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Units are groups of citizens that fulfill a specific job and move together across the map. They represent a player's mobile workforce and their means of projecting power outside of cities and camps. Units are constructed in cities or camps using either recruits or wood.

Greekhoplite

Recruit-based units (legions, skirmishers, archers, etc) exist independently from the troops who compose them, and will automatically reform in their home city and maintain their experience even when all of their members are killed.

The game knows Combat Units, Naval Units and Civilian Units.

Unit Production & Selection

  • Units can be produced in cities by selecting the specific unit to create in that city.
  • The home city of a unit can be changed provided certain conditions are met. To change a unit's home city, the new city must be the same native faction and have any necessary buildings to support the unit. A unit will draw replacements from the recruit pool of its home city.
  • Units can be retrained as another unit type supported by the city keeping their XP and officers (requires retraining faction skill accessible via the skill tree).
  • Double-clicking portraits inside cities/camps selects all units of that type in the building and double-clicking ungrouped units on the map selects all visible units of that type.
  • In case of need and as long as certain requirements are met, the game also allows to recruit mercenaries.

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.

Actions

Action Description
Combat See the appropriate pages for Land Combat and Naval Combat.
Capture Capture routed enemy units as slaves which can be used in resource buildings in place of workers to produce food, wood or gold. Once the target unit is captured, the unit will continue to capture other nearby surrendered units.
Disbandment Combat units may be dispanded either to save gold or to add recruits to another city. When disbanding a non-mercenary unit into a city of the unit's native faction, the unit's troops are added to the city's available recruits. However, if you disband a brigade anywhere other than one of its native cities, the unit's men will be lost rather than added to a city's recruits.
Execution Slaves, hostages and surrendered units can be killed ("executed") rather than captured. Executing units will significantly increase hostility between factions.
Forced March Forced march allows units to travel quickly through safe territory. This ability can be unlocked by researching the forced march skill.
Land Naval Interactions Land units can attack beached ships. Ships and ranged land units can attack each other.
Liberation Raiders (aka Rebels) may liberate enemy slaves from resource buildings and turn them into basic combat units that will fight alongside them. While not powerful themselves, they can quickly turn a small raiding party into a major threat if you're not careful. This is historically inspired by Rome's many slave revolts.
Razing Units can loot and burn ("raze") a foreign city to significantly reduce city stats for a lengthy period. While razing, the population will be continuously reduced and the city level will drop until it reaches the lowest level. As the city loses building slots all building upgrades will finally be destroyed.
Scavenging If your units are cut off from food, you can resupply directly from a food producing resource building such as a farm by holding down the right-mouse button and picking Scavenge from the context wheel. Scavenging food will damage the resource building in proportion to how much food is taken. If the building becomes too damaged it will no longer be able to support the scavengers.

Unit stats

Units have multiple stats that determine how they fight and how much effect it has.

Description

    • Faction Groups: for which faction group the unit is available
    • Recruitment
      • Size: how large the unit is
      • Recruits Per Unit: how many recruits the unit needs
      • Days To Recruit: how long it takes to recruit this unit
    • Gold Cost: how much it costs to maintain per week
    • Close Combat
      • Melee Damage: how much damage the unit inflicts to enemies in melee combat
      • Charge
        • Charge Strength: how much of an effect the unit can generate by charging
        • Charge Blocking: how good the unit is to withstand charges
    • Ranged Combat
      • Missile Damage: how much damage the unit inflicts to enimies in ranged combat.
      • Missile Range: how far the unit can reach in ranged combat
      • Missile Resistance
    • Defense: how good the unit's defenses are in melee combat
    • Speed:
      • Walk: how quickly the unit can move on the map
      • Run: how quickly the unit can move if force march is active
    • View
      • View Distance: how far ahead the unit can spot enemies
      • Visibility Distance
    • Food Capacity per Unit


    Note: missile damage is given on a brigade-wide basis, not on a per-unit basis. If a brigade consists of 40 units, then 2000 group missile damage can be inferred to be 50 missile damage per-unit.

  • Combat Units' Stats Comparison

    Name Size Recruits Per Units Days to Recruit Gold Cost Melee Damage Charge Strength Missile Damage Missile Range Defense Charge Block Missile Resistance Stance Class Walk Speed Run Speed View Distance Visibility Distance Food Capacity Per Unit
    Cretan Archers 30 2 6 40 25 0 1800 10 75 10 20.0% Ranged Infantry 5 9 8 10 1
    War Elephants 5 20 8 150 200 450 1500 100 60.0% Elephant 3 6 8 24 10
    Etruscan Archers 30 2 6 40 25 0 1650 10 75 10 20.0% Ranged Infantry 5 9 8 10 1
    Etruscan Axemen 20 1.5 4 20 100 50 600 4 100 10 20.0% Javelineer 5 8 6 10 1
    Etruscan Heavy Cavalry 20 3 8 100 200 125 250 75 60.0% Cavalry 7 14 8 15 1.5
    Etruscan Heavy Hoplites 30 2 8 80 100 30 350 60 85.00% Hoplite 3 6 5 20 1
    Etruscan Heavy Swordsmen 30 2 8 75 300 75 400 100 75.00% Light Infantry 5 8 5 15 1
    Etruscan Light Cavalry 25 3 6 60 150 100 150 50 30.0% Cavalry 8 18 8 10 1.5
    Etruscan Hoplites 50 1.5 6 50 100 20 250 40 60.0% Hoplite 3 6 5 15 1
    Etruscan Light Swordsmen 30 1.5 6 45 250 75 300 75 50.0% Light Infantry 5 8 6 12 1
    Etruscan Spearmen 30 1 4 20 50 20 150 16 30.0% Spearmen 4 7 6 10 1
    Gallic Archers 30 2 5 40 1 0 1650 12 75 10 20.0% Ranged Infantry 5 9 8 8 1
    Gallic Light Cavalry 40 2 5 50 60 60 100 10 40.0% Cavalry 8 18 9 10 1.5
    Gallic Javelineers 30 1 4 25 50 20 900 6 75 10 10.0% Javelineer 5 8 6 10 1
    Gallic Skirmishers 45 0.5 5 15 100 30 100 10 20.0% Light Infantry 6 9 6 8 1
    Gallic Naked Skirmishers 40 2 6 40 250 60 150 10 10.0% Light Infantry 7 10 6 6 1
    Gallic Noble Cavalry 20 3 7 80 125 150 200 15 80.0% Cavalry 7 16 8 12 1.5
    Gallic Noble Swordsmen 40 3 7 60 275 100 350 75 70.0% Light Infantry 5 8 6 12 1
    Gallic Slingers 30 0.75 3 15 10 0 300.0 8 50 10 0% Ranged Infantry 6 9 6 8 1
    Gallic Spearmen 45 1 3 25 50 20 150 40 20.0% Spearmen 5 8 6 10 1
    Greek Heavy Hoplites 50 2 8 80 150 30 400 60 85.00% Hoplite 3 6 5 20 1
    Greek Hypaspists 50 3 8 100 250 80 400 40 80.0% Hoplite 4 7 6 20 1
    Greek Hoplites 50 1.5 6 50 100 20 300 40 60.0% Hoplite 3 6 5 15 1
    Greek Mounted Javelineers 20 2 5 75 75 80 800.0 8 130 30 30.0% Mixed Cavalry 7 14 9 12 1.5
    Greek Peltasts 30 1.5 2 25 75 25 1200.0 6 90 10 40.0% Javelineer 5 8 6 10 1
    Greek Phalangites 60 2 5 70 75 20 250 100 40.0% Hoplite 4 7 6 15 1
    Greek Psiloi 40 1 2 10 1 25 600.0 8 40 10 10.0% Ranged Infantry 6 9 6 8 1
    Greek Spearmen 30 1 5 15 50 20 125 16 30.0% Spearmen 5 8 6 10 1
    Illyric Heavy Hoplites 50 2 8 80 200 30 300 60 85.00% Hoplite 3 6 5 20 1
    Illyric Heavy Swordsmen 40 2 8 75 200 120 350 40 75.00% Legion 5 8 6 15 1
    Illyric Hoplites 50 1.5 6 40 150 20 200 40 60.0% Hoplite 3 6 5 15 1
    Illyric Light Swordsmen 40 2 6 45 200 90 250 30 50.0% Light Infantry 5 8 6 12 1
    Illyric Mounted Javelineers 20 2 5 75 75 80 800.0 8 130 30 30.0% Mixed Cavalry 7 14 9 12 1.5
    Illyric Peltasts 30 1.5 2 30 85 25 1400.0 6 90 10 40.0% Javelineer 6 9 6 10 1
    Illyric Skirmishers 30 1 5 15 125 30 75 10 20.0% Light Infantry 6 9 6 8 1
    Illyric Slingers 30 0.75 3 15 1 0 300.0 8 50 10 0% Ranged Infantry 6 9 6 8 1
    Illyric Spearmen 30 1 3 15 75 20 125 16 20.0% Spearmen 5 8 6 10 1
    Latin Equites 20 3 8 75 100 150 200 30 60.0% Cavalry 7 14 8 15 1.5
    Latin Hastati 40 2 6 60 150 30 1600 4 250 25 50.0% Legion 4.5 7.5 6 12 1
    Latin Heavy Hoplites 50 2 8 80 150 25 300 45 85.00% Hoplite 3 6 5 20 1
    Latin Leves 30 1 3 15 35 10 600.0 6 60 12 0% Javelineer 5 8 6 10 1
    Latin Hoplites 50 1.5 6 40 100 20 200 30 60.0% Hoplite 3 6 5 15 1
    Latin Principes 40 2 8 100 200 30 2000 4 350 35 75.00% Legion 4 7 6 15 1
    Latin Spearmen 30 1 4 15 50 10 125 16 0% Spearmen 4 7 6 10 1
    Latin Triarii 40 2 8 100 150 20 500 50 80.0% Spearmen 4 7 6 15 1
    Latin Velites 40 1.5 4 30 75 20 1200.0 6 100 10 30.0% Javelineer 5 8 6 10 1
    Macedonian Phalangites 60 2 5 70 125 30 250 120 40.0% Hoplite 5 8 6 15 1
    Raider Archers 30 15 0 900 10 45 10 0% Ranged Infantry 5 9 8 12
    Raider Light Cavalry 20 75 75 75 20 30.0% Cavalry 8 18 8 15 1.5
    Raider Hoplites 30 70 30 175 20 55.00% Raider Hoplite 5 8 6 20
    Raider Javelineers 30 30 15 750.0 6 55 10 20.0% Javelineer 5 9 7 12
    Raider Skirmishers 30 50 20 50 10 10.0% Light Infantry 6 9 6 12
    Raider Slingers 30 1 0 150.0 8 40 10 10.0% Ranged Infantry 6 9 6 12
    Rhodian Slingers 40 1 2 10 1 25 300 10 60 10 10.0% Ranged Infantry 6 9 7 8 1
    Sabellic Heavy Hoplites 50 2 8 80 150 60 300 60 85.00% Hoplite 3 6 5 20 1
    Sabellic Heavy Pilum Swordsmen 40 2 8 100 200 80 2000 4 350 50 75.00% Legion 4 7 6 15 1
    Sabellic Leves 30 1 3 15 35 20 600.0 6 60 10 0% Javelineer 5 8 6 10 1
    Sabellic Hoplites 50 1.5 6 40 100 40 200 40 60.0% Hoplite 3 6 5 15 1
    Sabellic Light Pilum Swordsmen 40 2 6 60 150 60 1600 4 250 30 50.0% Legion 4.5 7.5 6 10 1
    Sabellic Noble Cavalry 20 3 8 75 100 100 200 30 60.0% Cavalry 7 14 8 15 1.5
    Sabellic Spearmen 30 1 4 15 50 20 125 16 0% Spearmen 4 7 6 10 1
    Sabellic Javelineers 40 1.5 4 30 75 20 1200.0 6 100 10 30.0% Javelineer 5 8 6 10 1
    Thessalian Cavalry 20 3 8 75 125 250 275 30 60.0% Cavalry 7 14 8 15 1.5
    Catapult 3 30 75 1 300 8 200 90.0% Scorpio 4 4 6 20

    Hint: The special Raider brigade types aren't actually used in the current version of the game. In Patch 3.2 "Rebellion", Longbow switched rebellion/raider things so that the brigades are spawned from a rebelling city and will actually just use the brigade types of the faction owning the city, rather than dedicated Raider brigade types.


    Ships' Stats Comparison

    Name Size Defense Gold Upkeep Recruits per Unit Days to Recruit View Range Speed (walk) Speed (run) Melee Damage Charge Strength Charge Block Missile Damage Missile Resistance Missile Range Food Capacity per Unit Visibility Distance Woodcost per Unit Transport Capacity
    Flagship 1 2500 200 75 75 20 14 18 700 100 100 1000 50% 12 300 20 500 1
    Heavy Warship 1 2500 120 50 75 20 14 18 700 100 100 600 50% 4 300 20 300 1
    Large Transport Ship 1 2500 50 50 75 20 9 12 10 20 100 400 0% 5 300 20 300 2
    Light Warship (Gallic/Illyric) 1 1250 50 20 30 20 15 20 300 50 50 0 0% 8 250 20 125 1
    Light Warship (Common) 1 1000 60 25 30 20 18 25 400 50 50 10 0% 4 250 20 100 1
    Raiding Ship 3 300 30 10 20 20 17 22 100 0 0 30 50% 8 50 20 25 0
    Scout Ship 1 150 10 5 5 30 24 30 0 1 5 0 0% 0 0 25 50 0
    Small Transport Ships 3 250 20 2 75 20 6 14 1 5 20 200 0% 3 100 20 20 2
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