Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

Alternate Start Dates v3.1
Showing 1-8 of 8 entries
Update: Jun 7, 2024 @ 2:18am

-Fixed an error on scenario start when playing as Rome in 753 BCE or as Volsci in 524 BCE.

Update: May 10, 2024 @ 12:17pm

SCENARIO & EVENTS
-Added 9 new bookmarks
-Added Knidos as a playable invader in the 600 BCE start
-Added 69 historic events, some of which use new event types
-Added 30 possible historic flavour objectives
-Added 60 historic starting generals

FACTIONS & UNITS
-Added 11 new factions (8 entirely new ones, 3 cloned from vanilla)
-Made some internal changes to certain factions and faction groups
-Italic factions now use ‘Cohors Amicorum’ for the companion brigade name as with the vanilla Romans
-At ~500 BCE, the Italic faction group now splits up into several sub-faction-groups with slightly different rosters. These new sub-rosters more closely match the Latin and Sicilian rosters of vanilla. This is done by an extra faction attribute.
---This change is immediately apparent if starting at the 510 BCE bookmark or later.
---If starting earlier than the 510 BCE bookmark, an event will eventually trigger the change to occur, but only for AI factions. (I figured a mid-game brigade roster switch would be annoying for the player)
-Fixed inconsistency where some Greek faction names used their Greek spelling variant (e.g. Syrakousai, Kroton) and some the Latin one (e.g. Locris, Phocaea). They now all use the Greek variant.
-Fixed for Phoenician Noble cavalry LOD textures

START SCRIPT IMPROVEMENTS
-Added functionality for pre-existing starting army positions in certain bookmarks, to reflect specific army positionings during a historic war. These extra army positions will be marked on the map in the date/faction selection menu
-Factions that start out as an enemy or ally of the player due to historical diplomacy settings now also start out as discovered in the diplomacy window
-Nerfed starting gold so that there are diminishing returns for starting with a larger faction, and made it dependent on population sizes and whether or not cities are assimilated to your native faction rather than just the amount of cities
-Fixed a bug that occurs when starting a scenario as an invader faction, exiting again before finishing the introductory advisor dialogue, and then trying to start a new scenario (which will fail to start properly).
-Fixed a bug where the player gets no starting techs if playing as an invader faction

MISC
-Changed extra “Back into the Sea” objective for southern factions to destroy the Greeks. They no longer have to wait for all historical events to occur prior to destroying the Greeks (as the amount of events is now far larger than in version 1). Instead it is sufficient to wait for colonization events up until ~700 BCE to occur, by which point a handful of Greeks will have spawned in a diverse range of places. If starting at a bookmark after 700 BCE, there is no need to wait at all.
-Added a note clarifying that the heavy cavalry skill also allows the recruitment of foreign heavy cavalry units, since many factions don’t have native heavy cavalry brigades and the purpose of the skill may then be unclear
-Added occupied cities and total population stats to faction tooltips in the scenario date/faction selection start screen
-Updated some pre-existing historic generals with new portraits taken from the Latium mod
-Nerfed Pythagoras font size
-Various minor fixes to text strings

Update: Apr 29, 2023 @ 8:52am

-Fixed a bug where in version 2, certain land migration starts would cause an error when trying to spawn scouts for the player, preventing the scenario from starting if such a start was selected

Update: Apr 6, 2023 @ 10:02am

SCENARIO & EVENTS
-Added 5 new bookmarks
-Overhauled historic event codebase to be more flexible, powerful, and support more different types of historic events
-Added 34 historic events
-Added 10 possible historic flavour objectives
-Added 23 historic starting generals

FACTIONS & UNITS
-Added 1 new faction group (Gallic)
-Added 20 new factions (8 entirely new ones, 12 cloned from vanilla)
-Added hoplites, Rhodian Slinger & Cretan Archers as available mercenaries
-Tweaked companion brigades for certain faction groups
-Made some internal changes to certain factions and faction groups

AI VS AI CONQUEST SCRIPT IMPROVEMENTS
-Randomized order in which factions are updated every loop, to eliminate possible bias in the script from certain factions always conquering earlier
-Removed possibility for overseas conquests for certain faction groups
-Increased stability/reduced "pingponging" ownership

GAME START SCRIPT IMPROVEMENTS
-Factions will now start off pre-owning certain resource buildings near their cities (and bridges to connect them if required). Cities that start at a higher population level will own more and better upgraded resource buildings.
---This also makes the AI a bit more competent in the early game, since the AI is otherwise inefficient at capturing resource buildings and wastes time and recruits in doing so.
---To reduce micromanagement annoyance for the player, starting resource buildings are automatically connected to nearby cities or bridges.
-Cities may start with random upgrades already built, depending on their starting population level.

MISC
-Added "randomize" button in the starting screen, to select a random bookmark and player faction.
-Updated Romulus' general picture to use the Romulus general icon from the Latium mod, rather than the Quirinus deity icon which it erroneously used.
-Some minor fixes to various text strings

Update: May 17, 2022 @ 1:08am

-When an AI invader/migrant faction spawns, the first city they arrive at now becomes their capital. (I previously forgot to give them a capital at all)

Update: May 10, 2022 @ 8:46am

Discovered bug (from the vanilla game) where the player's capital gets unset if they save/reload the game when their capital was still of a different native faction
When playing as an invader faction, this could cause an error in this mod when the player is tasked to colonize their chosen capital and the creation of the companion brigades afterwards.

Implemented a workaround so that the script can still find the player's chosen settlement site even if the glitch triggered - and made sure to restore it as the player capital after it has been properly colonized.

Update: May 3, 2022 @ 4:20am

Update: May 3, 2022 @ 4:19am