recursal/Fanatic-Fandom huggingface dataset:
Sabellic

The **Sabellic** faction group, sometimes called the Osco-Umbrians, spans most of the territory in central Italy, in and around the Appenine Mountains.

## Overview

The Sabellic roster is virtually identical to the Latin armies fielded by Rome, with their units using the same graphics and mechanics only with some stat adjustments and, at times, different names. Sabellic Noble Cavalry is weaker than Latin Equites, and they do also lack an equivalent to the Latin Triarii, denying them a powerful late game battleline and siege unit. In return, their other melee infantry units have far superior charge strength and charge block stats compared to the Latins.

Overall, this means that the Sabellics, like the Latins, have a weak brigade roster in the early game but can strengthen their armies with hoplites and cavalry once their cities are slightly developed, and can transition into an army of flexible skirmishers and swordsmen capable of both melee and ranged attacks in the late-game.

## Factions

* Bruttii
* Campania
* Frentani
* Lucani
* Marsi
* Picentes
* Sabines
* Samnites
* Umbri
* Volsci
* Mamertines (Invasion Sandbox of The Eagle King DLC, as well as a non-playable faction in the Pyrrhus Campaign of the same DLC)

## Units

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

## History

Sabellic warfare isn't known in anywhere near the same amount of detail as that of their Latin cousins, but it can be assumed that their early warfare was very similar, owing to their shared ancestry and cultural similarities.

While some of the Sabellic tribes who lived near the Greek colonies, such as the Lucani, are known to have fought as hoplites, the exact extent of hoplite warfare among the Sabellic tribes is unknown and it's possible that those more distant from Greek and Etruscan civilization did not adopt this style of warfare.

The Sabellic Samnites, with whom Rome came into a series of prominent conflicts known as the Samnite Wars in the late 4th and early 3rd Centuries BC, are known for having had an influence on Roman battle tactics and may have been the inspiration for the swordsmen/javelineer combo later adoped by Roman Hastati and Principes, explaining the inclusion of Light and Heavy Pilum Swordsmen in the Sabellic rosters.

Later Sabellic allies of Rome were thought to be equipped in a very similar fashion to the Roman armies they reinforced. This, combined with the lack of specific details for Sabellic warfare and their close cultural and ethnic relation to the Latins, probably explains their very similar roster in-game.
Patch 3.3.3

Patch 3.3.3 was released in Beta on 16th March 2017

### Developer's Introduction

We've got another patch out in beta now that fixes a few more issues that came up in 3.3 (particularly in the editor) and also adds some new configuration options to adjust things like city growth and research rates.

Let us know if you find any problems.

### Bugs etc.

* New Recruitment rate, city growth rate and research rate settings available in the gameplay options or faction select options
* Adjusted units stats for gallic javelineer, peltasts and phalangites
* Fixed bug with ships not appearing when memory became too fragmented
* Fixed some issues with ship shadows
* The game will now automatically revert to default settings if the settings file becomes corrupted.
* Improved errors for modding entity files (it should now give you the filename/entity that caused the error)
* Fixed position of map border in the editor (the starting position for new maps should be inside the frame again.
* Maximum map bounds are now drawn in red in the editor
* Maximum map bounds can now be set in the advanced terrain properties (setting these smaller than the current map will cause a crash)
* Added nicer error messages when you try to place water, fog, path, or sound regions outside the map bounds
* Terrain drawing is now clipped by the max map bounds.
* Added support for starting invasions inside forts
* Mountain passes are now available in the base game (not just the Eagle King)
* Fixed bug with the minimap not updating properly when switching between games on different maps
* City and building miniatures should be visible again in the editor
Tutorial

*This article is a stub. You can help Hegemony III: Clash of the Ancients Wiki by expanding it.*

In the scenario options at game start the player can enable the **tutorial**, which will enable objectives that guide the player to learn the game mechanics.

* In the beginning there will be a short introduction to the controls
* Afterwards there will be a couple of dynamic objectives throughout the course of the game to help the player getting on. The tutorial is "dynamic" in that it brings up new tutorial tasks if / once circumstances align.
* Tutorial missions usually don't give rewards.
* If a tutorial mission comes up there's an option embedded to "cancel the tutorial", in case it's not desired anymore. However, you can just continue your game because "the tutorial" is just a normal game with added missions, not some special stand-alone scenario.
Patch 3.3.4

Patch 3.3.4 was officially released on 21st April 2017

### Developer's Introduction

Version 3.3.4 has now been officially released and has replaced 3.3.3 as the primary version of the game.

Continuing our recent trend of mini-updates, version 3.3.4 is now available in the beta channel. This update adds some pre-defined starting generals to both sandbox modes as well as fixes a few minor/obscure bugs.

The new general system allows you to start off the sandbox as Brennus, Philip II, Pyrrhus or many other historical/mythological figures. The preset generals can't be customized but often have larger bonuses than those you can make yourself. Not all factions have generals defined, but once we fully release the update we'll put out some modding instructions on how you can add your own.

As always, please let us know if you find any bugs and we'll try to fix them as quickly as possible.

### Bug fixes and other issues

* Added preset historical/mythological starting generals for some factions in both regular and invasion sandboxes
* Added modding support to override start.lua for an existing scenario
* Replaced 'Est Imperare Orbi Universo' achievement with 'Rex Italia' to conquer all cities from the base game
* Added 'Sicily United' achievement to capture all cities on Sicily (Eagle King Only)
* Added more tips and information about concave path regions in the editor
* Fixed crash with 'Select Next Concave Region' in the editor
* Pyrrhus campaign intro strings are now in the language.str file to allow for translations (Eagle King Only)
* Fixed bug dragging the scrollbar in the faction skill window
* Fix for crash on startup after windows 10 update removed graphics settings from the registry
* Fixed tooltip for dividing slaves and baggage trains
* Fixed crash when pressing some shortcut keys on the title screen before a game is loaded
Raider Light Cavalry

## Summary

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

## History

Raider Light Cavalry represent bandits that have managed to get their hands on horses. Their skill at mounted combat, however, is inferior to those of the Italian upper classes who were better trained in fighting on horseback.

## Tactics

Raider Light Cavalry is similar to Etruscan Light Cavalry, but with severely reduced damage and defenses.
Perusna

Perusna (known as Perusia to the Romans and Perugia in the modern day) was originally an Umbrian city, but eventually became an Etruscan dodecapolis. It would be subjugated by Rome around 300 B.C.E, but in the Third Samnite War, it would rise against them. It also stood with Fulvia in her bid to make Mark Antony sole ruler of the Roman Empire, hosting her army after they were forced to flee Rome.
Velzna

Velzna, known to the Romans as Volsinii, is a major Etruscan city and home to the Fanum Voltumna. Every year delegates from the twelve Etruscan cities of the Dodecapoli would meet at the Fanum Voltumna to discuss matters of state between the Etruscans and hold religious ceremonies, including the addition of a nail to the wall of the fate goddess Nortia's sanctuary.
Sabellic Heavy Pilum Swordsmen

## Summary

**Heavy Pilum Swordsmen** are powerful and flexible late-game swordsmen available to the Sicilian and Sabellic faction groups, capable of melee combat as well as hard-hitting short range missile attacks.

## History

Several inland Sabellic tribes, most notably the Samnites, are known to have used flexible heavy infantry optimized for guerilla tactics by at least the 4th Century BC, capable of both melee combat and missile harassment. These Sabellic soldiers likely inspired the sword/javelin equipment combination famously used by the Roman Hastati and Principes, which were previously equipped as spearmen instead.

## Tactics

With a group missile damage of 2000, Heavy Pilum Swordsmen have the highest missile damage in the game alongside the equivalent Latin Principes, but only have a very short missile range of 4. They also have the best melee damage and defenses in the Sabellic roster, making them their ultimate late-game infantry unit. They do well in numerous battlefield situations, very capable of fighting in the front lines and also providing missile support at very short range.

Compared to the (otherwise nearly identical) Principes, Heavy Pilum Swordsmen have greater charge block and charge strength stats but are slightly harder to access, requiring a level 2 Barracks to recruit whereas Principes only require the basic version. Late-game heavy swordsmen brigades of other faction groups are to various degrees cheaper and superior in melee combat, but lack a ranged attack.
Tarracina

Possibly named after the Tarquinii family when the city was briefly part of the Etruscan League, the city was also known as Anxur to the Volscii after the name given to the god Jupiter as a youth. Occupying the whole territory between the coast and the Volscii mountains, Livy described it as "a city flat in the marshes" because of its control over the Western access to the Pontine Marshes.
Patch 3.0.1

3.0.1 Is now available in the default game branch so you don't need to switch over to the beta. As always, if you have any problems you can e-mail savegames or dump files to rob@longbowgames.com

The first update is now live in the beta branch. If you haven't tried a beta before you can access it by right-clicking Hegemony in your library, selecting Properties and going to the Betas tab. In the dropdown list you should see a few options include Beta and Last Release.

From here on out, we'll be putting the latest versions into the Beta branch first while we test them before making them live for everyone. Anyone is welcome to try these out and we'll be keeping the beta sub-forum alive so you can let us know what you think about the changes.

The Last Release branch will contain the last officially release version of the game (which will be 3.0.0 once 3.0.1 is official). We're maintaining this branch so people can revert just in case something breaks for them in the main release.

Before getting into the change log, we just want to thank all of you guys for supporting the game and we hope you're having fun with it. We appreciate your patience as we work out some of the launch issues and we hope you stick around because we're really just getting started and there's a ton of really cool stuff we want to do with the game.

### Bug fixes and other issues

* Fixed Etruscan Heavy Cavalry texture
* Fixed peltast throwing animation
* Fixes for raiding and resource achievements
* Fixed issues saving game with general portrait mods
* You can now leave the title and description blank in the workshop upload command if you don't want to change them
* Fixed bug with training ground stats when upgrading from level 2 to 3
* Fixed "enemyspotted" script crash
* Fixed crash saving game when "defend fort" objective was active
* Fixed crash upgrading a city's population when the upgrade window is open
* Minor adjustments to raider spawning - difficulty has more effect now on attack frequency. (More changes to come).
* Balance adjustments to colonists, peltasts and greek spearmen
* Forts can now construct ships if they have a shipyard
* Multiple misc crash fixes
* Edits to objective text
* Adjustments to Prelude objective spawning
* New multiple raider invasion prelude event
Spearmen

Equipped with shields and spears, they are better armoured but less offensive and slower than skirmishers. Using a battleline stance, spearmen are well suited for blocking enemy charges, or to hold enemy units in place while lighter troops attempt to flank.

Available Stances
 Skirmish
 Siege

This stance class type is used by various Spearmen brigades and Triarii. It is the same as the Light Infantry stance class in practice.
Sicily

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

**Sicily** is the largest island of the Mediterranean Sea, located just southwest of the southernmost tip of the Italian peninsula, where it is separated from Bruttium by a narrow strait.

The earliest known tribes to inhabit Sicily are (from west to east) the Elymoi, Sikanoi and Sikeloi. The ethnic origins of all 3 are uncertain, and they are represented with the Sicilian faction group in-game. Coastal regions of the island started to be colonized by the seafaring Greeks (in the east) and Phoenicians (in the west) during the 8th Century BC, with the Greek parts of Sciliy becoming part of Magna Graecia in the process. The Phoenician colonies eventually fell to the overlordship of Carthage, with the Greeks and Carthaginians fighting for Sicily in a series of wars known as the Greco-Punic Wars from the 6th to 3rd Centuries BC.

The political situation became even more complicated when a group of Campanian mercenaries known as the Mamertines carved out a territory in the northeast of Sicily in the early 3rd Century BC. These Mamertines would eventually appeal for Roman assistance, leading to the First Punic War of 264-241 BC, in which the Romans drove the Carthaginians out of Sicily and annexed most of the island. However, the Roman conquest of Sicily wasn't fully complete until the conquest of Syrakousai in 214 BC during the Second Punic War.

### Factions

* Zancle
* Syrakousai
* Himera
* Selinous
* Sikeloi
* Elymoi
* Sikanoi (Only in the smaller Sicily-only sandbox)
* Mamertines (Only in the Pyrrhus Campaign)
* Carthage (Only in the Pyrrhus Campaign)

### Cities

* Eryx
* Egesta
* Ietas
* Entella
* Lilybaion
* Selinous
* Adranon
* Akragas
* Panormos
* Himera (Renamed to Thermae in the Pyrrhus Campaign)
* Kale Akte
* Gela
* Kamarina
* Akrai
* Heloros
* Syrakousai
* Enna
* Morgantina
* Kentoripa
* Katane
* Mylae
* Tauromenium
* Zancle (Renamed to Messene in the Pyrrhus Campaign)
Tifernum

Tifernum Tiberinum, meaning "Tifernum on the Tiber" to distinguish it from Tifernum Metaurense in the far south of Italy, is an Umbrian city situated not far from the border between the Umbri and the Etruscans. Despite drawing part of its name from the Tiber river, it probably did not sit on its bank itself, being referenced by ancient writers only as "not far" from the river.
Raider Archers

## Summary

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

## History

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

Raider Archers, though they still have the same range as Etruscan Archers, have diminished damage and defenses in comparison. They are still the strongest among the Raider-only missile units, however.
Scouts

## Summary

**Scouts** are a basic cheap reconnaissance brigade available to all faction groups from the start of the game, useful for exploring the map and spotting enemy armies. They have a dynamic view range that can grow to up to 3 times its usual size when stationary, and advanced stance classes can also allow them to raid enemy resources and attack economic brigades.

## History

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

Scouts are a useful unit in the early game for exploring the map and spotting enemy armies. The Cavalry Scouts available slightly later on are more expensive and less stealthy, but generally faster at exploring large sections of the map and better at running away from enemies if need be.

They use the distinct Scout stance class which gives them access to several advanced stances, besides having the 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.
Scorpio

A small mobile arrow-firing artillery piece used against infantry rather than fortifications. Ideal for shooting into large crowds at a great distance. The unit will fire rapidly in a high parabolic arc achieving greater distance at the cost of accuracy.

Available Stances
 Precision

This stance class type is used only by the Catapult.
Stalia

The Ligurian city of Stalia is a harbor town with evidence of some Greek and Etruscan settlement. During the Second Punic War, it would establish an alliance with the Romans and be destroyed utterly by Carthage. The city of Genua, later known as Genoa, would be founded on its site after the Punic Wars.
Raider Slingers

## Summary

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

## History

Slings were a popular ranged weapon among many peoples of Europe. 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

Raider Slingers are similar to Gallic Slingers and Illyric Slingers, but with reduced defenses and damage.
Thessalian Cavalry

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

## Summary

**Thessalian Cavalry** are a very powerful cavalry brigade introduced by the Eagle King DLC. They are available as a starting unit for certain Greek factions in the Invasion Sandbox, and can sometimes make an appearance as a mercenary brigade in all game modes.

## History

The Greeks originally barely used any cavalry at all, but the Peloponnesian Wars of the late 5th Century BC saw an increase in the usage of cavalry for skirmishing, reconnaissance and pursuit. The Thessalians and Macedonians were known for having strong and versatile melee cavalry, but the same was not true for other Greeks.

## Tactics

Thessalian Cavalry have an extremely high charge strength, much higher than other horsemen and only exceeded by War Elephants. They also have the highest defenses of of any horse cavalry in the game, but their melee damage, while good, is less remarkable and significantly lower than that of Etruscan cavalry brigades. Etruscan Heavy Cavalry in particular is still more effective than Thessalian Cavalry in protracted melee engagements without room to charge, due to the former's much higher melee damage and only slightly lower defenses. Nonetheless, Thessalian Cavalry are one of the very best cavalry units in the game, especially if the player can make good use of their devastating charges.
Small Transport Ships

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

## Summary

**Small Transport Ships** are a ship type introduced by the Eagle King DLC, available to all faction groups. While incapable of combat, they are very cheap, can be constructed in any coastal camp or city without requiring the shipyard upgrade, and can carry 2 brigades while most warships can carry just 1.

## History

These transport ships represent basic light vessels found in every corner of the ancient world.

## Tactics

The availability of small transport ships somewhat transforms the game in the Eagle King DLC, since they are cheap and do not require the shipyard upgrade, making it much easier for both the player and the AI to launch naval incursions in the earlier stages of the game when cities are lowly developed and economic resources are limited.

As the game progresses and the AI factions begin to construct navies, it will become necessary to supply warships to protect the transports, which are extremely fragile in melee combat.

In the late game, these small transport ships can be replaced with the more expensive and slower but much sturdier large transport ships if desired, which decreases the risk of losing troops in the crossing.
Sabellic Light Pilum Swordsmen

## Summary

**Light Pilum Swordsmen** are flexible swordsmen available to the Sabellic and Sicilian faction groups in the mid-late game, capable of melee combat as well as hard-hitting short range missile attacks and easy to recruit en-masse once the prerequisite skill is acquired.

## History

Several inland Sabellic tribes, most notably the Samnites, are known to have used flexible heavy infantry optimized for guerilla tactics by at least the 4th Century BC, capable of both melee combat and missile harassment. These Sabellic soldiers likely inspired the sword/javelin equipment combination famously used by the Roman Hastati and Principes, which were previously equipped as spearmen instead.

## Tactics

Light Pilum Swordsmen have a strong missile attack, but with a very short range, in addition to decent stats for melee combat. Though capable of both melee and missile combat, they are not superior in either role. Archers still deal greater missile damage, and every missile-oriented unit is capable of outranging them. Light Pilum Swordsmen only have a clear advantage over regular Hoplites in melee when the latter's phalanx formation and corresponding defensive buff is broken, and are inferior to Heavy Hoplites in every melee situation.

Instead, they shine because of their flexibility and great accessibility, since they can be recruited in any native city without the need for a barracks upgrade, making it easy for factions to mass recruit them even in cities that aren't set-up to be infantry recruitment centers. They are also notable for being available earlier on than the comparable but stronger Heavy Pilum Swordsmen, and may eventually be replaced by them in the player's army composition.

Light Pilum Swordsmen are slightly better than the nearly identical Latin Hastati, having better charge strength and charge block stats. The equivalent swordsmen brigades of other faction groups are cheaper and superior in melee combat, but lack a ranged attack and do require a barracks to be constructed in their home city, making them slightly harder to mass.
Playstyles

With Hegemony 3 you can either be a merciless evil overlord and

* enslave or execute your enemies after a won battle
* press every recruit and all gold from your cities, then kill the rebels or enslave them
* be a warmongerer and make the lives of your neighbours miserable
* raze newly conquered foreign cities to the ground in order to maintain cultural cohesion

or you can be a benevolent ruler and

* let your enemies retreat home after a lost battle and even free slaves for better relations
* feed your populace plenty and grow your cities by generously installing sanitary infrastructure
* peacefully requisition the holdings of your neighbours for a cost of gold, then welcome their cities with open arms as they defect to your wise rule
* invest in newly acquired cities, build a lot of new civil structures to appease the populace and convert them to your culture
War Elephants

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

## Summary

**War Elephants** are an extremely powerful brigade introduced by the Eagle King DLC. They are available as a starting unit for certain Greek factions in the Invasion Sandbox, and can sometimes make an appearance as a mercenary brigade for Greek, Illyric and Sicilian factions.

## History

The practice of taming elephants for use in warfare and/or agriculture may have begun as early as 2000 BC in the Indus Valley, though the exact extent of early elephant warfare in the Bronze Age is unknown. Elephant warfare was certainly very prominent in India by the middle of the 1st Millennium BC however, with the largest empires allegedly being able to field thousands of war elephants.

The usage of war elephants spread westwards into Persia, which possessed small amounts of war elephants when conquered by Alexander the Great of Macedon in the 330s BC, though they apparently didn't play a major role in any of the Persian-Macedonian battles, being present at the Battle of Gaugamela but allegedly failing to deploy in the final clash. Alexander's invasion wasn't forced to seriously fight against war elephants until they reached India, where war elephants were much more numerous and more prominently used in battle.

Following their clashes against the Indians, the Hellenistic successor kingdoms of Alexander adopted the usage of elephants themselves. These elephants and their trainers were mostly imported from India. Elephant warfare spread to northern Africa as well, where several states such as Ptolemaic Egypt and Carthage employed local North African elephants, from a now-extinct subspecies of African elephant that were smaller than Asian and other African elephants. Asian and North African elephants faced off against each other in the Battle of Raphia, where the larger Asian elephants used by the Seleucids easily routed the North African elephants of Ptolemaic Egypt.

## Tactics

War Elephants have easily the highest charge strength and defenses of any brigade in the game. However, they are slow and very expensive, and do not have an exceptionally high melee damage after the initial charge impact. To make the most of these elephants, some tactical care is still required to ensure they get the most benefit of their high charge strength by using them as a shock unit.

The elephants' main tactical weakness is their slow speed, and they can theoretically be taken down by hit-and-run tactics from missile units. Also, while they have high charge blocking, a fully powered charge by cavalry or late-game infantry can still topple one or two of the elephants, if they are stationary and not executing a counter-charge of their own. While the loss of one or two individual soldiers isn't a terrible calamity for other brigades, this is very costly for war elephants due to their low brigade size in combination with their high cost and very limited availability.
Raider Hoplites

## Summary

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

## History

Raider Hoplites represent raiders that managed to get their hands on expensive armour and try to make use of a basic formation in battle, though they lack the cohesion of properly trained hoplites.

## Tactics

Raider Hoplites, like other hoplites, benefit from a great defensive boost as long as their formation holds. However, their damage and defenses are weaker than even Latin Hoplites or Sabellic Hoplites, and they also have a reduced brigade size.
Apennine Mountains

The **Apennine Mountains** (or just *Apennines*) are a mountain range consisting of parallel smaller chains extending ca. 1,200 km (750 mi) along the length of peninsular Italy.

Historically, the Apennines were inhabited by a variety of Sabellic peoples, prior to being conquered by Rome in the 3rd Century BC.

### Regions

* Umbria
* Samnium
* Lucania
* Bruttium
Patch 3.1.1

Patch 3.1.1 was officially released on 10th February 2016

### Developer's Introduction

The 3.1.1 update has now been officially released and replaces the 3.1.0 version.

Following up on last weeks big 3.1 release, we're testing a new minor update in the beta channel. 3.1.1 fixes a handful of bugs (some new, some old) and also improves support for some types of mods.

To get the update now you can open the game's properties window (right-click the game in your library), go to the Betas tab and select 'beta' from the drop down list.

Thanks to everyone who sent in bug reports and comments and if you find anything new please let us know and we'll try to get it sorted out as soon as possible.

### Bug fixes and other issues

* Fixed script crash in divine aid objective
* Fixed script crash in defeat unit and raid farm prelude objectives
* Fixed bug where defeat raider objective can complete too soon
* Improved recovery of corrupted save games
* Fixed 'Conflicting IDs' saved game crash
* Fixed bug that could cause raiders to occasionally get stuck
* Fixed graphical corruption with fires after a device reset
* Improved error handling when running low on graphics memory
* Fixed bug modding faction and upgrade attributes
* Fixed rebellion script crash when message window is left open
* Fixed script crash when the general 'Viridovix' was randomly chosen
Scylletium

Scylletion, also known as Scolacium is a city in Southern Italy traditionally described as a Greek colony founded by Athens or by Ulysses. Despite such traditions, Greek sources with comprehensive lists of colonies in the area and accounts of Athenians establishing colonies make no mention of it, making it likely Scylletion was no independent colony but only a minor subject of Kroton.
Republic of Rome

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

The **Republic of Rome** faction is a non-playable faction that only appears in the Pyrrhus Campaign of the Eagle King DLC, where it is the main antagonist of the player.

In terms of faction attributes, the faction is identical to the Rome faction of the Unification Sandbox. The icon is changed to match the iconic shield design of Roman legionaries as depicted on Trajan's Column, including eagle wings and thunderbolts as a reference to Jupiter, which is arguably more fitting for the later timeframe in which the campaign takes place.

The Republic starts the campaign as controlling no less than 56 cities. Besides the territory normally owned by Rome, they have fully assimilated the entire Volsci faction as well as the city of Veii, giving them 11 native cities. Additionally, they control (but have not assimilated) all cities native to the Senones (who have assimilated 3 cities from the Umbri and Picentes), Umbri, Sabines, Marsi, Frentani, Dauni, Peuceti, Thurii (a 2-city faction that replaces Sybaris in this campaign) and Rhegion, and also control some of the cities native to the Etruria faction. Additionally, the faction controls a series of camps among the Lucani, but doesn't actually control the Lucanian cities directly.

Many of the cities controlled but not assimilated by the Romans can be made to rebel and revert to the ownership of their respective native factions by completing the optional "A Fourth Samnite War" objective, in which the player must defend the cities of the Samnites against a Roman invasion.

### In-game Description

"The Senatus Populesque Romanus, or Roman Republic, was established in 509 BCE following the overthrow of Tarquinius Superbus. The Republic has conquered and Romanized all its immediate neighbours and dominates Italian politics."
Spoletium

Overlooking the Clitumnus Valley, the site of Spoletium (modern Spoleto) is first mentioned as a colony established by Rome to help them fight the Umbri, but there is evidence of inhabitation far predating Roman settlement. It would gain recognition throughout Rome in the aftermath of the Hannibalic Battle of Trasimene, when it resisted an assault by Carthaginian forces with such ferocity that Carthage abandoned a march on Rome.
Venetia and Histria

**Venetia and Histria** represent the northeasternmost parts of the Italy map, which were administratively grouped together under the Roman Empire. It is bordered to the west by the Po Valley.

Venetia and Histri were inhabited by and named after the Veneti and Histri respectively, though the area was also inhabited by several smaller tribes such as the Carni. The Veneti, Histri and others belong to a distinct ethnic group known as the Venetic peoples. Their exact affiliation is unsure, but they are usually considered to have been an Italic people related to the Latins and Sabellics, though they would have received strong cultural influences from the neighbouring Illyrians (by which faction group they are represented in-game), Ligures and, later, Gauls. The area was subdued by Rome in the 180s and 170s BC.

### Factions

* Veneti
* Histri

### Cities

* Vicetia
* Patavium
* Acelum
* Bellunum
* Altinum
* Opitergium
* Carni
* Tergeste
* Piquentum
* Parentium
* Nesactium
Atlas Shard

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This page is missing an image. Please add/upload one. Picture of an atlas shard in an ore node

Atlas Stone (or Atlas Shards) occur when harvesting metal from nodes. The Atlas Stone can not be gathered by the gauntlet tool, but must be picked up with `E`.
The Atlas Stone drops off if the node is destroyed by harvesting and therefore can drop into the void.

Atlas Stones are needed for crafting Atlas Cores, Atlas Core Upgrades, and Atlas Lifters. They are also consumed by the Atlas Pulse function of the Atlas Core which consumes one shard per activation.
Sabellic Hoplites

## Summary

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

## History

While some of the Sabellic tribes who received the most Greek influence, such as the Lucani, are known to have at some point started fighting as hoplites, the exact extent of hoplite warfare among the Sabellic tribes is unknown and it's possible that this style of warfare did not reach the tribes more distant from Greek and Etruscan civilization.

Some tribes, such as the Samnites, would adopt a more flexible heavy infantry capable less reliant on staying in formation and additionally capable of missile fire with heavy javelins, eventually making hoplite warfare obsolete in the Italian peninsula.

## Tactics

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

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

Sabellic Hoplites have a higher charge damage than the equivalent hoplite brigades of other factions, making them good at quickly overwhelming lighter brigades. In protracted melee engagements, however, they are inferior to Illyric Hoplites who have a higher damage output, and to Greek, Sicilian and Etruscan Hoplites who have higher defenses (but are also slightly more expensive).
Slaves

## Summary

**Slaves** are a special economic brigade used to staff resource buildings, similarly to workers.

Rather than being recruited from cities, slaves are created by capturing surrendered enemy brigades or by capturing resource buildings with enemy workers already in-them, who will then be turned into slaves. If the Slave Trading skill is unlocked in the skill tree, additional slaves may be purchased in cities that have a Slave Market upgrade constructed.

## History

Slavery has existed since the dawn of civilization, already being a very well-established institution in the oldest written records. Though a select few cultures, such as the Persians, formally banned slavery, most of the civilizations of the ancient world extensively practiced it, and slaves formed a major part of the economy of the Greeks and Romans.

There was a wide variety of slavery in the ancient Mediterranean. People could become slaves due to being prisoners of war, as a punishment for crime, due to being in debt, or simply because they were born as children of other slaves. The treatment of slaves varied widely across cultures, being brutally treated in some whereas other cultures had laws in place to protect them from cruel treatment by other citizens. In some of the most lenient cultures, such as Athens, certain categories of slaves may have been very well-educated and even allowed to own property and operate their own businesses in exchange for a tax-payment to their masters, though other less fortunate slaves were still forced to work hard physical labour in poor conditions.

## Tactics

Compared to workers, slaves have the benefit of not requiring any upkeep in gold, which is important given the very large workforce needed to fully operate all the resource-producing buildings a player will have as the game progresses. Even though individual worker brigades aren't very expensive, the upkeep cost for all these workers will quickly add up over time. Subsituting normal workers with slaves can greatly boost a player's economy. The player should always be aiming to capture as many slaves as possible from defeated enemies and use them to replace earlier worker brigades, which can then be disbanded to save costs.

Ressource nodes can be staffed with 20 (40 with upgrade) workers or slaves, hence slave brigades should always be of a size that makes optimal use of worker spaces in the resource node. Slave brigades can be split using the corresponding icon in the command panel. They can be merged by selecting a brigade with the left mouse button and then clicking on a second brigade using the right mouse button.

When slaves are disbanded in one of your cities, a small percentage of them will join your cities recruits. Thus this is a viable way to increase recruits if you already have all resource buildings staffed.
Raider Skirmishers

## Summary

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

## History

Raiders represent the typical unaffiliated bandits and pirates empires encounter throughout history that prey largely on poorly defended civilian targets for wealth and resources.

## Tactics

As with other raider units, skirmishers are a poor match in direct combat with their equivalent light units in a standing army such as Etruscan Axemen, Latin Spearmen, etc. Raider skirmishers rely on speed and numbers to defeat an enemy and will try to flank heavier units to force them to rout.
Raider Skirmishers are similar to Gallic Skirmishers, but with reduced damage, defenses, and brigade size.
Scout Ship

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

## Summary

The fastest unit in the game, **Scout Ships** are cheap ships added by the Eagle King DLC to every faction. They can be constructed in any coastal camp or city without requiring the shipyard upgrade.

## History

Scout Ships represent very small and fast vessels such as the liburna or hemiolia that were used for reconnaissance, or light civilian vessels commandeered for such a purpose.

## Tactics

As the fastest unit in the game, capable of outrunning all other ships, scout ships are very useful for quickly exploring the lay of the land of coastal areas to learn the locations of resources, cities, and suitable landing sites. They are available from the start of the game, without requiring progress in the skill tree or even the construction of a shipyard.
System Requirements

**System Requirements** are as follows:

Minimum:

* OS: XP, Vista, 7, 8 and 10
* Processor: Intel Core i5 processor
* Memory: 2 GB RAM
* Graphics: 512 MB DirectX 9.0c compatible card
* DirectX: Version 9.0c
* Storage: 4 GB available space
* Sound Card: DirectX 9.0c-compatible sound card
* Additional Notes: A 64 bit operating system is required to use the map editor

Recommended:

* OS: 64 bit Windows 7, 8 or 10
* Processor: Intel Core i7 processor
* Memory: 4 GB RAM
* Graphics: 1024 MB DirectX 9.0c compatible graphics card.
* DirectX: Version 9.0c
* Storage: 4 GB available space
* Sound Card: DirectX 9.0c-compatible sound card
Raiding Ship

## Summary

Available only to Gallic and Illyric factions, **Raiding Ships** are cheap, fast vessels capable of raiding and missile support, but cannot transport any brigades.

## History

The in-game design of the Raiding Ship seems to be based on very light vessels that were originally used by Mediterranean pirates such as the lembos, an ancient Illyrian warship with a single bank of oars and no sails.

Besides being used for piracy, the Illyrians also adopted the lembos for larger-scale warfare, and it would eventually be adopted by Philip V of Macedon and soon after by the Seleucids, Rome, and even the Spartan king Nabis in his attempt to rebuild the Spartan navy.

An Illyric tribe known as the Liburni developed the lembos into the eponymous liburna, a somewhat more advanced galley that did sport a sail. The liburna would eventually become the main Roman ship in the days of the Roman Empire, replacing the earlier triremes and quinqueremes. Having already conquered the entire Mediterranean at this point, the Roman empire had little need for massive warships for cataclysmic naval battles so instead adapted its navy for scouting and securing its shipping lines against pirates, for which the lighter liburnians were much more suitable.

## Tactics

As the Gauls and Illyrians, raiding ships nicely complement your more defensive light warships, and can be used in combination with them to offer missile support while the light warships keep them safe from melee attacks.

Raiding ships can also be used independently to raid enemy fisheries and perhaps even harass enemy melee brigades that are wandering too close to the coast. Since they lack the ability to transport brigades, however, they cannot be used to launch larger naval incursions. Care should be taken to avoid enemy navies if your raiding ships aren't supported by heavier vessels. While raiding ships are faster than your own Gallic and Illyric light warships, they are not as fast as the more aggressive light warships of other faction groups.
Verona

In fair Verona, where we lay our scene, lie the Cenomani. Its tale predates them by some time, with the city perhaps being founded by the Euganei, the Arusnates, or the Raetians, and would stretch far beyond them; indeed, Verona would flourish in its position on a crossroads after being conquered by Rome in 89 BCE.