Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Latium - the Prequel v4
Fristi61  [developer] 24 May, 2019 @ 3:21am
Mod feature guide
This mod involves a new religion interface that can be accessed from a new button in the top-right corner of the screen.
If you want to dive right into it, you can hover over parts of the religion interface to get an explanation of what everything does rather than reading this guide.


RELIGION MECHANIC GUIDE

The mod uses a religion function that replaces the static faction-wide bonuses of vanilla and also replaces most city upgrades.
It intends to portray the regional Italic gods that lie at the origins of Roman religion, and the way the Romans expanded their religion by assimilating local deities.
It also helps work around the fact that certain vanilla city upgrades are anachronistic for the mod's time period.


STARTING DEITIES AND EVOCATION

There are several dozen deities and, at the start of the game, the worship of these deities is divided among the various factions with each (sub-)deity starting off as only worshipped by one faction.

However, it is possible to expand the array of deities by adopting ("evoking") the deities of other factions to complement your own.
If you control a native city of another faction, then you can evoke the deities of that faction through the religion interface, for a price.
This allows you to benefit from that deity's faction-wide bonuses and also unlocks the construction of temples to that deity in all your cities.

Note that if you assimilate a city's native faction to your own, that city's original religion will be lost and you will no longer be able to use it evoke deities belonging to the previous native faction (deities that you have already evoked from that faction will remain part of your faction's religion).

Each faction starts off with 3 deities.


TEMPLES

If a deity is evoked to your faction, you can construct its temples.

Temples function much like any other city upgrade. They come in 3 tiers: shrine, temple, and sanctuary. Sanctuaries need to be unlocked from a tech in the skill tree, but shrines and temples can be built right away.

Each temple grants different bonuses to the city they are constructed in, depending on its deity. For example, a temple to Mars grants recruitment bonuses whereas a temple to Venus grants population growth.

Temples also increase your faction's "cult strength" of the deity to which they are dedicated, which we'll come back to later.

You may sometimes conquer a city that already has a temple in it to a deity that you don't worship, and still benefit from the temple's bonuses despite not having evoked the deity and not being able to construct the temple yourself.


DEITIES AND THEIR BONUSES

Each god provides 3 kinds of bonuses, that are different per deity:

1: An EVOCATION bonus for having "adopted" the god's worship in your faction.
This is a static faction-wide bonus that remains the same regardless of the amount of temples you have built to the deity. Evoking new deities immediately rewards you with their evocation bonus as well.

2: A CULT bonus based on the deity's cult strength within your faction. No cult strength = no bonus. High cult strength = high bonus.
A deity's cult strength is determined by the amount and quality of temples that you have constructed for this deity (sanctuaries grant more cult strength than temples, which grant more cult strength than shrines).

However, there is a falloff in the effectiveness of cult strength as each point of cult strength contributes less to the bonus than the previous one.
You therefore won't be able to endlessly increase the cult strength bonus of a single deity, instead it is better to diversify and build temples to multiple deities.

3: LOCAL bonuses that the deity gives to a city through its temple city upgrades. These work exactly like regular city upgrades (see the "TEMPLES" section above).


The religion interface can be used to keep track of what deity provides which bonuses. It also shows each deity's cult strength within your faction and how high a cult strength bonus that amounts to.


EPITHETS

Certain deities have been split into several epithets rather than acting like a regular deity. Epithets can be seen as "sub-deities" representing specific aspects or cults of certain major deities.

For the most part, epithets function just like a separate deity, having their own temples and bonuses and being separately evoked. However, epithets of the same deity can synergize a bit with each other, as follows:

-Evoking an epithet is cheaper if you already have another epithet of the same deity evoked.
-Temples and sanctuaries (not shrines) of an epithet offer a small amount of "shared" cult strength to the epithet's parent deity, increasing the cult strength bonus of other evoked epithets of this deity (it doesn't affect the cult strength bonus of epithets that your faction has not evoked).

In the religion interface, epithets are grouped together underneath their parent deity, but each epithet's entry looks and functions much the same as a regular deity entry. The shared cult strength is displayed as well.

ALIASES
-Some deities can display with different names in the religion interface, depending on the faction group of the player. E.g. when the player is playing as Etruscans, Jupiter will show up as 'Tinia', his Etruscan equivalent


TECHNICAL

-It can take up to an in-game week before a change in a deity's cult strength is translated to a change in the corresponding faction-wide bonus as it only automatically refreshes these bonuses every 7 days.
You can force a manual refresh by opening the religion interface, however.

-Autosaves bug out if they happen to trigger while the religion interface is opened. The console will open with an error (can be ignored and closed with the F2 key). Manual saving and autosaving with the religion window closed works fine.
Last edited by Fristi61; 16 Jun, 2020 @ 4:00am
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Fristi61  [developer] 1 Jun, 2019 @ 12:55pm 
MINOR CITIES

The mod features a large density of minor cities rather than few major ones.
This is to represent the smaller scale of conflicts and the low amount of centralization/urbanization in the mod's setting.

Each city consumes and produces less than in vanilla, and has lower resource capacity. Even though the current map has ~150 cities, it in some ways plays a bit more like what would be a 75 city map in vanilla.

Because of the high density of cities, each city has also needed a lower missile range and territory range, this has been compensated for by buffing the cities' missile damage a bit.

There are also some other tweaks on available upgrade slots and population growth.


LACK OF FORTS

To portray the small-scale, disorganized warfare of the time period and to prevent further clutter with the already high density of cities, the mod has no constructable forts or camps.

This also serves to encourage the player to actually scavenge resource buildings to resupply their armies on the march, which captures the raiding-oriented warfare of the historical setting.

That said, with the mod's city density a city to resupply from is never too far away regardless.

"Recruitable" supply trains/oxcarts were also disabled, as they circumvented the intented gameplay and also offered the player too big of an advantage against the AI as the AI doesn't know how to use them.
Last edited by Fristi61; 19 Aug, 2021 @ 8:17am
Fristi61  [developer] 1 Jun, 2019 @ 1:34pm 
CUSTOM RESOURCE BUILDINGS

The mod uses some custom types of resource buildings in an attempt to make them both a little more varied and better capture the agriculture of ancient Italy.
Some existing types of resource buildings were also altered to better represent ancient Mediterranean agriculture. (These changes don't affect vanilla)

Most importantly, the seasonal balance of food income has shifted.
Due to the warm climate in the Mediterranean, most of the ancient Greeks and Italians actually sowed their crops in autumn/early winter and harvested them in spring/early summer, because the crops were less likely to survive the summer heat and the winters were mild enough for the crops to hibernate through.
As such most food now comes in during summer and, to a lesser extent, spring, rather than autumn in vanilla.


Overview of resource buildings present on the map:

GRAIN FARM
Like the "farm" of vanilla, but food income rebalanced. Remains the best food building overall
-Winter food: none
-Spring food: mid
-Summer food: high
-Autumn food: low-mid

VINEYARD
Food income rebalanced to be more accurate of grape harvest time.
-Winter food: none
-Spring food: none
-Summer food: low
-Autumn food: low-mid
-Gold: mid

BEAN FARM
New building, only produces food. Produces less food on a yearly basis than the grain farm, but has an earlier harvest that can be useful when supplies are low after winter.
-Winter food: very low
-Spring food: high
-Summer food: mid
-Autumn food: very low

FLAX FARM
New building, produces mostly gold from the flax being woven into linen, but also a bit of food as the seeds are edible.
-Winter food: none
-Spring food: very low
-Summer food: low
-Autumn food: very low
-Gold: mid-high

FRUIT GROVE
New building, produces food and a bit of wood
-Winter food: very low
-Spring food: low
-Summer food: mid
-Autumn food: mid
-Wood: low

OLIVE GROVE
New building, produces a bit of all 3 resources. Can be useful for its late harvest, making it the best food source in winter
-Winter food: low-mid
-Spring food: none
-Summer food: none
-Autumn food: low-mid
-Wood: low
-Gold: low

LIVESTOCK FARM
Unchanged from vanilla
-Winter food: very low
-Spring food: low
-Summer food: mid
-Autumn food: low-mid
-Gold: low

FISHERY
Unchanged from vanilla
-Winter food: none
-Spring food: mid
-Summer food: mid
-Autumn food: mid

LUMBER CAMP
Unchanged from vanilla
-Wood: high

MINE
Unchanged from vanilla
-Gold: high




Note there are currently some modding issues that prevent the new resource buildings from having working territory overlay tiles (though these are easily overlooked). Also the olive grove's selection panel in the bottom right corner doesn't display the fact that it also produces food, but the grove will correctly produce food correctly regardless.
Last edited by Fristi61; 16 Jun, 2020 @ 3:56am
Fristi61  [developer] 1 Jun, 2019 @ 2:06pm 
BRIGADE/TECH TREE/UPGRADES CHANGES

The factions are smaller and focused on city-states so the mod doesn't have factions like "Sabines, Volsci" etc, instead e.g. the Volsci and Sabines are now faction groups with slightly different rosters and multiple factions in them.


UPGRADES
-Most vanilla city upgrades disabled due to being anachronistic or very generic. They have been replaced by the various temples of the religion feature.
City upgrades from vanilla that are still around include the barracks, stables, range, shipyard, fishery, mercenary post, slave market & walls.

BRIGADES

The brigade rosters are different and entirely rebalanced from the Latin/Etruscan/Sabellic rosters of vanilla.
Each faction group is unique, and may even have subtly different stats for mostly equivalent brigades.

The main outline:
-In the early game, each faction group has access to a generic melee "warriors" brigade with various weapon types, and a basic missile brigade varying per faction group.

-If the player constructs stables, they can also get a light cavalry type in the early game, and if the faction group has access to archers they can get access to them in the early game as well by constructing a missile range.

-About halfway through the military tech tree, some form of advanced infantry will become available. These can be hoplites or more flexible Sabellic units, it varies per faction group.

-In the late game, at the end of the military tech tree, the player can unlock heavy cavalry and more advanced infantry types, again varying per faction group.

-Advanced ship types like heavy warship and polyreme disabled due to being too modern for the setting


TECH/SKILL TREE

-New types of resource buildings now have associated production increase skills in the economy tree, also added a production increase skill for lumber camps for good measure as vanilla lacked that for some reason.
-A skill unlocking the construction of sanctuaries (the highest tier of religious city upgrades) has been added to the economy tree
-Advanced skills in the navy tree disabled as polyremes etc are too modern for the setting.
-Added various skills to the military tech trees (which are different for each faction group), in accord with the new brigade rosters outlined above
Last edited by Fristi61; 16 Jun, 2020 @ 3:56am
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