recursal/Fanatic-Fandom huggingface dataset:
Faction Modding

Factions are the various countries controlling the units, cities, etc in the game. Note that just creating a faction entity will not make it playable in any scenario! You will have to create or edit a scenario in order to add a new-defined faction in; for more, see Scenario Modding. In addition, you should not create any faction you intend to make playable without also defining an independent version of that faction; to do this, create a second faction with an identical typename to the first and append "Indie" to the end of the typename. The general rules of entity modding apply to factions; the contents of the entity defined can have the following tags:

An example faction file is posted here:

```
<entitygroup>
<entity>
	<class>faction</class>
	<type>Clevsin</type>

	<factiongroup>etruscan</factiongroup>

	<article>Factions::Clevsin</article>

	<flag atlas="flags" sprite="clevsin"/>
	<logo atlas="factions" sprite="clevsin"/>

	<guicolour>#b600a3</guicolour>
	<unitcolour>#b600a3</unitcolour>

	<unitshield shieldtype="normal" atlas="shields" sprite="clevsin"/>
	<unitshield shieldtype="peltast" atlas="shields" sprite="clevsin"/>
	<unitshield shieldtype="sail" atlas="shields" sprite="clevsin"/>
	<unitshield shieldtype="rectangle" atlas="shields" sprite="clevsin_rect"/>

	<attribute attrtype="maxmorale" op="add">10</attribute>
	<attribute attrtype="xp" op="mult">0.25</attribute>
</entity>

<entity>
	<class>faction</class>
	<type>ClevsinIndie</type>

	<factiongroup>etruscan</factiongroup>

	<article>Factions::ClevsinIndie</article>

	<showineditor>false</showineditor>
	<flag atlas="flags" sprite="blank"/>
	<logo atlas="factions" sprite="blank"/>

	<guicolour>#b66bae</guicolour>
	<unitcolour>#b66bae</unitcolour>

	<unitshield shieldtype="normal" atlas="shields" sprite="clevsin"/>
	<unitshield shieldtype="peltast" atlas="shields" sprite="clevsin"/>
	<unitshield shieldtype="sail" atlas="shields" sprite="clevsin"/>
	<unitshield shieldtype="rectangle" atlas="shields" sprite="clevsin_rect"/>
</entity>
</entitygroup>

```
Rifle

**Rifle** is a secondary weapon of the Gunslinger.

## Background

The rifle has a slow firing speed, however it has a much longer barrel, allowing it to reach a greater distance with better accuracy. Like the pistols, bullets for the rifle are created with magic. The rifle has a wide muzzle to accommodate the wide array of bullets that can be fired from it.

Rifles are traditionally crafted of wood and metal, and the butt is shaped to comfortably rest against the shoulder, for support. Scope placement and embellishment or decoration can vary depending on the wielder.

## Properties

*This article is a stub. You can help Ascent: Infinite Realm Wiki by expanding it.*
Etruria

**Etruria** was a region of Central Italy, located in an area west of the Appenine Mountains and North of the Tiber river that covered part of what are now Tuscany, Lazio, and Umbria. It is bordered by the Po Valley to the north, Umbria to the east and Latium to the south.

It was the homeland and territorial core of the Etruscans, who also spread beyond Etruria into the Po Valley, Latium and Campania. Though the Etruscans initially held sway over Rome, the Romans according to legend ousted their Etruscan kings in 509 BC, and gradually conquered Etruria between then and the late 3rd Century BC.

### Factions

* Veii
* Clevsin
* Velathri
* Velch (Only in the smaller Etruria-only sandbox.)

In the Pyrrhus Campaign, the above factions are replaced by a single unified Etruria Faction, with Rome also owning some territory in southern Etruria.

### Cities

* Ameglia
* Luca
* Pisae
* Viesul
* Velathri
* Pupluna
* Saina
* Aritim
* Curtun
* Clevsin
* Perusna
* Velzna
* Vatluna
* Velch
* Tarchna
* Veii
* Cisra
Blind Faith

*It appears the Dark Apostles intend on employing human wave tactics. According to the expeditionary members keeping track of the Dark Apostles' movements, their followers have been continuously descending from the Black Ship. Let the followers of the Dark Apostles know that they chose the wrong side.*

**Blind Faith** is a prologue quest in Elyon.

## Walkthrough

This quest just requires you to defeat two Invader Gargoyles and a Big Winged Invader Gargoyle.

## Dialogue

**Sylas Visen:** Countless Dark Apostles are pushing through to the White Citadel! Reinforcements are needed right away... W-what the hell is that massive thing?!

## Objectives

* Defeat the gargoyle horde occupying the Inventus's upper deck, then secure a travel route.
	+ (0/1) Defeat [Big Winged Invader Gargoyle].
	+ (0/2) Defeat [Invader Gargoyle]
Officers

Your units gain experience (XP) by fighting, sieging etc. You can use XP to upgrade officers on that unit. Each officer type has various levels. Once you fully upgrade a specific officer type, this turns into a general. You can leave the general attached to that unit or detach it and attach to a different unit (e.g. maybe you want to swap the general between fronts since they move quite fast, faster than most combat units themselves) or you can assign it as governor to a city/fort (does only make sense if the general's attribute applies to cities/forts).

## Experience

Units can be upgraded after they have gathered a minimum amount of experience points. Units will gain experience in battle and by being built in cities that have been upgraded themselves with special structures (training grounds). Experience points can be converted into unit upgrades ("**officers**") that make the unit better at a specific task. For each upgrade there are 4 levels. Gaining the 5th level allows the player to create a compagnion, i.e. a special unit that can be employed as general of an army or governour of a city. Mercenary units however do not gain any experience.

## List of Upgrades

For every officer there are 4 levels, each with better effects. A level 4 officer may be upgraded to a general, which does not improve its stats but frees up the officer slot and allows it to be detached from the brigade and reassigned elsewhere.

## Strategy

* Once a unit is sufficiently upgraded, a new champion (i.e. a general) can be drawn from it, detached and moved on the map to either attach to another unit or become a governor in one of you cities. This provides the player with a great tool to increase his flexibility in empire management, particularly since champions come on horseback an can reach remote places quickly.

* Most importantly, never delete units unless you absolutely have to. Experienced warriors are a godsend in this game, and can take on enemies that would crush them in any other situation. Cheaper than having an army twice the size in the late game to compensate for the greenness of your warriors.

* On the officer upgrade window you can check a box and the game will show you all officer upgrades and not only those currently available for the unit given its accumulated XP. This may help with planning.
Gallic Noble Swordsmen

## Summary

**Noble Swordsmen** are powerful late-game swordsmen available to the Gallic faction group, and one of the strongest units in the game in general.

## History

Though many of the Gauls fought in a lightly armoured fashion and didn't adopt the hoplite panoply of the Greeks, they did adopt the usage of chain mail by at least the 3rd Century BC or earlier. The Gauls are often the ones credited with the invention of chain mail, but it is also possible that it was originally developed by the Etruscans instead. Regardless, the Gallic adoption of mail is reflected in-game by the late-game Noble Swordsmen brigade, which depicts a group of wealthy elite warriors drawn from the Gallic upper classes.

## Tactics

Noble Swordsmen are a massive improvement over Naked Skirmishers, sacrificing some speed for much better defenses and charge blocking and and even having slightly better damage and charge strength. They are, however, more expensive in both gold and recruits, requiring a whopping 120 recruits to field a full strength brigade.

Galic Noble Swordsmen are a very powerful late-game infantry, with superior melee stats to every other infantry except for Greek Hypaspists and Etruscan Heavy Swordsmen, and are capable of defeating Heavy Hoplites even if the latter are in a phalanx formation. They are also remarkably cheap in gold for their quality, but more expensive in recruits than all but the Greek Hypaspists.
Aesernia

Aesernia, modern Isernia, is a city of the Pentri tribe of Samnites. Located near Pineta (thought to be the oldest known site with trace of human-created fires), its name may be derived from the Indo-European word for "water". After absorption by the Romans, it became a major communication centre linking southern Italy and the Appennine interior.
10 Tips for Combat and Warfare

* A quick way to get recruits into a city that has none is to build a unit in a city of the same faction and then send it over. Once the unit arrives in the city, you can change its home city in the command panel and then disband this unit. This will give you new recruits in this city.

* If you don't want to let the experienced officers of your early game units go to waste in the later game, when they can't hold up to more advanced unit types, then you can research the retraining skill in the skill tree (military section). This will allow you to retrain any unit to any other unit that this faction has to offer without loosing officers.

* A priority when on campaign is to keep your units well fed. One way to do that is to set a food priority to camps and bridges on the front line. In any camp or bridge you can set a **stockpile target** in the trade tab (right besides the resource picture e.g. fish or wood). The supply system then will prioritize stockpiling this resource in the camp or bridge. now any unit in supply range of the building can be ordered to **load food** in the units cammand panel.

* Keeping a mixed army with fast and slow units (like infantry and cavalry) is usually beneficial. The fast unit is good for flanking and for pursuing beaten enemies to capture or execute them.

* You can always detach a general from your unit and send him to capture fleeing enemies, while your combat unit is fighting. Just make sure, the general doesn't actually get into a fight himself.

* Experienced units show up with a golden frame around their icon, which represent officers. You can invest a considerable amount of experience to level you units up and in the end you will be able to create a general from your officers which you can even detach from the unit. The best way to get a new general is to push up one type of officer only instead of building a well-rounded unit with various equally weighted officer types.

* Changing the stance of a unit in the control panel, e.g. from battleline to skirmish mode or ranged support mode, will allow the unit to move faster across the map. just remember to change the stance back, when the units arrive on the battlefield. However, not all units have these stances.

* Another quick way to get more recruits to a city is in the city trade tab and click on the **conscript recruits** button. This will increase recruits for the cost of population growth and increased rebellion level.

* Winter is the ideal time to lead raids against your enemies. You can't really go on long campaigns, because your troops will consume a lot of food. However, if your enemies find themselves without any food in Spring, then they will face problems. This is a very good way of winning a war without even fighting.

* Many units rely on their formation for their strength, e.g. battleline formation for hoplites. This is why fords present a chance to weaken enemy units as they have to leave formation to traverse the ford.

Based on the Tutorial video by **Horath Drak**:
Illyric Mounted Javelineers

## Summary

**Mounted Javelineers** are the only cavalry available to the Illyric faction group. They are a brigade of ranged cavalry, available early in the game.

## History

Very little is known about Illyric cavalry, in which they were probably lacking. As a result, the developers saw fit to only give them mounted javelineers as a basic cavalry support option, which is in keeping with the guerilla-style warfare historically employed by the Illyrians.

## Tactics

Being the fastest ranged unit in the game, they are ideal for harassing enemy infantry. Their long range and high attack also means that they are capable of single-handedly destroying enemies that would give most ranged units trouble, such as Gallic skirmishers. With passable melee stats they are capable of holding their own if attacked by light infantry, but they lack access to anything but the "ranged support" stance, making it impossible to order a direct melee attack on enemy units (they can still be made to indirectly attack enemies in melee by issuing a movement command near the target's location, but this is somewhat tricky to do in the midst of battle and does not allow them to make use of charge damage).

Their downsides are mainly their very high cost and small brigade size, making them less effective at providing ranged support during pitched battles compared to peltasts, who do also have the option to assume a melee stance.

Illyric Mounted Javelineers are identical to Greek and Sicilian Mounted Javelineers. Other cavalry units in the game do not have a ranged option, but perform better in melee and and can execute powerful charges. The player will likely want to recruit melee cavalry from conquered cities of other faction groups to complement their army.
Mediolanum

Ancient predecessor to the city of Milan, Mediolanum was founded by the Insubres tribe and quickly became one of the most important cities in Cisalpine Gaul due to its central location. First capital of the Western Roman Empire, Mediolanum was also the site of the Emperor Constantine's famous Edict of Milan that paved the way for the rise of Christianity in the Empire.
Etruscan Heavy Hoplites

## Summary

**Heavy Hoplites** are a heavy infantry brigade available to the Etruscan faction group, and are the strongest infantry available to Etruscan factions 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

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.

## Tactics

Heavy Hoplites will likely be the main Etruscan infantry brigade in the mid-game for pitched battles and sieges, until they can be replaced with Light and Heavy Swordsmen. However, their smaller than usual brigade size might make it tempting to keep including regular Etruscan Hoplites as well, and Axemen will remain useful for flanking maneuvers at this point in the game.

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.

Etruscan Heavy Hoplites have a higher defense but lower damage compared to the Heavy Hoplites of other faction groups, though their defenses are outmatched by those of the Greek and Sicilian Heavy Hoplites who do not take a penalty to damage in return. Additionally, Etruscan Heavy Hoplites have a strongly reduced brigade size while costing the same amount of gold upkeep overall. As such, they are by far the least cost-effective among the different Heavy Hoplites of the various faction groups, and Etruscan players would probably benefit by recruiting Heavy Hoplites from conquered cities of other faction groups instead.
Mercenaries

**Mercenaries** are a special class of unit that cost gold, but do not require local resources such as wood or recruits. They can be hired from cities that have the Mercenary Post attribute gained by an applicable building or general. The mercenary unit types that are available in a city are randomly chosen based on the native faction of the city. Once a unit is hired, a new unit will become available after a set amount of time.

Unlike normal units, mercenaries represent pre-existing combat units who have already been trained and may already have officers. This means they start immediately with a full force, but do not gain further experience and cannot replace men who are lost in battle. Mercenary units do not have a home city and do not automatically rebuild if they are defeated in combat. Mercenaries can be disbanded at any time if they are no longer needed or if they have been weakened to the point they are no longer effective

#### Strategy

Mercenary posts allow you to access units from other faction groups for a higher price and with a bit of veterancy added. It's good if you've got the income to spare and need a unit in a pinch. However, the selection of available mercenaries is random and partly dependent on your faction group. They cannot repair or recruit after being hired and should be dismissed when they are no longer effective.

#### Alternative

An alternative to recruiting mercenaries would be to capture a city of a different faction group. From there, the units of that specific faction can be recruited even without a mercenary post (as long as the city is not assimilated).
Etruscan Hoplites

## Summary

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

## 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.

## Tactics

Hoplites are the first improvement in infantry available to Etruscan factions and are a big step up from basic spearmen, who they will likely replace in their function as a main battleline unit.

With good missile resistance and 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.

Etruscan Hoplites are notable for having better defenses than most other basic hoplite brigades, though less so than the Greek and Sicilian Hoplites. Illyric Hoplites may also defeat those of the Etruscans, thanks to the former's higher melee damage. Etruscan Hoplites are usually superior to those of the Latins and Sabellics though, but do cost slightly more gold.
Gallic Slingers

## Summary

**Slingers** are cheap missile infantry available to the Gallic faction group. They are a basic missile unit available from the start of the game, alongside Gallic Javelineers, having a relatively long-ranged attack but being utterly incapable of melee combat.

## History

Slings were a popular ranged weapon among many peoples of Europe, and also noted as being used by the Gauls. 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.

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

Slingers are a basic missile brigade of the Gallic faction group available from the start of the game. They have less damage, defenses and melee capabilities than the Gallic Javelineers which are also available from the start of the game, but are cheaper in both gold and recruits and have a slightly longer range. They can be used as a long-ranged missile support unit in the early stages of the game until the stronger Gallic Archers become available. Their cheap cost in recruits and quick recruitment time also makes it possible to quickly draft a temporary unit of slingers to provide additional missile support in a pinch.

Compared to other early-game missile brigades, Slingers outrange Leves and Axemen and require less recruits, but have a lower damage output, worse defenses and no capacity for melee combat. The same holds true when compared to Gallic Javelineers and Peltasts, which are stronger but more expensive than Leves. Greek Psiloi are similar to slingers but have a higher damage output and lower gold cost in exchange for worse defenses and requiring more recruits. Gallic Slingers are identical to their Illyric counterparts in terms of performance.
Gallic Skirmishers

## Summary

**Skirmishers** are a basic melee infantry brigades available to the Gallic faction group from the start of the game. They are notable for being exceptionally numerous while cheap in both gold and recruits.

## History

Skirmishers represent lightly armoured warriors that used aggressive tactics to engage the enemy in melee at short range. Early Gallic warfare seems to have involved a large proportion of swordsmen judging from the archaeological record, which is probably the basis for the Gauls having sword-armed skirmishers rather than spearmen as their basic early-game melee bigade.
Unlike in-game though, swords were expensive, suggesting that warfare for the very early Gauls was probably a small-scale affair between wealthy warriors as they would not have been economically strong enough to deploy swordsmen en-masse.

## Tactics

Skirmishers are the first melee brigade available to Gallic factions. They require exceptionally few recruits per unit while having a large brigade size and strong stats by light infantry standards, making them clearly the most cost-effective among all the different early-game light infantry types of the various faction groups, which is a notable strength of Gallic factions in the earliest stages of game.

Skirmishers are, however, not likely to do well against the Hoplites of other factions in the mid-game in an even fight, but Gallic players may still be succesful if they can use their superior numbers (due to their cheap cost in both recruits and gold) to outflank the enemy.

Their low recruits per unit and high brigade size also makes Gallic Skirmishers excellent as city garrisons to defend the walls and maintain public order.
Altinum

Altinum is a minor Veneti town found in a marshy area on the edge of lagoons, subject to frequent floodings. Around 452 CE, Attila the Hun would capture and destroy it and most surrounding towns, whose survivors would flee to a series of islands in the nearby lagoon, founding a new city called Venice.
Campania (Region)

**Campania** is a region of southwestern Italy, bordered by Latium, Samnium and Lucania.

One of the most agriculturally fertile areas of Italy, Campania was originally inhabited by Sabellic tribes such as the Opici, Aurunci and Sidicini. Starting in the 9th and 8th Centuries BC, Campania began to be colonized by both the Greeks (in the coastal areas which became part of Magna Graecia in the process) and the Etruscans (further inland). In the 5th Century BC, the native Campanian Tribes managed to oust many of the Etruscan and Greek colonizers, but came under attack by the Samnites in the 4th Century BC, prompting them to appeal to Rome for defensive aid. This sparked the Samnite Wars during which Rome conquered much of Central Italy.

### Cities

* Capua
* Neapolis
* Pompeii
* Irna
Latin Triarii

## Summary

**Triarii** are a powerful late-game brigade exclusive to the Latin faction group, with other faction groups not having a direct equivalent. They are very defensively oriented spearmen, similar to hoplites but lacking the ability to enter phalanx formation to further boost their defenses in pitched battles.

## History

After the Roman military reforms of the 4th Century BC, the Triarii were created as a third battleline behind the Principes and Hastati. They were the heaviest and most dependable infantry, continuing to fight in a fashion similar to the earlier hoplites. They would gradually move away from typical hoplite equipment and replace their round shields with the rectangular scutum shields also used by Hastati and Principes (as depicted in-game).

## Tactics

At 500 defense, Triarii have the highest base defense of any infantry in the game.

However, Triarii lack access to the powerful phalanx formation which provides an additional +50% defenses, meaning that Triarii do not outmatch Heavy Hoplite brigades as long as the latter's phalanx formation holds, with Greek Heavy Hoplites and Hypaspists actually being markedly stronger. The true advantage of using Triarii over Heavy Hoplites is therefore not their higher stats but their greater flexibility, having similar stats to a Heavy Hoplite in phalanx formation, without the possibility of losing those stats if the formation breaks.

As such, the Triarii will outperform Heavy Hoplites in situations where it isn't possible to stay in phalanx formation, such as when outflanked or maintaining sieges.

The Triarii are arguably the best brigade in the game for sieging cities, and can also be very useful on the battlefield to complement the more flexible and offensive Latin Principes.
Clastidium

Clastidium is a Ligurian city of the tribe Marici that controls a major route across the Po river to Ticinum. It would gain its largest claim to fame in 222 BCE as the site where Roman general Marius Claudius Marcellus would slay the Insubrian king Virdumarus in hand-to-hand combat, making him one of only three Romans to ever earn the prestigious honour of the spoila opima.
Heloros

A minor Greek town located on a major road to Syrakousai, Heloros sits near a river of the same name, though in modern times the town's name has changed to Eloro and the river's to Tellaro. The god of this river was worshipped in the city and honoured with athletic, literary and musical competitions.
Ietas

Originally a fortress of the Sikeloi, Ietas was conquered by a Greek Himeran king as he marched to Syrakousai and later appears as an independent Greek town. It sits on a high hill overlooking Panormos, and has at times been taken with the aim of controlling that greater city from this elevated fortress.
Nursia

Nursia (modern Norcia) is a plains village of the Sabines located near the Sordo River. It grew in prosperity since the late 6th century BCE, but was not walled until the Romans conquered it in 290 BCE. Though loyal to Rome through the Punic Wars, it would serve as the heart of a Sabine rebellion in 42 BCE.
System requirements

The following are the minimum and recommended **system requirements** for *Ascent: Infinite Realm*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## Recommended requirements

* Intel i5 or equivalent
* 16GB RAM
* NVIDIA GeForce GTX 970 / AMD Radeon RX 580
* Windows 10 (64bit)
* 40GB space

## Minimum requirements

* Intel i3 or equivalent
* 8GB RAM
* NVIDIA GeForce GTX 760 / AMD Radeon R9 280
* Windows 7 (64bit)
* 40GB space

## See also

* How to play guide for Ascent: Infinite Realm
* Release date
Etruscan Axemen

## Summary

**Axemen** are an early-game light infantry unit available to the Etruscan faction group. They are a flexible unit capable of both mele combat as well as short-range missile support.

## 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. Remains of axes have been found somewhat frequently, suggesting that the Etruscans made greater use of this weapon than other peoples in the area, although no details as to their exact usage and tactical role are known.

## Tactics

Axemen are the only Etruscan brigade capable of missile attacks in the very early game (albeit with a short range), until cities have grown to the point where a target range can be constructed which then grants access to Etruscan Archers. Axemen are also capable light infantry of a similar quality to the various early-game Spearmen and Skirmisher brigades, though with a more offensive stat balance like Skirmishers. The main drawback of the otherwise very flexible Axemen is their small brigade size and relatively high recruits per unit for a light infantry brigade.

They are very useful in the earlier stages of the game for missile support and as offensive infantry for flanking purposes to complement your battlelines of Spearmen and Hoplites, though they can eventually be replaced in these roles by Archers and Swordsmen respectively.
Latium

**Latium** is a coastal region of western central Italy in just south of the Tiber river. It is bordered by Etruria and Umbria to the north, Samnium to the east and Campania to the south.

Latium in the original sense referred to only a small area of land inhabited by the Latins, but the term extended to also encompass the territories of the Aequi, Hernici and Volsci as they were conquered and assimilated by Rome.

The city of Rome itself is located in northern Latium. It took the Romans over 400 years to unify the region, from the city's foundation in 753 BC to the end of the final Latin War in 338 BC. This marked one of the first steps in Rome's emergence as a major power in the region.

### Factions

* Rome
* Volsci (Not in the Pyrrhus Campaign, where they are already fully assimilated by Rome)

### Cities

* Rome
* Ostia
* Carsioli
* Lanuvium
* Anagnia
* Antium
* Tarracina
* Sora
* Casinum
* Minturnae
Asset list

The **asset list** is a list of all player assets like farms, brigades, camps etc. The asset categories can be filtered individually and the columns be sorted by clicking on the column headers. You can navigate from the asset list directly to the map item to inspect it closely.

* combat units
* non combat units (workers, slaves)
* generals
* vehicles (ships, scorpions, baggage trains)
* cities
* forts
* bridges
* food resource buildings (fisheries, farms...)
* logging camps
* mines

Depending on the available columns you can not only navigate to the item itself, but also select and even change its characteristics:

* home: you can change the units home city directly here (click on the downward pointing arrow)
* upgrades: you can open the upgrade window directly here (click on the upgrade slots)
* stances: you can change the unit's stance directly here (click on the downward pointing arrow)
* station: select current location if unit is inside a city, camp or bridge
Naval Combat

Naval combat is conducted between ships as well as naval-land-combat. A comparative list of ship units' stats can be found here.

# Ship Crew

Every ship has a base crew that will engage in melee and ranged combat once ships fight. Ships crews require food and recruits in order to operate effectively.

Land combat units on board of ships join combat and do take casualties. That means Combat units on ships act as marines and have a much greater impact on both ship-to-ship combat and ship-to-land combat. The better a unit will be on land, the better it will be on water too. Normally, ships with units on board will wreck ones without them in a matter of no time.

# Ship Actions

Ships can siege, capture and raze enemy cities from the water. Also, ships can surrender and be captured or sunk.

### Attacking

With one or more naval units selected, right click on an enemy unit to attack it. How a unit attacks depends on their stance.

### Combat Lock

Unlike land combat there is no combat lock and units can always disengage.

### Defeat

A unit is defeated when all of its members are killed, or its morale is reduced to zero and the remaining members rout. Unlike for land units, defeated naval units do not return to their home city but sink after a while.

### Capturing

Defeated enemy ships can be captured (just as land units). These ships will be incorporated into the player's navy but will not have a home city.

### Sinking

Surrendered ships can be sank rather than captured. Sinking ships will not pull crew from the boarding ship nor require maintenance costs, but it will significantly increase hostility between factions.

### On-Boarding Units

There are two ways to do this:

* Move a transport ship towards a beach, it must be close enough so that land units can reach it. Then select a land unit with the left mouse and click onto the transport ship with the right mouse
* In the city view select your land unit with the left mouse and then click onto a transort ship with the right mouse.

### Disembarking Units

There are two ways to do this:

* Move the ship towards a beach, select the units in the ship and command them on-shore
* Move the ship into a city/camp and press the disembark button in the ship menu.

# Ship Stance

Ships now have different stances that control whether the ship should ram, board, or use ranged fire when attack other ships.

### Ram and Sink

Warhsips will attempt to ram the enemy vessel and sink it quickly. Impact damage is based on the speed of the ships and the angle of impact. If the enemy ship is not sunk immediately, then the sailors will attempt to board and sabotage the ship.

### Board and Capture

Warships will move alongside enemy ships and attempt to board them and force a surrender rather than trying to sink the ship by ramming.

### Ranged Support Ship

Raiding ships attack other ships and coastal targets using short range projectils.
Allies of Rome

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

The **Allies of Rome** are a non-playable Latin faction that only appears in the very beginning of the Pyrrhus Campaign of the Eagle King DLC, owning two camps in Iapygia near the player's starting point that make up the player's first combat challenge in the campaign.

These camps are located away from the main part of the territory of the Republic of Rome faction and can therefore not be properly supplied with food, which is presumably why a separate faction with a -100% Food Consumption attribute was created for them instead, with an added morale bonus to slightly buff them. The faction simply re-uses the logo of the Republic of Rome faction.

### In-game Description

"Tribes that favour the Romans and .."

(The faction description seems to have been left unfinished, presumably as an oversight by the developers).
Companion Brigade

The **Companion Brigade** is a special brigade given to the player for free in Unification Sandbox scenarios. The brigade starts out as an undersized brigade of cheap early-game units and increases in size and quality as the player progresses in the game. It is free of gold upkeep and additionally has a 50% bonus to both Melee Damage and Unit Defenses.

## Progression

The companions are spawned for free at the very beginning of the game, and are used in a basic combat and movement tutorial if tutorials are enabled. If tutorials are disabled, the brigade simply appears in the player's capital city.

The Companion Brigade progresses according to the population level of the player's largest city. Whenever any of the player's cities reaches a population level larger than their previous best, the brigade will either increase in size or switch to a more advanced type of brigade (depending on the player's faction group). This process is tracked in the 'Cohors Amicorum' objective of the 'Hegemony' objective group.

## History

The Companions were the elite cavalry of the Macedonian army from the time of king Philip II of Macedon. Chosen Companions formed the elite guard of the king (Somatophylakes). The name of the military unit derives from Greek Hetairoi, those near the king. The Hetairoi (Companions) could be members of the Macedonian aristocracy or commoners of any origin who enjoyed the trust and friendship of the Macedonian regent. They achieved their greatest prestige under Alexander the Great, and have been regarded as the first or among the first shock cavalry used in Europe.

1. ↑ Renamed to 'Somatophylakes'
2. ↑ Renamed to 'Cohors Amicorum'
3. ↑ The Sabellic set of companion brigades is configured as the default, and therefore also used for the Sicilian factions of The Eagle King DLC (which lack a specific configuration for their companion brigade types in the game's scripts). It will also be used for faction groups added by mods, if no specific companion brigade configuration for that faction group is included in the mod.
4. ↑ https://en.wikipedia.org/wiki/Companion\_cavalry
Greek Hypaspists

## Summary

**Hypaspists** are a costly brigade of elite infantry available to the Greek faction group. They are extremely heavy spearmen with the ability to enter phalanx formation to further boost their defenses in pitched battles, while also dealing very high damage.

## History

"Hypaspist", literally meaning shield-bearer, was a word that may have had Homeric and heroic connotations and was, at times, used as a name for elite heavy infantry units, most notably in the Macedonian army of Philip and Alexander and several Hellenistic-era successor kingdoms. This unit was probably equipped similarly to heavy hoplites, but served in a more tactically flexible role than usual for hoplites, protecting the vulnerable flanks of the phalangite pike formations that formed the center of the Macedonian battleline.

In-game, the Hypaspists seem to be used as a stand-in for the most elite hoplite regiments of the various Greek factions, which were in reality probably known under different names.

## Tactics

Hypaspists are the strongest heavy infantry available to the Greeks and arguably the strongest infantry in-game. Their defensive stats are very similar to Greek and Sicilian Heavy Hoplites, only with a bit less missile resistance and charge strength. However, Hypaspists have a much higher melee damage output and charge strength while also being slightly faster to move.

Only Etruscan Heavy Swordsmen sport better base stats for protracted melee, but they only have an advantage over Hypaspists if the latter are unable to enter phalanx formation to further boost their defensive stats. Additionally, Hypaspists benefit from having a large brigade size and aren't locked behind the military skill tree, meaning they are available relatively early on.

The downside to Hypaspists is their very high cost. The 150 recruits it takes to create a full-strength Hypaspist brigade is more than any other brigade in-game, and many cities will struggle to keep this brigade at full strength in the earlier stages of the game when population levels and recruitment rates are still low.
Historical Campaign

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

The campaigns allow you to follow in the footsteps of history’s great generals - to fight their battles and face the same strategic decisions they faced. While those familiar with the history may know the eventual outcomes, how you choose to face each obstacle is entirely up to you. Important historical events are told through in-game dialogue and objectives. Unlike the sandbox, in the campaigns you may
face challenges with only a limited set of units or a contained battlefield in order to recreate the events as closely as possible. However, the fluid nature of Hegemony remains - if your armies lose an encounter they will return home allowing you to regroup, adjust your tactics, and attack again.

The player is tasked with leading a histrorically inspired scripted **campaign**. Currently available campaigns are:

 The Pyrrhus of Epirus Campaign The Barcid Spain Campaign The Second Punic War Campaign The Iberian Revolt Campaignmw.loader.load('ext.slideboxlightshow');
Hegemony III/Section 4

Patches & DLC
## Patches & DLC

* Latest: Patch 3.3.5
* For previous patch notes see Patch History

* The Eagle King DLC
* Isle of Giants DLC

Longbow Games on Twitter
## Longbow Games on Twitter

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Links

Official Game Page

Longbow Games Official Page

Longbow Games on Facebook

Longbow Games on YouTube

Hegemony III on Steam

Hegemony III on GOG.COM
Map Editor

The **map editor** allows for the creation of custom maps which can be played on. Using the Map Editor you can create new historical or fantasy worlds to campaign on. You can either freely draw a map according to your own taste and creativity or you can import preexisitng real-world maps.

Tip: If you are interested in using real-world maps as basis for your modding then  here is how you can download them.

## Map Editor Introduction *By Medie*

* **Hotkeys**; Press the number keys (1,2,3 etc.) to quick-switch between editing modes.

### Creating/opening/saving a map

* Move the cursor to the *menu* icon.

* Press *New* to generate a new blank map with only one tile.
* Press *Open* to load a previously made map.
* Press *Save* to save your current map.

### Terrain Editing

* Select *Splat* mode to choose which texture you want to paint the terrain with.

* Select *Draw* mode to *paint* the terrain.

Let's make a mountain. :D

* Select *terrain* mode.

* Select *Raise Terrain*

* Select the brush size you want to use.

* Select the brush *height* you want to use. This is similar to *Farcry 3's* *Hardness* option in the map editor

* Sculpt the mountain the way you want.

* Now paint the mountain. I used the *Alps, mountain snow* texture to paint the top of the mountain and the *Grey Rock* texture to paint the lower mountain half.

Have fun creating your own mountains!

### Objects/Prop Mode

Select *Prop Mode* to see the list of game objects.
Also select Draw mode to be able to place the objects.

Select *Full Fort, Large* under Camps>Forts>*Full Fort, Large*
Then place it where you want. I'll place it on a blank map.

You should now be able to select the whole fort.
Now i will show you how to pick each individual object in the fort up seperately.

Click the *Select Mode* icon and select the fort

click *open*

You should now be able to select everything in the fort separately

Press the *Move Mode* to be able to move objects around in the X, Z and Y axis

Now you should be able to make your own forts and camps!

Here's what i made.

Definitely not finished but it's on it's way to becoming something other then the square camps we get in the Italy map.

## Longbow's Map Editing Video Guides

Longbow Games has made available a series of How-to videos on map editing in the Steam Workshop.

## Advanced Map Editing *By Fristi61*

* Modding Tutorial: Scaling Heightmaps for use in custom maps
* Assigning cities to factions in custom maps, exporting scenario, making map playable
* Adding city names, descriptions and script tags to cities in custom maps
* Setting up a basic strategy map for custom maps, exporting cutom maps to a mod
Events

**Events** occur randomly throughout the course of the game and can be triggered by certain circumstances or player actions. Events and objectives may be linked in that an event can lead to an objective for a player, but events can also occur segregately without leading to any objective. Some of the more interesting events will be listed below for illustration.

## City Rebels to Player

The player will get an objective to give food to a starving AI city and the city will rebel to join the player's faction as a reward.

### Frequency

This can happen through a random event sometimes, but it's rare. The player should think of this as a random event that can trigger once in a blue moon (not even every game) to give a free city, and should not bank on it as a strategy.

### Requirements

There are a few hidden requirements for this to trigger such as:

* The city's faction is not reserved for some special script section (such as the faction chosen to be the antagonist in the "Ancient Rivals" objective group, or the Senones invaders)
* No city has defected this way to the player in the past year
* No other rebellion-related random objective has triggered in the past 120 days
* The city is located within a smallish distance of the player faction geographically
* The city is at least half empty of food (compared to its current max food capacity)

### Influencing Factors

The following also influences the likelihood of the event to trigger:

* How much the city's faction is short of food in general (the more the faction is lacking food, the more likely the event)
* The size of the city's faction (the smaller it is, the more likely the event)
* Proximity of the city to the player's faction (the closer, the more likely the event)
* Hostility of the city's faction to the player's faction (the lower, the more likely the event)
Adria

Namesake of the Adriatic Sea, the city of Adria is thought to have been founded by the Veneti between the twelfth and ninth centuries BCE. It was rebuilt as a major port city by the Etruscans in the late sixth century BCE, and the Greeks, who sought Adria's port for the amber trade, made colonization efforts from Aegina and Syracuse. The Adriatic Sea would eventually shrink away from Adria, causing it to lose most of its importance by the 6th century CE.