recursal/Fanatic-Fandom huggingface dataset:
Macedonian Phalangites

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

## Summary

**Macedonian Phalangites** are a very powerful infantry brigade introduced by the Eagle King DLC as a stronger version of regular Greek Phalangites. They are only available as a starting unit for certain Greek factions in the Invasion Sandbox, and can also sometimes make an appearance as a mercenary unit, but only for Greek factions. They benefit from having a very long reach in combat thanks to their long pikes, allowing them to perform much better than their stats would suggest.

## History

Phalangites were a development of the hoplites with smaller shields and extra long spears, originating in Macedonia in the 4th Century BC. Several Greek city-states began experimenting with phalangite formations of their own in the 3rd Century BC, but it is unknown if and to what extent they were adopted by any of the city-states in Magna Graecia.

## Tactics

Macedonian Phalangites are similar to normal Phalangites but have a significantly improved damage output, as well as having slightly improved charge strength, charge block, and movement speed stats.

Macedonian Phalangites are individually not the strongest infantry unit, with similar stats to basic Hoplites available from the start of the game. However, phalangites have a very powerful hidden benefit in the long reach of their attack animations, allowing soldiers that would otherwise be idly standing by to contribute damage to the enemy as well, such as those in the back rows of the formation.

In an even fight with full-strength brigades and no flanking maneuvers, this effect can be extremely powerful and allows phalangites to overcome even the strongest enemies. However, their reach bonus is of little benefit in situations where there would normally be few idle soldiers anyway, such as when the brigade is not at full strength or attacked on multiple sides. The effectiveness of phalangites is therefore very variable, and it is extra important to ensure the brigade is not outflanked.

Since Macedonian Phalangites are only available as mercenaries, it isn't possible to replenish their losses. Since the effectiveness of the phalangites' reach bonus drops off quickly if the brigade isn't at full strength, the cost-effectiveness of these mercenaries therefore drops off rather quickly when taking losses, and it may be worthwhile to just disband them if the brigade is at low strength.

Due to their low missile resistance, phalangites are also not very good at tanking missile fire or maintaining sieges, which is better left to heavier units.
CityofLocris

Epizephyrian Locris, or "The Locrians upon the West Wind", was a major Greek settlement in Magna Graecia. An early ally of Syracuse and Sparta, Locris sided with Rome during the Pyrrhic Wars and subsequently had its famous sanctuaries to Persephone and Aphrodite looted by Pyrrhus on his journey home.
Hegemony III/Section 2

Getting Started

## Getting Started

* Beginner's Guide & FAQ
* Factions & Factions List
* Faction Group Evaluation

* User Interface
* Controls & Shortcuts
* Map & Upgrades

Game Mechanics
## Game Mechanics

* Victory Conditions
* Objectives & Events
* Diplomacy
* Skills (Technology)
* Cities & Buildings
* Camps & Bridges

* Resources & Supply Lines
* Military Campaign
* Units, Officers & Stances
* Land Combat
* Naval Warfare & Naval Combat
* Siegecraft

Gameplay Modes
## Gameplay Modes

* Tutorial
* Unification Sandbox
* Invasion Sandbox

* Difficulty Setting
* Speedrun & Playstyles
* Historical Campaign

Special
## Special

* Modding & Map Editor
* Master Mod List

* Console Commands
* Achievements
Colonists

## Summary

**Colonists** are an advanced economic brigade that can be recruited after unlocking the colonization skill in the economic skill tree.

Once moved into a conquered city of a different native faction, they can be settled in that city with the "Settle Colonists" button if the colonist brigade is selected in the city's units tab. This will give a large one-time boost to the city's assimilation meter, but consume the colonist brigade in the process.

## History

The ancients would send colonies to settle in areas away from their homes for various purposes. This could be to resolve social unrest in the mother-cities, by sending troublesome segments of the population away to live elsewhere, or just reducing overpopulation in general. It could also be a means for empire-building, founding subservient colonies in strategic locations to secure access to more resources. Alternatively, colonies could be settled in existing settlements conquered from other peoples, as a means of controlling and eventually assimilating the hostile locals, as in-game.

## Tactics

Colonists can be very useful, if the player has excess recruits in one or more of his native cities and wishes to speed up the assimilation of occupied cities native to other factions. With a total cost of 100 recruits and an additional up-front cost of 200 gold aside from the normal upkeep of 30 gold per week, colonists are a bit of an investment, and should not be created if the player is having trouble keeping its military brigades at full strength.

Colonists should also be kept safe from enemy attacks at all costs, meaning an area needs to have been militarily secured before the player decides to send in colonists to further pacify those areas.

Since cities with a very low population level will assimilate rather quickly on their own after the colonization skill is unlocked, colonists should usually be reserved for higher population cities that will take a while to fully assimilate.

Assimilation converts the city's native faction to your own. This is especially useful if the city in question has a native faction that is hostile to your own, which will make the city far less productive and gives it the potential to rebel if not occupied by a sufficiently large military garrison. This may also change the brigade types that can be recruited in that city, if the city's native faction is of a different faction group. If the city's native faction is friendly to yours and has access to useful types of brigades that your own faction group lacks, it can therefore be useful to not assimilate that city so you can keep using it to recruit these brigades.

Assimilating cities is a necessary step towards achieving Cultural Hegemony, if the player cares about achieving victory conditions.
Clampetia

Clampetia (Lampetia to the Greeks) is a coastal city of the Bruttii possibly located on the Lampetes promontory, a raised piece of land near the north of the Hipponian Gulf. However, other sources describe its location similarly to the modern city of Amantea, which is not near any such promontory, creating some confusion as to its exact location.
Javelineer

Flexible light infantry that can fight reasonably well in ranged or melee combat. Their light javelins allow them to move faster than spearmen, but without shields they are much less effective at blocking charges. With their ability to quickly move around the battlefield, mounted javelineers are ideal at tipping the balance in combat with their supportive ranged attack.

This stance class type is used by ranged brigades that are also capable of somewhat holding their own in melee, including Javelineers, Axemen, Leves, Peltasts and Velites.
Gallic Noble Cavalry

## Summary

**Noble Cavalry** are a powerful cavalry brigade available to the Gallic faction group in the late game, being a dependable brigade of medium cavalry with very good charge strength.

## History

Though the early Gauls used chariots, these fell out of use in Continental Europe relatively early on (but still persisted in Celtic Britain by the time of Caesar's invasion), and there are no records of them being employed in the hilly terrain of Italy to which they aren't very well suited. The later Gauls are known for employing cavalry, and usually fielded them in much larger amounts than their Greek, Latin or Sabellic enemies.

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 Cavalry brigade.

## Tactics

Gallic Noble Cavalry are tied with Equites for having the highest charge strength of any regular brigade in the game, only beaten by the mercenary-only Thessalian Cavalry and War Elephants. They also have decent melee damage and defenses, as well as good speed. Their charge blocking is rather low, however, so players should be careful that their Noble Cavalry isn't caught off-guard. All-in-all, the Gallic Noble Cavalry are optimized for charges rather than protracted combat.

Of the non-mercenary units, only Etruscan Heavy Cavalry will perform better than Gallic Noble Cavalry in a prolonged melee with much better damage and defenses, though they are more expensive and somewhat slower. As such, Gallic Noble Cavalry are one of the best cavalry in the game, and a good asset for the Gauls in their late-game army compositions.
Objective

**Objectives** are used to give the player a goal to complete next in their game. Objectives are missions that you can complete to receive a reward. In the sandbox, objectives are randomly generated based on the settings you choose. The tutorial uses objectives to introduce the player to the gameplay mechanics and controls. In historical campaigns (such as "Pyrrhus of Epirus"), the objectives are designed to introduce gameplay mechanics and to recreate the events of a particular military campaign.

To see your objectives, press the ‘L’ key or use the little box-shaped link on the right side of the screen. Checking the box next to any objective in the log will add it to the tracker on the right side of the screen.
**Note**: The tracker is for convenience. An objective will be completed whether or not it is being tracked.

Common objective types include:

* capturing cities,
* defeating certain units,
* gathering resources,
* raiding farms, etc.

Common rewards include:

* gold,
* special units,
* generals,
* experience, etc.

In cases where the reward is a resource, it is divided up equally between all of your cities or units that can receive it. In the campaigns it is common to have the completion of one objective unlock a new objective.

All objectives are designed so that it is (usually) impossible to fail them completely. Even if your units are defeated you can always recruit new units and try again. However, in a historical campaign, failing certain objectives can actually lead to a game-over, though this is rare and usually only in the early game. An example would be the Pyrrhus campaign, if Pyrrhus is defeated before the player has captured Taras, since he doesn't yet have a home city and it counts as him "dying".

A small subset of objectives are flagged as hegemony objectives. Hegemony objectives are marked with the hegemony shield in the objective log.
AI Modding

Many of the values the **AI** uses when deciding what to do are available in globals.xnt; look below `<!- - AI constants - ->`. To edit a value in globals.xnt, create a mod and place a new globals.xnt in it, all of its information in one globals tag. You don't need to copy every value in globals, only the ones you want to change. For example, a mod that just had

```
<globals>
       <constaithresholdexpert>5</constaithresholdexpert>
</globals>

```

in its globals.xnt would do nothing but change constaithresholdexpert down to 5, which would make the ai launch attacks more frequently on expert difficulty. Some of the ai globals are inside aiconst goal types and will only apply to plans of a certain type so if you do

```
<globals>
       <aiconst goaltype="raid">
              <constfarmvalue>8</constfarmvalue>
       </aiconst>
</globals>

```

It'll increase how likely the AI is to target farms instead of other targets during raids but not affect how it behaves when trying to capture a new building or city.

Unfortunately a lot of the basic AI routines aren't very moddable right now. This includes decisions on managing its own empire (capturing resources, building upgrades, constructing camps/bridges, etc) as well as deciding what player targets to attack. This is partly because there's a ton of calculations going on that would be too slow if we ran them as scripts and also because we're continually adjusting the AI and we don't have the resources to be updating a modding interface at the same time.

When picking targets to attack the AI does do a value vs threat comparison but it also factors in a lot of other things like game difficulty, time since last attacks, faction hostility, resources of potential launching points for the attack, etc. While the AI technically knows the size and position of all of the players units, we specifically avoid factoring these into the scale of AI attacks so players aren't indirectly penalized for better defense.

All of that said, Longbow has been expanding the scripted portions of the AI significantly in Hegemony III. In 3.1 all diplomacy, AI vs AI conquests, and all city rebellions are determined by scripting that can be modded and many attacks such as those that occur after breaking/rejecting truces are triggered by scripts.
Invasion Sandbox

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

The player is tasked with leading an off-map **invasion** of Italy. He can choose his starting army composition according to a points system and his invasion location (i.e. a maritime landing site or a mountain pass). Starting with no cities and a large custom-picked army, choose an invading faction and lead your people to a new home in Italy where you may settle your tribe and become a rising power of the ancient world. **Note**: Not recommended for first time players)

* Unlike the normal sandbox, you do not begin with any cities, but instead start on the edge of the map with a large custom configured army. To begin, pick a faction logo on the map. This will determine your starting location and faction.
	+ Alalia
	+ Boii
	+ Crete
	+ Dalmatae
	+ Epirus
	+ Macedon
	+ Mamertines
	+ Senones

* Each faction has different starting units which you can configure by clicking their portaits under 'Your Army' on the left. Factions that start at sea will automatically be placed on basic transport ships, factions that invade over land will start in a mountain pass. There are a couple of special units depending on faction chosen.
	+ Cretan Archers
	+ Macedonian Phalangites
	+ Rhodian Slingers
	+ Thessalian Cavalry
	+ War Elephants

* You can configure the starting state of the game using the 'World Age' controls on the left. In the early age, cities will be smaller and less defended. In the late age, cities will have grown and weaker factions will have been conquered by stronger ones. Earlier ages are generally easier to play.

* Once you begin, you will not be able to reinforce lost units until you settle a native city either by following the objectives or conquering another faction. Additional food and units may be earned by interacting with other factions on the map.

* The mod "More Playable Invaders" adds exactly that: more starting options to the vanilla map. Please note that there are also playable invader factions in the Iberia Sandbox and in the Alternate Start Dates mod.

 Select the Invasion Scenario Select your Faction Define the World Age Compose your Army
Hostages

## Summary

Hostages can be "recruited" in hostile captured cities. When secured away from home, they can provide a cheaper alternative to preventing rebellions than garrisoning combat units.

## Tactics

When moved away and properly supplied, hostages will decrease unrest back in their home cities. Like other non-combat units, hostages will rout very quickly when attacked and they will surrender if caught. Surrendered hostages may either be executed or released.

When a hostage is killed, routed or executed, hostility will increase between their native faction and the faction that recruited them. Unlike most units, hostages do not recruit new units when members are killed, and they do not reform in their home city when defeated.
Hydrus

Hydrus, known as Hydruntum to the Latins and Otranto in modern times, is located on fertile lands considered to be the closest point in Italy to Greece, with passage taking only five hours. It would even be the site of an attempted fifty-mile bridge between Italy and Greece by King Pyrrhus of Epirus, though that project never came to pass. Tradition holds that it was founded by the Cretans, but it quickly fell into the sphere of the Iapygian Messapii.
Gela

Founded by Cretan and Rhodian colonists 45 years after Syrakousai, Gela would grow to be a major power in southern Sicily, founding the nearby colony of Akragas and conquering as far as Zancle at the farthest north point of Sicily. After conquering Syrakousai, the tyrants of Gela would eventually make that their seat of government. When one ruler of both cities, Gelon, died, this empire was split as Gela and Syrakousai both went to different brothers of his.
Kamarina

Founded in a marsh by Syrakousai in 599 BCE, Kamarina would later be destroyed by its founders before being rebuilt a century later by Olympic champion charioteer Psaumis. After an outbreak of disease, Kamarina would later drain its northern marshes in an attempt to ward off the illness despite an oracle's advice to the contrary; Carthage would take advantage of the lack of natural barriers and invade through the newly-created plains, destroying the city a second time.
Maleventum

Located 51km east of Capua long the Via Appia, Maleventum was one of the chief cities of the Samnites and didn't fall to Rome until the 3rd Samnite War. As a Roman city, it became known as Beneventum and played a major role in the Pyrrhic and Punic Wars. In 114 AD, the SPQR erected a triumphal arch in the city in honour of the Emperor Trajan.
Illyric Heavy Hoplites

## Summary

**Heavy Hoplites** are a heavy infantry brigade available to the Illyric faction group, and are the strongest infantry available to Illyric factions without progressing in the military skill tree. They are slow, defensive spearmen, with the ability to enter phalanx formation to further boost their defenses in pitched battles.

## History

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

## Tactics

Heavy Hoplites will be the main Illyric infantry brigade in the mid-game for both pitched battles as well as sieges, until they can be supplemented with the more flexible Light and Heavy Swordsmen. Even in the late-game, Illyric Heavy Hoplites can remain competitive thanks to their higher than usual melee damage, performing better than Heavy Swordsmen if the phalanx formation holds and being only slightly worse than them if it doesn't.

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.

Illyric Heavy Hoplites are one of the best heavy hoplite brigades in-game thanks to their melee damage, which is higher than that of the heavy hoplites of other groups. This allows them to defeat most other heavy hoplites in an even fight and go toe-to-toe against Greek and Sicilian Heavy Hoplites, who have higher defenses than normal. Unlike Greeks and Sicilians they do require a level 2 barracks rather than the basic version, and the Greek and Sicilian Hoplites are better in situations where melee damage doesn't matter such as during sieges.
Difficulty Setting

The **difficulty setting** controls the amount of starting resources, the aggressiveness of enemy factions, and the rate of city rebellion. You can always change the difficulty at any time from the options screen.

* novice
* normal
* expert

If this is your first time playing Hegemony you may wish to start on Novice while you learn the mechanics.

The player can also control the amount of ressources that are generated:

* recruitment rate
* population growth
* skill research

However, these setting effect all factions and not only the player faction.

Another major contributor to difficulty is the Starting Position (being relatively isolated with few neighbours *or* having to fight on multiple fronts).

More experienced players may also want to increase difficulty by activating one or more of the various  AI mods.
Greek Peltasts

## Summary

**Peltasts** are flexible missile skirmishers available to the Greek faction group from the start of the game, capable of providing good missile support while also being able to hold their own in melee engagements against light units.

## History

Peltasts were a type of light infantry originating among the Thracians and Paeonians of the southeastern Balkan Peninsula. This style of warfare spread to the Greeks starting from the 5th Century BC as they began incorporating amounts of flexible light infantry to supplement their hoplite phalanxes. Peltasts were originally recruited as mercenaries from the Thracians, but the Greeks later started to field their own light infantry that were equipped in this manner.

## Tactics

Peltasts are excellent early game units with a very strong ranged attack, capable of operating independently and easily defeating other early game units with a bit of micromanagement. As heavy infantry becomes prevalent, peltasts are well-suited to provide supporting fire for hoplites. In a pinch, their melee stats are good enough for them to act as light spearmen, which can be useful in pitched battles to temporarily plug holes in the battleline and prevent flanking.

Peltasts are some of the strongest ranged units in-game. Only archers and Latin and Sabellic late-game infantry deal higher missile damage, though the Latin and Sabellic infantry have less range while archers have far greater range but are far less capable in melee combat. Peltasts have the additional benefit of being available from the earliest stages of the game, not requiring any building upgrades or progression in the military skill tree.

Greek Peltasts are, however, outclassed by Illyric Peltasts, which have greater speed and damage but are slightly more expensive in gold. Gallic Javelineers are similar but notably weaker, but require less recruits per unit. Latin Velites and Sabellic Javelineers are similar to Peltasts as well, but require progression in the military skill tree before they are available.
Etruscan Light Cavalry

## Summary

**Light Cavalry** are the earlier type of cavalry available to the Etruscan faction group, being a dependable brigade of fast and offensive medium cavalry.

## History

Little is known of Etruscan cavalry. Chariots have been found in Etruscan tombs, but it is unknown if they were actually used in a combat role or were purely ceremonial, since Italy's hilly terrain is unsuited for chariot warfare. A brief description by the historian Dionysios of the Battle of Cumae in 524 BC states that the Etruscan cavalry and infantry were intermingled, suggesting that the cavalry was proficient in melee combat and relatively well-armoured.

## Tactics

Etruscan Light Cavalry are heavier than their name suggests, with comparable (but more offensively-oriented) stats to Sabellic Noble Cavalry and Latin Equites while being cheaper and having a slightly larger brigade size, though Equites have the benefit of a much higher charge strength. Despite the similarity in name, Gallic Light Cavalry have significantly different stats, being much weaker individually but much more numerous.

As such, Etruscan Light Cavalry are arguably the most cost-effective cavalry in the early-game, though the high charge strength of the Equites is very useful as well. The more expensive Etruscan Heavy Cavalry and Gallic Noble Cavalry will outclass them in the late-game, though they can't move quite as quickly as the Etruscan Light Cavalry.
Latin Velites

## Summary

**Velites** are flexible javelineers available to the Latin faction group in the mid-late game, capable of providing good missile support while also being able to hold their own in melee engagements against light units.

## History

The Romans adopted the Velites as their main light infantry skirmishers in the 3rd Century BC, replacing the earlier Leves, Rorarii and Accensi. They were equipped with light javelins, short swords and small shields and had the same combat role as the earlier Leves, being deployed ahead of the main battlelines to harass the enemy in irregular combat before retreating behind the Hastati as the latter closed in to engage the enemy in earnest.

## Tactics

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

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

Curtun, known to the Romans as Corito and nowadays called Cortona, is one of the twelve cities of the Etruscan dodecapoli. Described by Italian writers during the Renaissance as having been founded by one of Noah's sons 273 years after the Flood, modern historians instead theorize it was founded by the Umbrians before being conquered and grown into a major city by the Etruscans.
Music Modding

**Music** files need to be in .ogg format. Be careful not to upload copyrighted music or it may get taken down. You'll want to give your mod a copy of Resources/Sounds/composer.xnt, which tells the game when to play music and is somewhat complicated to understand.

composer.xnt est omnis divisa in partes tres:

1. <composition> definitions. There is one for each intensity the game may call for, depending on how much action is happening at the time. Each of their subparts also check the intensity of the themes, percussions, or fills being played; it is possible to play high intensity sounds in low intensity compositions, if you want.

 "**numthemelayers**" is used to figure out how many <theme> parts of sections should be playing at a given time; an example is `<numthemelayers intensity="Low">20 20 10</numthemelayers>`, which says there is a 20 chance of zero low-intensity theme layers, a 20 chance of one, a 10 chance of two playing at once, and a 0 chance of more. These chances are weights; it doesn't matter what they add up to, only how they are relative to eachother, so something with a chance of 20 is equally likely to happen as another 20-chance thing, and twice as likely to happen as a 10-chance thing. If you only want one theme to be playing at a time, you'll usually want `<numthemelayers intensity="Low">0 10</numthemelayers>`, which will guarantee one low-intensity track will play at a time.

 "**numpercussionlayers**" operates much the same way, but for percussion layers instead of theme ones. If your percussion layers are part of the same music file as your theme ones, you don't need it this part of <composition> and should probably just skip having them altogether.

 "**filltiming**" is how frequently parts from <universal> get played; `<filltiming intensity="Low">16 128</filltiming>` means that low intensity fills will be played every 16 to 128 seconds.
2. <universal> is used for filler noises that play every once in a while. They are sorted into the appropriate intensities and have a filepath and a duration saying how long they last in milliseconds.
3. <section> definitions. The sections are collections of sound files that get called on by the composer; when the composer asks for one or two themes, it picks a section then chooses themes from that section and that section only. Each section includes a looplength, which tells the composer how long in milliseconds to stay in that section, and a collection of themes and percussions, all of which have filepaths, durations, and weights influencing the odds of that particular theme getting picked after that section has.

It's a bit complicated and largely built to use multiple sound layers at once, but since I assume you only want to play a single file at a time, you don't need to know the whole thing, just have the composition have all its numthemelayers set to 0 1 and it'll only pull one file from the section at a time.
Greek Phalangites

## Summary

**Phalangites** are a late-game infantry brigade available to the Greek faction group. They are defensive spearmen with the ability to enter phalanx formation to further boost their defenses in pitched battles. They benefit from having a very long reach in combat thanks to their long pikes, allowing them to perform much better than their stats would suggest.

## History

Phalangites were a development of the hoplites with smaller shields and extra long spears, originating in Macedonia in the 4th Century BC. Several Greek city-states began experimenting with phalangite formations of their own in the 3rd Century BC, but it is unknown if and to what extent they were adopted by any of the city-states in Magna Graecia.

## Tactics

Phalangites are individually rather weak for a late-game infantry unit, with lower stats but a higher cost than the basic Greek Hoplites available from the start of the game. However, phalangites have a very powerful hidden benefit in the long reach of their attack animations, allowing soldiers that would otherwise be idly standing by to contribute damage to the enemy as well, such as those in the back rows of the formation.

In an even fight with full-strength brigades and no flanking maneuvers, this effect can be extremely powerful and allows phalangites to overcome statistically much stronger brigades such as Heavy Hoplites. However, their reach bonus is of little benefit in situations where there would normally be few idle soldiers anyway, such as when the brigade is not at full strength or attacked on multiple sides. The effectiveness of phalangites is therefore very variable, and it is extra important to ensure the brigade is at full strength and not outflanked.

Due to their low missile resistance, phalangites are also not very good at tanking missile fire or maintaining sieges, which is better left to hoplites and hypaspists.
Anagnia

Anagnia is the most important city and spiritual centre of the Hernici, a Marsic tribe whose name meant "Those who live on the stony hills". It is thought to have been a confederation of smaller villages around a hill that traded with the Etruscans and the Greeks. They would remain a loyal ally of Rome until the Romans forcibly dissolved and annexed them.
Illyric Slingers

## Summary

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

## History

Though details are lacking, the Illyrians were sometimes noted for deploying large amounts of slingers that operated in tandem with their javelin-armed peltasts, such as at the Siege of Pelium.

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 Illyric faction group available from the start of the game. They are of a much lower quality than the Illyric Peltasts which are also available from the start of the game, but are significantly cheaper in terms of both gold and recruits and have a slightly longer range. Nonetheless, the Peltasts' much, much higher missile damage, improved defenses and capacity for melee combat make them a preferable choice to slingers in most situations.

Slingers are, however, very useful as city garrisons thanks to their low gold cost and requiring less recruits per unit than the similarly cheap spearmen and skirmishers.

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.
Castiglione

Many Italian cities have been named Castiglione, but the site of Castiglione di Paludi is one of the oldest, having been settled since at least the ninth century BCE. It is thought to have been founded by the Greeks of Thurii, possibly even serving as the headquarters for an alliance of much of Magna Graecia versus the Lucani and Syracuse, before eventually becoming a major centre of the Bruttii and later being abandoned.
Etruria (Faction)

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

The Etruria faction is a non-playable faction that only appears in the Pyrrhus Campaign of the Eagle King DLC, combining the territories normally owned by Veii, Velathri and Clevsin into a unified faction.

However, 5 of their southeastern native cities (Velch, Cisra, Tarchna, Velzna and Perusia) start off as controlled by the Roman Republic faction, and the city of Veii has even been assimilated entirely.

The faction features in the optional 'Rasenna Rising' objective, in which the player is tasked with liberating Velch, Cisra, Tarchna & Velzna from Roman overlordship in return for some free Etruscan brigades.

The faction reuses the logo and attributes of the Veii faction.

### In-game Description

"The Etruscan civilization is a major cultural group centred around modern Tuscany. They were nominally united under a council of twelve cities, but in practice most Etruscan cities conducted their own affairs, allowing Rome to swallow them bit by bit over the centuries."
Metapontum

Final resting place of the philosopher and mathematician Pythagoras, Metapontum was a major city in Magna Graecia possibly founded by the hero of Troy responsible for building the wooden horse. Metapontum provided Athens with a small auxilliary force during the Peloponnesian war and became a major outpost for Hannibal during the second Punic War.
Flagship

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

## Summary

The **Flagship** is the most advanced and most expensive warship in the game, capable of bombardment at long range. It is available to all faction groups except the Gauls and Illyrians.

## History

After the invention of the quinquereme around 400 BC, with 5 files of oarsmen on each side of the ship, it didn't take long for even larger polyremes to be constructed. Hexaremes (with 6 files of oarsmen) were invented in Syrakousai in the early-mid 4th Century BC. Septiremes (with 7 files) were likely first commissioned by Alexander the Great of Macedon in the 330s BC, while the octeres (8 files), enneres (9) and deceres (10) all made their first appearances in the late 4th Century BC as well.

They could require many hundreds of rowers, sometimes even more than a thousand, and could additionally carry hundreds of combatants and several ballista catapults. These ships were often used as flagships or command vessels, carrying the fleet's commanding officers.

These larger warships were notably more common in the eastern Mediterranean, in the navies of Macedon, the Seleucid Empire and Ptolemaic Egypt, than they were further west. Though the deceres seems to be the largest ship type used for battle, the Macedonians and Egyptians are known to have experimented with even larger vessels. These huge ships were probably too unwieldy to be used in practice, and may have only been built for prestige purposes. The largest known type is a 130-meter long tessarakonteres (40), constructed in Egypt in the 3rd Century BC that required no less than 4000 oarsmen.

Note that the number in the ship's name did not refer to the amount of oars, but rather the amount of rowers. For practical reasons, it is likely that most or all of these ships used 2 or 3 rows of oars similar to biremes and triremes, but with long and powerful oars that each required several oarsmen. Hexaremes, for example, likely had 3 rows of oars per side just like a trireme, but with each oar being manned by 2 oarsmen for a total of 6 files of rowers per side.

## Tactics

Flagships require a further progression in the naval skill tree than any other ship type in the game, aside from Large Transport Ships.

Despite being much more expensive, flagships are actually identical in melee combat (ramming or boarding) to Heavy Warships. Instead, flagships have a drastically increased missile range and better missile damage. Flagships are therefore best used to provide powerful missile support from afar, as it is more cost-effective to use the cheaper heavy warships for ramming and boarding.

The very long range of flagships also makes them viable for bombarding enemy land units that are near to the shore, or for attacking coastal cities.
Longbow Games

**Longbow Games** is an independent game developer based in Toronto, Canada and was founded in 1998 by the late Seumas McNally creator of DX-Ball 2 and Tread Marks. Most recently, Longbow has been working on the Hegemony series of historical wargames including Hegemony: Philip of Macedon (2010), Hegemony Gold: Wars of Ancient Greece (2011), Hegemony Rome: The Rise of Caesar (2014), and the latest title *Hegemony III: Clash of the Ancients* (2015).

## External links

* Official site
* Longbow Games on Facebook
* Longbow Games on Twitter
* Longbow Games on YouTube

## Whereabouts

These are the results from an intenet research (LinkedIn, Facebook) regarding the original H3:CotA team in early 2022. Of course these sources are not neccessarily current, but it's the best info there is.

* Rob McConnell: since 2019 part-time instructor at a college, president at Longbow
* Rick Yorgason: seems to have left Longbow in 2017/2018, now at Yukonstruct Society
* Britt-Lise Newstead: left Longbow in 2015, now at Ubisoft
* Clarissa Walker: left Longbow in 2016, now at Sahara Games
* Christopher Palfreyman: current status unclear, seems to have left Longbow in 2018
* Blake Withers: left Longbow in 2018, now at Dark Slope Studios
* Rosemary Cheetham: left Longow in 2015, now at Roundbird pottery studio

* Jim McNally: no current info
* Wendy McNally: no current info
* Philippe McNally: has left Longbow in 2014

So to sum up, from the original team we can only be sure that Rob was still active up to April 2021. A few of the old devs seem to have been self-employed until summer 2021 and then chose a full-time job at an established company.
Modding Tools

The tools you'd need to make a mod depend on what you want to mod.

## Image Editor

If you want to edit image files, you'll need something capable of editing .tga or .png files (GIMP, Photoshop or even Paint will do).

## Text Editor

If you want to edit or add game data, you'll need a plain text editor (like Notepad or Notepad++, but NOT Microsoft Word or other formatted text editors).

## StringWrangler

If you want to edit or add game strings (usually necessary when adding new objects to the game, can also be helpful to give your mod a title and description), you'll need StringWrangler, a Longbow-developed tool downloadable from https://www.longbowgames.com/downloads/StringWrangler.zip.

## FiatXML

To overwrite the .fi files used in the default sandboxes, you'll need https://pub.longbowgames.com/misc/FiatXML.zip to decompress them into hand-editable formats or compress XML files into .FI files. (be sure to use Tools->Re-Indent when exporting to .xml and the two other tools when exporting to .FI). Note that this is only necessary to change existing sandboxes, as new ones can be left in .xml format.

## Longbow Resources

Various resources (xnt-files, example mods, etc.) may be found at Longbow's Google Drive

## 3D-Maps

A file with the HGT file extension is a Shuttle Radar Topography Mission (SRTM) Data file. HGT files contain digital elevation models, which are 3D pictures of a surface, usually a planet, obtained during the Shuttle Radar Topography Mission (SRTM) by NASA and the National Geospatial-Intelligence Agency (NGA). Used here, "HGT" is just an abbreviation for "height." The file is normally named with the longitude and latitude that the image pertains to, within one degree. For example, the file N33W177.hgt would indicate that it includes data for latitudes 33 to 34 North and longitudes 177 to 178 West.

To get the highest quality files, go to the EarthExplorer -site.

1. You will see a map. Click and drag the mouse to pan the map, use mouse wheel or +/- buttons in the top right to zoom.

2. You need to select the area on this map that you want data from. To do this, click on the map to set waypoints and you will automatically see a red area appear between these waypoints. Do this until the red area covers the entire area that you want to download .hgt data for.

3. Then in the left bar click on "data sets" once the area is selected. In the next screen on the left side select Digital Elevation>SRTM>SRTM 1 Arc-Second Global. Click 'Results'

4. On the next screen you will get a list of the files you need. You need to press the rightmost button by each file to download them. This button will be greyed out unless you create an account and log in on this site.
Ariminum

Ariminum is the name of a Roman colony that would later be founded in Umbria; prior to their settlement in 268 BCE, the area was controlled by the Senones, who are believed to have overrun a major Umbrian city at this location whose name is lost to history. The Roman colony's name comes from the nearby Ariminus river.
Etruscan Spearmen

## Summary

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

## 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. Spearmen represent basic lightly armoured warriors that usually used more defensive tactics to hold together a battleline, rather than charge the enemy in a skirmishing action.

## Tactics

Spearmen are one of the first brigades available to the Etruscans, alongside Axemen. Axemen have more offensively oriented but roughly equivalent stats for melee combat, with the additional benefit of also having a ranged attack. However, Axemen have a smaller brigade size and require more recruits per unit, making Spearmen more cost-effective for providing the bulk of your melee battleline, before they can be replaced in this function by Hoplites. Spearmen are also viable as city garrisons to defend the walls and maintain public order thanks to their relatively low cost.

Etruscan Spearmen have a higher defense than other early-game spearmen brigades, making them slightly stronger than Greek, Latin and Sabellic Spearmen. Only Illyric Spearmen can gain an advantage against their Etruscan equivalent, thanks to their higher attack, and Gallic and Illyric Skirmishers will do well against them as well. Etruscan Spearmen are also slightly more expensive in gold than the early-game melee brigades of other factions.
Catapult

## Summary

**Catapults** are an artillery brigade available to the Greek faction group in the late game. They are the only artillery in-game, being a special ranged brigade that costs wood rather than recruits and can be created in camps as well as cities.

## History

Early ballista-style catapults such as the Oxybeles were first developed by the Greeks of Italy, with the first real examples perhaps being developed in Syrakousai around 400 BC. They would quickly spread across the Greek world from there. Siege engines were still in their infancy, however, and the Greeks and Romans would continue to develop better types of catapults over the course of the next few centuries.

## Tactics

Catapults have a relatively low missile damage output as a brigade (though a very high damage per individual unit), a very slow movement speed and no capacity for melee combat, making it seem hard to justify their high gold cost and long time to recruit.

Their true advantage lies in the fact that they cost wood rather than recruits to create, and can even be created in camps as opposed to only in cities. This allows the player to add additional missile support to their armies on the fly, so long as the army's current camp has supply lines providing it with wood.