recursal/Fanatic-Fandom huggingface dataset:
Illyric

The **Illyric** faction group is located along the Adriatic Sea in the eastern parts of the map, more specifically the regions of Iapygia, Venetia and Histria.

## Overview

The Illyric factions use a brigade roster that combines elements of the Gallic and Greek faction groups, being able to field both Hoplites and Skirmishers, as well as Swordsmen in the late game. Their melee brigades are very pronounced in their offensive stat balance, often sacrificing defense for higher melee damage when compared to the equivalent units of other faction groups. The Illyrians can support their great variety of infantry options with flexible and powerful peltasts and mounted javelineers.

## Factions

* Dauni
* Histri
* Messapii
* Peuceti
* Veneti
* Dalmatae (Invasion Sandbox of The Eagle King DLC)

## Units

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

## History

Most of the Illyric factions in-game were not historically Illyric proper. The Veneti and quite possibly the Histri as well were likely originally more closely related to the Sabellics and Latins, but did receive cultural influence from the Illyrians and, later, the Gauls. The Messapii, Peuceti and Dauni (collectively known as the Iapygians) were also distinct, but may have been close cousins of the Illyrians who migrated across the Adriatic Sea in the early 1st Millennium BC. The Veneti and Iapygians were presumably given the Illyric roster since not enough specific details are known to draft unique faction groups for them.

Notable sword designs of the Illyrians included the curved sica, which features on the in-game model of Illyric Skirmishers.

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. In addition, the Illyrians were renowned for their skill at guerilla warfare and piracy, explaining the inclusion of peltasts and more offensive melee options alongside the defensive hoplites.

Exact details about their army compositions are 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.

Very little is known about Illyric cavalry, in which they were probably lacking. As a result, the developers saw fit to only give them mounted javelineers as a basic cavalry support option.
Magna Graecia

Magna Graecia is a string of Greek city states in southern Italy and Sicily that were establlished by Greek colonists.

The settlers who began arriving in the 8th century BC brought with them their Hellenic civilization which left a lasting imprint on Italy such as in the culture of ancient Rome. The area gradually fell under Roman overlordship during the late 4th and 3rd Centuries BC.

### Regions

* Sicily
* Bruttium
* Lucania
* Iapygia
* Campania
Gallic Spearmen

## Summary

**Spearmen** are a light infantry brigade available to the Gallic faction group a little later in the game. They offer a less cost-effective but more defensive alternative to Gallic Skirmishers, which can be useful in certain specific situations such as sieges.

## History

Originally, Gallic warfare seems to have centered around small amounts of wealthy warriors that were equipped as swordsmen. Later on, an increasing population would lead the Gallic armies to swell their ranks with larger amounts of commoners armed as spearmen or missile troops.

## Tactics

Spearmen have comparable but more defensive stats compared to Gallic Skirmishers, but are significantly more expensive in both gold and recruits. As such, spearmen are much less cost-effective in most battlefield roles and don't justify their higher cost and barracks requirement in most situations. However, they can prove useful in specific situations where units need to tank missile fire for extended periods of time, such as during sieges. Players will likely not find it useful to field large amounts of these troops, however, as Skirmishers are more cost-effective and the later Naked Skirmishers and Noble Swordsmen have comparable or superior defenses while being better overall.

Gallic Spearmen, despite requiring a barracks and not being available in the earliest stages of the game, have comparable stats to the early-game spearmen of other faction groups, though with a larger brigade size but also a higher cost, offering a similar degree of cost-effectiveness. The fact that Gallic factions can't recruit this brigade immediately but instead need to grow their cities and invest resources into the barracks upgrade first, is therefore a disadvantage of the Gallic faction group, although the very good Gallic Skirmishers are more useful in most situations anyway.
Greek Heavy Hoplites

## Summary

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

## History

The Greeks were historically the first to fight in hoplite fashion, starting in the 7th Century BC at the latest, with the Etruscans and Latins probably adopting the fighting style over the course of the following century. The Greeks continued to improve the hoplite panoply such as with the development of the muscle cuirass in the early 5th Century BC, which features prominently on the Heavy Hoplite model in-game.

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

## Tactics

For the Greeks, Heavy Hoplites will be one of the main infantry brigades in the mid-game for both pitched battles as well as sieges, but can eventually be supplemented and replaced with Hypaspists and, later, Phalangites. Even in the late-game, Heavy Hoplites can be useful to keep around for certain purposes such as sieging, due to their slightly higher missile resistance than Hypaspists.

For the Sicilians, who lack Hypaspists, Heavy Hoplites are the heaviest infantry type available. They can be supplemented with the more flexible Light and Heavy Pilum Swordsmen later on, but the Greek type of Heavy Hoplites are stronger than either as long as their phalanx formation holds.

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.

Greek/Sicilian Heavy Hoplites are one of the best heavy hoplite brigades in-game thanks to their defenses, which are 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 Illyric Heavy Hoplites, who have higher attack than normal. Greeks and Sicilians also have slightly earlier access to heavy hoplites, only requiring a basic barracks to recruit them whereas other faction groups require its level 2 upgrade.

Greek Heavy Hoplites have one of the highest defenses in the game, tied with Hypaspists and Etruscan Heavy Swordsmen and only exceeded by Triarii and War Elephants. Heavy Swordsmen and Triarii do not have access to the phalanx formation though, which allows Hypaspists and Heavy Hoplites to further raise their defenses and exceed those of the Triarii.
Gallic Light Cavalry

## Summary

**Light Cavalry** are the earlier type of cavalry available to the Gallic faction group, being a brigade of weak but cheap and numerous cavalry.

## 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.

## Tactics

Gallic Light Cavalry are, individually, the weakest cavalry in the game, having even weaker melee stats than Mounted Javelineers. However, they have a much higher brigade size than other cavalry while also being cheaper and very fast to move.

As such, Gallic Light Cavalry excel in their quantity rather than quality, and can still be used in larger amounts to provide capable cavalry support for Gallic armies in the early- and mid-game and swarm the enemy's flanks, though they shouldn't be risked against heavier units.
Cretan Archers

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

## Summary

**Cretan Archers** are powerful missile infantry only normally available to the Crete faction, though they can sometimes make an appearance as mercenaries for other factions.

## History

Crete was historically quite isolated from the rest of the Greek world, and developed a somewhat different military tradition as a result. Cretan archers, unlike those of much of Europe, were known to use more powerful composite bows rather than basic designs. As such, Cretan archers were some of the finest missile troops in Europe and the Mediterranean.

The economic weakness and lack of political cohesion in Classical-era Crete meant that many Cretan warriors sought their fortunes abroad, as pirates or mercenaries. As such, they were very popular among the Romans and other Greeks, who largely lacked skilled missile troops of their own and used Cretan archers to supplement their armies in that regard.

## Tactics

Cretan Archers are arguably the best missile brigade in the game, with an even higher damage output than Gallic or Etruscan archers, though Gallic archers have a slightly longer range. Like all archers, they are fragile and should be kept safe from enemy attacks. They have the additional benefit of not requiring a target range upgrade, thus making them immediately available in assimilated cities when playing as the Crete faction.

Cretan Archers aren't normally available to other Greek factions, though factions of all faction groups can sometimes roll them as available mercenaries, in which case they can be very useful to make up for the lack of long-ranged archers that most factions have.
Illyric Peltasts

## Summary

**Peltasts** are flexible missile skirmishers available to the Illyric 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, which spread to the Greeks starting from the 5th Century BC. The Illyrians, being related to the Thracians and Paeonians and culturally influenced by the Greeks, were renowned for their skill at guerilla warfare and piracy and likely employed very similar units.

## 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 and, later, swordsmen. 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.

Illyric 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. Illyric 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.

Illyric Peltasts have greater speed and damage than Greek Peltasts, but are also 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. As such, Illyric Peltasts are arguably the best among this type of flexible heavy javelineer unit, and are a notable strength of the Illyric faction group.
Illyric Spearmen

## Summary

**Spearmen** are one of two basic melee infantry brigades available to the Illyric faction group from the start of the game, alongside Illyric Skirmishers. They are cheap, with defensively-oriented stats.

## History

Spearmen represent basic lightly armoured warriors that use more defensive tactics to hold together a battleline, rather than charge the enemy in a skirmishing action. Their in-game model is notably equipped with the so-called Illyrian type helmet, originally an early Greek helmet design that spread around the Mediterranean and became especially popular with the Illyrians.

## Tactics

Spearmen and Skirmishers are the first melee brigades available to Illyric factions. Spearmen are the more defensive of the two, with higher defenses and charge blocking but lower melee damage and charge strength. The two brigades are otherwise similar in cost and effectiveness and the player may choose whichever best fits their playstyle, or use a combination of the two.

Players will likely want to replace their spearmen with hoplites as the game progresses, with skirmishers being better suited for a flanking role than spearmen if the player wants to include additional light infantry for such a purpose. Their low cost makes spearmen (and skirmishers) still very viable as city garrisons to defend the walls and maintain public order even in the late game.

Illyric Spearmen have the highest damage output of any basic spearmen brigade, and are arguably the most cost-effective of the lot, though Etruscans have slightly better defenses but at a higher cost. Only Gallic Skirmishers are a more cost-effective early melee brigade, thanks to their larger brigade size and much lower required recruits per unit.
Misa

The river Misa would be settled by the Senone Gauls in the 4th century BCE after crossing the Alps and Migrating into Italy. Soon after setting up their capital in what would be renamed Senigallia and taking control of the nearby region, the Senones would march into Etruria and Latium, sacking Rome. Centuries later Rome would establish the colony of Sena Gallica on this site.
Greek Mounted Javelineers

## Summary

**Mounted Javelineers** are the only cavalry available to the Greek and Sicilian faction groups. They are a brigade of ranged cavalry, available early in the game.

## 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 light 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. Taras, however, was notable for having a prominent force of light javelin-armed cavalry developed for harrasment at range rather than close-quarters combat. This style of cavalry seems to have spread among the other Greeks and is likely the basis for the Mounted Javelineers brigade in-game.

## Tactics

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

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

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

**Livestock Farms** raise sheep, goats, cattle or pigs to produce food and a some gold. Production is constant throughout the year, but because of the lengthy time it takes to raise the animals they take the most time to recover from raids. Livestock farms produce less food per worker than grain farms, but production is more consistent throughout the year.

Resource Production
 Food (Spring)
 Food (Summer)
 Food (Autumn)
 Gold (Year-round)
Morale

**Morale** is a measure of how content a unit or city is with your leadership as well as its willingness to follow your orders. It is just as important to maintain morale as it is to improve other stats - most battles and sieges end when morale runs out rather than when one side is destroyed.

High morale, 100% or greater, means your units or cities are operating to the best of their abilities. As morale drops due to increased hostility, enemy actions, or a lack of resources, the target's performance will diminish.

### City Morale

A city's morale is a measure of how content its civilian residents are with their leadership. Morale is determined by:

* Hostility between the native and controlling factions
* Local garrison and territory force
* Tax, recruitment and food consumption rates
* Food supply
* Hostages recruited in the city and moved elsewhere
* Upgrades, and generals, and other bonuses

### Unit Morale

Morale determines how long a unit will fight before they drop their weapons and rout. Units with no morale cannot be ordered into combat. Unit morale is influenced by many factors, including:

* Running out of food
* Killing a member of an enemy unit, or having a member of their unit killed
* Being flanked in combat
* Insufficient pay because their faction's expenses exceed their income
* Stances, generals and officers
* Hostility between the unit's native and controlling factions

A unit's morale will recover automatically if they are moved into a city or camp, or when the cause of the morale loss is fixed.
Gallic Naked Skirmishers

## Summary

**Naked Skirmishers** are a brigade of melee infantry available to the Gallic faction group, and are the strongest infantry available to Gallic factions without progressing in the military skill tree. They are fast infantry, with a very offensive stat-balance.

## History

Some Gallic tribes, such as the Gaesatae, are known to have fought entirely naked. Though this was in reality a tradition common to specific tribes, rather than a distinct military brigade. In-game, the naked skirmishers seem to serve as a stand-in for the most elite warriors of the Gallic tribes, before a time when heavier armour such as chainmail started to spread among the Gauls.

## Tactics

Naked Skirmishers are significantly stronger than regular skirmishers, especially in melee damage and charge strength. They are, however, significantly more expensive in both gold and recruits. It would therefore be a waste of resources to use Naked Skirmishers in situations where their charge strength and melee damage isn't used, such as when besieging walls or otherwise enduring missile fire. Their low charge blocking and mediocre defenses also make them very vulnerable to charges from cavalry or heavy infantry, so it may be better to pin the enemy's strongest units with other melee brigades first, before sending in the Naked Skirmishers.

In a protracted melee, Gallic Naked Skirmishers are roughly equivalent in strength and gold cost to most regular hoplites (albeit with a much more aggressive stat balance), and may gain an advantage if the hoplites' phalanx formation doesn't hold. Naked Skirmishers aren't available until a little bit later on, however, as they require a level 2 barracks in order to be recruited. The Gauls don't get access to defensively strong melee units at all until the late game, which is one of the faction group's main weaknesses.
How to play guide for Default Loadout

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

This page will serve as a basic **how to play guide for *Ascent: Infinite Realm***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
Golasecca

Golasecca is the centre and namesake of a major pre-Celtic Italian culture, perhaps the last surviving European Bronze Age Urnfield culture, which is thought to have survived in a distinct form into the 4th century. The long Celticization rather than sudden replacement point to a peaceful integration with the Insubres, who may have at least partly come from the Golasecca culture themselves.
Warhammer

**Warhammer** is a primary weapon of the Warlord.

## Background

The hammer wielded by a Warlord stands at almost two-thirds of his own height, with a massive head that is two to three times the size of his own. Some Warlords, however, do not wield hammers, preferring maces or axes instead, depending on style and preference.
Weapons are typically crafted of iron, though this is not necessary, as some have been made from bone or other sturdy materials.

## Properties

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

The seven hills of Rome show signs of human settlement for about 10 000 years, but the city proper is held to have been founded when Romulus organized it into a single city centred around the Palatinate hill over the protestations of his twin Remus who preferred the Aventine Hill. Built near the only near ford of the Tiber river, nestled between defensive hills, and surrounded by resources, the city sits in a strong position capable of dominating a vast area.
Brentesion

Brentesion (modern Brindisi, known to the Romans as Brundisium) is an originally Greek port city with hints of Mycenaean and Corinthian rule in the past, now under control of the Iapygian Messapii. It is a major port with connections throughout the Adriatic and Aegean, keeping the Messapii connected to the wider world.
Latin Principes

## Summary

**Principes** are powerful and flexible late-game swordsmen available to the Latin faction group, capable of melee combat as well as hard-hitting short range missile attacks.

## History

The Principes formed the second Roman battleline after their military reforms of the 4th Century BC, being deployed behind the Hastati and ahead of the Triarii. They used similar equipment and tactics to the Hastati, but were wealthier (and therefore able to afford heavier armour) and/or more experienced, and would relieve the Hastati in combat if the latter failed to break the enemy.

The Principes were originally equipped as spearmen with large scutum shields, but then transitioned to a more flexible combination of short swords and javelins (as how they are depicted in-game), possibly inspired by the style of warfare used by the Samnites which Rome warred against in the later 4th Century BC.

## Tactics

With a group missile damage of 2000, the Principes have the highest missile damage in the game alongside the equivalent Sabellic Heavy Pilum Swordsmen, but only have a very short missile range of 4. They also have the highest melee damage in the Latin roster and good defenses. Principes 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) Sabellic Heavy Pilum Swordsmen, Principes have reduced charge block and charge strength stats but are slightly easier to access, requiring only a basic Barracks rather than its level 2 variant. Late-game heavy swordsmen brigades of other faction groups are to various degrees cheaper and superior in melee combat, but lack a ranged attack.
Comum

Comum is a settlement of the gallic tribe Orobii located in the hills southwest of modern Como. After subjugation to the Romans, Julius Caesar would drain the swamps then filling its modern location at the south coast of the lake and move the city there, renaming it Novum Comum and establishing it in the Roman style of perpendicular streets.
Ateste

Ateste, named after a river that later changed course and thus stopped touching the city, is a major Venetic city that was once the capital of a distinct culture. This "Este culture" (named after the modern city found at Ateste) was later subsumed into the Veneti, but their capital would continue to be a thriving city and source of recruits until the early Roman Imperial era.
Large Transport Ship

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

## Summary

The **Large Transport Ship** is an advanced ship type introduced by the Eagle King DLC, available to all faction groups. It is a very slow ship without a capacity for melee combat, but it can carry 2 brigades while most warships can carry just 1, and is much sturdier than basic Small Transport Ships.

## History

Double-hulled polyremes such as how the large transport ship is depicted in-game are speculated to have existed in some of the largest ancient navies, and may have been used as prestige vessels, being too unwieldy for use in battle.

One famous example of a ship suspected to have been double-hulled is the tessarakonteres, a massive ship constructed in Egypt in the 3rd Century BC with 40 files of oarsmen on each side of the ship and no less than 4000 oarsmen in total.

## Tactics

Large Transport Ships are considerably more expensive and slightly slower than Small Transport Ships, while also not being available until much later in the game and carrying the same amount of troops and food.

However, they have significantly stronger defenses, giving them a much better fighting chance if the player is unable to prevent enemy ships from ramming them and engaging them in melee. As such, large transport ships offer much better security for the troops it transports, and can be a wise investment if the player is planning to move a naval invasion force through contested waters.
Illyric Heavy Swordsmen

## Summary

**Heavy Swordsmen** are powerful and late-game swordsmen available to the Illyric faction group, being faster than heavy hoplites but unable to enter phalanx formation to further boost their defenses.

## History

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

## Tactics

Heavy Swordsmen have better defenses than Light Swordsmen, but do not actually deal greater damage aside from having a more powerful charge strength and are significantly costlier. Illyric Heavy Hoplites are more expensive and have a slightly lower base defense, but will still outperform Heavy Swordsmen in a protracted melee if their phalanx formation and the corresponding +50% defensive buff holds. As such, Heavy Swordsmen do not necessarily make Heavy Hoplites completely obsolete in the Illyric army composition, and the two can be used in combination with one another with the swordsmen supporting the hoplite formations.

Against weaker Heavy Hoplite types, such as those of the Latins or Sabellians, Heavy Swordsmen can be evenly matched even if the hoplite phalanx holds, and are superior to regular non-heavy hoplites in any scenario.

Compared to other late-game heavy swordsmen, Illyric Heavy Swordsmen are cheaper and than Principes and Sabellic Heavy Pilum Swordsmen, but lack a ranged attack. They are not as strong as Etruscan Heavy Swordsmen individually, but do have a larger brigade size than them. Gallic Noble Swordsmen are also more cost-effective overall, with greater damage and a lower gold cost.

Illyric Heavy Swordsmen are notable for having the highest charge strength of any infantry, even having a better charge than most early game cavalry.
Hipponion

A colony of Epizephyrian Locris established near the modern city of Vibo Valentia, Hipponion is thought to have been founded around the same time as nearby city Medma. It would later make a move for independence, having grown rich from the protection of Syracuse, but independence would prove short-lived and it would side with Lokri in the battle of the Helleporus against Dionysus of Syracuse. Dionysus' victory in that battle would leave Hipponion destroyed for nearly a decade before Carthage would help in its reconstruction to check the power of Syracuse.
Etruscan Heavy Swordsmen

## Summary

**Heavy Swordsmen** are very powerful late-game swordsmen available to the Etruscan faction group, being one of the strongest melee brigades in the game.

## History

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

## Tactics

Heavy Swordsmen have the highest melee damage of any unit in the game and are a step up from the already quite powerful Etruscan Light Swordsmen, but are more costly in terms of both gold and recruits and require further progression in the military skill tree before they can be unlocked. Etruscan Heavy Swordsmen largely make other Etruscan melee infantry obsolete in the late-game.

Compared to other late-game heavy swordsmen, Etruscan Heavy Swordsmen are both cheaper and significantly stronger than Principes and Sabellic Heavy Pilum Swordsmen, but lack a ranged attack and have a smaller brigade size. Illyric Heavy Swordsmen are also notably weaker than those of the Etruscans, but again have a larger brigade size while costing the same in gold.

Not even Gallic Noble Swordsmen can compete with the Etruscan Heavy swordsmen individually, but the former's cheaper cost and larger brigade size arguably does make them more cost-effective.
Bruttium

**Bruttium**, nowadays known as Calabria, was the southernmost region of the Italian mainland and Apennine Mountain Range, bordered by Lucania to the north and the island of Sicily across a narrow strait to the southwest.

Like Lucania, Bruttium was originally inhabited by the Oenotrians, a people of uncertain origin, and began receiving Greek colonies from the 8th Century BC on, making it a part of Magna Graecia. In the 4th Century, a Sabellic people known as the Bruttii split off from the Lucani further north and migrated southwards into Bruttium, assimilating the remainder of the local Oenotrian tribes and conquering several of the Greek colonies on the coast. The Romans gained control of the area in the early 3rd Century BC after the Pyrrhic War, though the Bruttii attempted to revolt in the late 3rd Century BC by defecting to Hannibal during the 2nd Punic War.

### Factions

* Bruttii
* Sybaris (replaced by Thurii in the Pyrrhus Campaign, though all their cities start off as occupied by Rome)
* Kroton
* Locris
* Rhegion

### Cities

* Vergae
* Bescia
* Cosentia
* Clampetia
* Castiglione
* Krimisa
* Aprustum
* Kroton
* Terina
* Scylletium
* Kaulonia
* Hipponion
* Medma
* Locris
* Taurania
* Rhegion
* Palizzi
Iapygia

**Iapygia**, also known as Apulia, was a historical region in the southeastern extremity of Italy, located between the Apennine Mountains and the Adriatic Sea, and bordered by the Lucania and Samnium regions.

Historically, Iapygia was inhabited by a group of peoples together known as the Iapyges, comprising the Dauni, Peuceti and Messapii. Though the exact origin of the Iapyges isn't known for sure, they are often believed to have been closely related to the Illyrians (and are represented as such in-game). Iapygia received a few Greek colonies starting in the 8th Century BC, making it part of Magna Graecia. The Romans started their conquest of the region in the 4th Century BC during the Samnite Wars, reaching its conclusion in the 3rd Century BC after the Pyrrhic War.

### Factions

* Dauni
* Peuceti
* Messapii
* Taras

### Cities

* Vieste
* Sipous
* Luceria
* Ausculum
* Venusia
* Canusion
* Silvium
* Barium
* Thuriae
* Taras
* Egnatia
* Brentesion
* Rudiae
* Hydrus
* Uzentum
Etruscan Archers

## Summary

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

## 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. There are notable depictions of archers in surviving pieces of Etruscan art, suggesting that the Etruscans made greater use of these troops than other peoples in the area, but no exact details are known.

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

## Tactics

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

Etruscan Archers are nonetheless a very powerful missile unit that can turn the tide of battle in any stage of the game, if kept safe from melee attacks. Only Gallic Archers are more powerful missile units, having an even larger range.
CityofClevsin

Clevsin, known to the Romans as Clusium, modern Italians as Chiusi, and the Umbrians as Camars, is one of the oldest and most powerful of Etruscan cities. Located on a hill overlooking the Clanis river valley, it is thought to have been initially settled by either the ancient Villanovan culture or by the Umbrian tribe of the Camertes before being resettled by the Etruscan as they pressed inland.
Latin Hastati

## Summary

**Hastati** are flexible swordsmen available to the Latin faction group 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

The Hastati formed the first Roman battleline after their military reforms of the 4th Century BC, being deployed ahead of the Principes and Triarii. In standard Roman battle tactics, they were the first to engage the enemy in melee, and would be relieved by the Principes if unable to break the enemy.

The Hastati were originally equipped as lightly armoured spearmen with large scutum shields, but transitioned to a more flexible combination of short swords and javelins (as how they are depicted in-game), possibly inspired by the style of warfare used by the Samnites which Rome warred against in the later 4th Century BC. They also became increasingly better armoured as Rome's economic power increased.

## Tactics

Hastati 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. Hastati 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, the Hastati shine because of their flexibility and great accessibility, since they can be recruited in any native Latin 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 Principes, and may eventually be replaced by them in the player's army composition.

Hastati are slightly worse than the otherwise identical Sabellic Light Pilum Swordsmen, having lower 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.
Etruscan Light Swordsmen

## Summary

**Light Swordsmen** are an infantry brigade available to the Etruscan faction group in the mid-late game, with powerful melee stats but unable to boost their defenses through the phalanx formation.

## History

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

## Tactics

Etruscan Light Swordsmen are individually stronger than hoplites and even heavy hoplites in nearly every way, but are unable to boost their defenses through the phalanx formation and have a smaller brigade size than most hoplites and heavy hoplites. However, since Etruscan Heavy Hoplites also suffer from a smaller than usual brigade size and are much more expensive, Light Swordsmen are effectively a stronger and cheaper replacement for them in all melee situations, with Heavy Hoplites only being better at tanking missile fire such as during sieges.

Compared to other late-game swordsmen, Etruscan Light Swordsmen are both cheaper and stronger than Hastati and Sabellic Light Pilum Swordsmen, but lack a ranged attack and require a barracks in order to be recruited. Etruscan Light Swordsmen can even hold their own against heavier swordsmen such as the much more expensive Principes and Heavy Pilum Swordsmen in melee combat.

Etruscan Light Swordsmen are available earlier on than the comparable but even stronger Heavy Swordsmen, and may eventually be replaced by them in the player's army composition. Light Swordsmen are already a very strong and cost-effective melee infantry brigade, however, and a welcome replacement for the lackluster Etruscan Heavy Hoplites in the mid-late game.
Latin Leves

## Summary

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

## History

The Leves were formed during the Roman military reforms of the early 4th Century BC, being deployed as unarmoured javelineers ahead of the Hastati who formed the first main battleline, to harass the enemy in the opening phase of a battle. Though the Leves didn't exist under that name before the 4th Century BC, they were presumably identical in quality and equipment to earlier light infantry skirmishers that provided missile support to Roman Hoplite formations when they were still in use, and the in-game Leves are used broadly as a stand-in for light infantry skirmishers of various periods.

The Leves were eventually replaced by the Velites in the 3rd Century BC, which then became the specialized skirmishing brigade of the Roman army drawn from the lower classes.

## Tactics

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

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

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

## Summary

**Skirmishers** are one of two basic melee infantry brigades available to the Illyric faction group from the start of the game, alongside Illyric Spearmen. They are cheap, with offensively-oriented stats.

## History

Skirmishers represent lightly armoured warriors that used aggressive tactics to engage the enemy in melee at short range. Their in-game model is notably equipped with the sica, a curved short sword which was regarded as a distinctively Illyrian weapon, though the Dacians and Thracians made use of it as well.

## Tactics

Skirmishers and Spearmen are the first melee brigades available to Illyric factions. Skirmishers are the more offensive of the two brigades, with lower defenses and charge blocking but higher melee damage and charge strength. The two brigades are otherwise similar in cost and effectiveness and the player may choose whichever best fits their playstyle, or use a combination of the two.

Players will likely want to replace their skirmishers with hoplites as the game progresses, though skirmishers can still be situationally useful alongside hoplites in a flanking role. Their low cost also makes them very viable as city garrisons to defend the walls and maintain public order.

Illyric Skirmishers have the most offensive stats of any early-game infantry, with even higher melee damage and lower defenses than Gallic Skirmishers. Gallic Skirmishers, besides having more balanced stats, also have a larger brigade size and require much less recruits per unit, making them more cost-effective than their Illyric counterparts. Illyric Skirmishers are nonetheless one of the better early-game units, with overall slightly higher (but more offensive) stats than Latin, Sabellic, Sicilian and Greek Spearmen and a lower cost than Etruscan Spearmen.
FAQ

This is a list of Frequently Asked Questions (**FAQ**). Please feel free to share your Question on the  Discussion page.

## What is an easy faction to start with?

Try picking a faction at the edge of the map, that has few neighbours, e.g. the Histri in the North-east of Italy or one of the southern-most city states like the Messapii in the bottom of the Italian boot.

## How do I grow my cities?

You can grow your cities faster by setting the food consumption level in the city's trade menu to maximum and by building city upgrades like sewers/aqueducts.

## How do I connect a resource building to my city?

You can left click on the resource building and then right click on the city to establish a supply line. The other way around from city to resource building works equally well. If there are more than one actions available this will open a command wheel.

## Why must this game be so slow?

It mustn't, you can actually speed it up:

* double-clicking with the mouse e.g. on the minimap, on alerts etc. takes you straight away to your destination instead of slowly zooming out and in again
* you can increase the gamespeed using a console command, this will speed up your units (and the enemy's units)

## Is it possible to lose this game?

Technically it is possible that the player gets wiped out by the AI, but only in very special circumstances. The AI will not try to conquer player cities if the number of player cities is under a certain limit (dependent on difficulty). However, a player may theoretically lose all his native cities and then there might be a rebellion in the remaining cities switching the cities back to their original faction.

## When is this game won?

The game is won when you either have conquered the whole map, have achieved hegemony (see Victory Conditions) or achieved any other arbitrary objective that you've set yourself (for inspiration see Achievements).

## Can my PC run Hegemony III and what to do if I have trouble starting the game?

See System Requirements, take a look at PC Gaming Wiki or mail help@longbowgames.com

## In which languages can I play this game?

The official game language supported by Longbow is English and English only. There are, however, a couple of mods that add more languages ("localizations"), see  here for a current list.

## How to translate this wiki into another language?

Look up this Steam Guide how to translate the wiki using Google Translate.
CityofVelch

Velch (Vulci in Latin) is a major Etruscan trade city. After a decline in the early 7th century, Velch recovered and became one of the richest cities in Etruria, expanding its lands greatly. The beloved Roman king Servius Tullius was originally an Estruscan named Mastarna from Velch, and some sources say Velch helped him overthrow his predecessor.
Home City

A unit's **home city** is the city it was created in and draws recruits from. In case of defeat on the battle field, the unit will return to its home city and wait until its ranks are filled again. However, if a unit's home city has been captured by the enemy, the unit is permanently lost if defeated.

### Strategy

* If a units home city runs out of available recruits, you can change its home city to a city that still has plenty of recruits. You can change a unit's home city either using the command wheel or in the asset list.

* Changing the home city is only possible if the new target city would be able to produce this unit, i.e. it must be of the same native faction as the unit and it must have build the required infrastructure buildings (e.g. target range for archers).