Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Latium - the Prequel v4
45 Comments
Fristi61  [author] 25 Aug @ 2:48pm 
Yeah, Apiolae, I guess
fisto the robo 25 Aug @ 2:42pm 
the ghost city is the city to the left of the city named Aricia, cant check rn.
Fristi61  [author] 25 Aug @ 12:15pm 
Limited winter activity is accurate for really every time period, and in this early setting there was also just no organized warfare or professional military. It's meant to be small-scale, without standing armies.

The Tarquinius chapters, I see your point. It might have been better to split htem. I didn't encounter issues while playtesting but I probably played through it faster because I designed it.

Unit icons flickering is a glitch of the game that can happen in vanilla as well. You're right that certain areas seem to trigger it more often than others, but I'm not sure of the exact conditions so idk what to do differently.

Blank spots are intentional. Some areas are just less hospitable. I also intentionally left out camps. Again, unorganized, small-scale warfare with small armies that sustain themselves on the move by pillaging farms.
Though I realize that this breaks a bit from the vanilla game's design philosophy so it might feel unintuitive for that reason.
Fristi61  [author] 25 Aug @ 12:07pm 
Thank you for the kind words.

FWIW there are large areas not currently covered by the campaigns, especially in the eastern areas of the map. But yes I understand the central Latin area will start to feel a bit old after two campaigns.

I understand the frustration with cities flipping. Most of the time they are defections and rebellions though, so there were no historical invasions to simulate. I struggled to find some other way of making a playable objective out of these events, but I eventually I decided that, much like in certain harsher strategy games, unavoidable bad things sometimes just happen during the transfer of power. I knew it'd be controversial, but every other solution had flaws of its own.
Well, maybe next campaign I'll think of a different system.

I will investigate the alba longa city, thanks.
fisto the robo 25 Aug @ 10:34am 
speaking of food, winter production nerfs are too harsh. probably realistic but limiting you to 6-8 units in winter until you reach tarquinius chapters. could afford to lower production to 1/5 or 1/10 of normal. ai is a bit cheating in that regard but you are basically afk in winter. is limited military activity in winter accurate of that time period?
the tarquinius chapters could afford to be their own expanded campaign to reset progression. by the time you reach those chapters most of the factions have late game elite units and stone walled cities.
Couple of broken map spots in curia sabine lands where units flicker in-out of the map or some weird pathfinding due to the campaign-border constraints and theres blank spots around the map that could make due with a camp still despite the city density.

Otherwise its a pretty incredible mod that taught me a lot of early roman history, with a religious system that deserve to be in the base mod!
fisto the robo 25 Aug @ 10:34am 
Finished the aeneid, roman campaigns and part of the large sandbox before realising campaigns make you conquer the same areas already. wished campaigns went on to sulla or pyhrus's invasion lol!

a few issues:
i highly disliked when cities flipped to rivals each chapter, you lose slaves and units for nothing. Wished you spawned enemy armies at cities instead to simulate the historical invasions.
Theres an alba longa city you destroy near the middle of the campaign, it stayed ingame despite being invisible and still generated income or consumed food.
Fristi61  [author] 14 Aug @ 11:53pm 
You don't need Heg: Rome installed. Though it shouldn't matter.
The loading bar may get stuck at ~95% for a few minutes. This is normal.
Aldonis Draconis 14 Aug @ 10:44pm 
Seems to possibly be bugged at present?
Simply can't even start the game with it enabled and even tried complete reinstalls to attempt it. I have Heg:Rome installed.
I am pretty sure i managed to get prior version working, but otherwise love your work on this. Thanks for it :).
Fristi61  [author] 27 Feb @ 2:56am 
Well, that's definitely not supposed to happen.
Do you have any other mods active? Campaigns are absolutely never compatible with mods that change gameplay or diplomacy mechanics.
If not, which city was taken and by which AI faction?
[HAN]falcofyc 25 Feb @ 9:43pm 
Please help, cannot win the kingdom of rome campaign with Rumlus as non-enemy AI faction will take the last city for the final frontier and I cannot attack them
Fristi61  [author] 5 Feb, 2024 @ 12:08pm 
Latium version 4 is out!

No map expansions this time, but 2 new campaigns (one of which is very short), and a lot of map polish.
Full changelog: https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/1749466564
Fristi61  [author] 23 Jul, 2023 @ 12:21am 
It's not missing anything. It will load the Vanilla version of that file from the Vanilla installation directory, since the mod doesn't overwrite it. This is intended.

If you're getting some kind of error, verify the integrity of your game files. Also post the full error so I can see where the error is being triggered from.
mazytus 20 Jul, 2023 @ 4:04am 
missed resources/objectives/ancientrivals/StartAncientRivals.lua
Fristi61  [author] 21 Oct, 2022 @ 1:35pm 
Indeed, you're not supposed to build sewers or markets.
Instead you have to find gods to worship, who will unlock temples that can give you those same bonuses, and also global faction-wide bonuses.
mazytus 21 Oct, 2022 @ 8:18am 
Atina - cannot build not only sewers, but even markets ...
Canute VII 23 May, 2022 @ 9:51pm 
Thank you! I'll gladly accept your hospitality :-)
Fristi61  [author] 23 May, 2022 @ 3:17pm 
Sure, be my guest
Canute VII 23 May, 2022 @ 1:57pm 
Hi Fristi, it's me again... :-) I have a question specifically related to the Latium mod: today I've had a fine idea how to add some "religious flavour" my my governance mod. It would not be in any way a religious system like yours not to speak of interface modding (I don't want to overextend this post, if you're interested in the details we can have a chat). However, I'm still short on artistic talent... therefore I'd like to ask if I could possibly re-use some of the great art / images you've made for Latium? It would be very helpful and of course I'll give you all the praise! :-)
Fristi61  [author] 26 Dec, 2021 @ 2:52pm 
Yes. For some reason the xml formatting tags seem to simply not work in certain contexts... The faction group description in the same screenshot does obey the formatting tags, but the faction description doesn't...
I was mostly just hoping that it wouldn't be too noticable, but maybe I'll see if I can think up another solution...
Canute VII 26 Dec, 2021 @ 8:09am 
Hey, I've just shared a screenshot with you showing the faction selection screen and a description of the Gabii. The lower text shows <size em="0.8>...<br/> which I believe shouldn't be shown. Cheers!
Fristi61  [author] 11 Sep, 2021 @ 2:14pm 
Ok. Version 3.1 is released. This fixes the fruit grove tile position and the siege positions, and also fixes a crash when opening the Veii faction encyclopedia page.
Fristi61  [author] 11 Sep, 2021 @ 1:14pm 
Thanks for the report. I slightly tweaked the position of the fruit grove so that the game doesn't draw the tile in a glitchy location. This fix will be uploaded today or tomorrow together with the fix for the city siege points.
mazytus 10 Sep, 2021 @ 7:10am 
In the big campaign near the town of Caenina, there is a fruit farm, which is actually much lower. This was known back in v2
I forgot to report this bug a year ago.
Fristi61  [author] 5 Sep, 2021 @ 11:36am 
I won't have the fix up this weekend but maybe over the course of the week or next weekend. I've tested all cities and found about 6 other inaccessible siege spots (though in those cases the cities do have some other siege spots available which are accessible, so only Fregellae is the one that's fully impossible to be sieged).

It's a bit annoying to fix so bear with me for a bit longer. (I don't directly control where the game assigns the siege spots, and apparently it just sometimes puts them in an inaccessible place, so I'll need to tweak the terrain a bit.)
Fristi61  [author] 3 Sep, 2021 @ 10:03am 
'Visibility distance' is the range at which your units can be detected to the enemy. Having less of it means your units are more stealthy, so a negative bonus is in fact a good thing.
Juno Moneta is the only god to give a bonus to visibility distance.
Don't confuse it with 'View distance', which is different and controls how far you can see into the fog of war. Some other gods give bonuses to view distance instead.

Evocation becomes more expensive the more often you do it. I wanted players to make careful descisions about which gods will benefit them the most and not just blindly grab all of them once they have some money.
It is also more expensive to evoke a deity when the faction you are getting it from is of a different faction group. And less expensive if it is an epithet of a deity of which you already have at least one other epithet evoked.
mazytus 3 Sep, 2021 @ 8:18am 
By the way, for some reason, only the Juno Moneta temple gives a negative bonus to the visibility distance.
P.S My next Cost of Evoke = 23111...
Fristi61  [author] 3 Sep, 2021 @ 3:36am 
Thanks for the report. I'll try to have a fix up this weekend, and I'll make sure to test all cities for similar issues while I'm at it.
mazytus 2 Sep, 2021 @ 7:22am 
the city of Fregellae cannot be besieged, it is on a hill and inaccessible
the siege point is only available for climbers
Fristi61  [author] 19 Aug, 2021 @ 8:42am 
Latium version 3 out now!

Mostly a straightforward map expansion with 48 new cities, 9 new factions and 2 new faction groups. Though there is also a little bit of polish, and some factions now get the option to use historical/mythological starting generals (like some factions also do in vanilla).

Full changelog: https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/1749466564
Canute VII 2 May, 2021 @ 11:38am 
I completely leave it to your own judgement, I just have the feeling such a thing could become quite popular to add to the vanilla experience. I appreciate the time investment needed for doing this, so please only do it if you genuinely think it's a good idea.
Fristi61  [author] 2 May, 2021 @ 10:26am 
That's possible... Porting the system itself should take very little time. The time-consuming thing would be doing extra research into Gallic/Illyric religion and draw their assets/write their tooltips.

The religion system in the Latium mod largely replaces the vanilla system of city upgrades (many of which are too recent or elaborate for the mod's early setting) and faction-specific bonuses. I don't know if adding the religion system into vanilla on top of the existing stuff might be 'too much' so to say...

If there's demand I'll make it though.
Canute VII 2 May, 2021 @ 10:11am 
The religion system really looks very nice! You probably don't have time for this, but what do you think about the idea to port this system to a stand-alone mod, maybe without the epithets for simplicity? Maybe even just a common set of gods for each faction group (also for simplicity)?
Filthy Crab 10 Jul, 2020 @ 7:39pm 
Looking good man been waiting on a good mod for the game.
SGZ***71 21 Jun, 2020 @ 4:57am 
NIce work again Fristi61. Professional quality.
Fristi61  [author] 16 Jun, 2020 @ 4:33am 
Version 2 out now! Map size is more than doubled, faction groups/brigade rosters have been overhauled and numerous smaller tweaks.

Full changelog: https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/1749466564
Cecil XIX 15 Apr, 2020 @ 3:45pm 
I saw that preview screenshot located, so I'm looking forward to the next release.
TheDudeAbides 10 Jan, 2020 @ 2:55pm 
Dude you are the BEST. I'm sure you have more ideas than time, but in addition to a 2nd Punic War campaign, have you considered an Agathokles of Syracuse campaign? You'd need a Cyrenaica map for when the crazy tyrant "borrowed" their army. I wish I knew enough to help.
Rastafarian Targaryen 29 Jul, 2019 @ 6:16pm 
I absolutely love the detail in the geography and cities. The historical notes describing how the cities were modeled are particularly interesting! I'm looking forward to playing this as I'm getting back into Hegemony.
[CI] Honcho 10 Jul, 2019 @ 12:54pm 
this mod fully engaged me and had me struggling very nice work, shame that Hegemony 3 AI is just not willing to capture your cities
Haddon 11 Jun, 2019 @ 4:46pm 
This looks great. Will give it a try soon. I am glad people are still working on modding for this. Really is a fantastic game.
Mr. Clean 10 Jun, 2019 @ 4:50pm 
Looks great. I'll definitely try this out when I have time.
SGZ***71 3 Jun, 2019 @ 8:34am 
Enjoying this mod. So many nice new features. Love those new bean fields. !
Ca_Putt 3 Jun, 2019 @ 2:36am 
Good work, Fristi61! The Religion system is really nice and gives you a lot to play with. - Well the loadtime isn't that horrendous, especially considering not having to see those highly questionable shields anymore :D well worth it in my book.
Fristi61  [author] 1 Jun, 2019 @ 2:11pm 
Public release!
Fristi61  [author] 23 May, 2019 @ 7:40am 
Set to friends-only for now for testing purposes. Still need to do a write-up on how religion and some other features work. Might still balance some values depending on testing result. Other than that the mod is basically complete for v1