Patch 3.2 "Rebellion"

The 3.2. Rebellion Update was officially released on 12th of August 2016

Developer's Introduction
We're happy to announce the official release of the second major gameplay expansion for Hegemony III. Officially titled "3.2 Rebellion", this free update replaces the old raider mechanics with a new rebellion system driven by new economic controls that allow you to set custom tax, recruitment and food consumption rates for each of your cities. It also introduces a new territory system to consolidate nearby cities, camps and farms into easy to manage resource hubs, plus a new 'Companions' objective chain, improved tips and tutorials, and lots more.

Special thanks to all our beta testers who provided feedback and bug reports over the past few weeks. We'd never be able to test out everything in the game without your help and we are ever grateful for your continued support of the series.

In terms of compatibility, 3.2 should load any savegame made in earlier releases, but you may have to do a little adjusting to bring your empire back into balance. You can read below for a description of the major new features and smaller bug fixes, and if you haven't watched it yet, we've got a playthrough video up on youtube that highlights how a lot of it works.

We're going to be shifting focus now to wrapping up the first DLC for the game which we will hopefully announce in a few weeks, but in the meantime if anyone has more comments, suggestions, or bug reports please post here or e-mail us directly at rob@longbowgames.com and we'll make any further updates as necessary.

Territories
Territories are an expansion of the old supply zones and designate the terrain that your faction controls around your cities and buildings. Unlike supply zones, territories now automatically merge together when they overlap creating continuous zones of control that act as resource hubs sharing all of their wood and food automatically. This clustering effect eliminates the need for extra supply lines between nearby buildings and dramatically simplifies the flow of resources so that it's much easier to identify shortfalls, surpluses and bottlenecks within your empire.

Economic Controls
3.2 drops city stances and replaces them with individual controls for Tax Rate, Food Consumption and Recruitment. Using these controls, you can now adjust exactly how much gold a city produces, how much food it consumes (and therefore how fast it grows), and also how fast it generates new recruits.

These new controls make it much easier to make quick changes to your economy in response to changes in strategy e.g. suffer heavy losses and need to rebuild your army - turn up recruitment, need to hire a few extra units but don't have the cash - raise taxes, don't have enough food to make it through the winter - ration your cities.

Of course, there is a catch to all of this. Raising any of these controls will decrease your city's morale, and dropping morale below zero will lead to rebellion. So with limited morale to work with, you'll need to make trade offs like deciding if its more important to generate taxes or to reduce food consumption. In addition to generating some interesting strategic choices, it also highlights the real historical differences between managing friendly native cities with high morale versus hostile conquered cities that are less inclined to fork over their gold and recruits to you.

Raiders and Rebels
Now, just because you've got the morale to "spend" on generating gold doesn't mean you won't still want to keep your taxes low. In 3.2, raiders (we're calling them rebels now) appear as a response to persistent low morale in your cities. This means that periodically (the speed depends on how low a city's morale is) rebel units will break away from your cities and seek out ways to liberate their homeland. This could mean that they immediately start raiding your farms, or it could mean they construct a camp nearby to wait for more rebel units to join them before launching a larger assault on your cities.

Companions
For those who remember the special Companions units in Hegemony Gold, we've got a new objective series that provides your empire with an elite unit supported by your realms noble families that grows in size and power along with your empire.

Liberation
Inspired by Rome's many slave revolts, we've added a new feature that let's raiders 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.

Bugs and Minor Changes

 * Fixed bug completing "Defeating the Other" objective after assimilating the enemy's cities
 * Fixed a bug when hitting escape while the game was initializing
 * 50+ new historical city tips
 * Multi-select support for cities
 * Redesign of the trade tab
 * Fixed Gallic faction victory achievement
 * Fixed rare script crash with "Castor and Pollux" event
 * Add strategy morale map overlay
 * Removed defense strategy map overlay
 * Fixed defeat message when disbanding units
 * Fixed fullscreen checkbox in the options screen
 * Fixed crash when trying to settle non-colonist units
 * Fixed bug with extra 'Not hostile' warnings
 * Razing captured cities no longer triggers warning event
 * New captured/lost city notifications
 * Fixed bug with enemy group miniatures not being visible
 * Fixed bug with AI recruiting workers when out of gold
 * Fixed a few pathfinding issues on the map
 * Fix for CTD when constructing camps
 * Added modding support for how long corpses persist on the battlefield (constunitdecaydays in the globals.xnt file)
 * Rebellion Loss/Gain rates are now tied to the difficulty level
 * Games now default to easiest difficulty on first game played
 * New 'First Play Tips' on faction screen on first game played
 * Nightwatch morale bonuses are now absolute rather than percentages
 * Removed obsolete faction "Stamina" bonuses
 * Replaced faction "Resistance" bonuses with city morale bonus
 * Rebel hoplites are no longer spawned at the start of new Greek games
 * More details in the Colonize, Assimilation and Rebellion tooltips
 * Swapped Morale for Rebellion in main city stats
 * Reworked player rebellion scripts to be more responsive to rebellion levels
 * Meeting the Neighbours objective is no longer cancellable
 * Fixed crash opening the pedia for inactive factions
 * Bridge construction will now start from both bridge heads if both are controlled (allows wood to transfer from either side)
 * Adjusted difficulty settings related to faction hostility and number of attacks
 * Rebellion level is now reduced when a city is captured
 * Rebel units are added to a city's recruits when a city rebels
 * Adjusted the default direction for groups when giving move orders to multiple units
 * More rewards and objective text for Ancient Rivals and Raider Rescue
 * All tutorial objectives should be skipped properly when tutorials are disabled
 * Difficulty level now effects starting resources
 * Added winter food production bonus on novice and normal difficulties
 * Added flags to some cities that were missing them
 * Added 'Paused' text to the top of the screen when the game is paused
 * Added text to clarify 'Companions' rewards and tasks
 * Difficulty level can be changed mid-game again
 * Bridgeheads re-create their supply lines after construction
 * Fixed gui bug with multi-select city title
 * Added morale bonus from territory force (units in the territory but outside cities)
 * Fixed script crash on Castor and Pollux event when the AI already has generals
 * Coastal cities can now spawn rebel fleets
 * Disabled spawed pirate fleets
 * City rebellions now trigger at 100 rebellion level rather than zero morale
 * City morale is now a single number rather than a current/maximum
 * Removed fort/bridge morale
 * Siege damage increased significantly when the garrison is out of food
 * Pillaging stats are now moddable in the globals.xnt file
 * Fixed related to ship fires on units that were out of bounds
 * New Arena upgrade to give morale bonus for cities (equivalent to nightwatch for city garrison morale)