Haegemonia: Legions of Iron, or Hegemonia: Legions of Iron (different spelling in US English due to the root word "h(a)egemony") is a 3D real-time strategy game made by Digital Reality and is similar in many respects to Homeworld and Digital Reality's previous game, Imperium Galactica II. The game series blatantly uses many concepts originating from the Master of Orion series.
The player can side with Captain Jack Garner of Earth to quell the colonial uprising, or join Captain Nilea Cortilliari and the Martian colonists on their campaign for independence.
Once the outcome of the war is decided, be it Earth or Mars, humanity unites under the new Unified Government and forms the Legions of Iron, its vanguard of expansion into the unknown.
As the human race expands outward from Sol, mysteries are solved and more new ones are created as they encounter new worlds and alien civilizations.
Acquire empire information: Gives you the amount of money owned, the amount of heroes, amount of ships, overall population, etc.(Level needed: 3)
Acquire planet information: Gives you moral and production info for an enemy planet. (Level needed: 1)
Acquire tech tree: Once is complete, if you click on research, then the selected empire, you'll get a list of all their completed research.
Get system military information: Gives you the position of all ships owned by factions in the particular system of the planet where the spy is working.(Level needed: 3)
Steal invention: Gets you a 90-95% complete prototype of whatever the enemy empire is researching. Also reduces some of the RP cost. Not only does it save you time and RP, you also get research that you might not have access to normally. Note: If you don't research a prototype in the mission that you stole it, you lose it. (Level needed: 4)
Sabotage defenses: Destroys planetary guns on the targeted planet. (Level needed: 4)
Sabotage ship: Destroys, or dramatically reduces the health of the targeted unit. Useful against military bases, or other big, slow moving units. If you try and use it on a fast ship, it won't work as well-- if at all. (Level needed: 5)
Assassinate: Kills a hero of any given unit. Particularly effective against stations and planets. (Level needed: 7)
Detect enemy spy: Reveals an enemy spy for a few minutes. (Level needed: 3)
Counter-intelligence: Increases the chance of your spies completing their missions, while decreasing the enemy spies mission chances. Also gives you a small chance that an enemy spy will be revealed without you attempting to detect them. (Level needed: 1)
The Earth Campaign of Haegemonia is treated more like a basic training campaign. It teaches the players the basic interface of gameplay and then thrusts them into battle. The first Act the player has to escort a research vessel to the sun. As you progress through the missions you learn more about how to play the game, gain new units and the ability to build them. The campaign then enters the "high" point of the Earth-Mars War. During the last part of the act, you have to prepare for the final assault on Mars. On the last mission, the player is thrust into a tough final battle with Mars, regardless of whether the player is ready or not. Winning the battle will always result in the same situation, a unified Solar System and the forming of the Legions of Iron. After this the acts between Earth and Mars are almost exactly the same.
Automated factories: 25% production bonus for the planet. Upkeep: 3
Robotic workers: Fully automated factories give 35% production bonus on the planet where they are built. (Darzok and Humans Only). Upkeep: 6
Fully automated production: Gives 50% production bonus on the planet (Darzok Only). Upkeep: 12
Planetary shield: This is the first line of planetary defenses. Protects all other installations on the surface absorbing 20% damage. Upkeep: 5
Multiphased planetary shield: Multiphased force-field technology allows for improving the general absorption rate of the shields against all kinds of attacks (50% absorb). Missile type attacks are relatively effective though (30% absorb). Upkeep: 10
Planetary barrier shield: The ultimate planetary shield technology. Very hard to harm it at all (75% absorb), except with missile types (50% absorb) (Darzok and Kariak Only). Upkeep: 20
Military college: Allows the training of regular (level 3) units. Upkeep: 8
Military academy: The most advanced form of mass military training. Allows to train seasoned (level 5) units. Upkeep: 15
Biospheres: Let the population live under dome cities. Improves max. Population by 25% on the planet. Upkeep: 3
Hanging gardens: An advanced form of relaxing: 10% population growth, 20% max population, 10% max. Morale. Upkeep: 5
Large biospheres: Improves max. Population on the planet by 40% (Kariak Only). Upkeep: 6
Genetic surgery station: Genetically modifies the people (+20% population growth, + 40% max. Population, -5% max. Morale) (Human Only). Upkeep: 10
Sport center: Improves local morale (+10% morale) Upkeep: 4
Recreation center: Allows full relaxation for the planet's inhabitants (+10% morale and +15% max morale bonus) Upkeep: 8
Haegemonia retailer center: No comment needed (+30% morale and +25% max morale bonus) (Human and Kariak Only). Upkeep: 16
Hive mind: Gives 5% production bonus on ALL planets as argue is eliminated almost completely
Artificial intelligence: Some basic production functions can be replaced with the help of the AI (+10% production on ALL planets) (Darzok and Humans Only).
Robotic implants: 10% production bonus generally (Darzok Only). Upkeep: 5
Hybrid implant technology: Learned from biological species, this technology mixes the best of the two alternate ways of evolution (+10% production bonus) (Darzok Only). Upkeep: 10
Androids: Androids can replace human workforce (+15% production), but they cause some morale loss (-5% morale and max. morale) on ALL planets (Humans Only)
Remote controlled manipulators: Improves the repair capability of bases and supply ships by 20%
Automatic repair system: Improves the repair capability of bases and supply ships by 30%
Genetically improved reflexes: Improves fire rate of weapons (regardless of any other considerations) by 5% (Human and Kariak Only).
Solar deflector: Protects your planets from solar flares.
Genetic planning: Increases population growth by 10% on ALL planets.
Cloning: Increases population growth by 20% on ALL planets (not cumulative with genetic planning).
Lengthened lifespan: Using the most advanced medical achievements, this invention allows longer lifecycle (+15% max. population)
Genetic engineering: Increases population growth by 40% on ALL planets (Darzok and Kariak Only).
Antidote: In case of an epidemic, this antidote helps to eliminate it Universal antidote: Eliminates all illnesses (+15% max. population, +20% population growth) (Darzok and Humans Only).
Unified government: Uniting all the population behind one government allows much more effective work and increases morale (+5% morale and max morale).
People's government: Every inhabitant of the world can participate in governing by brain to brain communications. (+5% morale and +5% max. Morale on ALL planets) (Kariak Only).
Unification: The perfection of leading a race together (+5% morale and 10% max morale bonus) (Darzok and Kariak Only).Digital Reality: A multinational company providing people with the best video games ever (+5% morale and +10% max. Morale).
Virtual reality: A refuge for old sick or dying people, where they are able to live further (+10% morale and +20% max morale on ALL planets).
Economy: Cold fusion: The parts of the power stations are much less stressed. Decreases upkeep costs by 10%.
Quark energy: A radical new way of gaining energy from any material. Upkeep costs are reduced by 15%.
Entropy power: In the universe, energy is abundant in some places and absent in others. This difference makes it possible to gain energy anywhere without any resource materials. Upkeep costs are reduced by 25%.
Electronic banking system: The most effective monetary transfer without banknotes or coins (+10% tax income).
Civil spaceport: Significantly increasing trade on a planet thus boosting tax rates considerably (+15% tax income).
Alien artifacts monopoly: These items are always very well received, thus generating huge income (+25% tax income).
Universal diplomacy: Gives traders a bonus to negotiate with alien races (+10% trade bonus) (Human Only).
Alien psychology: Gives deeper understanding of the alien races (+15% trade bonus) (Humans Only).
Xenopsychology: Detailed mapping and understanding of alien races led to the perfection of communication between them (+25% trade bonus) (Humans Only).
Heightened intelligence: More intelligent workforce (inventions cost 5% research points less).
Virtual training: Knowledge is uploadable and transferable (the P-R slider can be moved at double speed, 25 percent bonus on research speed and 5% less RP need).
Gaia entity: All inhabitants' brains are connected into a mighty Gaia entity (5% less RP need, 25% bonus on research speed and the P-R slider can be moved almost without delay) (Human and Kariak Only).
Colonization and Terraform
Basic colonization: Allows the colonization of planets with mild conditions.
Advanced colonization: Allows the colonization of planets with harsh conditions.
Hyper advanced colonization: Allows the colonization of planets with the worst imaginable conditions.
Terraform planet: Terraform a planet.
Advanced terraform 1: Terraforms a planet 1 level.
Advanced terraform 2: Terraforms a planet 2 level.
Hyper advanced terraform 1: Terraforms a planet 3 level.
Hyper advanced terraform 2: Terraforms a planet 4 level.
There are several ways of getting money to fund planetary projects and space construction: tax colonies, steal money from enemies with spies, mine resource-rich asteroids, receive tribute from other races/factions, and other ways (e.g. aid from Earth).
Research system is based on research points (RPs) which are allocated at the beginning of each mission. Most of the time, that is the maximum for the mission; however, certain random events may also increase that amount. During the campaign, all researched technologies are transferred from mission to mission, and the player can choose a certain number of ships and heroes to bring along to the next mission.
The espionage system is also different from many other games. Spy ships can be constructed in the same manner as other ships, usually no more than 3 may be present at a time. Certain heroes excel at spying and are best placed in those ships. These ships are invisible on sensors and have no sensors of their own (to prevent unfair use as scouts). Instead, spy ships can be assigned mission to be performed on planets, ships, or stations. The higher the level of the spy ship and/or hero is, the more types of missions they may perform (they gain levels by spying). In some cases, a well-trained spy ship may be worth several battleships. Spies can also be used to detect and stop enemy spies. If a spy ship is detected (e.g. spy mission failure, detected by another spy), it becomes visible for a short time to all ships, allowing it to be attacked. Ship behaviors and spy missions can be set using right-click menus. The same is true for subsystem targeting, although it is limited to hull, engines, and weapons.
Energy weapons are split up into three groups: cannons (fighters only), turrets (anti-fighter, used on turret corvettes and heavy ships), and blasters (only energy weapon for orbital bombardment, used on blaster corvettes and heavy ships). Contrary to popular belief, ships equipped with turrets can bombard planets, just not as effectively. Weaponry also comes in four distinct forms:
Planetary takeovers are accomplished by literally bombing a planet into submission, killing millions of people in the process (apparently the designers did not want to add planetary combat to the game, not even a simulated one). If the population is low to begin with, the planet will most likely become uninhabited and free to be colonized. Planetary bombardment, apparently, does not affect the planet's quality and besides, there's no way to affect a planet's quality negatively, unlike the expansion.
Technologies like better weapons or better morale on your planets can be researched in the research screen (default: F5). The researches are categorized in 3 levels: basic, advanced and superior. The higher the level, the more you can upgrade (for example: First +10% accuracy on basic then +15% acc. on advanced and finally +10% acc. on superior resulting in a total of +35% acc., ). The upgrades are also categorized in different categories: Ship tech, equipment, quantum weapons (mostly Darzok), proton weapons (mostly human), ion weapons (mostly Kariak), missile weapons (all races), planet tech and sociology & spy.
For good overview of the battle, the game includes the Starmap (default: spacebar). This is a 3d overview that allows you to view the battle from any direction you want, and with clear symbols representing the ships classes. You'll mostly be controlling your empire using this feature.
The latest patch, v1.07 introduces some minor modifications, like graphically showing sensor ranges, ability to pause the game with P, as well as the ability to save skirmish matches. The patch also modifies the executable in a way that if the game was installed with an invalid CD-key, a window saying "CD-Key invalid!" pops up a few seconds into the skirmish match, then the game quits, as if it were a multiplayer server.
There are four main differences between the Earth and Mars campaigns: the storyline of the first chapter, the result of the Earth-Mars war, the look of certain ships, and your hero (Garner or Cortilliari). Starting with chapter two, the two campaigns unfold virtually identically.
Humans began on Earth. During the age of space exploration, the Solar system was colonized, solving the Earth's overpopulation and resource problems. However, FTL travel was still beyond human science, so the race was confined within the boundaries of the system. After several generations, those living in colonies stopped thinking of themselves as Earthlings and saw the colonies as their home. Tensions arose as the Earth Empire attempted to force their rule on Mars (completely terraformed) and the other colonies. In response, Mars rebelled, and the other colonies joined it. When Mars diplomat's shuttle was ambushed and destroyed on the way to the Lunar summit, each side blamed the other, eventually resulting in a long and bloody war across the entire system. The war ended with the crushing defeat of one of the sides (player's choice which one) and formed the Legions of Iron. Coincidentally, a wormhole was discovered at the edge of the Solar system at the same time. Two more were found shortly after. Thus began the age of interstellar exploration and expansion for the new empire.
Most of the war was fought with Fighters and Corvettes using primitive plasma weapons. Close to the end, Proton and Missile weapons slowly replaced Plasma as the main tools of destruction. First Cruiser prototypes were also built, however their slow speed and low maneuverability made them the prime targets for waves of Fighters.
The Kariak are the first alien race humanity officially encountered. Unfortunately, the encounter ended in disaster, as several Kariak ships exited an unexplored wormhole in a newly-colonized system and attacked a defenseless transport, starting the Human-Kariak war. "Kariak" is most likely not the race's actual name, as the name was a random designation because the Kariak language remained unknown until the end of the war. Physically, they are humanoids with stone-like features and great physical strength, compared to humans. The Kariaks' native climate is Desert. It is only later discovered that the unprovoked attack on the transport happened out of fear, not malice. Apparently, long ago, the Kariak were attacked by a hostile alien race whose ships looked similar to that of the Legions of Iron.
The Kariak tend to rely more on their Cruisers than Fighers or Corvettes for combat. Their weapons of choice are Ion-based, allowing them to hit their target nearly instantaneously.
The Darzok suddenly appeared at the close of the Human-Kariak war, claiming to be on a mission of peace and exploration (they managed to decipher English fairly quickly). It wasn't long, however, before the situation changed. Apparently, the Darzok military took over their government once the humans and the Kariak were discovered, claiming them to be a threat. The Darzok then launched a powerful attack at both the Legions of Iron and the Kariak Empire. The first strike would have been crippling, had one of the former Darzok officials not warned the Legions of Iron of the impending attack. Still the Darzok pushed on, forcing a split within the Kariak Empire, where a rogue general attempted to aid his race's enemies in exchange for the promise of regency of the Kariak. Recent intelligence suggests that the Darzok may, in fact, be acting on behalf of some other, unknown force. Physically, the Darzok are four-armed giants (about 10 feet tall) with slight insectoid features.
The Darzok are a very warlike people, even more than Humans. Their elegant warships are much heavier than their Human and Kariak counterparts, and their hulls of organic material have superb regeneration capabilities. They try to complement their Heavy Cruisers and Battleships with Fighters and Corvettes in order to create a nearly undebeatable attack force. There are also rumors of massive supply ships being developed to support the Darzok armada on their campaign of destruction, allowing their ships to be repaired in flight. Darzok military technology far surpasses that of the Legions or the Kariak. Their Quantum weapons can turn most warships to stardust with just a few shots, and their wormhole blocking technology allows them to control the interstellar routes.
Very little information is available on this ancient race. Most likely, the Solon are extinct, destroyed by another powerful race. Several massive bases remain as a testament to their former glory. Unfortunately, the bases are protected by unknown defenses - all ships approaching them were reduced to nothing. These defenses further indicate that the Solon were trying to protect themselves from something else. Many believe that the massive structures were left there on purpose, so that younger races (those who could learn to bypass the defenses) could learn about the ancient race and use that knowledge to avoid the same fate. The Solon are rumored to be a humanoid race, but due to lack of evidence nothing has been proved.
Several changes compared to the original game: