Buildings in Total War: Three Kingdoms improves economy, unlocks units, produces ancillaries and provides different to player's faction.
Overview[]
Buildings are essential part of state building. Player can construct buildings in commandery settlements (i.e. Commandery capitals and Resource Settlements) in order to expand and improve commandery's infrastructure. By doing this, player can generate greater income, increase food production and storage, grow faction's population, enhance faction's prestige and rank, and much more besides.
Buildings are built in the commandery panel, which is displayed when the player select one of the commanderies or counties. Each commandery capital has a town centre, which generates prestige each turn, boosts the commandery’s population capacity and food reserves, and performs more diverse functions as it is upgraded.
Buildings cost money to build, and some buildings require a further upkeep cost each turn to maintain. Player can only build at one slot at a time in each commandery (unless the commandery has more than 1 million population, which grants addtional construction), and more advanced buildings take longer to build, though if having the funds, player can throw money at the problem and use the Rush Construction button located on the building slot to instantly complete it.
To the right of the town slot are further slots within which player can build new buildings or upgrade existing ones. Upgrading the town centre expands the settlement to unlock further building slots.
Mousing over an empty building slot will display which buildings may be constructed there. Mousing over an existing building will display information on that building’s function and bonuses, and right-clicking it will show the entire building chain, so player can scrutinise the future bonuses it will grant when upgraded.
Some buildings will not become available until they are unlocked through new reforms. If this requirement is shown on the building, clicking the reform symbol will open the reforms panel and highlight the required reform.
There is a wide variety of buildings available, across five colour-coded categories.[1]
Building types[]
Economic (Metal/Grey)[]
These include buildings such as state-held or privately-owned workshops, and labour housing. These buildings increase the commandery income from industry and commerce, boost population growth, and reduce corruption through the standardisation of coinage. As the output of the craftsmen flows into the marketplace, grey buildings reduce the construction costs of blue buildings.
Agricultural (Wood/Green)[]
These include buildings such as livestock and grain farms, food storage, and land development centres. Development and storage buildings are generally constructed in the Commandery capital, while farms are situated in counties away from the commandery capital. Broadly speaking, green buildings enhance food, peasantry income and reserves. As the people support the military, green buildings reduce the construction costs of red buildings.
Education and Trade (Water/Blue)[]
These buildings include schools, trade and mercantile offices, and hostelries. They improve income from a number of sources, improve faction trade influence, and enhance character satisfaction. Certain high-tier market buildings can also increase the undercover network cost of enemy spy actions. As schools and markets bring education and profit to the people, blue buildings reduce the construction costs of green buildings.
Military (Fire/Red)[]
These buildings, such as military forges, conscription centres and military infrastructure buildings, bring benefits to armed forces through improved military supplies, reduced recruitment and upkeep costs, increased food reserves and more besides. It is important to note that higher-tier unit types are not unlocked by military buildings, but through reforms, character levels and becoming emperor. As the military supports the government, red buildings reduce the construction cost of yellow buildings.
Government (Earth/Yellow)[]
Government buildings encompass tax collection, temples and administrative functions. They boost income, improve public order, combat corruption, and much more. They are also an important source of prestige. As the government encourages and stimulates industry, yellow buildings reduce the construction cost of grey buildings.
List of Building Chains[]
Commandery Capital[]
Majority of buildings is built with in the district of the Commandery Captial, and every capital settlement will offer one to six building slots according to settlement administration level (city upgrade) for capital's urban development. Within each building class, there will be three to four different building chains, and within each building chains, there're three to five levels of buildings for player to upgrade.
Resource Settlement[]
In commandery's counties, player can find resource settlements. Unlinke commandery capital, resources settlement only has one building slot with a predefined building chain.
Resource settlement building chains | |
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Metal | Copper Mine・Animal Tamer・Armour Craftsmen・Weapon Craftsmen・Jade Mine・Toolmaker |
Wood | Farmland・Grain Garrison・Rice Paddy・Rice Garrison・Fishing Port・Livestock Farm・Lumber Yard (bamboo)・Lumber Yard (pine)・Teahouse |
Water | Salt Mine・Silk Trader・Spice Market・Trade Port |
Fire | Iron Mine・Horse Pastures |
Earth | Grand Temple City of Confucius・Grand Taoist Temple of Pengcheng・Grand Temple of the Way (YTR) |
Siege escalation[]
- Main article: Siege escalation
All buildings player construct will be represented on battle maps, and player can even aim to destroy individual buildings during a siege assault. Also, the main settlement level on the campaign map determines the size of the overall layout.
Trivia[]
Reference[]
Total War THREE KINGDOMS gameplay mechanics | |
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Characters | Ancillary・Attributes・Background・Class・Guanxi・Legendary・Resilience・Satisfaction (Title Rank)・Skill・Traits (Personality)・Unique |
Campaign | Army (Retinue)・Assignment・Buildings・Court (Administrator・Council・Family Tree)・Diplomacy (Coalition・Vassal)・Event (Initial Dilemma)・Factions (Leader・Heir・Prime Minister)・Fertility・Food・Mission (Challenge)・Population・Prestige (Faction Rank)・Records・Reforms・Resources・Seasons・Specialisation・Treasury・Undercover Network |
Battle | Ability (Unit Ability)・Dueling・Formation・Fortification・Morale・Terrain・Siege (Siege Escalation)・Unit (Hero Unit)・Weather |
Miscellaneous | Advisor・DLCs・Locations (Commandery・County・Settlement)・Timeline・Pins・Quotes・Records mode・Romance mode・Subculture (Governor)・Wu Xing |