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For the character, see Mulu

King Mulu is a playable Nanman faction in Total War: Three Kingdoms. He starts the campaign in southern China, located in Jiaozhi commandery. The faction exists in 190, 194, and 200. As King Mulu is a Nanman faction, it has its own Tribal Fealty.


Unique Features[]

  • Unique Units
    • Southern Elephants
    • War Elephants
    • Ravine Warriors
  • Unique Buildings
    • None
  • Unique Features


Pride[]

Pride is King Mulu's unique faction resource. It ranges from a minimum of 0 to a maximum of 200 and is divided into four tiers. Pride is gained through two methods. It is gained actively after each battle, with one Pride point being gained for each level of defeated generals. If, for example, King Mulu defeats a level 3 and level 2 general, he gets five Pride points.

Pride can also be gained passively through discovering rituals. In total, there are eight rituals to be found. King Mulu receives two points of pride per turn per discovered ritual, for a maximum of sixteen. If all rituals are discovered, Mulu will have enough passive Pride gain to offset the maximum decay level and maintain the maximum level of Pride at all times.

The four tiers of Pride and their effects are as follows:

Barely Recognised (0-49)

  • -4 pride decay
  • -15% upkeep for animal units

You are mighty, but the world has yet to see your victories and know your power.

Increasingly Known (50-99)

  • -8 pride decay
  • Animal Handler units available for recruitment: +3 (faction-wide)
  • Elephant units available for recruitment: +3 (faction-wide)
  • +8% ranged damage for animal troops (faction-wide)
  • -30% upkeep for animal units
  • +8% melee damage for all animal troops (faction-wide)

There is some talk of your skill, and your value. Some have come to serve you, but more are needed.

Widely Acknowledged (100-149)

  • -10 pride decay
  • Animal Handler units available for recruitment: +4 (faction-wide)
  • Elephant units available for recruitment: +4 (faction-wide)
  • +16% ranged damage for animal troops (faction-wide)
  • -45% upkeep for animal units
  • +16% melee damage for all animal troops (faction-wide)

To know you is to know just what you represent, and that to fight for you would be wise and honourable indeed.

Profoundly Respected (150-200)

  • -12 pride decay
  • Animal Handler units available for recruitment: +5 (faction-wide)
  • Elephant units available for recruitment: +5 (faction-wide)
  • +24% ranged damage for animal troops (faction-wide)
  • -60% upkeep for animal units
  • +24% melee damage for all animal troops (faction-wide)

Such is your immense ability and prestige, that all fall over themselves to serve and fight for you.


Rituals[]

Rituals are unlocked throughout the campaign as King Mulu conquers more territory. In total, there are eight rituals to be found. Each ritual lasts four turns. At the start of a turn, an event can trigger where King Mulu is forced to choose one out of a maximum of four Rituals to go into effect immediately. Beyond this, he has no control over which of the four Rituals is selected to choose from. Rituals usually come in pairs, with one having two good effects and two negative effects, whereas its pair has the positive and negative effects swapped.


Tribal Fealty[]

Main Article: Tribal Fealty (Total War: Three Kingdoms)

Loyalty of the Beasts

  • +10 prestige from Fealties (faction-wide)
  • +1 available armies (faction-wide)
  • +5 satisfaction (faction-wide)
  • +10% research rate (faction-wide)
  • +1 available tribal council positions (faction-wide)
  • Unlock Unit: Ravine Warriors (faction-wide)
  • Southern Elephants available for recruitment: +2 (faction-wide)
  • War Elephants available for recruitment: +1 (faction-wide)
  • -5 diplomatic relations with Han Empire factions (faction-wide)

Once one understands beasts, they can control them.


One With the Beasts[]

One With the Beasts is a passive effect unique to the faction of King Mulu. Its exact stats are as follows:

One With the Beasts

  • +25% research rate (Nanman economics)
  • Access to economic tier 2 reforms before uniting the tribes
  • +15% upkeep for all units

King Mulu prefers the company of animals to humans, and has a strong bond with the natural world.


Starting Situation[]

Rise of the Warlords (190)[]

TW3K King Mulu 190

190 - King Mulu (Blue), Jiaozhi Tribes (Red)

The world of men is barely a footnote to King Mulu – nature is his calling, and defending it against those who threaten such ancient orders. Mulu is indifferent to the ways of people, regarded as aloof and distant, yet this seeming disinterest hides a keen insight into the peoples he encounters. Should he perceive threats, Mulu is incensed, and charges into battle with both loyal man and beast at his call!

Start: Normal

King Mulu starts the campaign in Jiaozhi commandery. He is at war with the Jiaozhi Tribes to his south, they should prove little challenge to his superior forces. He is in a decent position and has plenty of room to expand. He has multiple weak neighbours that can be attacked for their Tribal Fealty, such as Ahuinan, Yang Feng, and Dongtuna. King Mulu has no immediate threats and has time to build up his forces. Long-term threats are King Meng Huo to the northwest and the Han governor Shi Xie on Mulu's eastern flank.


A World Betrayed (194)[]

TW3K King Mulu 194

194 - King Mulu (Blue), Dongtuna (Red)

The world of men is barely a footnote to King Mulu – nature is his calling, and defending it against those who threaten such ancient orders. Mulu is indifferent to the ways of people, regarded as aloof and distant, yet this seeming disinterest hides a keen insight into the peoples he encounters. Should he perceive threats, Mulu is incensed, and charges into battle with both loyal man and beast at his call!

Start: Normal

King Mulu starts the World Betrayed campaign still located in Jiaozhi commandery. He has gained an extra county since 190. He is at war with Dongtuna to his north, though he should prove little challenge to Mulu's superior forces. There is less room to expand than in 190, though King Mulu can still target Ahuinan to his west. To his north, Mulu borders Kings Meng Huo and Duosi, both of which are of similar strength as him and will prove a challenge. Shi Xie to Mulu's east will be a more immediate threat than in 190, as his power grows and he might be looking to expand into Nanman lands eventually.


Fates Divided (200)[]

TW3K King Mulu 200

200 - King Mulu (Blue), Enemies (Red)

The world of man has done nothing to impress King Mulu, despite every opportunity laid before it – the land weeps, and he knows who is to blame! Mulu is indifferent to the ways of people, regarded as aloof and distant, yet this seeming disinterest hides a keen insight into the peoples he encounters. Should he perceive threats, Mulu is incensed, and charges into battle with both loyal warriors and beasts at his call!

Start: Normal

King Mulu does not have missions in the Fates Divided campaign. His capital has moved to Jianning commandery. Mulu is stuck between a rock and a hard place as he is at war with both King Meng Huo to his west and King Shamoke to his east. While one of the last three Nanman factions, King Mulu is at a severe disadvantage due to him fighting a war on two fronts. His most realistic survival tactic is to stall for time in the west against Meng Huo, defeat the weaker King Shamoke to his east, and then turn around and deal with Meng Huo. This is easier said than done, however, and there is a good possibility that Mulu will be overrun by the pair. If he survives and defeats the two Kings, Mulu will have united the Nanman and will be in a position where he can attack nearby Han warlords such as Shi Xie and Liu Zhang.


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