their very low gold cost.

Compared to other early-game missile brigades, Sabellic Leves have a better charge strength than Latin Leves though with slightly lower charge blocking. Etruscan Axemen have a shorter range and higher cost, but compensate for this by having much stronger melee stats comparable to spearmen. Gallic and Illyric Slingers and Greek Psiloi are the opposite, with a longer range but much weaker melee stats. Illyric and Greek Peltasts and Gallic Javelineers outclass Leves in both melee and missile combat, but are significantly more expensive.
The Eagle King DLC

For more than two centuries, Rome has slowly expanded her control over the tribes of ancient Italy. But as her borders encroach on the proudly independent Greeks of the Southern coast, they call upon an ambitious young king from across the sea to come to their aid. Eager for glory, Pyrrhus, the “eagle” of Epirus, gathers his armies and sets sail for Italy. Commanding phalangites from Macedonia, cavalry from Thessaly, and rare War Elephants from Egypt, Pyrrhus will challenge Rome with the fiercest warriors of the Greek world. But the cost of victory will be high, and Pyrrhus' ambitions do not end at pushing back the Romans. The Eagle King believes himself to be the next Alexander, and does not plan to sail home until he has carved out a new empire of his own.

## New Historical Campaign

Hegemony III's first historical scenario follows the campaigns of “The Eagle King”, Pyrrhus of Epirus as he battles against Rome and Carthage to forge himself a new empire. The all-new scenario includes scripted battles, historical notes and more than two dozen new objectives.

## Expanded Map

Expanded map adds the island of Sicily to the original sandbox with more than 20 new cities and a dozen new factions including Epirus, Syracuse, Mamertines and more.

## New Invasion Sandbox Mode

Inspired by the Gallic and Epirote invasions of Italy, play the sandbox in a whole new way with a customized army and no starting cities. New objectives allow you to forge alliances and intimidate rivals as you march your army towards a new empire.

## New Units

Wage war with powerful new units including Pyrrhus' War Elephants, Macedonian Phalangites, Thessalian Cavalry and more.

## Expanded Naval Warfare

Expanded naval campaign with new ships, tactics and mechanics
Power graph

The **power graph** let's you graphically plot your development against other factions.

* Empire strenght: the total size of the faction's cities
* Army strength: the weighted value of a faction's army
* Naval strength: the weighted strength of a faction's navy
* Gold: total amount of gold available
* Food: total amount of food stockpiled
* Wood: total amount of wood stockpiled

You can chose to plot your nation against:

* All factions
* None (to clear the screen)
* Player faction only (to show only own trajectory and then select other factions individually if need be)
* Computer factions (all factions without player faction)
* Discovered factions
* Top Five factions
* Aggressive Factions (depended on game settings)
* Defensive Factions (depended on game settings)
Patch 3.2.2

Patch 3.2.2 was officially released on 23th November 2016

### Developer's Introduction

Just in time for the big Black Friday sales we are launching the official 3.2.2 update which includes a bunch of new features to help out with managing your resources.

As always, if you find any bugs, please report them to rob@longbowgames.com so that we can work on fixing them as quickly as possible. If all goes as planned, the next update will be 3.3 which will include some new mechanics related to the upcoming 'Eagle King' DLC.

### Managed Tax & Recruitment Rates

While the 3.2 update added a lot of new tools for managing resources in your empire, squeezing the most gold and recruits out of your cities can take a little more management than it used to.

So to help out, we've added a new managed resource mode in 3.2.2 that automatically maximizes resource production in a city while keeping morale just high enough to prevent rebellions. You can still use the sliders to control the relative importance of generating taxes vs recruits, but the city will now adjust the rates higher or lower automatically according to the available morale. Of course, if you want to control the rates directly you can still switch to manual mode at anytime by clicking the icons next to the sliders.

### Levying Taxes, Conscripting Recruits and Quashing Rebellions

The other big change in 3.2.2 is the addition of new instant resource actions for cities. Sometimes you need an immediate infusion of resources to fend off an attack or to reinforce a campaign and, while it's possible to dramatically hike your tax or recruitment rates, it can be easy to forget to turn them back down when you're done.

To help out, we've added new 'Levy Taxes' and 'Conscript Recruits' buttons on the trade tab. Clicking these buttons will immediately give you new gold or recruits, but will also immediately increase the city's rebellion and decrease the city's population growth. Somewhat related, we've also added a 'Quash Rebellion' command that will use the city's garrison to eliminate rebellious forces in the city.

### Bug fixes and other issues

* New managed resource mode for cities
* New Levy Taxes, Conscript Recruits and Quash Rebellion command for cities
* Faction morale in cities now ranges from 0-200
* Base city income has been reduced slightly to compensate for the increased morale
* Default food consumption is now 100% instead of 75%
* Fixed crash loading different maps that both use the sprite-based strategy maps (switching between games on the Italy or Iberia mod maps)
* Fixed crash loading the game inside Steam with a Steam controller plugged in
* Fixed crash when using using mods with custom attributes
* Fixed modding bug when replacing skill trees for a faction group
Pupluna

Pupluna, sometimes spelled Fufluna to better represent its proper pronunciation, is one of the Dodecapoli founded in honour of the Etruscan wine deity Fufluns and one of the Etruscans' few port cities. Virgil's Aenied claims it was initially settled by people from Corsica before people of Velathri chased them out, but this is not consistent with archaeological evidence that suggests a pre-Etruscan Villanovan settlement rather than Corsican and Pupluna's tomb system differs significantly from Velathri's.
Raider

**Raiders** are a faction of disorganized groups of hostiles that initially control forts near the player's territory. Early quests often pit the player against them.

In earlier versions of the game, additional raiders could randomly spawn and launch raids on the player throughout the game.

In newer versions of the game, the appearance of additional raiders is tied to city rebellion, and they will only spawn from cities with low morale. They will then move out of the city to set up a camp nearby after which they might begin raiding resources in the area.

## Risk of Raiding

A **raid** is an offensive move by a faction designed to disrupt and weaken your empire. Raiders are attracted to easy targets where they can inflict the most damage like resource buildings and unwalled or underfed forts, bridges and cities.

Raiders are generally cautious and will avoid areas that have large garrisons nearby. To deter raiders garrison units near valuable targets such as farms and active mines. Raiders generally prefer to avoid open combat and will often retreat if faced with equal or superior forces.

The likelihood of a (normal, non-raider) faction launching a raid against you is also determined by that faction's hostility. Factions with relatively low hostility might only send raiding parties into areas with multiple valuable targets such as full mines or undefended cities. Very hostile factions will be more aggressive and might launch a raid just to burn a single farm.

## Units

In the current version of the game, raiders will dynamically use the brigade types of the faction they rebel from, but are made weaker by the brigades usually not always being at full strength and by the faction's own negative attributes.

In older versions of the game, Raiders got their own, weaker versions of units.

* Raider Skirmishers
* Raider Javelineers
* Raider Slingers
* Raider Archers
* Raider Hoplites
* Raider Light Cavalry
Pisae

The ancient city of Pisae (modern Pisa) has origins shrouded in myth, said by Strabo to have been founded by King Nestor soon after the fall of Troy, and by Virgil to be a thriving centre centuries old at that time. It is known that the Etruscans had control over it in this era, and that it operated as a major naval port, even thought to be the birthplace of the naval ram. It would thrive as a major mercantile republic after the fall of Rome.
Patch 3.2.1

Patch 3.2.1 was officially released on 14th October 2016

### Developer's Introduction

We've got a couple of new updates out today: 3.2.1 is out of beta now and replaces the base 3.2 release, and we've also got a new 3.2.2 update which is now available in the beta channel.

For those new to 3.2.1, it fixes a few issues that came up in the original 3.2 release and you can find the change log below.

### Bug fixes and other issues

* Fixed occasional crash when the AI added a general to a unit
* Fixed occasional 'conflicting ids' bug when loading some saved games (usually with objective message windows open)
* Fixed bug that prevented closing an objective message window after loading a saved game that had 2 or more messages queued
* Fixed bug with resource accumulation achievements
* Fixed bonus display for movement speed in the unit stat window
* Changed 'return slaves' objective to prevent re-using the same slaves
* Invalid units are now skipped when saving to prevent crashes
* Improved ability to load partially corrupted saved games
* Fixed a bug that reset fort/city stats when modding their entities
Speedrun

Speeding up the campaign by setting a high game speed will make the game more difficult to manage for the player.

This can be done by pressing `F2` and the game will open the console. Typing in the command `setgamespeed(2)`, the speed will be doubled. Press `F2` to close the console.

Typing in `setgamespeed(1)` will reset to the default speed. The player can use whatever number (s)he likes, but it is advised to not overdo it.

Conversely, typing in `setgamespeed(0.5)` will half game speed.

The player can use also the arrow up and down to retype the already used commands, instead of retyping them all the time.

Please note that, while the setgamespeed function can be very useful and is generally safe to use, it is *not* fully supported. It is possible for certain (timed) scripted events or objectives to not respond correctly to the changed game speed. This is unlikely to be much of an issue in the normal sandbox modes but might sometimes alter the intended difficulty of the more heavily scripted campaign modes.

After all, it is only a console command (presumably intended for testing purposes) and not a full feature.