Impressions and Questions for Three Kingdoms
Three Kingdoms is certainly a beautiful game to look at. But I was completely overwhelmed by the options, the reading, and also the lack of concise guides. The best Youtuber I could find about the topic, Serious Trivia, has a "beginner playlist" that is literally over 24 hours (Edit: 58 HOURS) long!
Compared to NTW or Shogun, this feels more like a DnD campaign than a strategy computer game. I feel paralyzed by indecision. It took Serious Trivia well over 10 minutes after starting a campaign before he even fought his first battle.
Archers, or at least peasant archers, seem borderline useless now. I had a full strength group fire at an enemy group of axemen the entire time until the axemen made contact and massacred them all, and in that time…
Theorycrafting co-op Saga Satsuma
A properly planned co-op between the Saga and Satsuma sounds like it could be a lot of fun.
As the faction with the industry bonus and the richest lands, Saga should initially focus on economy techs, switching to naval if necessary. Satsuma, with its home province being a recruitment hub, focuses on land military techs.
Saga artillery are nominally better but it's not really worth it. Armstrong guns are very strong for all factions, bonus or not.
After both build up their basic economy, Satsuma should gun for infantry while Saga builds ships.
Conquer Kyushu and the surrounding islands first. Satsuma should take the eastern side (Hyuga, Buzen, Bungo), while Saga takes the rest (Goto, Tsushima, Higo, Hizen, Tsukushi). This gives all the richest …
Rendog (Third Life)
Rendog is a playable faction in Third Life. It starts near the middle, somewhat southwest from it. The faction appears in all start dates. Gaining a rank as a duke, Red King or Red Emperor renames the faction to RenTheKing.
- 1 Unique Features
- 1.1 Unique Resource
- 1.1.1 Ren’s Modifier
- 1.1.2 Ren’s Resource
- 1.2 Unique Buildings
- 1.1 Unique Resource
Rendog, like many other factions, starts with a faction resource and a unique modifier.
Imperialism
- +5% replenishment
- -5 relations with all factions (strategic threat)
The grand force that you can muster strikes fear into allies and enemies alike.
Ren’s resource is somewhat pulled from his Hermitcraft lore, where he crowned himself king in Season 9, and Third Life itself, crowning himself king in the series. Legitimacy is gained by vass…
Scar (Character)
|background= |faction= |fare= |playstyle= |salary= |traits= |ancillary= |retinue= 2x Axe Band, 2x Ji Militia |units= |skills= |abilities= |expertise= |resolve= |cunning= |instinct= |authority= |hp= |morale= |melee-toughness= |ranged-toughness= |melee-power= |ranged-power= |charge= |atk-rate= |dmg-base= |dmg-ap= |evasion= |evasion-sh= |armour= |armour-sh= |msl-atk-rate= |msl-dmg-base= |msl-dmg-ap= |range= |ammo= |speed= |family= |friends= |surname= |given-name= |pinyin= |style-name= |birth= }}Scar is a character in Total War: Third Life.
- 1 General Information
- 1.1 Background
- 1.2 Traits
- 1.3 Ancillaries
- 1.4 Skills
Lord Of Magic
- +25 resolve
- +25 cunning
- +10 expertise
- +1 resilience
- +50% income from family estates (if faction leader)
- +50% inc…
GoodTimeWithScar (Third Life)
GoodTimeWithScar Is a playable faction in Third Life. It starts near the middle, slightly north of it. The faction appears in all start dates. Gaining a rank as a duke, Red King or Red Emperor renames the faction to Scarland.
- 1 Unique Features
- 1.1 Unique Resource
- 1.1.1 Scar’s Modifier
- 1.1.2 Scar’s Resource
- 1.1.3 Unique Buildings
- 1.1 Unique Resource
- 2 Starting Dates
Scar, like most playable factions, starts with a faction resource and unique modifier.
Survivability
- -25% ability recharge rate
- -5 relations with all factions (strategic threat)
To leverage the training that is required to survive will anger the people, but generally increase survival odds.
Dependent on Resilience and his own prowess in combat, it has three stages, like a ‘pick your poison’ resource. Green is an ove…
A Total War Saga: TROY - Patch 1.7.0
The 1.7.0 update is the next major update for A Total War Saga: TROY, arriving alongside the Rhesus & Memnon DLC and Governance & Strategy FLC. This patch fixes a number of issues raised by the community and introduces multiple improvements in diplomacy, missions and dilemmas, battles and more. Highlights of the 1.7.0 patch and FLC include:
Patch:
- Reduced the number of barters the AI requests from the player on End Turn
- The Amazon Champions chariot unit has been re-balanced (it was too strong)
- Reduced the requirements for most Anax missions and buffed their rewards (Anax traits now all provide gold per turn)
- Reduced the amount of favour Horde factions gain from War Spoils
- Reduced the costs of Griffin buildings for standard factions
- Reduced the nu…
A Total War Saga: Troy - Patch 1.6.2
The 1.6.2 hotfix has been applied to TROY, including some balance updates for elements added in the MYTHOS update. The patch has been automatically applied on all platforms. You can see the details below.
- 1 Performance
- 2 All campaigns
- 2.1 Mythological campaign
- 2.2 Historical campaign
- Fixed a live crash and improved game stability
- Fixed an issue which prevented DLC from being accessible for some players in China
- Construction cost reduction is now capped at -100%
- The Campaign AI no longer recruits as many Shade units
- Fixed an issue where players were not able to recruit a mythic monster after having won the quest battle
- Cerberus
- Damage lowered from 360/310 to 340/300 (5%)
- Cerberus progression ability Shade Battlefield Reconstitution healing reduced from 25 …
A Total War Saga: Troy - Patch 1.6.1
The 1.6.1 hotfix has been applied to TROY, including several fixes for issues brought on by the MYTHOS DLC. The patch has been automatically applied on all platforms. You can see the details below.
- 1 Platform
- 2 Main menu
- 3 Performance
- 4 Mythological mode
- 5 Historical mode
- 6 Multiplayer
- The Troy application on Epic now uses the correct desktop icon (the icon will not automatically update for users who have the game already installed)
- Chromatic aberration is now toggleable in the graphics options
- Fixed a possible crash that may have occurred while selecting a general and/or units for a Mythic monster expedition
- Fixed a few issues with the animations of the Minotaur
- The Disarming Beauty ability can no longer be used on flying units
- Fixed move order vocalisatio…
A Total War Saga: TROY - Patch 1.6.0
The 1.6.0 update is the next major update for A Total War Saga: TROY, arriving alongside the MYTHOS DLC and Historical FLC. This patch fixes a number of issues raised by the community and introduces a multitude of balance changes, tweaks, and other improvements.
Highlights of the 1.6.0 patch and FLC include:
- Introduction of achievements on all storefronts
- The introduction of Historical mode
- New Anti-snowball mechanic – Administration
Campaign
- Changed Hector’s difficulty to Easy, Sarpedon’s difficulty to Normal
- Hippolyta and Penthesilea now have the Epic Hero trait
- Aegisthus and Patroclus are now properly killed as part of their respective epic missions
- AI will now deploy its units away from the vanguard in the battle map for Troy with the Trojan Ho…
Tubbo (Character)
|background= |faction= |fare= |playstyle= |salary= 150 |traits= |ancillary= |retinue= Non-deployable |units= |skills= |abilities= |expertise= |resolve= |cunning= |instinct= |authority= |hp= N/A |morale= N/A |melee-toughness= N/A |ranged-toughness= N/A |melee-power= N/A |ranged-power= N/A |charge= N/A |atk-rate= N/A |dmg-base= N/A |dmg-ap= N/A |evasion= 0 |evasion-sh= 0 |armour= 20 |armour-sh= 0 |msl-atk-rate= N/A |msl-dmg-base= N/A |msl-dmg-ap= N/A |range= N/A |ammo= N/A |speed= N/A |family= |friends= |surname= |given-name= |pinyin= |style-name= |birth= }} Tubbo is a minor character in Total War: The Life Series
Main Article: Background (Total War: Three Kingdoms)
Butcher President
- +15 authority
- +5 instinct
- +10 expertise
- +1 r…
Wilbur Soot (Character)
|background= |faction= |fare= |playstyle= |salary= 150 |traits= |ancillary= |retinue= Non-deployable |units= |skills= |abilities= |expertise= |resolve= |cunning= |instinct= |authority= |hp= N/A |morale= N/A |melee-toughness= N/A |ranged-toughness= N/A |melee-power= N/A |ranged-power= N/A |charge= N/A |atk-rate= N/A |dmg-base= N/A |dmg-ap= N/A |evasion= 0 |evasion-sh= 0 |armour= 20 |armour-sh= 0 |msl-atk-rate= N/A |msl-dmg-base= N/A |msl-dmg-ap= N/A |range= N/A |ammo= N/A |speed= N/A |family= |friends= |surname= |given-name= |pinyin= |style-name= |birth= }}Wilbur Soot is a minor character in Total War: The Life Series.
Note: This page was created before the controversy. The page has been edited accordingly to fit the name …
Dream (Character)
|background= |faction= |fare= |playstyle= |salary= 150 |traits= |ancillary= |retinue= Non-deployable |units= |skills= |abilities= |expertise= |resolve= |cunning= |instinct= |authority= |hp= N/A |morale= N/A |melee-toughness= N/A |ranged-toughness= N/A |melee-power= N/A |ranged-power= N/A |charge= N/A |atk-rate= N/A |dmg-base= N/A |dmg-ap= N/A |evasion= 0 |evasion-sh= 0 |armour= 20 |armour-sh= 0 |msl-atk-rate= N/A |msl-dmg-base= N/A |msl-dmg-ap= N/A |range= N/A |ammo= N/A |speed= N/A |family= |friends= |surname= |given-name= |pinyin= |style-name= |birth= }}Dream is a minor character in Total War: The Life Series.
Main Article: Background (Total War: Three Kingdoms)
Butcher Of Men
- +15 expertise
- +5 instinct
- +10 resolve
- +1 resilie…
Minor Characters (List)
Current list:
- Dream
- Wilbur
(Will get this working eventually) |background= |faction= |fare= |playstyle= |salary= 150 |traits= |ancillary= |retinue= Non-deployable |units= |skills= |abilities= |expertise= |resolve= |cunning= |instinct= |authority= |hp= N/A |morale= N/A |melee-toughness= N/A |ranged-toughness= N/A |melee-power= N/A |ranged-power= N/A |charge= N/A |atk-rate= N/A |dmg-base= N/A |dmg-ap= N/A |evasion= N/A |evasion-sh= N/A |armour= 20 |armour-sh= N/A |msl-atk-rate= N/A |msl-dmg-base= N/A |msl-dmg-ap= N/A |range= N/A |ammo= N/A |speed= N/A |family= |friends= |surname= |given-name= |pinyin= |style-name= |birth= }}
Scott (Character)
|background= |faction= |fare= |playstyle= |salary= |traits= |ancillary= |retinue= 2x Axe Band, 2x Archer Militia |units= |skills= |abilities= |expertise= |resolve= |cunning= |instinct= |authority= |hp= |morale= |melee-toughness= |ranged-toughness= |melee-power= |ranged-power= |charge= |atk-rate= |dmg-base= |dmg-ap= |evasion= |evasion-sh= |armour= |armour-sh= |msl-atk-rate= |msl-dmg-base= |msl-dmg-ap= |range= |ammo= |speed= |family= |friends= |surname= |given-name= |pinyin= |style-name= |birth= }}Scott is a character in Total War: Third Life.
- 1 General Information
- 1.1 Background
- 1.2 Traits
- 1.3 Ancillaries
- 1.4 Skills
- 2 Guanxi
- 2.1 Third Life
Lord Of Rivendell
- +25 expertise
- +25 authority
- +10 cunning
- +1 resilience
- +50% income from family esta…
Smajor1995 (Third Life)
Smajor1995 is a playable faction in Third Life. It starts off near the middle, slightly south-west of it. The faction appears in all start dates. Gaining a rank as a duke, Red King or Red Emperor renames the faction to Rivendell.
- 1 Unique Features
- 1.1 Unique Resource
- 1.1.1 Scott’s Modifier
- 1.1.2 Scott’s Resource
- 1.2 Unique Buildings
- 1.1 Unique Resource
- 2 Starting Dates
- 2.1 Session 1
- 2.2 Session 2
- 2.3 Session 3
- 2.4 Session 4
- 2.5 Session 5
- 2.6 Session 6
Scott, like most playable factions, starts with a faction resource and unique modifier.
Victory
- +25% chance of escaping post-battle
- -5 relations with all factions (strategic threat)
To the victor go the spoils, which threatens relations with people.
Scott’s resource pulls from his Empires SMP lore, which includes his elven heritage and his d…
Grian (Character)
|background= Lord Dreamslayer |faction= Sun |fare= |playstyle= Coalitions and Trading |salary= |traits= |ancillary= Bogeyman Blade |retinue= 2x Axe Band, 2x Archer Militia |units= |skills= |abilities= |expertise= 152 |resolve= 48 |cunning= 67 |instinct= 75 |authority= 43 |hp= |morale= |melee-toughness= |ranged-toughness= |melee-power= |ranged-power= |charge= |atk-rate= 30 |dmg-base= |dmg-ap= |evasion= |evasion-sh= |armour= |armour-sh= |msl-atk-rate= |msl-dmg-base= |msl-dmg-ap= |range= |ammo= |speed= |family= |friends= Scar, Tim |surname= |given-name= |pinyin= |style-name= |birth= }} Grian is a character in Total War: The Life Series.
- 1 General Information
- 1.1 Background
- 1.2 Traits
- 1.3 Ancillaries
- 1.4 Skills
- 2 Guanxi
- 2.1 Third Life
- 3 Biography
Ma…
Grian (Third Life)
Grian Is a playable faction in Third Life. It starts near the middle, slightly north of it. The faction appears in all start dates. Gaining a rank as a duke, Red King or Red Emperor renames the faction to Sun.
- 1 Unique Features
- 1.1 Unique Resource
- 1.1.1 Grian’s Modifier
- 1.1.2 Grian’s Resource
- 1.2 Unique Units
- 1.3 Unique Buildings
- 1.1 Unique Resource
- 2 Starting Dates
- 2.1 Session 1
- 2.2 Session 2
- 2.3 Session 3
- 2.4 Session 4
- 2.5 Session 5
- 2.6 Session 6
- 2.7 Session 7
- 2.8 Session 8
- 3 Historical Facts
Grian, like most playable factions, starts with a faction resource and unique modifier.
Insight
- -10% retinue upkeep
- -5 relations with all factions (strategic threat)
To leverage the power of insight is a fine act indeed, but others might not think so.
Contrary to what people might expect, it is quite simpl…
Total War: Third Life
Fanwork, would be interesting to see this modded In
- 1 Quick Word
- 2 Factions
- 3 Starting Situations
- 4 Resources and Modifiers
- 5 Characters
Total War: Third Life is the first in a new series which takes the highly acclaimed Life Series into a new perspective. With the focus on Characters, Resilience, and Storylines, this edition is like no other.
Grian heading Sun
Scar heading GoodTimeWithScar
Scott heading Smajor1997
Etho heading Ethoslabs
Joel heading Smallishbeans
Ren heading Rendog
Martin heading InTheLittleWood
Tim heading SolidarityGaming
Impulse heading ImpulseSV
Skizz heading Skizzleman
Cleo heading ZombieCleo
Bigb heading Bigbst4tz2
Bdubs heading BdoubleO100
Tango heading Tango
Grian - Normal
Scar - Hard
Scott - Normal
Etho - Easy
Joel - Normal
Ren - Easy
Martin - …
The Mother of All Copy-Paste Lists
This post is useless for most people reading it. Best viewed in Source.
After some years of scattered copy-pasting, a lot of unnecessary typing, and brain cells lost, I've finally decided to compile a list of copy-pasteable stuff in one place, pooling it all together in one spot. This should, in theory, streamline the process for the countless characters in Three Kingdoms. As such, this kind of fails as a blog post because there's no real fun or inspirational value to it. The only reason I'm making it a blog post is to not flood my sandbox. Still, if you ever want to get into making characters for 3K, I suppose these are your building blocks.
Standardised template for non-stub character pages. After much refinement and revision, this is mor…
NTW France *perfect* start
This will be my last NTW post for the foreseeable future. I've started and restarted an unhealthy amount of France campaigns now, and this is pretty damn near perfect.
Administration and agents:
Switch ministers around by getting rid of your initial justice and hopefully landing on a random appointee with Bon Vivant and/or Jug Head. If unlucky, get your current head to be justice and a generic replacement for head. Move spy towards Normandie. Move both gentlemen to the college in Orleans.
Diplomacy and War:
Trade with the Ottoman Empire/Denmark/Mecklenburg and ask for 315/233/187 gold in return. Sell Austria Flanders for 7,500 gold, Fire and Advance, and National Debt. Sell Great Britain Alsace-Lorraine for 7,000 gold and Classical Economics. …
Tosa Thoughts
It's been a while since I've run through the Tosa campaign, one of the more interesting Fall of the Samurai factions.
Tosa's ships are better trained (pointless) and have a longer bombardment range (situationally useful). Its diplomatic relations are marginally better (basically pointless), and it has less resistance to occupation to regions it captures (highly useful).
Arguably most interesting about Tosa is that it is the only faction in the game to have unique units that are definitively better than their standard counterparts. In contrast to Satsuma's ho-hum black bear infantry being just inferior imperial infantry, or Saga's slightly more accurate artillery crews that functionally just do the same thing, Tosa's riflemen are greatly superio…
Comprehensive Shirabyoshi cost benefit analysis
Shirabyoshi are analogous to geisha in FOTS. They generate money and the cheapest way they can train is to distract armies.
Shirabyoshi come into the game at rank 1. If you have a Taira Palace or equivalent built they come in at rank 2. They cost 500 gold to recruit, and up to five may be recruited. They gain 3 experience per turn of sitting in a town or army, 3 per failed action, and 15 per successful action. As far as I know, there are two retainers that increase their "Entertaining Nobles" function (the one that makes more money per turn): Ceremonial Flute and Ceremonial Drum, but I'm going to assume that I'm just unlucky and there are actually three.
There are two skills that increase "Entertaining Nobles", both of which can have two poi…
Fukuhara Taira Thoughts
This is a very fun campaign, due to how involved it can be.
- 1 Overview
- 1.1 Disadvantages
- 1.2 Advantages
- 2 Research
- 3 Economy
- 3.1 Trade
- 4 Military
- 5 Playthrough
- 5.1 Dealing with the vassals
The Fukuhara Taira has a complex political position, with two vassals next to it that might betray it at an inconvenient time, as well as potential enemies from the north, east and south. Beyond its immediate problems, it usually soon comes into contact with the Kiso Minamoto, which inevitably declares war on it. At its unluckiest, it can be swamped by enemies from multiple sides pretty quickly.
The daimyo is fairly old, though his heir is of age and he has other kids that are coming of age pretty soon.
These guys are the only ones who have reliable early access to monomi, a…
Kamakura Minamoto Thoughts
I assumed that as the historical winners of this war, these guys would be as hard to play as the Tokugawa from Shogun 2. I was wrong. The Kamakura Minamoto have possibly the easiest campaign in the game.
I genuinely can't think of any. If I had to stretch, it would be that there are no immediate economy bonuses, but the easy early expansion takes care of all money problems.
All of the Minamoto's traits are great. Samurai are the best units in the game in nearly every category, so having cheaper ones that shoot faster is amazing. Faster budo mastery rate lets you get them faster, too. Starting provinces are the same as the Hojo's, with one great recruitment province and the other being one of the richest in the game. Daimyo is relatively youn…
Kubota Fujiwara Thoughts
The Kubota Fujiwara are nestled in the northern corner of Japan, and their starting position gives them some unique advantages and disadvantages.
In the long term, they won't be surrounded by enemies, and can mass the majority of their forces in one front. Unlike the Minamoto and Taira, they will have no problems meeting their goals before the campaign deadline. Lands in the north are also generally pretty rich.
The Fujiwara also have some good trade options. If they are fast, they can nab maybe 4-5 trade nodes. Granted, if those trade nodes are attacked, they're kind of screwed due to the sheer distance, but if they aren't, they'll have access to all the materials needed for late game buildings.
Unlike their southern neighbors, the Fujiwara …
Best paths and uses for agents in FOTS
- 1 Geisha
- 2 Ishin Shishi/Shinsengumi
- 3 Foreign Veteran
- 4 Shinobi
Geisha can distract enemy armies (causing them to be unable to move for the rest of the term), distract enemy garrisons (causing them to disappear from a town for a turn, making the town easier to take), seduce enemy agents (causing them to switch allegiances to the player), and to entertain nobles/perform (generate money in a player-owned province). Ninja are arguably more valuable for stopping enemy armies because they also damage the armies; distracting enemy garrisons is only rarely situationally useful; seduction is situationally useful, particularly at the start of the game to nab more generals, but the ability becomes less important the more agents and generals one has.
Geishas'…
Best paths and uses for agents in ROTS
The optimal way to level most agents is to find a weak enemy army, and continually demoralize/sabotage/distract them. Junsatsushi are the exception to the rule as they can't do any of those. All agents get +2 points per level until they hit levels 5 and 6, where they get three, instead.
- 1 Shirabyoshi
- 2 Sou
- 3 Monomi
- 4 Junsatsuhi
Shirabyoshi are the only agents that can increase the wealth of a town. For that purpose, they should be put into the five wealthiest towns, which should also be where you put your five junsatsushi for the same reason. As I showed in my geisha post for FOTS, this is a highly worthwhile investment that also does not take up any town slots. The second most important function of shirabyoshi is to steal enemy generals; this is p…
Yashima Taira thoughts
Both Taira campaigns are fast paced, with high risk and high reward. Below are disorganized thoughts on the Yashima Taira (the western one).
The Yashima Taira have boats that can move faster and are cheaper. Their trade ships also make 15% more money. This, combined with the fact that they are the closest faction to a majority of the trade nodes, means that they should fill as many nodes with as many ships as possible. In my legendary test, it is possible to grab four of the five nodes nearby (the Fujiwara begin the campaign with a ship already in the northern node). The Taira should naturally also research Chinese Learning and Rice Loans to further increase their trade income. Thanks to their very low investment and very high payback, trad…
ROTS Economy Notes
Finally dipping my toe in the least popular of the Shogun 2 games, Rise of the Samurai. Jotting down thoughts here.
- 1 Building Chains
- 1.1 Region Capital Chains
- 1.2 Other
- 1.3 Region Specific Buildings
- 2 Optimal play checklist
Formula to use is: Cost=(ax + nx(1+x)/2)*T, where a is initial wealth created (if any), n is town wealth gained per turn, x is the number of turns and T is tax rate (between 30-55% assuming default rates, depending on administration building). By plugging in cost, initial wealth, town wealth, and tax rates, which you should all know, you can solve for x which is the number of turns a building will pay for itself after it's built. After that, just add the construction time.
Confusingly, there are two slots, both called "Town". The …
Peninsular Spain Campaign
Spain can train up to 3 units of guerrilla tiradores, cazadores, husares, lanceros, 2 line infantry, as well as three more cazadores and two more tiradores that are region specific. That's a full stack of 20.
On paper, guerrillas aren't very impressive, with generally bad stats. However, the more I play Napoleon, the more I realize that stats don't particularly matter in comparison to positioning and manipulating the A.I. If you surround the enemy army, even if it's with a bunch of peasants, you'll wipe out even larger, superior armies with moderate casualties. One reason why stats don't matter that much is that as long as you're repositioning, enemy units often shuffle around to reposition themselves; they aren't shooting while they're movi…
Total War: Genshin Impact
Total War: Genshin Impact is the latest installment in the Total War Series. Released not long after the critically acclaimed "Total War: Minecraft", Genshin Impact sticks to the Total War spirit of having multiple factions and their units. However, it also adds a focus on elemental abilities and individual heroes.
Mondstadt, the city of the wind. Located in the north of Tevyat, the city is a bastion of freedom and peace for its citizens. For outsiders, it is a strange city, with strange customs and even stranger people inhabiting it. The local Archon, Barbatos, is a rather odd ruler, leaving the people with total autonomy. All this together has led to the Knights of Flavonius becoming the de-facto rulers of Mondstadt, with the local church…
A Total War Saga: Minecraft
I'm pleased to announce the next instalment in the Total War Saga series of games: A Total War Saga: Minecraft! Featuring everything you could want out of a Total War Minecraft game! There's multiple factions to choose from, 50+ units and unique faction leaders on a large, multiple biome spanning map! Coming soon to a gaming platform near you!
- 1 Factions
- 1.1 Human faction leaders
- 1.1.1 Steve
- 1.1.2 Alex
- 1.1.3 Villager
- 1.2 Mob faction leaders
- 1.2.1 Herobrine
- 1.2.2 Giant Zombie
- 1.2.3 Pillager General
- 1.1 Human faction leaders
- 2 Units
- 2.1 Human units
- 2.2 Mob units
- 2.3 Pillager units
- 2.4 Mercenary units
- 3 Buildings
- 3.1 Human buildings
- 3.1.1 Walls
- 3.1.2 Army recruitment
- 3.1.3 Farming
- 3.1.4 Government buildings
- 3.1.5 Smithing
- 3.1.6 Research
- 3.1.7 Mining
- 3.2 Mob buildings
- 3.2.1 Walls
- 3.2.2 Army recruitment
- 3.2.3 Farming
- 3.2.4 G…
- 3.1 Human buildings
My favourite Rome Remastered units and why
I've been playing Rome Remastered as my most recent Total War, since I never played the original and the game is just overall fun, especially Barbarian Invasion, which is what I've been playing to expanded it on the wiki. So, this will be me saying what my favourite units are and why in the game. The list is not complete as I haven't played all the factions so I can't say on all the units, but for now these are my favourites.
- 1 Base Game
- 1.1 Hoplites (and mercenary variant)
- 1.2 British Light Chariots
- 1.3 British Heavy Chariots
- 2 Barbarian Invasion
- 2.1 British Legionaries
- 2.2 Mercenary Veteranii
- 2.3 Graal Knights
- 2.4 Comitatenses First Cohort
- 3 Honourable mentions
- 3.1 Scotti Chariots
Hoplites are just cool! Their long sarissa and shield with the ability to form a…
A Total War Saga: Troy - Patch 1.5.1.1
The 1.5.1.1 update for A Total War Saga: TROY introduces a multitude of battle balance changes based on community feedback. Highlights of the 1.5.1.1 patch include:
- Increased the overall ranged damage of Archer type units
- Increased the overall ranged damage of Missile Chariots
- Adjusted costs of many units specifically for custom and multiplayer battles
- All Missile Chariots have had their base ranged damage and base ranged armour piercing damage increased by roughly 10% to 15%
- All Javelin Chariots have had their missile range increased by 10 metres
- All bow units have had their ranged armour piercing damage increased by roughly 15%
- All Chariot Mounts for Archer type Heroes have had their cost in custom battles increased by 100
- All Horse Mounts for A…
A Total War Saga: TROY - Patch 1.5.1
The 1.5.1 update introduces a multiplayer beta, fixes a handful of issues raised by the community, and adds a number of balance changes and improvements.
- 1 Multiplayer beta
- 1.1 Quick battles
- 1.2 Chat
- 2 Launcher
- 3 Bug fixes and improvements
- 4 Battle balance changes
A multiplayer beta update for A Total War Saga: TROY is coming, bringing with it two new features:
- Allows you to find a multiplayer match with a single click
- You can queue up alone or with up to three friends
- Allows you to directly communicate with your friends in game
- Allows you to join existing chat rooms or create your own
- A dialog box that warns players when they try to run the game with outdated mods enabled has been added
- Reduced instances of an issue causing some players with slow internet c…
A Total War Saga: TROY - Patch 1.5.0
The 1.5.0 update is the next major update for A Total War Saga: TROY, arriving alongside the Ajax & Diomedes DLC and Hephaestus FLC. This patch fixes a number of issues raised by the community and introduces a multitude of balance changes, tweaks, stabilizations, and improvements. Highlights of the 1.5.0 patch and FLC include:
- The introduction of Hephaestus
- Agamemnon will vassalize more often after defeating an enemy faction (about 200% more)
- Archer Heroes now benefit from their Hide (forest) and Sharpshooter abilities when on Archer Horse and Warhorse mounts
- Fixed an issue where port settlement battles were not part of the Statistics panel
- Fixed sorting by culture and regions count in the Assuwan League faction mechanic UI
- Added a missed namepl…
A Total War Saga: TROY - Patch 1.4.0
The 1.4.0 update is the next major update for A Total War Saga: TROY, arriving alongside the multiplayer beta. This patch fixes a number of issues raised by the community and introduces a multitude of balance changes. Highlights of the 1.4.0 patch include:
- Multiple fixes and improvements to the way unit collision boxes interact with each other, resulting in units finding it much harder to move through a space occupied by an enemy unit, especially on Extreme unit size where the problem was observed the most before (please note that units might still be able to pass through enemy units depending on their weight class, but it will take them much more effort and they will take a lot more damage in the process)
- A number of changes to unit statist…
A Total War Saga: TROY - Patch 1.3.0
The 1.3.0 update is the next major update for A Total War Saga: TROY, arriving alongside the Artemis and Photo Mode FLC. The patch fixes a number of issues raised by the community as well as introducing new features in both campaign and battle. Highlights of the 1.3.0 patch include:
- Longer end turn times and performance issues introduced with patch 1.2.0 have been addressed
- The supply lines penalty has been reworked so it is equal for each campaign difficulty
- Various campaign AI improvements for bartering and gifts including identifying the source of seemingly random reliability drops due to missing warnings and stopping campaign AI from offering imbalanced barters
- Removed all instances of barter deals generating diplomatic prospects
- Amazon uni…
NTW Multiplayer Egypt Campaign (Ottoman)
I was really eager to play the Ottomans in the multiplayer campaign, because there's no way to play them in campaign otherwise. And the funny thing is that I had very low expectations regardless: The Ottomans control far more land, all the factions aside from France is friendly to it, and the Ottomans have resistance to heat fatigue. I couldn't see how it could be difficult. I was wrong!
The Ottomans are saddled with a variety of problems. Its starting army is very weak compared to the French one. Like, the French have literally multiple stacks of 9 experience fusiliers, grenadiers and chasseurs, while the Ottomans have a couple of janissaries and four or five militia. The quantity of Ottoman lands doesn't help initially either because all …
NTW Great Britain *perfect* start
Great Britain has one of the easier campaigns, with a defensively manageable starting position. Its main challenge is keeping its economy afloat as it has an expensive navy and low starting income, but once the ball gets rolling for it economically speaking the campaign becomes a cakewalk.
Of top priority is to mass trade ships and to wrest control of the nodes from hostile factions. The British navy can easily take on and crush its rivals individually, but taking them all on at once or sequentially without repairs can be dicey. In the meantime, make sure your ports aren't blockaded by the French, since if you lose trade your income takes a heavy hit. Make it a habit to raid all French ports along the English channel every turn so that they…
A Total War Saga: TROY - Patch 1.2.0
The 1.2.0 update fixes a number of issues raised by the community. These include technical and gameplay related stabilizations, tweaks, improvements, rebalancing, and fixes to many areas of the game, such as:
- Achilles’ start position has been further improved by adding two more units to his army and adjusting the Ellopian army
- Death animations are now properly related to the direction the killing blow came from (e.g. a unit shot in the back will fall on their face)
- Baseline, strength, and threat evaluations of military alliance, defensive alliance, military access and non-aggression pact have all been rebalanced
- Baseline relations between Achaean pillar factions have been increased
- A number of clarifications and quality of life improvements in …
A Total War Saga: TROY - Patch 1.1.0
The 1.1.0 update is the first major update for A Total War Saga: TROY, and fixes a number of issues raised by the community. These include technical and gameplay related stabilizations, tweaks, improvements, and fixes to many areas of the game, such as:
- Various adjustments to chariots, primarily resulting in greatly reduced melee defence
- Fixes to bartering, including how the AI evaluates negative income (thus fixing the relevant exploit)
- A tweak to Poison the Well to make it more balanced (but still effective)
- Achilles’ start becoming easier due to adjustments to the Ellopian army
- Centaurs and Centaur Elders are now able to be recruited from their respective buildings
- 1 Bug Fixes
- 1.1 Crashes
- 1.2 Epic Heroes and Missions
- 1.3 Diplomacy
- 1.4 Campaign
- 1.5 UI/UX…
Aizu playthrough, or why Shogun 2 campaign A.I sucks
The Aizu have better shinsengumi and better traditional units. The lands around them aren't bad either, and mostly pro-Shogunate. By most measurements, they should have an easy campaign.
Aizu's initial enemies are to the south, while the only Buddhist tradition province is north of them and controlled by a friendly clan. In practice, if you don't make a concerted effort to take this province early on, you won't get it for most of the game prior to realm divide because of the way the A.I successively makes all your neighbors declare war on you, so holding onto your home province with a skeleton force in the beginning while grabbing the northern province can be a good strategy.
Generally speaking, you'll need at least three armies: two for the…
should I collect General retainers or not?
Right now, this blog post is mostly a test. I have yet to understand what blogs in wikia can be used for or how they can be used.
For more on the title see comments ~.^
Total War: Shogun 2 review
Much of the fanbase agrees that Shogun 2 is a gem in the Total War series. The same community also largely lambasted Empire, and to a lesser degree its successor, Napoleon. Empire was the first Total War game I played, and I loved it, so as a relative outsider I was very curious about how I'd feel about Shogun 2.
- 1 The Pros
- 1.1 Graphics
- 1.2 Sound
- 1.3 Land Battles
- 1.4 Legendary Difficulty
- 1.5 Agents
- 2 The Cons
- 2.1 Diplomacy
- 2.2 Naval Combat
A ton has already been written about its graphical accomplishments--after all, it's nearing a decade old--so I'm going to skip over those. I'll just say that they're good. The art style is distinctive and pretty, and the graphics even look relatively crisp by today's standards. Much as Napoleon was able to capture the era with its art…
Ikko Ikki Playthrough
The Ikko Ikki are interesting for a couple of reasons. Their army roster is very unique, missing certain units and gaining far more than the one or two units DLCs throw other clans. Their position is powerful but dangerous. Finally their religion makes everyone hate them. Their campaign is consequently extremely aggressive.
- 1 General Tips
- 2 Starting Position
- 3 Research
- 4 Army Comp
Get monks early, or you'll be spending a lot of time and money pacifying regions instead of fighting. Don't bother waiting for getting a holy site province: your monks don't benefit from those.
Farm techs are more important to the Ikko than anyone else, because they have no metsuke to help increase income.
Loan Sword Ashigaru are amazing, and cheaper than spears in the long…
Shimazu Playthrough
- 1 General Tips
- 2 Starting Position
- 3 Research
- 4 Army Comp
- 5 Turn 1
- 6 Turn 2
- 7 Turn 3 and onward
Opening moves aside, Shimazu end up looking a lot like the Otomo: controlling Kyushu and getting rich off trade.
Shimazu should consider going Christian in the early-mid game, to access the better church buildings and research rates, as well as Nanban trade ships to dominate the seas. When their daimyo eventually dies, they can go back to Buddhism to access bow warrior monks.
The Shimazu start in Satsuma and should go for Osumi ASAP. The Shimazu should build ports and ships as soon as possible, to occupy nodes. If they're fast they can grab the four nodes surrounding Kyushu--but even if you rush for the one north of Honshu you won't make it. From Osumi and Sats…