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TW3K Gate Fortification

Gate Fortification

Gate Pass is a building chain in Total War: Three Kingdoms. It serves as the capital and only building in pass commanderies. Besides providing a walled obstacle for any would-be invaders, it also grants public order, a penalty for military supplies for enemies, income boosts for adjacent commanderies, reserve capacity and reserves.


Building Chain[]


TW3K Makeshift Obstruction

Makeshift Obstruction

Makeshift Obstruction (level 1)[]

In desperate times, anything that slows the enemy down can be of use. The Great River cuts through lands like no other in China. Mountains appear to rise straight from the water, and deep gorges and ravines cut through rocky uplands, making for spectacular views but challenging conditions and slow progress. In terrain like this, the passes are few and the pitfalls many. A simple tree-trunk or even a woven screen may be enough to block off a route, creating an impromptu chokepoint.

Cost: None

Upkeep: 50

  • +2 public order
  • -10 military supplies (local enemy armies)
  • +10% income from commerce, silk and spice (own adjacent commanderies)
  • +40 reserve capacity
  • +2 reserves
  • Settlement has walls


TW3K Strong Barrier

Strong Barrier

Strong Barrier (level 2)[]

When the enemy is concentrating on getting past your barrier, they are not concentrating on your attack. If the gap to be defended needs something more permanent, beaten earth can be surprisingly effective. Pounded and compressed by many hands wielding wooden tools, soil can become almost as hard as rock. As an added advantage, here in the mountains defenders manning a barrier will usually have the advantage of higher ground.

Cost: 2000

Upkeep: 100

  • +4 public order
  • -20 military supplies (local enemy armies)
  • +25% income from commerce, silk and spice (own adjacent commanderies)
  • +60 reserve capacity
  • +4 reserves
  • Settlement has walls


TW3K Barricade

Barricade

Barricade (level 3)[]

A trapped foe is a vulnerable foe. When an obstruction needs to be more sturdy, it is time to employ stone if there is plenty to hand, or where there is not, hard-baked bricks. While the foe mills around looking for ways to bring down or bypass your barricade, the defenders can rain down missile fire or mount a counter-attack against an enemy trapped and confined, and hence unable to effectively defend themselves.

Cost: 3000

Upkeep: 150

  • +6 public order
  • -30 military supplies (local enemy armies)
  • +40% income from commerce, silk and spice (own adjacent commanderies)
  • +80 reserve capacity
  • +6 reserves
  • Settlement has walls


TW3K Gate & Wall

Gate & Wall

Gate & Wall (level 4)[]

A wall needs to stop enemies but let friends through. As walls become stronger and higher, their foundations must become firmer and deeper. Raising walls like this takes a lot of work: fortunately there is usually a ready supply of conscripts and convicts on tap. Of course, barriers can be seen from either side, and so one that can never be breached may be as much a hindrance as an asset: hence the construction of a gate. Lookouts along the ramparts and battlements can let you know whether a friend or enemy approaches.

Cost: 4000

Upkeep: 200

  • +8 public order
  • -40 military supplies (local enemy armies)
  • +50% income from commerce, silk and spice (own adjacent commanderies)
  • +100 reserve capacity
  • +8 reserves
  • Settlement has walls


TW3K Gate Fortification

Gate Fortification

Gate Fortification (level 5)[]

None shall pass, unless invited. One wall in China will always be used as a comparison for all others: the wall built along the northern border during the Qin dynasty. As well as keeping out invaders, it served to both comfort and contain the folk within. Though the Great Wall itself has become something of a patchwork by this time, and in some regards a shadow of its former self, emulating its great intention remains a grand statement. Considerable effort goes into constructing a defensive wall on this scale; the need to buttress it and add protective crenulations, and the finishing touch of a proper gatehouse, mean the advantages of such a structure cannot be overrated.

Cost: 5000

Upkeep: 250

  • +10 public order
  • -50 military supplies (local enemy armies)
  • +65% income from commerce, silk and spice (own adjacent commanderies)
  • +120 reserve capacity
  • +10 reserves
  • Settlement has walls

General Information[]

Gate passes nominally increase spice income from adjacent commanderies; however, this is meaningless because there are no gate passes that are adjacent to spice-producing commanderies.

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