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TW3K Wuxing-Xiahou-Yuan

Wu Xing, also known as Elemental Phases, is a gameplay mechanic in Total War: Three Kingdoms. The system is based on the ancient Chinese philosophy that describes the interrelationships of the five elements to view the workings of the world. The Wu Xing mechanic summarizes the rock-paper-scissor balance approach from previous titles, streamlining them into a closed-circuit system that affects every aspects of gameplay (meta).

Elements are properties for heroes, units, buildings and other gameplay mechanics in the game. There are five types of elements based on Wu Xing philosophy, including Water, Wood, Fire, Earth, Metal. Each type of element feeds (assist) one element, and is weak/strong toward another element. For example, Ranged Retinue has water element that assists Spear Infantry (Wood). It also defines which types of unit it is super effective against (Shock Cavalry/Fire), and which types of unit it is being countered (Melee Cavalry/Earth).

Wu Xing system denotes the synergies between different gameplay systems in the game via colour-coded user interface.[1]

How elements work[]

TW3K Wu Xing-alt

Wu Xing Elements are uniformly applied to nearly all gameplay mechanics in the Three Kingdoms. And the interactions such as buff/debuff between elements are similarly applied to every mechanics as well.

Here's an example on Wu Xing meta interactions, any word related to Wu Xing is marked with italics.

Zhang Fei is a Vanguard class hero. He's represented by color Red and element Fire. Zhang Fei loves to give out mission that improves military buildings when he's in the court. Zhang Fei's attributes are dictated by Instinct. As a hero with good Instinct, his military building buff will make related cost reduced if he's administrator and the cost is reduced even more if he's the faction leader. Military buildings researched in military reforms will grant Zhang Fei and Shock Cav better capabilities in battle. Zhang Fei's Shock Cav bonus reduced the upkeep cost of the unit type.

Wu Xing
Elements Earth Metal Water Wood Fire
Color Yellow Purple Blue Green Red
Attributes Authority Expertise Cunning Resolve Instinct
Hero Class Commander Sentinel Strategist Champion Vanguard
Buildings Type Government buildings Economic buildings Education Trade buildings Agriculture buildings Military buildings
Reforms Government Industry Education Trade Espionage Agriculture Military
Unit Type Melee Cav Melee Infantry Ranged Retinue Spearmen Shock Cav
Birth Creates Metal Enrichs Water Feeds Wood Feeds Fire Creates Ash(Earth)
Buff Buff Metal Buff Water Buff Wood Buff Fire Buff Earth
Destroy Dams Water Chops Wood Douses Fire Parts Earth Melts Metal
Debuff Counter Water Counter Wood Counter Fire Counter Earth Counter Metal

Character attributes[]

Main article: Attributes (Total War: Three Kingdoms)

Attributes are properties of a hero that affected by Traits. Each Wu Xing element represents one attribute with corresponding increased effectiveness (buff) for a particular action on the campaign/battlefield.

The five attributes are Authority, Expertise, Cunning, Resolve, and Instinct, which are chosen and colour-coded to match the five elements (Earth/Yellow, Metal/Purple, Water/Blue, Wood/Green and Fire/Red) that all either feed or counter one another.

While in previous titles, buff/nerf are directly linked with traits. In the case of Total War: Three Kingdoms, traits increase or decrease certain attributes of a character. And buff/nerf is connected to the final attributes instead.

List of Attributes
Elements Color Attributes Bonus 1 Bonus 2
Earth Yellow Authority Satisfaction Unit Morale
Metal Purple Expertise Construction Cost Melee Evasion
Water Blue Cunning Ammunition Military Supplies
Wood Green Resolve General's Health Population Growth
Fire Red Instinct Melee Damage Recruitment Cost

Hero Class[]

Main article: Class (Total War: Three Kingdoms)

Reform branches[]

Main article: Reforms

Building class[]

Main article: Building (Total War: Three Kingdoms)

Buildings in Three Kingdoms are classified by Wu Xing elements.

Metal[]

Economic buildings are assigned with metal element. 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.

Wood[]

Agricultural buildings are assigned with Wood element. 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.

Water[]

Education and Trade buildings are assigned with Water element. 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.

Fire[]

Military buildings are assigned with Fire element. 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.

Earth[]

Government buildings are assigned with Earth element. 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.

Unit types[]

Main article: Unit (Total War: Three Kingdoms)#Unit types

Units in Three Kingdoms are classified by Wu Xing elements, including Earth, Metal, Wood, Fire and Water, though traditional classes of unit such as Melee infantry and Shock cavalry are still being mentioned in the game.

Metal[]

Metal units are mainly melee infantry. Armed with swords or axes and bearing shields, melee infantry are player's principle assault troops as they have a good melee charge bonus. They are effective at dealing damage against polearm and ranged infantry but are less effective against cavalry. In game, the melee infantry is assigned to metal element and colour-coded purple.

Wood[]

Wood units are mainly polearm infantry. They're reasonable all-rounders and an army's principle defensive troops, pike and spear infantry form the backbone of many armies. While they generally do not deal as much damage as melee infantry, they are much better at fighting cavalry, and when stood still, gain the braced and charge reflection VS mounted abilities against frontal charges. In game, spear infantry is assigned wood element and colour-coded green.

Water[]

Water units are ranged retinues including ranged infantry, ranged cavalry, and ranged artillery. They often make for valuable support in any army and can cause serious damage to unshielded opponents, especially most shock cavalry.

Fire[]

Fire units are mainly shock cavalry. Shock cavalry wield lances, and cause tremendous impact damage. They are therefore best used when charging, and are the best type of cavalry to use against other cavalry. When their charge bonus has faded, they do not deal as much damage over time as melee cavalry, and should be pulled out and cycle-charged to maintain optimal damage output. Few shock cavalry have shields and therefore tend to be vulnerable to projectile attacks.

Earth[]

Earth units are mainly melee cavalry. Melee cavalry are armed with swords and shields, so are better able to weather arrow-fire, and deal greater damage over time when locked in melee than shock or ranged cavalry. However, they tend to be vulnerable to spear cavalry charges.

Reference[]

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