recursal/Fanatic-Fandom huggingface dataset:
Baggage Train

## Summary

**Baggage train** units are economic support units that can be used to supply armies with food while on the move. They can be constructed in any camp or city that has sufficient food available. Baggage trains can carry very large amounts of food and will share it automatically with nearby friendly units. As the food is consumed, units in the baggage train will disapear. Ox-carts from enemy supply lines can be captured and added to your baggage train.

## History

Ancient armies were followed by large amounts of non-combatants while on the move who transported supplies, siege engines, tents or plunder, or provided services to the soldiers, such as medics. These people could be servants of the soldiers themselves, or tagged along of their own accord in hopes of making a profit. Baggage trains included large amounts of pack animals, such as horses and mules.

Some militaries placed restrictions on the composition of the baggage train. Philip of Macedon and his son Alexander the Great are noted for placing some such restrictions on the baggage train of the Macedonian army, such as not using slower oxen and banning most carts except for those that carried essential items, since they were liable to break down and unsuited to rough terrain, thus impeding the army's speed and mobility.

## Tactics

If the player is marching an army a long distance through unoccupied territory and not desiring to stop to build waypoint camps every so often and wait for supplies to come in that way, or if such camps are likely to be cut off from resupply by enemy brigades, camps or cities, baggage trains are the ideal solution for keeping such an army supplied.

However, the player must be careful to keep the baggage train safe from enemy attack, and to make sure to load the baggage train with ample food to keep the army fed for the entire duration of the operation, though this can be augmented by capturing ox carts travelling along enemy supply lines or scavenging from food-producing resource buildings.

After the conquest is completed, disbanding the baggage trains in a city is a quick way of unloading all of their food and ease city rebellion levels.
Buildings

Various **city upgrades** can be erected in the City Upgrades Tab. They cost a one-time amount of gold and wood as well as a weekly upkeep cost (gold).

## Strategy

* Building construction can be paused. Pausing construction can be useful if you have limited wood and you want to prioritize a different construction project.
* Constructing upgrade buildings in cities or camps is much faster if the wood is already stockpiled locally. Use the stockpile control in the trade tab to move wood before construction begins.
* Don't forget watchtowers, they can be very useful in providing advanced warning of an enemy attack giving you time to move units into the area.
Cavalry Scouts

## Summary

**Cavalry Scouts** are an advanced version of Scouts that can be recruited in cities with the stable upgrade. Compared to normal scouts, they move much faster and have a longer view range, but are also more expensive and less stealthy.

## History

Historically, ancient armies seldom had dedicated scout regiments. Instead, light or medium cavalry soldiers would double as scouts if the situation required. Nonetheless, scouting has existed since the dawn of warfare, and while the scouting of ancient armies was by no means perfect, sometimes failing to spot massive ambushes, this was often a result of temperamental and incautious individual generals rather than a lack of access to scouts.

## Tactics

Cavalry scouts can be very useful to explore large sections of the map, at which they're better than normal scouts, and are also faster at running away from enemies if discovered. However, they are less stealthy, meaning normal foot scouts can still be useful for espionage in certain situations even after the player gains access to cavalry scouts.

Cavalry soucts use the distinct Scout stance class which gives them access to several advanced stances, besides having a unique mechanic in which their view range slowly extends. One, the Scout Stealth stance, greatly increases the scouts' stealth while reducing their maximum view range, and can be useful for spying on enemy territories to find out their army compositions and other details. Another stance, the Saboteur stance, gives scouts the ability to raid enemy resource buildings and attack enemy brigades, but makes them require food to operate just like other combat brigades. Scouts in Saboteur stance are not strong enough to pose a real threat to military brigades, but can be used to attack economic brigades that can't fight back, such as workers or slaves.

Scouts also always have access to the Flooded Marsh Movement ability, meaning that all types of land regions are always accessible to them regardless of the season and sometimes giving them a route of escape from enemy brigades if the latter don't have the same ability.
Firmum Picenum

Located in a defensive position in the hills of Picenum, the site of Firmum Picenum is known to have been inhabited since the early Iron Age. The Romans would later establish a colony here to establish it as a local headquarters; the name "Firmum Picenum" refers to this colony, and its name prior to Roman rule is unknown.
Iguvium

Iguvium, modern Gubbio, is an ancient city of the Umbrians secluded high in the Appenine mountains. Its defensive position in the mountains makes it an ideal site to store hostages. It is most famous in modern days for the Iguvine Tablets, a series of seven tablets inscribed in the Umbrian language with religious texts describing the rites of the Atiedian Brethren. The Iguvine Tablets are notable not only as the largest surviving text of not only Umbrian but of any Sabellic language, but as the only document of an ancient Mediterranean religion to be found in a near-complete state.
Kaulonia

Founded by Achaean Greek colonists, Kaulonia was an important source of timber for Athenian shipbuilding during the Peloponnesian War. In later years, the city was razed multiple times by the tyrants of Syracuse, captured by Campania during the Phyrric War, and completely destroyed by Rome after it sided with Hannibal during the Punic Wars.
Camps

**Camps** are temporary military outposts that can be constructed by most combat units at pre-defined locations across the map. Camps can provide a resupply zone for units in the field or they can be fortified with walls and a garrison to guard a pass. They can also be upgraded to construct ships or siege equipment.

Building Stats

\*Only if walls are constructed.

## How-to

To build a camp: select a unit, click the ‘Construct Camp’ button in the command panel and then rightclick on a ghosted camp preview on the map. Once constructed, camps work much like cities: you can upgrade them with walls or buildings, garrison them with combat units, connect them to other buildings with supply lines, and assign them a governor.

The primary difference to cities is that camps cost gold to maintain and they don’t generate recruits so you cannot build units from a camp. However, with the right upgrades, you can construct ships and siege equipment at a camp. Strategically, camps are useful for establishing supply zones to feed combat units through a lengthy battle or siege.

## Available upgrades

### List of Upgrades

Some of the City Upgrades are available for camps as well, as follows:

### Strategy

* Camps can be used as siege outposts. Build a camp near an enemy city that’s hard to siege (e.g. has stone walls). Make sure your camp is connected to your supply network so you can have resources coming in. Cycle your sieging troops until the city is captured.

* Camps can be used to block raiders coming into your territories. Place 2 to 3 Skirmishers in a walled camp in a suitable location, this will cut down or eliminate raides into your territories.

* Camps can be used as a connection between resources structures and cities to cut waste down. Also it is generally better to build warehouses in camps instead of cities, where building space is more valuable and scarce.
Skill Modding

Skills are a type of entity that can be applied to factions for defined bonuses. The general rules of entity modding apply to skills; the contents of the entity defined can have the following tags:

 name | Yes | Text | The name of the base for strings regarding the skill (skill requires a ::NAME substring)

An example skill file is posted here:

```
<entity class="factionskill" type="xp">
	<name>FactionSkills::XP</name>
	<icon atlas="skills" sprite="xp"/>
	<attribute attrtype="xp" op="mult">0.2</attribute>
</entity>

```

## Skill Trees

Skills are referenced by skill trees. They have the following tags:

* <pos>, containing two numbers, referring to the column and row of the skill in the tree respectively
 name | Yes | Text | The name of the string displayed as this tree's title (no substring valid: enter string as-is)

An example skill tree file is posted here:

```
<entity class="skilltree" type="tree_common_navy">
	<name>FactionSkills::Trees::Navy</name>

	<!-- row 1 -->
	<skill class="factionskill" type="shipspeed">
		<pos>2 0</pos>
	</skill>

	<!-- row 2-->
	<skill class="factionskill" type="shipimpact">
		<pos>1 1</pos>
		<prereq class="factionskill" type="shipspeed"/>
	</skill>

	<skill class="factionskill" type="shipmelee">
		<pos>2 1</pos>
		<prereq class="factionskill" type="shipspeed"/>
	</skill>

	<skill class="factionskill" type="shipranged">
		<pos>3 1</pos>
		<prereq class="factionskill" type="shipspeed"/>
	</skill>

	<!-- row 3 -->
	<skill class="factionskill" type="shiprepair">
		<pos>2 2</pos>
		<prereq class="factionskill" type="shipimpact"/>
		<prereq class="factionskill" type="shipmelee"/>
		<prereq class="factionskill" type="shipranged"/>
	</skill>

	<!-- row 3 -->
	<skill class="factionskill" type="shipwinter">
		<pos>2 3</pos>
		<prereq class="factionskill" type="shiprepair"/>
	</skill>

</entity>

```

## Default Skill Types

* attackmelee1
* attackmelee2
* catapults
* chargeblock
* chargestrength
* colonization
* farming1
* farming2
* fishing1
* fishing2
* forcedmarch
* heavymarch
* income1
* income2
* livestock1
* livestock2
* militaryreforms
* manipulartactics
* advancedwarfare
* mining1
* mining2
* morale
* phalangites
* raiding1
* raiding2
* attackranged1
* attackranged2
* recruitment1
* recruitment2
* resourcetrading
* shipimpact
* shipmelee
* shipranged
* shipdefense
* shiprepair
* shipspeed
* shipwinter
* siege1
* stancesiege
* slavetrading
* supplylogistics1
* supplylogistics2
* terrain
* unitdefense1
* unitdefense2
* urbanization1
* urbanization2
* vineyard1
* vineyard2
* xp

## Default Skill Tree Types

* tree\_common\_economy
* tree\_common\_military
* tree\_common\_navy
* tree\_gallic\_military
* tree\_greek\_military
* tree\_illyric\_military
* tree\_latin\_military
Greek Hoplites

## Summary

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

## History

The Greeks were historically the first to fight in hoplite fashion, starting in the 7th Century BC at the latest, with the Etruscans and Latins probably adopting the fighting style over the course of the following century.

The Greeks also retained this fighting style the longest, while other cultures abandoned the hoplite in favour of more flexible heavy infantry in the 4th and 3rd Centuries BC. Though the Greeks did over time begin to augment the hoplite phalanx with lighter infantry such as peltasts, and the larger kingdoms on the Greek periphery such as Macedonia would eventually replace the hoplite with phalangites in the 4th Century BC, many Greek city-states didn't totally abandon hoplite warfare until they lost their independence to Rome.

## Tactics

Unlike with other faction groups, hoplites are available immediately to the Greeks and Sicilians without the need for a barracks, and will be the main melee brigade of their early-game armies, giving the Greeks and Sicilians a very strong advantage over other faction groups at the start of the game.

With good missile resistance and strong 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.

Besides being available unusually early, Greek Hoplites are also one of the best normal hoplite brigades in-game stat-wise thanks to their unusually high defense stat, which is equivalent to that of the more advanced heavy hoplites of other faction groups. This makes them excellent at maintaining sieges and superior to all other hoplites in an even fight except for Illyric Hoplites, who have substantially increased melee damage. However, Greek Hoplites are slightly more expensive than the hoplites of other faction groups, except for those of the Etruscans.
CityofHimera

Founded by colonists from Mylae and bolstered by Syrakousian refugees, Himera is the largest Greek city on the north coast of Sicily, said by Thucydides to be the only free city-state on that coast. It would be the site of two major battles between the Sicilian Greeks and the Carthaginians, with the Greeks winning the first Battle of Himera, but the Carthaginians winning the second ninety years later. After the second battle, Himera would be destroyed utterly. Though it would never be rebuilt, its population would resettle at the nearby city of Thermae.
Farm

Grain **farms** are the principle supplier of food to a player's empire. Food production at farms varies significantly throughout the year, with the majority of food produced during the autumn harvest. Since farms can be replanted they recover moderately quickly from raids.

Resource Production
 Food (Spring)
 Food (Summer)
 Food (Autumn)
Cavalry

The original horses brought to the Appennine peninsula by the Gauls and Greeks were quite short in stature and suitable only for light infantry in supporting roles. Later inter-breeding with larger Scythian and Persian stocks yielded horses capable of fielding heavy cavalry. A critical part of any army, cavalry are more expensive to maintain but can travel quickly and provide essential support to a slower moving battleline. Heavy cavalry move slower than light cavalry, but are much better armoured and put enough weight in their charges to break even some spearmen.

Resistant to missile fire while moving quickly across the battlefield, cavalry can inflict significant impact damage when charging light infantry. Weak against tight formations of spearmen or when locked into close-quarter combat.Effective at charging and breaking up light ranged troops or for flanking enemy units locked in combat.

Available Stances
 Skirmish
 Siege

This stance class is used by all melee cavalry brigades.
10 Tips for a better Economy

* Consider giving your starting general economic buffs like +30% tax output. This depends on your starting position and if you will have to fight out of a difficult situation right from start. But in the long run, economic stats can be very useful.

* Which resource buildings should you build? Either resource production that increase output but also reduces repair time, or living quarters, that increase capacity but also increases repair time. This depends on the type of economy you intend to run: if you use workers, that use recruits and cost gold, then it's better to increase their productivity. If you use slaves that neither cost gold nor use recruits, then it's better to increase working capacity.

* If you're running out of storage capacity in your cities because you had a very good harvest in autumn, then you can also use camps and bridges. Just connect them to your supply network and all food and other resources that cannot be stored anywhere else will be brougth there automatically.

* If you conquer cities, that do not belong to your faction, you need to keep city faction morale up and rebellion down, so that you can get tax and recruits out of that city. A good way to do this, is to build hostages and move these to one of your native cities. hostages cost food, but otherwise you would have to control rebellion risk with combat units, that cost gold.

* In case you need some gold urgently, you can levy taxes from your cities. Go to the city trade tab and you will find a button called "levy taxes". This gives you gold at the cost of city growth and pushing up the city's rebellion level.

* Specialize your native cities by building specialized city upgrades that complement each other. You could for example have a city with barracks and training ground to bolster your army, and another city with a market and a library to bolster your economy and your research. Non-native faction cities have different needs, though, like e.g. assimilation and revolt control.

* To grow your native cities faster you can increase the food supply in the city trade tab. this will also increase city morale and give more taxes and recruits. Having cities grow faster will increase output and give the city additional building slots.

* Consider upgrading your logging camps first. This will give you the wood that allows you to upgrade all the other buildings.

* It can be benificial to have a look at your diplomacy tab from time to time. There are only two diplomatic states, either you are at peace or you are at war. Sometimes other factions are willing to pay gold for the privilege to be at peace.

* Slaves are the liveblood of your expansionist empire, because you can't waste recruits on workers. How do you get slaves? (1) You can capture defeated enemies. (2) Capture enemy resource buildings and part of the workers in those buildings will be converted into slaves. (3) Buy slaves from a slave market, which you have to research first via the skill tree (economy section) and then build the corresponding city upgrade in one of your cities.

Based on the Tutorial video by **Horath Drak**:
Elea

Elea, modern Velia, was founded under the name Hyele by Phocaean Greeks around 538 to 535 BCE, following 8 to 10 years of wandering after they were forced to flee a Persian siege of their homeland. It is most famous as the source of the Eleatic school of philosophy, the most famous member of which, Zeno of Elea, is known for his paradoxes demonstrating the logical impossibility of motion among other deliberate absurdities.
Ausculum

Ausculum, also known as Asculum, is a major city of the Dauni. It would later be the site of the Battle of Asculum, a major battle in the Pyrrhic Wars that was won by Pyrrhus of Epirus, but he is known to have said of the battle "One more such victory, and we are undone," as his army had taken more casualties than he could easily replace. It is from this battle that the term "Pyrrhic victory" came.
Illyric Light Swordsmen

## Summary

**Light Swordsmen** are a late-game infantry brigade available to the Illyric faction group, being faster than hoplites with stronger base stats in melee but unable to boost their defenses through the phalanx formation.

## History

Though at least some of the Illyrians are known to have adopted the more defensive hoplite tactics from the Greeks, the Illyrians were also greatly renowned for their skill at piracy and guerilla warfare, and were further influenced in their military by the Gallic invasions of the 4th and 3rd Centuries BC, likely prompting the inclusion of late game swordsmen brigades in their roster.

## Tactics

Light Swordsmen are more flexible than hoplites with higher speed, damage, and base defense, but are unable to boost their defenses through the phalanx formation, have slightly worse resistance to missile attack and charges, are costlier in both gold and recruits and have fewer soldiers in their brigade. Illyric Light Swordsmen perform roughly similarly to Illyric or Greek hoplites in combat as long as the latter's phalanx formation would hold, albeit with more offensive stats, but are superior over them in situations where the hoplite phalanx breaks. They are able to defeat weaker Hoplite brigades, such as those of the Latins and Sabellians, even if their phalanx formation holds. However, they do not gain a clear advantage over Heavy Hoplites in most situations.

Compared to other late-game light swordsmen, Illyric Light Swordsmen are cheaper and do more melee damage than Hastati and Sabellic Light Pilum Swordsmen, but lack a ranged attack and require a barracks in order to be recruited. They are not as strong as Etruscan Light Swordsmen individually, but do have a larger brigade size than them.
Carthage

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

**Carthage** is a non-playable faction that only appears in the Pyrrhus Campaign of the Eagle King DLC, as an antagonist of the player.

Carthage starts the campaign as controlling the majority of Sicily, and the player is given a series of objectives to remove their presence from the island on behalf of the Sicilian Greeks in the "A Punic Interlude" objective group.

More specifically, Carthage controls the territories belonging to Selinous and the Elymoi in the main Unification Sandbox, as well as a majority of the territory of Syrakousai and Himera. Carthage has fully assimilated the city of Lilybaion, which is its only native city on the map.

Despite being Phoenician in origin and an enemy of the Greeks, Carthage is given the Greek faction group in-game. This was presumably done because designing an entire new faction group, for an unplayable faction with only one native city on the map to actually recruit its native brigades from, was deemed to not be worth the time and effort.

The faction's icon depicts a horse standing in front of a palm tree, and is taken from ancient Carthaginian coinage.

### In-game Description

"Originally founded by Phoenicians from Tyre, the North African city of Carthage gained its independence around 650 BCE and quickly gained control over most Phoenician colonies. It became one of the wealthiest and most powerful cities in the Western Mediterranean and seeks to expand its hegemony to Sicily."
Eryx

Eryx is an old city of the Elymoi located in western Sicily. Though never formally a Greek colony, Eryx experienced the same gradual Hellenization as much of Sicily and often fell under the control of the tyrants of Syrakousai. Despite the heavy Greek influence, its great proximity to Carthage would see it often held by the Carthaginians, who would take advantage of its natural defenses and make it into a sizeable fortress until Hamilcar destroyed the city in 260 BCE to found a new city nearby called Drepanum.
Garrison

When you move troops into a walled city or fort they become part of the garrison. A garrison reduces the damage inflicted on a city or fort’s defences by besieging enemy units and increases the rate of catapult fire. Garrisons are also important when conquering foreign cities; without a sufficient garrison, any hostile non-native city will eventually revolt. The troop type has no effect on the strength of the garrison; only the troop numbers count. Thus, low cost spearmen are ideal for garrison duty.

When a city or fort is under siege, members of the garrison will slowly be killed by the attackers. Which unit killed is chosen at random. When a missile units like archers or scorpions attack a fortified target, they only damage the garrison and not the fortifications themselves.

Each fort and city has a garrison capacity, which is the maximum number of troops that will be effective in defence. Troop numbers greater than the garrison capacity have no additional effect on defence. When a city or fort is selected, the garrison size and capacity are visible in the information panel. All units inside a city, including those that are part of the garrison, consume less food than those in the field. This can be useful when staging troops before a campaign begins. However, if a building runs out of food, the garrison no longer has any effect on defence, catapult fire, or in preventing rebellions.
Etruscan

The **Etruscan** faction group is located mostly in Etruria, except the North Etruscans, who inhabit the Po Valley.

## Overview

Etruscan factions have the most diverse unit set of any faction group, fielding light and heavy infantry, archers, and some of the best cavalry in the game. Their late game units are swift, powerful swordsmen with excellent all-round stats. Etruscan early-game brigades tend to have superior stats to those of the nearby Sabellic and Latin faction groups, giving them a favourable match-up early on.

## Factions

* Clevsin
* North Etruscans
* Veii
* Velathri
* Velch (Only in the smaller Etruria-only sandbox)
* Etruria (Non-playable faction in the Pyrrhus Campaign of The Eagle King DLC)
* Alalia (In the Invasion Sandbox of The Eagle King DLC)

## Units

1. ↑ First Companion Brigade
2. ↑ Second Companion Brigade
3. ↑ Final Companion Brigade

## History

Few details of Etruscan warfare are known, with most of our knowledge coming from inferences based on circumstantial archaeological evidence, such as surviving pieces of weapons and armour or depictions of soldiers in murals or sculptures found in Etruscan tombs.

The archaeological record makes it clear that the Etruscans adopted the usage of Greek armour and weapons early on and equipped themselves as hoplites, though it is often suggested that they fought with much less cohesion than the Greeks, owing to their less egalitarian social structure.

Additionally, there are notable depictions of archers, and remains of axes have been found somewhat commonly as well. This has been taken to suggest that the Etruscans made greater usage of archers and axemen than other peoples in the area, but no details are known.

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.

It's possible that the incursion of the nearby Gauls caused the Etruscans to adapt more flexible infantry tactics and gradually and/or partially move away from hoplite warfare at some point in the 4th or 3rd Century BC, as happened in most of the Mediterranean in general at this time for various reasons. However, there is a lack of detailed knowledge, aside from the occasional find of Celtic-style equipment, and the late-game swordsmen brigades seem to derive mostly from speculation by the developers and gameplay considerations.
Lucania

**Lucania** was a historical region of southern Italy along the Apennine Mountains. It is bordered by Campania, Samnium and Iapygia to the north and Bruttium to the south.

Lucania was originally inhabited by the Oenotrians, an Archaic people of uncertain origin who also inhabited Bruttium. Greek colonizers began to settle the Lucanian coastline in the 8th Century BC, pushing the Oenotrians inland and making Lucania part of Magna Graecia. Finally, the Sabellic Lucani migrated southward into the area in the 5th Century BC, assimilating the formerly Oenotrian territory. The Romans conquered the area in 272 BC after the invasion of Pyrrhus of Epirus, and the area was later hotly contested between Rome and Hannibal during the Second Punic War.

### Factions

* Lucani
* Sybaris (replaced by Thurii in the Pyrrhus Campaign, though all their cities start off as occupied by Rome)
* Taras

### Cities

* Paistos
* Elea
* Potentia
* Pyxous
* Garaguso
* Grumentum
* Nerulum
* Laos
* Sybaris (Renamed to Thurii in the Pyrrhus Campaign)
* Amendolara (Renamed to Lagaria in the Pyrrhus Campaign)
* Polieum (Renamed to Heraclea in the Pyrrhus Campaign)
* Metapontum
Hoplite

Hoplites are well-armoured soldiers who fight with a spear and large round shield. Originating in the city-states of ancient Greece, their equipment and tactics were quickly adopted by the native tribes of the Apennine peninsula. Better equipped and trained than regular hoplites, Heavy hoplites wear formidable bronze armour and carry their namesake hoplon shield. While slow to move on the battlefield, once in position a heavy hoplite battleline can withstand all but the strongest enemy charge.

Large shields and heavy armour provide significant protection against charges and ranged attacks. Slow moving and susceptible to flanking. Hoplites lose much of their defensive advantages if their formation breaks. Most effective in wide battlelines where their flanks are protected by terrain or supporting units. Hoplites are can protect ranged troops from cavalry charges or hold an enemy in place while lighter troops move around to flank.

Available Stances
 Siege

This stance class is used by Hoplites and Phalangites.
Raider Hoplite

Available Stances

This stance class type is only used by the Raider Hoplites brigade, which doesn't normally appear in the current version of the game. The "Battleline" stance in question more closely resembles the Phalanx stance of the Hoplite stance class than the Battleline stances of other stance classes.
Akragas

Established in the 6th century BCE by Greek colonists from Gela, Akragas sits on a plateau near the Hypsas and Akragas rivers. They initially lived under a series of tyrants. One of their most brutal tyrants, Phalaris, is famous for torturing his enemies to death by placing them within a hollow bronze bull statue and roasting them. He was eventually overthrown and fed to his own bull, and the series of tyrants rising and being overthrown continues until around 472 BCE, when the last tyrant Thrasydaeus reigned. Already having been thrown out of Himera for violent and arbitrary rule, he fared no better in Akragas, where a revolt established a democracy.
Latin Heavy Hoplites

## Summary

**Heavy Hoplites** are a heavy infantry brigade available to the Latin faction group, and are the strongest infantry available to the Latins without progressing in the military skill tree. They are slow, extremely 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. Continued advancements by the Greeks in the quality of armour, such as the invention of the muscle cuirass in the early 5th Century BC which prominently features on the heavy hoplite model in-game, made their way to Rome as well.

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

Heavy Hoplites will be the main Latin infantry brigade in the mid-game for both pitched battles as well as sieges, until they can be supplemented with the more flexible Hastati and eventually replaced by Principes and Triarii.

With the highest missile resistance of any infantry in-game and a solid defense stat, Heavy Hoplites are very good at tanking missile damage and very good at maintaining sieges as a result. In pitched battles, they can benefit greatly from the phalanx formation, which provides a great increase to defenses and charge block but only so long as the formation holds.

The Latins have some of the weaker Heavy Hoplites in the game, with a lower charge strength compared to the Sabellics, lower damage than the Illyrics, and lower defenses than the Greeks and Sicilians. Only the Etruscans have arguably worse Heavy Hoplites, with a slightly higher defense but lower damage and much less soldiers per brigade.
Camerinum

Camerinum is a major city of the Camertes, a tribe of the Umbri on the border with Etruria who were the first of the Umbri to encounter Rome. The Camertes were counted an ally of Rome, and frequently made common cause with them to fight the Etruscans. A connection between the Camertes of this city and the city of Camars (later called Clevsin by Etruscan conquerors) is possible, as some Roman sources cite Clevsin as Camerte territory.
Hegemony III/Section 3

Videos I/II

## Videos

*See more videos*

Regions
## Regions

* Apennine Mountains (Super-Region)
* Bruttium
* Campania
* Etruria
* Iapygia
* Latium
* Lucania

* Magna Graecia (Super-Region)
* Picenum
* Po Valley
* Samnium
* Sicily
* Umbria
* Venetia and Histria

Faction Groups
## Faction Groups

* Etruscan
* Gallic
* Greek
* Illyric

* Latin
* Sabellic
* Sicilian
* Raider (AI-only)

Videos II/II
## Videos

*See more videos*

Wiki Community
## Wiki Community

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Help@Longbow
## Help@Longbow

Are you having technical issues or still can't find an answer to your question? Try then to contact Longbow Games directly: *help@longbowgames.com*
Hegemony III/Section 1

Welcome to the Official Hegemony III Wiki
Hegemony III reference written and maintained by the players. This community wiki's goal is to be a repository of Hegemony 3 related knowledge, useful for both new and experienced players as well as for modders.

We are currently maintaining 1,099 pages (460 articles). Please feel free to contribute by creating new articles or expanding on existing ones. Join the 1 active and 49 total contributors today and become part of the *H3* community!

About the Game
## About the Game

*Hegemony III: Clash of the Ancients* is a historical real-time strategy (RTS) created by Longbow Games that begins during the early days of the Roman Republic and allows players to either follow the  historical rise of Rome or break with history and build a new Greek, Gallic or Etruscan empire. Hegemony III is the sequel to ***Hegemony Rome: The Rise of Caesar*** and ***Hegemony Gold: Wars of Ancient Greece***.

Players start with one city from over 25 different Factions and are tasked with gathering Resources, building an army and capturing territory. Campaigning takes place on a single continuous map of ancient Italy where players can zoom between the 3D tactical map and the 2D strategy map at any time. Gameplay can be paused at any time and players may issue orders and inspect their empire while the game is paused.

During gameplay, players will encounter various tasks and events based on real historical events such as the Samnite Wars and the Gallic sacking of Rome.

In addition to the primary sandbox mode, Hegemony III also includes a full-featured map editor that allows players to build their own historical or fantasy worlds to campaign on.

This game was released on Steam and other major digital platforms on 25 August 2015.

Featured Images
## Featured Images

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Histonium

Histonium is a coastal city of the Frentani thought to have been inhabited from at least 1300 BCE continuously to its modern day incarnation of Vasto. Located between the Adriatic Sea and the plains of Punta Penna, Histonium is both famous for its wools and infamous for the pirates who hide out here.
Greek Spearmen

## Summary

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

## History

Spearmen represent basic Greek melee infantry levies or very early pre-hoplite infantry. In practice, the Greeks relied almost entirely on their hoplites as melee infantry, with lower class levies providing skirmishers and missile support as psiloi rather than forming a battleline.

## Tactics

Spearmen are a basic melee brigade available to Greek factions at a cheap cost. Their uses are very limited, since the Greeks can recruit hoplites without requiring a barracks, making these spearmen already obsolete as a main battleline unit at the start of the game. Spearmen can still play a role as light infantry to outflank the enemy or charge missile brigades, though the more expensive peltasts are arguably superior in this role. Even as city garrisons to defend the walls and maintain public order, spearmen are less cost-effective than Psiloi that have a greater brigade size at a lower cost. In short, spearmen are only useful to quickly pad an army with additional cheap melee units in situations where peltasts or hoplites are too expensive in terms of gold or recruits.

Compared to other basic early-game melee units, Greek Spearmen have midling stats. They have a better missile resistance than their Sabellic and Latin counterparts, but are weaker than the early-game brigades of the Gauls, Etruscans and Illyrians.
Brixia

Founded sometime prior to the Cenomani invasion of Italy, Brixia (modern Bescia) has been taken by the Cenomani as a major city of theirs, to the point where some refer to the Cenomani as the Brixii. It is thought to have been founded by the Ligurian king Cidnus, and a local hill in Brixia is named Cidneo Hill in honour of him. Cidneo hill would later be the centre of a major medieval castle.
Bridges

**Bridges** may be constructed at predefined river sites (Bridgeheads) to allow units and supply lines to cross otherwise uncrossable sections of water. Bridgeheads are capturable landing sites on the banks of a river crossing used as bases for constructing bridges.

Building Stats

\*Only if walls are constructed.

## Description

Bridges may be constructed at river crossings to aid the movement of friendly units and resources across a river or to block movement by enemies. Ox-carts and supply lines always require a bridge to cross a river; however, if a crossing is marked as a ford, regular units may cross without a bridge but will suffer a significant combat penalty while in the water.

River crossing are indicated by a pair of bridgeheads, one on each bank, that may be captured independently and used as staging points for supplies. Once either of the bridgeheads is controlled you can use the button in the bottom-right command panel to construct a bridge. Bridges cannot be built while enemy units are nearby.

Bridges require wood for construction. To get wood to the construction site, connect a supply line from the bridgehead back to any building on your supply network. During construction, the bridge will automatically pull wood from the nearest source e.g. an active lumber camp or stores of wood in a camp or city .

Bridges have an ongoing cost to maintain them and, once constructed, can be fortified with walls and garrisoned with units similar to a camp or city. Enemy units must lay siege to a fortified bridges before it can be captured or demolished .

## How-to

To build a bridge: select a unit, click the ‘Construct Building’ button in the command panel and then right-click on a ghosted camp preview on the map.

Similar to cities and camps, bridges can be garrisoned with units, fortified with walls and connected to other buildings with supply lines.

Supply lines always require a bridge to cross a river, but regular units may cross at any time if the bridgehead is marked as a ford.

Naval supply lines can go through friendly bridges, but cannot move past enemy bridges.

## Available upgrades

The only upgrade available for bridges are walls
Fishery

**Fisheries** are a major source of food in coastal regions and along rivers. While not producing as much food as farms, they produce more consistently throughout the year (except in winter) and recover very quickly from raids. Fisheries are also the only resource building that supports a naval supply line.

Resource Production
 Food (Spring)
 Food (Summer)
 Food (Autumn)
Isle of Giants DLC

This content is to be released in 2021...

Centuries before the founding of Rome, the Nuragic tribes of Sardinia were building thousands of monumental fortresses, tombs and statues across their rugged Mediterranean island. In the second official expansion for Hegemony III, play as any of a dozen new factions of the mysterious Nuragic civilization to unite the islands of Sardinia and Corsica and compete for dominance of the ancient world against the Roman, Greek and Gallic factions of the mainland.

**Note**: This expansion requires both Hegemony III: Clash of the Ancients and the first expansion Hegemony III: The Eagle King

### Expanded Map

The largest map expansion yet adds the islands of Sardinia and Corsica with dozens of new cities to Hegemony III's seamless map of the ancient Italian peninsula.

### New Civilization

Adds a dozen new factions of the Nuragic civilization with new architecture, units, skills and upgrades.

More details coming soon ...
Gold

**Gold** is used as the generic currency for all factions. Gold is typically generated from mines and city taxes, but may also be gained through diplomacy, objectives, trade and pillaging. Unlike other resources, gold is not stored in a specific location and can be spent directly throughout your empire on upgrades, unit salaries, diplomacy, etc. However, mines must still be connected by supply lines to at least one city before the gold can be collected.
Heavy Warship

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

## Summary

The **Heavy Warship** is an advanced warship, available to all faction groups except the Greeks. It is the heaviest ship type available to the Illyrians and Gauls, the latter of which have the hidden benefit of being able to construct them earlier on without requiring the Polyreme Ship Construction skill.

## History

The quinquereme, a ship with 5 files of oarsmen on each side of the ship, was first developed around 400 BC in Syrakousai during the reign of Dionysios I, for his wars againt Carthage.

Initially, these quinqueremes served as flagships or command vessels in fleets mostly composed of the smaller triremes and quadriremes. Later on however, such as during the Punic Wars between Rome and Carthage, quinqueremes had become the most common type of warship with the lighter triremes being relegated to a more minor role and even larger polyremes being used as command vessels.

Note that the number in the ship's name did not refer to the amount of oars, but rather the amount of rowers. For practical reasons, it is unlikely that the quinquereme had 5 rows of oars. Rather, they likely had 3 rows of oars similar to triremes, but with 2 of those rows consisting of longer, more powerful oars that were manned by 2 oarsmen.

Unlike the other heavy warships, the Gauls use a different model which does not represent a quinquereme but rather an oaken sailing ship without oars, similar to the Gallic/Illyric Light Warship but larger.

## Tactics

Heavy Warships are superior in ramming and boarding to Light Warships, but somewhat slower to move. If the player can afford it, they may want to entirely replace their Light Warships with Heavy Warships eventually.

They also have a significantly improved missile damage output to make them much more viable for very short-range missile support to other warships. Late-game Flagships (for those factions that have access to them) are much superior in the missile department though, and will relegate Heavy Warships to a melee-only role.
Latin Equites

## Summary

**Equites** are the only cavalry available to the Latin faction group, being a dependable melee cavalry brigade with very good charge strength and solid defenses, available early in the game.

## History

Roman cavalry was originally unarmoured and likely rarely used in battle, but the Equites seem to have gradually adopted heavier armour and were by the early 3rd Century BC described as being able to occasionally hold their own against even elite cavalry units such as the Thessalian Cavalry. The Romans struggled to field enough of their own cavalry as the Republic expanded, however, as in Roman society only the richest were able to afford the required horses and equipment, while this social elite was also required to staff various offices in the growing amount of Roman provinces. As such, the Romans became forced to supplement and eventually entirely replace their citizen cavalry with large amounts of foreign auxiliaries, after their lack of cavalry contributed to numerous defeats in the Second Punic War of the late 3rd Century BC.

In-game they are only given their later armoured melee cavalry and not their light cavalry of the earliest period, presumably to avoid giving more than one cavalry brigade to a faction group that is not meant to have a particularly versatile cavalry arm, while at the same time offsetting their weakness in the early-game.

## Tactics

Equites are tied with Gallic Noble Cavalry for having the highest charge strength of any regular brigade in the game, only beaten by the mercenary-only Thessalian Cavalry and War Elephants. Their melee damage and defense stats are fairly average, however. This means that Equites are optimized for charge impact rather than protracted melee combat, and they are best used against light enemies with low charge block stats in open areas where they have sufficient room to execute charges.

Latin Equites are nearly identical to Sabellic Noble Cavalry, but have superior charge strength. This is the opposite of what holds true when comparing the infantry of these faction groups, where the Sabellic factions have the superior charge stats.

Equites are arguably the highest quality early-game cavalry in the game on a per-soldier level, having superior stats to Gallic and Etruscan Light Cavalry but also a higher cost and smaller brigade size. The Gauls and Etruscans are able to unlock even better cavalry in the late-game, though, with Gallic Noble Cavalry having very similar but slightly better stats than Equites, and Etruscan Heavy Cavalry being much more powerful in protracted melee engagements.
Ostia

Ostia is a Roman colony located at the mouth of the River Tiber believed to have been the first colonia established by Rome. Originally a nearby town called Ficana sat on the banks of the Tiber, but Ficana was destroyed by Rome's fourth king Ancus Marcius, who then established the city of Ostia closer to the sea.