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		<title>Crusader Kings 3 Review &#8211; It&#8217;s Good To Be King</title>
		<link>https://strategyfrontgaming.com/crusader-kings-3-review/</link>
					<comments>https://strategyfrontgaming.com/crusader-kings-3-review/#comments</comments>
		
		<dc:creator><![CDATA[Connor Burke]]></dc:creator>
		<pubDate>Thu, 03 Sep 2020 15:47:55 +0000</pubDate>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Crusader Kings]]></category>
		<category><![CDATA[Crusader Kings 3]]></category>
		<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Grand Strategy]]></category>
		<guid isPermaLink="false">https://strategyfrontgaming.com/?p=900</guid>

					<description><![CDATA[<p>Crusader Kings 2 is my favorite game ever. So it&#8217;s no wonder that I had to write an excessively long review of its sequel. The in-depth character system of Crusader [&#8230;]</p>
<p>The post <a href="https://strategyfrontgaming.com/crusader-kings-3-review/">Crusader Kings 3 Review &#8211; It&#8217;s Good To Be King</a> appeared first on <a href="https://strategyfrontgaming.com">StrategyFront Gaming</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="has-normal-font-size"><em>Crusader Kings 2 </em>is my favorite game ever. So it&#8217;s no wonder that I had to write an excessively long review of its sequel. The in-depth character system of <em>Crusader Kings 3</em> makes it one of the most unique strategy games I’ve played. It builds on the strengths of its predecessor while improving a ton that was wrong with the previous game. </p>



<p class="has-normal-font-size">In most strategy games you lead a country as a detached omnipotent figure. <em>Crusader Kings</em> <em>3</em> grounds the experience by tying you directly with a character in the world; meaning you were always balancing mundane concerns with your grand political ambitions.</p>



<p class="has-normal-font-size">In the game, the black death was not simply a debuff to your nation but is a real danger to you as a character as well. The only strategy game series that ever came close to focusing this much on characters is <em>King of Dragon Pass </em>and <em><a href="https://strategyfrontgaming.com/six-ages-retrospective/">Six Ages</a></em>.&nbsp;</p>



<p class="has-normal-font-size">The other great strength of Crusader Kings is its simulation of internal realm politics. Too many strategy games depict your country as a monolithic entity with the only internal divide being “unrest”, which would cause rebellions.&nbsp;</p>



<p class="has-normal-font-size">Crusader Kings broke this mold by using the Medieval era to depict the petty squabbles of the nobility in each realm. Instead of countries being monolithic blocks, each county is controlled by a character. Due to the decentralized nature of medieval rule, these lords can feud and war at their pleasure without the king&#8217;s involvement.</p>



<p class="has-normal-font-size">These core features carry over to <em>Crusader Kings 3</em>. Which led me to feel right at home playing the game with the largest mechanical changes coming in through roleplaying and quality of life features which were much-needed areas of improvement.</p>



<h2 class="wp-block-heading"><strong>Overview</strong></h2>



<p class="has-normal-font-size">Many people found <em>Crusader Kings 2</em> to be impenetrable. It was a series of bewilderingly interconnected menus and character screens you had to navigate all while making sure your family thrives and your realm does not fall apart. I can safely say that <em>Crusader Kings 3</em> is a massive improvement over its predecessor in terms of accessibility. If you bounced off <em>Crusader Kings 2</em> because of complexity then you owe it to yourself to give <em>Crusader Kings 3</em> a try.</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" fetchpriority="high" decoding="async" width="760" height="428" src="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-France-map.png?resize=760%2C428&#038;ssl=1" alt="Crusader Kings 3 duchy map
" class="wp-image-921" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-France-map.png?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-France-map.png?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-France-map.png?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-France-map.png?resize=1536%2C864&amp;ssl=1 1536w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-France-map.png?resize=213%2C120&amp;ssl=1 213w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-France-map.png?resize=1140%2C641&amp;ssl=1 1140w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-France-map.png?w=1920&amp;ssl=1 1920w" sizes="(max-width: 760px) 100vw, 760px" /></figure>



<p class="has-normal-font-size">For fans of the previous game, mostly everything is still here, and like I said you’ll feel eerily right at home. This is because the major changes that <em>Crusader Kings 3</em> makes to the Crusader King&#8217;s formula come in <em>how</em> you’ll be doing things not what you’ll actually <em>want</em> to accomplish.</p>



<p class="has-normal-font-size">For example, in <em>Crusader Kings 2</em> if you want to murder someone, you will have to form a plot then invite people to that plot to increase your plot power. </p>



<p class="has-normal-font-size">In <em>Crusader Kings 3</em> you form a scheme and <em>can </em>invite people to that plot or you can follow a quest chain to continually give yourself a higher success chance to impact the assassination. It is a change that gives the player more control over the outcome of their actions, instead of leaving it purely up to random chance.&nbsp;</p>



<p class="has-normal-font-size">There have been some claims of simplified mechanics in <em>Crusader Kings 3</em>. While they&#8217;ve scaled some things back that were in <em>Crusader Kings 2</em> (like tribal mechanics and republics), it doesn&#8217;t feel lesser in any way.</p>



<h2 class="wp-block-heading"><strong>Learning The Game</strong></h2>



<p class="has-normal-font-size">The game’s tutorial features just enough to meet the bare minimum requirement for teaching you the game mechanics through a series of pop-ups. It still doesn&#8217;t exactly teach out the overall strategies, tips, or tricks you’ll want to use throughout the game.</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" decoding="async" width="760" height="428" src="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Desktop-Screenshot-2020.09.01-17.49.01.48.png?resize=760%2C428&#038;ssl=1" alt="Crusader Kings 3 Map
" class="wp-image-902" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Desktop-Screenshot-2020.09.01-17.49.01.48.png?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Desktop-Screenshot-2020.09.01-17.49.01.48.png?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Desktop-Screenshot-2020.09.01-17.49.01.48.png?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Desktop-Screenshot-2020.09.01-17.49.01.48.png?resize=1536%2C864&amp;ssl=1 1536w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Desktop-Screenshot-2020.09.01-17.49.01.48.png?resize=213%2C120&amp;ssl=1 213w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Desktop-Screenshot-2020.09.01-17.49.01.48.png?resize=1140%2C641&amp;ssl=1 1140w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Desktop-Screenshot-2020.09.01-17.49.01.48.png?w=1920&amp;ssl=1 1920w" sizes="(max-width: 760px) 100vw, 760px" /></figure>



<p class="has-normal-font-size">Instead, you’ll mostly learn the intricacies of the game through the pop-up tutorials while playing the game. These hints are great since they’re driven by what you are actually doing.&nbsp;</p>



<p class="has-normal-font-size">I often found myself wondering why something would happen, only for it to then have a hint pop-up explaining exactly what that mechanic did. There was a similar system in the previous game, but this one’s implementation is a bit more seamless.&nbsp;</p>



<h2 class="wp-block-heading"><strong>Graphics and Sound</strong></h2>



<p class="has-normal-font-size">Graphics here are a huge step up, especially in terms of the character portraits. Let’s be honest, character portraits in <em>Crusader Kings 2</em> were ugly. In <em>Crusader Kings 3</em> they look more like Sims (but they really do look good), and their clothing is excellent and evokes the different cultures.&nbsp;</p>



<p class="has-normal-font-size">The UI is a massive improvement over the previous game. Things you need will now be right at your fingertips, so you won&#8217;t have to dig into menu after menu. The problem of having “pop-up” spam still persists, I often felt barraged with events, calls to arms, etc. It’s not a game meant to be played on the fastest setting, pause take your time.</p>



<h2 class="wp-block-heading"><strong>Gameplay</strong></h2>



<p class="has-normal-font-size">The map as well looks great and is packed with detail as each barony is now represented as its own “province”. Though many will not have anything built in them. I was worried that them being broken out from the consolidated view in <em>Crusader Kings 2</em> would feel like a ton more micromanagement but it didn’t.</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" decoding="async" width="760" height="428" src="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Desktop-Screenshot-2020.09.01-22.12.12.27.png?resize=760%2C428&#038;ssl=1" alt="" class="wp-image-904" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Desktop-Screenshot-2020.09.01-22.12.12.27.png?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Desktop-Screenshot-2020.09.01-22.12.12.27.png?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Desktop-Screenshot-2020.09.01-22.12.12.27.png?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Desktop-Screenshot-2020.09.01-22.12.12.27.png?resize=1536%2C864&amp;ssl=1 1536w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Desktop-Screenshot-2020.09.01-22.12.12.27.png?resize=213%2C120&amp;ssl=1 213w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Desktop-Screenshot-2020.09.01-22.12.12.27.png?resize=1140%2C641&amp;ssl=1 1140w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Desktop-Screenshot-2020.09.01-22.12.12.27.png?w=1920&amp;ssl=1 1920w" sizes="(max-width: 760px) 100vw, 760px" /></figure>



<p class="has-normal-font-size">There are far fewer map modes in <em>Crusader Kings 3</em>, being cut down to the most useful of the map modes: political, de jure, culture, religion, and dynasty. There are also several other modes tucked away off the main screen. This is probably a much-needed change that cuts down on some confusion in terms of how strictly necessary using other map modes was.&nbsp;</p>



<p class="has-normal-font-size">One step back in terms of the map is that realms will break apart into separate independent entities during a civil war, as they used to in the earlier days of <em>Crusader Kings 2</em>. This is so much more confusing than having there be two unified entities in a civil war. But, it is likely a compromise until they release a patch adding it in.&nbsp;</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" loading="lazy" decoding="async" width="760" height="428" src="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Hungarian-Civil-War.png?resize=760%2C428&#038;ssl=1" alt="Crusader Kings 3 Civil War" class="wp-image-910" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Hungarian-Civil-War.png?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Hungarian-Civil-War.png?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Hungarian-Civil-War.png?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Hungarian-Civil-War.png?resize=1536%2C864&amp;ssl=1 1536w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Hungarian-Civil-War.png?resize=213%2C120&amp;ssl=1 213w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Hungarian-Civil-War.png?resize=1140%2C641&amp;ssl=1 1140w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Hungarian-Civil-War.png?w=1920&amp;ssl=1 1920w" sizes="auto, (max-width: 760px) 100vw, 760px" /><figcaption>Hungary is on fire</figcaption></figure>



<p class="has-normal-font-size">Buildings have been simplified overall, you now choose several building slots to provide buffs to your province, troops, or characters. The system in <em>Crusader Kings 2</em> always felt like an afterthought, somewhere to throw your money in only when you had nothing else to do. Here it feels simpler but more useful, as I can more easily gear holdings toward specific areas, like military or economic.</p>



<p class="has-normal-font-size">An extremely positive change is that the AI is far more aggressive than in <em>Crusader Kings 2</em>; they&#8217;ll exploit any weakness they see and press any claim they can. This ensures that the characters feel active and like they have goals instead of just being there for the player to interact with.</p>



<p class="has-normal-font-size">Playing as the Norman Duke Robert of Apulia, I constantly had Duchess Matilda of Tuscany declaring war for my lands that she had a claim on. It was a great emergent story that developed about the lifelong feud between these two opposing rulers.</p>



<h2 class="wp-block-heading"><strong>Cultures</strong></h2>



<p class="has-normal-font-size">The culture system now actually has an impact on gameplay. Mainly by determining your technology, instead of the odd province-by-province technology system they had in <em>Crusader Kings 2</em>, your technology level is now tied to your culture.</p>



<p class="has-normal-font-size">Technologies are called <em>Innovations</em> in the game and are more of a shared cultural trait or practice than true technologies. These can be anything from coinage, manorialism, communal government, or horseshoes.</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" loading="lazy" decoding="async" width="760" height="428" src="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Culture.png?resize=760%2C428&#038;ssl=1" alt="Crusader Kings 3 Culture" class="wp-image-909" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Culture.png?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Culture.png?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Culture.png?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Culture.png?resize=1536%2C864&amp;ssl=1 1536w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Culture.png?resize=213%2C120&amp;ssl=1 213w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Culture.png?resize=1140%2C641&amp;ssl=1 1140w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Culture.png?w=1920&amp;ssl=1 1920w" sizes="auto, (max-width: 760px) 100vw, 760px" /><figcaption>Innovations act as Technologies</figcaption></figure>



<p class="has-normal-font-size">There are also several culturally specific Innovations like Reconquista for the Iberian culture group. These add specific historical flavor to certain regions and I’m sure we will be seeing many more be added to the game as the first expansions begin to be released.&nbsp;</p>



<p class="has-normal-font-size">Technological Innovations will also shift eras from Tribal to Early Medieval, High Medieval, and finally Late Medieval, depicting the progress of your civilization as it claws its way out of the Dark Ages.</p>



<p class="has-normal-font-size">Your culture&#8217;s Innovation research is determined by the culture head who is the most powerful ruler in your culture group. It works far better than in <em>Crusader Kings 2</em> since everyone in your culture group gets to share in the benefits of the technology, but becoming more powerful will allow you to determine the direction of your people.</p>



<h2 class="wp-block-heading"><strong>Characters</strong></h2>



<p class="has-normal-font-size">The main changes in terms of how you’ll be interacting with your character are through new RPG-inspired systems like Perks to grant a feeling of progression as the character gets older.</p>



<p class="has-normal-font-size">The old Way of Life system has been replaced with these Perk Trees. There are three perk trees for each Lifestyle, which correspond to the different stats your character has. Characters educated in a certain way will get bonuses to gain new perks more quickly which incentives you to play characters in a certain way.</p>



<p class="has-normal-font-size">Traits now actually have an impact on how you play the game, if you take too many decisions that conflict with your character&#8217;s personality they’ll begin to build up stress, which encourages you to play outside the “optimal” path and actually become invested in the characters traits.</p>



<p class="has-normal-font-size">In <em>Crusader Kings 2</em>, you’d want a character with good stats for their buffs of opinion, and troops. Now, you’ll want good characters because a paranoid or insane character will actively change how you play the game.</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" loading="lazy" decoding="async" width="760" height="428" src="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Alfred-1.png?resize=760%2C428&#038;ssl=1" alt="Crusader Kings 3 characters" class="wp-image-913" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Alfred-1.png?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Alfred-1.png?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Alfred-1.png?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Alfred-1.png?resize=1536%2C864&amp;ssl=1 1536w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Alfred-1.png?resize=213%2C120&amp;ssl=1 213w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Alfred-1.png?resize=1140%2C641&amp;ssl=1 1140w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Alfred-1.png?w=1920&amp;ssl=1 1920w" sizes="auto, (max-width: 760px) 100vw, 760px" /></figure>



<p class="has-normal-font-size">Politics is personal in the middle ages, and your relations with characters are still defined by familial ties. Alliances are forged through marriages, and wars are the result of ancestral claims to lands or personal feuds.&nbsp;</p>



<p class="has-normal-font-size">Also gone is the obtuse pluses and minuses system of determining whether characters would accept peace or proposals, now everything is shown as a positive or negative number with a tooltip explaining their reasoning. It makes dealing with other characters more interesting and more intuitive.</p>



<p class="has-normal-font-size">Similar to the innovation system for cultures, dynasties now have a Legacies system, which grants all members of the dynasty certain traits once you gained a certain amount of renown. This helps to make each dynasty its own personality, and for there to be tangible benefits to increasing the power of other dynasty members.</p>



<h2 class="wp-block-heading"><strong>Intrigue</strong></h2>



<p class="has-normal-font-size">One of the best things about <em>Crusader Kings </em>2 was the ability to settle things outside of the realm of warfare. In too many strategy games, the only way to expand or advance is through combat.</p>



<p class="has-normal-font-size">Crusader Kings took a different approach with its focus on political machinations and intrigue. Stabbing your opponent in the back or securing a strategic alliance was often just as valuable as going to war. While this was a great idea, it always felt underdeveloped in <em>Crusader Kings 2</em>, I&#8217;d find myself going down the same paths and using the same strategies as I did before.&nbsp;</p>



<figure class="wp-block-image size-large"><img loading="lazy" decoding="async" width="1920" height="1080" src="https://i1.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Intrigue.png?fit=760%2C428&amp;ssl=1" alt="Crusader Kings 3 intrigue" class="wp-image-911" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Intrigue.png?w=1920&amp;ssl=1 1920w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Intrigue.png?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Intrigue.png?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Intrigue.png?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Intrigue.png?resize=1536%2C864&amp;ssl=1 1536w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Intrigue.png?resize=213%2C120&amp;ssl=1 213w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Intrigue.png?resize=1140%2C641&amp;ssl=1 1140w" sizes="auto, (max-width: 760px) 100vw, 760px" /></figure>



<p class="has-normal-font-size">So while the intrigue and politics were a viable strategy in <em>Crusader Kings 2</em> they were never as efficient as just going to war. <em>Crusader Kings 3</em> partially fixes this through its implementation of schemes and hooks which add far more depth to the intrigue system of the game.&nbsp;</p>



<p class="has-normal-font-size">But it is still easier to just go to war for some territory, due to how claims work now&#8230;</p>



<h2 class="wp-block-heading"><strong>Claims</strong></h2>



<p class="has-normal-font-size">In <em>Crusader Kings 2</em>, when trying to fabricate a claim you had a percentage chance each year to fabricate a claim, so you could fabricate it in a few months or wait a full ten years. </p>



<p class="has-normal-font-size">It was a frustrating and entirely random system. In <em>Crusader Kings 3</em>, your religious advisor will fabricate claims in a certain number of months, and in the end, you will have to pay a bit but will get the claim.</p>



<p class="has-normal-font-size">This means that you can always go to war and in many cases, it&#8217;s even more efficient to take the war route than it was in <em>Crusader Kings 2</em>.&nbsp;</p>



<p class="has-normal-font-size">The claims system is much improved in <em>Crusader kings 3</em> but its ease of use does push me to focus more on expanding through conquest than through intrigue and diplomacy.</p>



<h2 class="wp-block-heading"><strong>Hooks, Secrets, and Schemes</strong></h2>



<p class="has-normal-font-size">Hooks act as favors which a character can owe you or vice versa. They can affect tons of things in the game, from changing a vassal&#8217;s taxes to convincing someone to marry you.&nbsp;</p>



<p class="has-normal-font-size">Building up a pool of hooks is now an important part of convincing others to do your bidding. This is a great improvement and is the most interesting aspect of the intrigue system.</p>



<p class="has-normal-font-size">Secrets are hidden traits about a character, like them being a deviant or having heretical religious beliefs. These generally work like hooks and are used to influence characters&#8217; opinions or force them to do your bidding.</p>



<figure class="wp-block-image size-large"><img loading="lazy" decoding="async" width="1920" height="1080" src="https://i2.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Khazars-1.png?fit=760%2C428&amp;ssl=1" alt="Crusader kings 3 khazars" class="wp-image-914" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Khazars-1.png?w=1920&amp;ssl=1 1920w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Khazars-1.png?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Khazars-1.png?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Khazars-1.png?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Khazars-1.png?resize=1536%2C864&amp;ssl=1 1536w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Khazars-1.png?resize=213%2C120&amp;ssl=1 213w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Khazars-1.png?resize=1140%2C641&amp;ssl=1 1140w" sizes="auto, (max-width: 760px) 100vw, 760px" /></figure>



<p class="has-normal-font-size">Hooks and secrets are both great additions to the system, but they are changes to the how of what you’ll be doing, not the what of intrigue, which I mentioned before was mostly the same.&nbsp;</p>



<p class="has-normal-font-size">You could certainly make the argument that just changing the how of interacting with the system is the more important component (and <em>Crusader Kings 2’s</em> intrigue system didn’t need much improvement), but I’d like to see them expand on it further, as it&#8217;s something that is so unique to Crusader Kings.</p>



<p class="has-normal-font-size">Schemes have replaced plots from <em>Crusader Kings 2</em>. They can be to murder someone or to sway their opinion of you. Schemes generally work much more intuitively and give the player increased control over the outcome than they did in the previous game except now there are two types, Personal and Hostile.&nbsp;</p>



<p class="has-normal-font-size">You will still be plotting assassinations, but they’re now less reliant on getting the whole kingdom to join in and more about your personal intrigue. Plotting to murder will now also bring stress for characters with certain traits, which makes way more sense then <em>Crusader Kings 2</em>’s world full of psychopaths.</p>



<h2 class="wp-block-heading"><strong>Councilors</strong></h2>



<p class="has-normal-font-size">The council mechanics are mostly the same here. You’ll need to balance between skilled, loyal, and powerful characters to try and get the most out of your council without pissing off any major lords or opening yourself up to an assassination. Councilors generally have more useful traits than in <em>Crusader Kings 2</em>, though many are very similar.&nbsp;</p>



<figure class="wp-block-image size-large"><img loading="lazy" decoding="async" width="1920" height="1080" src="https://i1.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Council.png?fit=760%2C428&amp;ssl=1" alt="Crusader Kings 3 Councilors" class="wp-image-915" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Council.png?w=1920&amp;ssl=1 1920w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Council.png?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Council.png?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Council.png?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Council.png?resize=1536%2C864&amp;ssl=1 1536w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Council.png?resize=213%2C120&amp;ssl=1 213w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Council.png?resize=1140%2C641&amp;ssl=1 1140w" sizes="auto, (max-width: 760px) 100vw, 760px" /></figure>



<p class="has-normal-font-size">The biggest difference is that your spouse is now an advisor in their own right who you can set to give you specific bonuses.</p>



<h2 class="wp-block-heading"><strong>Faiths</strong></h2>



<p class="has-normal-font-size">Religious systems in <em>Crusader Kings 3</em> has taken a note from Holy Fury, and are now entirely customizable based on a variety of factors. Players can now form and design their own heresies. </p>



<p class="has-normal-font-size">Faiths are defined through their Tenets. Which are essentially how you practice the faith and ties into what rulers can do to interact with their religious heads. Each faith also has its own unique Sins and Virtues, as well as numerous types of Doctrines. </p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" loading="lazy" decoding="async" width="760" height="428" src="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Religion.png?resize=760%2C428&#038;ssl=1" alt="Crusader kings 3 religion
" class="wp-image-917" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Religion.png?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Religion.png?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Religion.png?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Religion.png?resize=1536%2C864&amp;ssl=1 1536w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Religion.png?resize=213%2C120&amp;ssl=1 213w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Religion.png?resize=1140%2C641&amp;ssl=1 1140w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kings-3-Religion.png?w=1920&amp;ssl=1 1920w" sizes="auto, (max-width: 760px) 100vw, 760px" /></figure>



<p class="has-normal-font-size">This customizability and granularity help to make each faith feel unique when playing it. It is also amazingly fun to design your own religion and spread it across the world. </p>



<h2 class="wp-block-heading"><strong>Military</strong></h2>



<p class="has-normal-font-size">Another huge area of improvement here is in the game’s warfare systems. Battles feel more logical, even if it’s still mostly a matter of who brings more troops, there’s now more of a difference with Knights.&nbsp;</p>



<p class="has-normal-font-size">Knights function almost as commanders did in <em>Crusader Kings </em>2. They’re highly elite named characters who are worth a hundred levy troops. They’ll be subject to events and since they are characters in their own right, can be granted land or given favors.&nbsp;</p>



<p class="has-normal-font-size">Having significantly more knights than your opponents can turn the tide in a battle, though I’m not sure the King of England really only had 20 knights at his disposal. In this way, knights act more as heroic champions then petty feudal lords. They’re depicted more as Knights of the Round Table then their historical role implies.&nbsp;</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" loading="lazy" decoding="async" width="760" height="558" src="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kiings-3-Warfare.png?resize=760%2C558&#038;ssl=1" alt="" class="wp-image-946" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kiings-3-Warfare.png?w=950&amp;ssl=1 950w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kiings-3-Warfare.png?resize=300%2C220&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kiings-3-Warfare.png?resize=768%2C564&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/09/Crusader-Kiings-3-Warfare.png?resize=163%2C120&amp;ssl=1 163w" sizes="auto, (max-width: 760px) 100vw, 760px" /></figure>



<p class="has-normal-font-size">When at war there is always a button to raise your troops, which is such a small but important quality of life feature. There is also now an advantage bar during battles, showing who has the upper hand in an engagement.&nbsp;</p>



<p class="has-normal-font-size">Much like <em>Imperator Rome</em>, when you enter a province it will give you a pop-up of who the predicted winner is. I found this indicator to generally be correct in its predictions, and I&#8217;m torn on its implementation.&nbsp;</p>



<p class="has-normal-font-size">On the one hand, it makes sense that your advisors would be able to give you a sense of your chances, and it helps make combat less impenetrable but it also takes some of the strategies out of choosing your engagements. You’ll know if you’ve already won or not, and only a mixed indicator is a real toss-up battle where things could go either way.&nbsp;</p>



<p class="has-normal-font-size">Overall the combat system is much improved, especially with the additions of knights, and men at arms, even if the way you interact with the system will mostly be the same.&nbsp;</p>



<h2 class="wp-block-heading"><strong>Conclusion</strong></h2>



<p class="has-normal-font-size">If you wanted <em>Crusader Kings 3</em> to be an improved <em>Crusader Kings 2</em>, then you got your wish. So much of the game feels familiar that I felt right at home even in my first few hours of playing it.&nbsp;</p>



<p class="has-normal-font-size">Compared to recent releases like <em>Imperator Rome</em>, <em>Crusader Kings 3</em> is extremely polished. Everything works a little more clearly and a little more logically then it did in <em>Crusader Kings 2</em>.&nbsp;</p>



<p class="has-normal-font-size">Ultimately, we know Paradox will continue to support <em>Crusader Kings 3</em> with expansions for years to come, and this release serves as a strong foundation to build upon in further expansions and patches. They developed the fundamentals right, and now I want to see where they will go with it.&nbsp;</p>



<hr class="wp-block-separator is-style-wide"/>



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<p>The post <a href="https://strategyfrontgaming.com/crusader-kings-3-review/">Crusader Kings 3 Review &#8211; It&#8217;s Good To Be King</a> appeared first on <a href="https://strategyfrontgaming.com">StrategyFront Gaming</a>.</p>
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		<title>Hegemony III: Clash of the Ancients &#8211; Retrospective Analysis</title>
		<link>https://strategyfrontgaming.com/hegemony-iii-clash-of-the-ancients-retrospective-analysis/</link>
		
		<dc:creator><![CDATA[Connor Burke]]></dc:creator>
		<pubDate>Mon, 17 Aug 2020 22:35:14 +0000</pubDate>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Featured Content]]></category>
		<category><![CDATA[Grand Strategy]]></category>
		<category><![CDATA[Hegemony]]></category>
		<category><![CDATA[Hegemony III]]></category>
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					<description><![CDATA[<p>War of the Ancients Hegemony III: Clash of the Ancients was released by Longbow Games in 2015. The game puts you in charge as the role of the leader of [&#8230;]</p>
<p>The post <a href="https://strategyfrontgaming.com/hegemony-iii-clash-of-the-ancients-retrospective-analysis/">Hegemony III: Clash of the Ancients &#8211; Retrospective Analysis</a> appeared first on <a href="https://strategyfrontgaming.com">StrategyFront Gaming</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<h2 class="wp-block-heading"><strong>War of the Ancients</strong></h2>



<p class="has-normal-font-size"><em>Hegemony III: Clash of the Ancients</em> was released by Longbow Games in 2015. The game puts you in charge as the role of the leader of one of the many civilizations vying for domination of the Italian Peninsula.</p>



<p class="has-normal-font-size">You take control of either Greeks, Gauls, Romans, or Etruscans in an attempt to conquer Italy and establish your Hegemony over the other tribes.&nbsp;</p>



<p class="has-normal-font-size"><em>Hegemony III</em>’s main attraction is that everything can be played out both on a strategic map and when you zoom-in on the tactical map. Both of these you can switch between seamlessly, just like the previous entries in the series.</p>



<p class="has-normal-font-size">What has always set the Hegemony series apart was the granularity of its detailed maps and factions. Since each map is no larger than a country the games can dive into each tribe and each city on the map. </p>



<p class="has-normal-font-size">I also always found the strength of the series to lie in its narrative campaigns. I preferred the more freeform campaign of Philip of Macedon in Hegemony Gold to the more directed campaign in Hegemony Rome. </p>



<p class="has-normal-font-size"><em>Hegemony III</em> does away with the narrative campaign structure entirely and goes for a sandbox approach, though the campaign comes back in the <a href="https://strategyfrontgaming.com/the-eagle-king-review/">Eagle King DLC</a>.</p>



<p class="has-normal-font-size">Another fact I love about Hegemony is its intense focus on logistics over flashy combat.</p>



<p class="has-normal-font-size">Longbow clearly made the deliberate decision to place the core tension of <em>Hegemony III</em> not on combat but on your supply and logistic situation and you’ll be worrying far more about your troops having enough food and reinforcements than about their tactical positions. </p>



<p class="has-normal-font-size">The true beauty of this system is both its simplicity and depth. You simply right-click to connect cities to resource production or other cities to move goods and backup from your core territories to the frontlines.&nbsp;But doing so in an effective and efficient way will require careful planning and preparation.</p>



<h2 class="wp-block-heading"><strong>Background of Hegemony</strong></h2>



<p class="has-normal-font-size"><em>Hegemony III</em> builds on the successes of its predecessors Hegemony Gold: Wars of Ancient Greece and Hegemony Rome: The Rise of Caesar, by expanding the number of factions, units, and buildings without losing this core supply management system. </p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" loading="lazy" decoding="async" width="760" height="428" src="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-Battle-1.jpg?resize=760%2C428&#038;ssl=1" alt="" class="wp-image-420" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-Battle-1.jpg?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-Battle-1.jpg?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-Battle-1.jpg?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-Battle-1.jpg?resize=1536%2C864&amp;ssl=1 1536w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-Battle-1.jpg?resize=213%2C120&amp;ssl=1 213w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-Battle-1.jpg?resize=1140%2C641&amp;ssl=1 1140w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-Battle-1.jpg?w=1920&amp;ssl=1 1920w" sizes="auto, (max-width: 760px) 100vw, 760px" /></figure>



<p class="has-normal-font-size">As I mentioned, both predecessors focused on a historical narrative campaign following the conquests of the period.</p>



<p class="has-normal-font-size">In Hegemony Gold the campaign detailed the rise of Philip of Macedon, Alexander the Great’s father, as he worked to build Macedon into a power able to take on the Persian Empire. It&#8217;s a not often told story since Philip is overshadowed by his son but it&#8217;s one of my favorite strategy campaigns ever.</p>



<p class="has-normal-font-size">Hegemony Gold also featured two more campaigns detailing the events of the Peloponnesian Wars from the perspectives of Athens and Sparta respectively.&nbsp;</p>



<p class="has-normal-font-size">With Hegemony Rome: Rise of Caesar, as the name suggests, details the rise of Julius Caesar during the Gallic Wars. Hegemony Rome introduced the ability to build field camps and set up fortified bridges to secure chokepoints and act as forward bases.&nbsp;Rome focused far more on swift campaigning and big battles which were often a feature of the Gallic Wars. </p>



<p class="has-normal-font-size">Both games also had sandbox modes where you could take the role of any faction.&nbsp;</p>



<p class="has-normal-font-size">But in <em>Hegemony III</em>, the Sandbox takes center stage with missions emerging organically as time goes on rather than as part of a set historical narrative. </p>



<h2 class="wp-block-heading"><strong>What’s New in Hegemony III</strong></h2>



<p class="has-normal-font-size">There are a whopping 25 factions to choose from, with each representing a tribe or city-state of ancient Italy.&nbsp;</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" loading="lazy" decoding="async" width="760" height="428" src="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-map.jpeg?resize=760%2C428&#038;ssl=1" alt="" class="wp-image-421" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-map.jpeg?w=1024&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-map.jpeg?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-map.jpeg?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-map.jpeg?resize=213%2C120&amp;ssl=1 213w" sizes="auto, (max-width: 760px) 100vw, 760px" /></figure>



<p class="has-normal-font-size">Each faction belongs to a civilization, which mostly determines which units on the roster you can use and your technology. Etruscans favor axemen while Greeks fight in a hoplite line or as Phalangites(Long pikemen).&nbsp;</p>



<p class="has-normal-font-size">For the Romans and other Italian, you’ll need to pass military reforms before you can use the famous Roman legionnaires. Until then you’re stuck with hoplites much like the Greeks.&nbsp;</p>



<p class="has-normal-font-size">This adds a great bit of variety and encourages you to play with several different factions. </p>



<p class="has-normal-font-size">Though the focus on logistics over combat did make the differences feel somewhat moot. Heavy infantry felt like heavy infantry whether it was Roman or Greek. With the biggest difference being the tier of the unit not what faction it comes from.</p>



<h2 class="wp-block-heading"><strong>Resource Management in Hegemony III</strong></h2>



<p class="has-normal-font-size">To expand your fledgling empire you’ll need to collect resources namely: food, gold, and wood. To get these you’ll capture resource centers, such as vineyards, farms, and logging camps, and garrison them with workers or slaves to begin production.&nbsp;</p>



<p class="has-normal-font-size">Much like the previous entries in the series, <em>Hegemony III</em> does not shy away from depicting ancient slavery. Once enemies are defeated on the battlefield they won’t just all die, they’ll either surrender or try and run away. </p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" loading="lazy" decoding="async" width="760" height="428" src="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-city.jpg?resize=760%2C428&#038;ssl=1" alt="" class="wp-image-422" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-city.jpg?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-city.jpg?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-city.jpg?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-city.jpg?resize=1536%2C864&amp;ssl=1 1536w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-city.jpg?resize=213%2C120&amp;ssl=1 213w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-city.jpg?resize=1140%2C641&amp;ssl=1 1140w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-city.jpg?w=1920&amp;ssl=1 1920w" sizes="auto, (max-width: 760px) 100vw, 760px" /></figure>



<p class="has-normal-font-size">If caught they can be enslaved and forced to work in place of a worker unit. The benefit of using slaves is that they cost no upkeep or manpower compared to workers.&nbsp;</p>



<p class="has-normal-font-size">Slaves are useful when you can get them, and will definitely free your economy up to expand faster but it often feels like a hassle to coordinate the slaves into exact groups of 20 so they can get the most efficiency out of a resource building</p>



<p class="has-normal-font-size">You’ll also use gold to pay for units and upkeep buildings, wood to build fortifications and buildings. </p>



<p class="has-normal-font-size">You can upgrade resource production centers to house more workers, produce more, or give them fortifications. If you don&#8217;t then they’ll constantly be harassed by the enemy.&nbsp;</p>



<p class="has-normal-font-size">Food will feed your towns and armies and is absolutely critical. The rate of food production will change based on the season. With food being at its highest production in Summer and Autumn and the lowest in Winter.</p>



<h3 class="wp-block-heading">Winter</h3>



<p class="has-normal-font-size">This requires careful management as winter can be brutal. You’ll barely be producing any food and can only survive if you had the forethought to stock up beforehand.&nbsp;</p>



<p class="has-normal-font-size">I&#8217;ve found an increasing number of games use winter as a mechanic to create interesting gameplay scenarios. <em><a href="https://strategyfrontgaming.com/northgard-review/">Northgard</a></em> and <em><a href="https://strategyfrontgaming.com/endless-legend-review/">Endless Legend</a> </em>are two examples of winter done well. </p>



<p class="has-normal-font-size">What annoys me about winter in Hegemony is that while the stats change, the terrain doesn&#8217;t. The map will not be covered in snow signaling that winter has indeed come. Instead, everything will stay as it was, meaning if you&#8217;re not paying close attention to that season counter at the top of the screen you&#8217;re in for some trouble.</p>



<p class="has-normal-font-size">Alternatively, winter is great at giving the feeling of their being campaigning seasons.</p>



<p class="has-normal-font-size">Large-scale campaigning is generally ill-advised in the winter. Since your troops eat more food when they aren’t being garrisoned and food will be at a premium. </p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" loading="lazy" decoding="async" width="760" height="428" src="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-city-2.jpg?resize=760%2C428&#038;ssl=1" alt="" class="wp-image-423" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-city-2.jpg?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-city-2.jpg?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-city-2.jpg?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-city-2.jpg?resize=1536%2C864&amp;ssl=1 1536w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-city-2.jpg?resize=213%2C120&amp;ssl=1 213w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-city-2.jpg?resize=1140%2C641&amp;ssl=1 1140w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-city-2.jpg?w=1920&amp;ssl=1 1920w" sizes="auto, (max-width: 760px) 100vw, 760px" /></figure>



<p class="has-normal-font-size"><em>Hegemony III</em> creates a great ebb and flow to the game. You’ll be frantically pushing in the Spring while hibernating and sending small raids against your enemies during the winter. </p>



<p class="has-normal-font-size">Stocking up for the winter is challenging and I’ve nearly starved my empires to death on multiple occasions due to poor planning.&nbsp;</p>



<h2 class="wp-block-heading"><strong>Units &amp; Raiding</strong></h2>



<p class="has-normal-font-size">Your cities can produce and hold a potential number of recruits. Allowing you to draw from that pool to create units. Recruits regenerate slowly so you’ll want to choose your engagements carefully or else you may find yourself with means of replacing your army. </p>



<p class="has-normal-font-size">When units are defeated they don’t disappear along with all the experience they built up. They’re instead placed back into their home settlement while they draw from the recruit pool to get back to full strength. </p>



<p class="has-normal-font-size">This means when you’re building and upgrading troops you’re really building a cadre of experienced officers who will keep that experience even when their men are defeated.</p>



<p class="has-normal-font-size">The upgrade mechanic gives you a sense of these units gaining veterancy without the tedious process of losing all that experience every time a unit dies. This encourages you to take risks throughout the game and try out different stratagems.</p>



<p class="has-normal-font-size">Fortifications on cities are expensive to maintain so you’ll generally see border cities heavily fortified while the enemy&#8217;s interior will be relatively undefended. </p>



<p class="has-normal-font-size">This, along with the undefended resource production centers means raiding should play an important factor in gameplay. </p>



<p class="has-normal-font-size">I say should because, in reality, it&#8217;s often easier just to conquer cities outright, than try and starve enemies out or cripple them economically.&nbsp;</p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" loading="lazy" decoding="async" width="760" height="468" src="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-army-3.jpg?resize=760%2C468&#038;ssl=1" alt="" class="wp-image-424" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-army-3.jpg?resize=1024%2C630&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-army-3.jpg?resize=300%2C185&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-army-3.jpg?resize=768%2C473&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-army-3.jpg?resize=1536%2C945&amp;ssl=1 1536w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-army-3.jpg?resize=195%2C120&amp;ssl=1 195w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-army-3.jpg?resize=1140%2C702&amp;ssl=1 1140w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-army-3.jpg?w=1680&amp;ssl=1 1680w" sizes="auto, (max-width: 760px) 100vw, 760px" /></figure>



<p class="has-normal-font-size">This is due to the generally incompetent AI, who will generally take the opposite approach with you. They’ll be more than happy to raid your resource buildings and harass your lines of supply but rarely will they coordinate sieges on a city or muster a large enough force to be truly threatening.&nbsp;</p>



<p class="has-normal-font-size">By incompetent AI I mean they fail to challenge you in any meaningful way. They&#8217;re happy to raid your farms but they consistently fail to gather armies and try and take your territory. This is perhaps because the logistics in the game are often difficult for a player to manage, never mind the computer.</p>



<h2 class="wp-block-heading"><strong>Warfare in Hegemony III</strong></h2>



<p class="has-normal-font-size">Moving units generally works intuitively and units moving together will form battle formations with infantry in the center and cavalry on the flanks. </p>



<p class="has-normal-font-size">The problem comes from the bugginess of <em>Hegemony III</em>. There can be times when you order units to run but they just stand there as they are being charged down by a squadron of cavalry. It can be frustrating but overall combat is great and is much smoother than the previous games. </p>



<p class="has-normal-font-size">One small feature missing from the original was that when units moved they’d march in an actual column which added to a sense of realism. In <em>Hegemony III</em> units will bunch up or overlap as they move. This leads to it looking incredibly silly as your hardened veterans&#8217; march across Italy in clumps of men. </p>



<p class="has-normal-font-size">Campaigning is where <em>Hegemony III</em> really shines, instead of most strategy games where your armies are endless steamrollers that can keep pushing forward forever. Hegemony’s supply and seasonal systems force you to plan your conquests carefully. </p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" loading="lazy" decoding="async" width="760" height="428" src="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-3-battle.jpg?resize=760%2C428&#038;ssl=1" alt="" class="wp-image-501" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-3-battle.jpg?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-3-battle.jpg?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-3-battle.jpg?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-3-battle.jpg?resize=213%2C120&amp;ssl=1 213w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-3-battle.jpg?resize=1140%2C641&amp;ssl=1 1140w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-3-battle.jpg?w=1200&amp;ssl=1 1200w" sizes="auto, (max-width: 760px) 100vw, 760px" /></figure>



<p class="has-normal-font-size">Will I be able to take this city before winter sets in or before my troops run out of food? Maybe I should wait for Spring to launch my offensive? These considerations make <em>Hegemony III</em> unique and you’re given enough tools to deal with these problems in a creative way. </p>



<p class="has-normal-font-size">Will my troops run out of food before reaching the enemy? Build a supply base to work out of or bring a supply train of oxen carrying food. Or better yet live off the land, raiding and scavenging from enemy supplies.&nbsp;</p>



<p class="has-normal-font-size">Being able to zoom in and out between the tactical and strategic maps adds a great degree of situational control to <em>Hegemony III</em>. Being able to check in on the overall situation before diving in and carefully setting up your unit&#8217;s positioning is a great balance. And it skips the load times of a series like Total War. </p>



<p class="has-normal-font-size">Conflicts in <em>Hegemony III</em> are generally smaller scale than in previous entries to the series. I found myself almost never engaging in large clashes with the enemy. Instead, wars would become a running series of sieges, ambushes, and skirmishes. </p>



<p class="has-normal-font-size"><em>Hegemony III</em>&#8216;s economy is not set up for maneuvering large armies, you’ll run out of food too quickly. It&#8217;s much more effective to simply send small specialized forces to besiege a city then reinforce them if a relief force shows up. </p>



<p class="has-normal-font-size">This makes sense for the more primitive nature of <em>Hegemony III&#8217;</em>s factions and is a great change of pace from the standard strategy fare of massive clashes for every battle, which often robs them of every real meaning.</p>



<p class="has-normal-font-size">I love how skirmishes turn from two raiding parties running into each other on accident to larger brawls neither side planned for, as both sides feed more and more reinforcements into the fray in a desperate attempt to gain an edge.</p>



<h3 class="wp-block-heading"><strong>Sieges and Forts</strong></h3>



<p class="has-normal-font-size">Sieges are relatively simplistic with your troops standing outside the walls and slowly chipping down the health bar of a settlement. The siege goes much quicker if there are no defenders inside or if the city is out of food. </p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" loading="lazy" decoding="async" width="760" height="428" src="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-army-4.jpeg?resize=760%2C428&#038;ssl=1" alt="" class="wp-image-425" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-army-4.jpeg?w=1024&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-army-4.jpeg?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-army-4.jpeg?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-army-4.jpeg?resize=213%2C120&amp;ssl=1 213w" sizes="auto, (max-width: 760px) 100vw, 760px" /></figure>



<p class="has-normal-font-size">This system could be improved in numerous ways like allowing you to build actual siege works to blockade the enemy and protect your own units.&nbsp;</p>



<p class="has-normal-font-size">The fort mechanic can be somewhat frustrating. You can build a fort at predetermined locations on the map and then stock them with food or fortify them. </p>



<p class="has-normal-font-size">It’d be much better if you could dynamically build forts anywhere. It&#8217;s nice to have forts in the first place but being able to put them where I think the strategic point should go seems like an important part of warfare. </p>



<p class="has-normal-font-size">You could argue this would lead to easily exploiting chokepoints but isn&#8217;t that the point of forts? They&#8217;re meant to block those strategic points after all. I find that force placement is usually <em>just</em> off from where I want it to be. Just too far from that mountain pass or from that city to be really useful.</p>



<h2 class="wp-block-heading"><strong>Diplomacy in Hegemony III</strong></h2>



<p class="has-normal-font-size">Diplomacy in <em>Hegemony III </em>is simple. You are either at war with a faction or you have a truce. If you have a truce with a faction either they pay you or you pay them based on factors like your overall strength and the hostility they feel toward you. </p>



<figure class="wp-block-image size-large"><img data-recalc-dims="1" loading="lazy" decoding="async" width="760" height="428" src="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-Sicily-map.jpg?resize=760%2C428&#038;ssl=1" alt="" class="wp-image-426" srcset="https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-Sicily-map.jpg?resize=1024%2C576&amp;ssl=1 1024w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-Sicily-map.jpg?resize=300%2C169&amp;ssl=1 300w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-Sicily-map.jpg?resize=768%2C432&amp;ssl=1 768w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-Sicily-map.jpg?resize=1536%2C864&amp;ssl=1 1536w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-Sicily-map.jpg?resize=213%2C120&amp;ssl=1 213w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-Sicily-map.jpg?resize=1140%2C641&amp;ssl=1 1140w, https://i0.wp.com/strategyfrontgaming.com/wp-content/uploads/2020/08/Hegemony-III-Sicily-map.jpg?w=1920&amp;ssl=1 1920w" sizes="auto, (max-width: 760px) 100vw, 760px" /></figure>



<p class="has-normal-font-size">Diplomatic relations will be interrupted by ‘missions’ when other tribes request something of you. It could be to change the payment terms of the treaty, to send them warriors, or to raid one of their enemies. </p>



<p class="has-normal-font-size">The simplicity of the system is also its downfall. It&#8217;s far too easy to pay off everyone around you except for one faction and focus your war on them until they are destroyed, then turn to the next.</p>



<h2 class="wp-block-heading"><strong>Technology</strong></h2>



<p class="has-normal-font-size">Technology is somewhat lackluster. You advance down three trees: military, economic, and naval. The clear best strategy is to rush the military tree to get the “Military reforms” tech which allows you to use late-game units like Roman Legionnaires.&nbsp;</p>



<p class="has-normal-font-size">The problem with <em>Hegemony III’s</em> system mainly comes from the incredibly slow pace you get technology. Even with buildings in place I only had half the military tree and a bit of the economic tree done. This was by the time that I had conquered half of Italy in my Rome campaign. </p>



<p class="has-normal-font-size">Most of the economic technologies give such small incremental boosts that they’re almost worthless, while military technologies are absolutely critical for victory.&nbsp;Getting a stance that allows me to siege quicker, thereby taking more cities, is infinitely more useful than a small percentage bonus to vineyard output.</p>



<h3 class="wp-block-heading"><strong>Ultimate Victory</strong></h3>



<p class="has-normal-font-size">Winning the scenario is anticlimactic and is done through accruing “Hegemony” points which you gain throughout the game. </p>



<p class="has-normal-font-size">I was gaining and losing these points fairly consistently throughout my time with <em>Hegemony III</em><strong> </strong>but they never affected my overall conquest or seemed to influence gameplay. </p>



<h2 class="wp-block-heading"><strong>Graphics &amp; Sound</strong></h2>



<p class="has-normal-font-size">The graphics of <em>Hegemony III </em>generally look good and the art style lends itself well to the era. All the UI uses the ancient vase-style art which lends a unique feel to the interface. The map itself has some great details and is well laid out.</p>



<p class="has-normal-font-size">One gripe I need to bring up is the horrid inaccuracy of the armor of the Roman Hastati, Triarii, and Principes, which looks like something out of a later period and is totally out of place. </p>



<p class="has-normal-font-size">Another thing I’m not a fan of is that both the known map and unexplored regions are very dark which makes it visually hard to tell what&#8217;s going on when looking from <em>Hegemony III’s</em> strategic map.</p>



<p class="has-normal-font-size">Even years after release <em>Hegemony III</em><strong> </strong>still has many bugs mostly with combat and movement, while none were game-breaking this is still too bad to see so far after release.</p>



<h2 class="wp-block-heading"><strong>Upcoming DLC for </strong><strong>Hegemony III</strong><strong>: Isle of Giants</strong></h2>



<p class="has-normal-font-size">There is an upcoming DLC for <em>Hegemony III</em> which is called the <a href="https://store.steampowered.com/app/1351790/Hegemony_III_Isle_of_Giants/">Isle of Giants</a> and will add the Islands of Sardinia and Corsica to <em>Hegemony III’s</em>  map: </p>



<blockquote class="wp-block-quote is-layout-flow wp-block-quote-is-layout-flow"><p>“Centuries before the founding of Rome, the Nuragic tribes of Sardinia were building thousands of monumental fortresses, tombs and statues across their rugged Mediterranean island. In the second official expansion for Hegemony III, play as any of a dozen new factions of the mysterious Nuragic civilization to unite the islands of Sardinia and Corsica and compete for dominance of the ancient world against the Roman, Greek and Gallic factions of the mainland.” -From Longbow Games</p><cite>-Longbow Games</cite></blockquote>



<h2 class="wp-block-heading"><strong>Conclusion</strong></h2>



<p class="has-normal-font-size"><em>Hegemony III </em>is a great ancient wargame. Its focus on smaller skirmishes is something missed by most strategy games of this era who only focus on the large set-piece battles. </p>



<p class="has-normal-font-size"><em>Hegemony III</em> has only been made better by its first DLC: <a href="https://strategyfrontgaming.com/the-eagle-king-review/https://strategyfrontgaming.com/the-eagle-king-review/">The Eagle King</a>, which I&#8217;ll be talking about in an upcoming piece. </p>



<p class="has-normal-font-size">Besides a few bugs and some of the frustrations, <em>Hegemony III </em>is a complex and rewarding experience that can stand up to the likes of Total War. </p>



<p class="has-normal-font-size"><em>Hegemony III</em> also supports Mods on the Steam Workshop, and there’s even a great mod that adds the <strong><em><a href="https://steamcommunity.com/workshop/filedetails/?id=758525987">entirety of the ancient Iberian Peninsula</a></em></strong> in a new map. </p>
<p>The post <a href="https://strategyfrontgaming.com/hegemony-iii-clash-of-the-ancients-retrospective-analysis/">Hegemony III: Clash of the Ancients &#8211; Retrospective Analysis</a> appeared first on <a href="https://strategyfrontgaming.com">StrategyFront Gaming</a>.</p>
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