Hegemony III – Clash of the Ancients : patch 3.1

Longbow Games a mis en ligne une importante mise à jour consistant quasiment en une extension gratuite pour Hegemony III. Au menu de ce patch 3.1, une cohorte de nouvelles fonctionnalités et mécanismes pour le combat, la colonisation, la reconnaissance et les rebellions, mais aussi des objectifs diplomatiques supplémentaires, une amélioration de l’IA ou encore de l’éditeur de scénario. Nouveautés par ailleurs aussi présentées via les captures d’écrans suivantes.

Pour plus de précisions sur le jeu voyez cette page sur Steam ou le site officiel, concernant le contenu de cette mise à jour, voyez l’annonce et le long changelog ci-après.


We’re excited today to officially launch the new 3.1 expansion to Hegemony III. This free update adds dozens of new features including new combat, colonization, scouting and rebellion mechanics as well as new diplomacy objectives, AI enhancements, editor upgrades and more.

Extra thanks to everyone in the community that helped with the beta over the last few months. We wouldn’t be able to do this without your feedback and support.

For those who haven’t made the upgrade yet, 3.1 will still load older saved games but you may encounter some temporary disruptions to your empire due to the new changes. For compatibility, the 3.0.3b version is still available through the Beta tab in the game’s properties window.

While work has already begun on the next major expansion, we will be maintaining 3.1 separately so if you encounter any problems please let us know and we will do our best to get them resolved and the game updated as quickly as possible. As always, problems can be reported here or e-mailed to us directly at rob@longbowgames.com

And finally, a quick update on the editor tutorial series and the new Macedon map: as is usual for us, what started as a small sample mod has quickly grown into a significant project on its own. So far, the new map includes 7 factions and almost 30 cities from the original game, but it’s coming along really well and we hope to make it available in the next couple weeks.

The Longbow Team

3.1.0 Change Log


New infantry and cavalry scout units
New scout stances: scout, scout stealth, an saboteur
Dynamic view range for scouts that grows when stationary and shrinks again when moving.
Significant reduction to base view distance for cities and units
City view distance now increases with city size
Increased view distance bonuses for scout officer, watchtower, walls, etc
Update Explore objective to use scouts


Removed recon stat, view distance is now used directly for ambush detection
Replaced ambush stat with visibility range (distance unit can be spotted by enemies)
Fog-of-war now covers all terrain that can possibly hide units, only terrain that is guarenteed free from enemies is clear. Enemies within the fog-of-war may still be detected based on their visibility.
New terrain overlays to show view/visiblity ranges when a unit in an ambush stance is selected.

Formation Strength

Replaced on/off ‘Formation Broken’ status with a more incremental formation strength stat
Formation strength drops when starving, under missile fire, in blocked terrain, fording rivers
When formation strength reaches zero, the formation breaks and the unit loses any applicable stance bonuses. When out of combat, formation strength increases again over time and unit regains bonuses when it reaches 100%.
New Field Tactician upgrade boosts formation strength and charge/block stats


Overhauled charge mechanics to make outcomes more reliable
New values for all charge strength/block stats
Charge related bonuses now use percentage multipliers so a 50% to charge strength equals 50% more charge kills against the same enemy.
Successful charges cause a one-time drop in the defenders formation strength

Rebellions & City Morale

A city’s base faction morale now requires the city to be properly fed
Garrison and attacker morale effects are now capped
New scripted city rebellion system

Food Penalties

More penalties for starving cities and units
Starving units now immediately start to lose morale when they come under attack
Greater damage penalties for starving ranged units

City Stances

Re-balancing and reduction of income, population growth, and recruit production for large cities
New city stances to create more of a trade-off between growth, income and recruitment


New assimilation stat for captured enemy cities (increases automatically over time)
Cities can be colonized when assimilation reached the maximum and the faction has the colonization skill
New gui element around faction emblem to show assimilation level
Reduced cost of colonists, they can now be resettled in enemy cities for one-time assimilation boosts
New forum upgrade to boost assimilation (assimilation bonuses on other civilian city upgrades)


Factions now start neutral with the player
Improvements to diplomacy gui to clarify truce costs
New diplomacy events/objectives to declare war, request truces, renegotiate truces
New conquest events/objectives where factions ask for help attacking other factions
New warning message when you’re attacking neutral targets
Difficulty settings control target number of hostile neighbours
Intimidation changes take affect immediately now
Hostility now increases over time when a faction is paying you tribute

Unit Retraining

Units can now be retrained as another unit type supported by the city keeping thier xp and officers
New retraining faction skill

Strategy Map

Updated texture to highlight accessible terrain
New detail texture
Increased distance were city dots and names are visible
Improved city selection using city dots
Improved mouse accuracy for selecting miniatures on the strategy map
Fixed graphical bug with trade route flow overlay


Now defaults to using a dynamic zoom range
Now shows cities, visible enemies, objective icons
Clearer fog of war

New Notification System

New notification icons across the top of the screen for different events
Icons can be clicked to cycle through alert objectives
Configure auto-pause on new alerts
New options page for configuring alerts and notifications

City Population Damage

City’s will now lose pop growth when out of food
City’s lose some pop growth when captured

Resource Management

Resources are now automatically moved to the closest city with available space rather than just the closest building
City food consumption now takes precedence over stockpiling when decided where to send supplies
Fixed bug that prevented forts/cities from supplying units from their stockpile


City hitpoints are now more closely tied to city size
Boosted missile damage from garrisons
Garrison damage is now displayed in the garrison tooltip
AI is less likely to leave walled city when it’s weaker than the besieging enemy

Map Editor

Fixed bug with grass painting in the editor
Increased file limit when importing heighfields in the editor
Improved support for strategy map modding on custom maps
Adjusted default map size & coordinates in the editor
Map editor now dynamically creates a strategy map from the current heighfield
Added more tooltips to the editor


Double-clicking portraits inside cities/camps now selects all units of that type in the building and double-clicking ungrouped units on the map now selects all visible units of that type
Added button to pause upgrade construction
Stop bridge construction button now has a separate image and tooltip

Everything Else …

New season tooltip
New Objectives to Defeat Raider Invasions in the Prelude
Talking head text now appears in the message log
Right-clicking on an indie city will now default to moving near the city rather than capturing it
Fixed multiple bugs where AI group could get stuck trying to execute a command (capture, enter, scavenge, etc)
Added numerical percentage to buff tooltips (Morale, Formation Strength, etc)
Improved cavalry’s ability to break from combat
new tutorial for cancelling objectives
new tutorial for raiding farms
fixed bug saving the order of units in a group
fixed bug displaying stance menu when there was more than one page
Greek Psiloi now use ranged stances rather than mixed javelineer stances
improved error messages when uploading mods
more city historical notes
added more faction logos to objectives to make it clearer who’s offering the objective
fixed bug with garrison slinger animations
blocked trade routes no longer cost gold
improvements to trade tab formatting
improvements to how AI disbands units when running low on food/gold
fixed bug with units constructing bridges while under missile fire
improved reliability of visible enemies and sighted ai events
burn farm objective now works on mines and wood mills
stances can now be changed from the asset list
improvements to population growth tooltip to show growth bonuses and penalties
re-balanced AI to prefer unit building upgrades (barracks, stables,etc vs mercenary post)
fixed bug that caused raiders to capture cities rather than raid
prelude raider events no longer pull other raiders on the map
Gallic Naked Skirmishers are now buildable with a Barracks II
Prioritized AI building bridges necessary for moving supplies
new objective for conquering your ancient rival
fixed bugs displaying group miniatures in the fog
added strategy map icons for more objectives
new dynamic rewards for Defeat Brigades and Burn Farm objectives
modding support for custom attributes
added gameplay option to always show controlling faction emblem
various map fixes: new forts in Ligures territory, fixed incorrect marsh region near Ravenna
fixed multiple problems with raider ship landings
raid speed is now tied to unit size
improvements to how the AI builds units to improve variety
fixed occasional script crash when starting a new game after already playing a game
water supply lines now cost significantly less per km than land routes
Cleaned up some interface issues with blocked bridge construction
Fixed problems with the greek military skill tree
General reduction of supply line costs
Greater combat penalties while fording rivers
Increased limits on raider attacks relative to other faction attacks
Bug fixes for AI units stuck in unbuilt bridges/camps
Fix for script bug that blocked advisor/objective messages
Pillage amounts are now tied to city size
Fixed bug with corrupted formation outlines when too many units are onscreen
Fixed crash displaying player gold resource when running very large deficits
Improvements to Mod page tooltips
Raiders should no longer try to scavenge from farms
Fixed problem with getting invasion warnings for enemy units that are still in cities
Added gameplay setting to increase the zoom range
Fixed text bug in return city objective
Fixed multiple bugs in the pay the prince objective
Fixed bug with AI capturing cities outside the playbounds
Fixed rare crash in rout AI
Fixed AI saved game crash that occurred shortly after loading a game
Fixed bug moving ships into cities with both river and open water access
Improvements to large group movement in narrow terrain
Fixed problems saving city construction progress
AI adjustments for cities under siege and reinforcing from other cities
Fixed incorrect warning when logging camps are building upgrades
Fixed bug with unit formations not reloading properly from saved games
Fixed bug that allowed the fog of war to be cleared at a group’s target location
Improvements to unit pathfinding in narrow terrain
New hostage units for each faction (mixed civilians /w guards)
New miniature and build button for hostages


Derniers tests