Total War: Three Kingdoms

Ctw_Details  2.0.4 (standard)
-> Classic total war
____________________--Mod Guide--___________________
This mod was built towards a traditional classic total war experience and it's balanced for records mod.
1-Aims for realistic and balanced battles with classic TW generals abilities.
2-Aims for a military logistics management through supply & reserves mechanics.
3-Aims to introduce court life, politics, romance & relationships in the game.
4-Aims to balance all aspects and mechanics of the game that are poorly designed.
5-Aims for bug fixing.
-----------------------------Battles & Units & Military--------------------------
-Realistic longer & balanced battles:
battles are longer and more realistic, by doing a global reduction to AP damage for all the melee weapons (about 20%),
battles became slower and more balanced, Armors and Shields now became more important.
matched combat set from 25% -> 60%
decreased all units hp by -20%
this, and a lot of changes will be mentioned below..
-Generals abilities in records mod:
battles are more tactical with a classic-styled generals abilities in records mod,
1- Rally -> active buff for every general
2- Rally II -> active buff & it replaces Rally when general reach Lv.4 rank (strategists continue with Rally and never gain Rally II)
3- Plan -> passive buff and it's a special ability only for strategist, when they reach Lv.4
4- Renown -> passive buff for any general that reaches Lv.6 rank and beyond
-Reselience takes longer to recover:
turns to recover 3 -> 10 turns
-Units will die forever if they are crushed:
same thing with units, you have to avoid getting them crushed to avoid losing them forever and losing their vaterancy
-All units unlocked to everyone:
no more restrictions to recruit units, though it is "still good" to use the specific class to recruit units
and thats due to the skill trees types for every general.
trebuchet and siege engines are the only units locked -> for strategists & commanders. (to keep these 2 classes important)
-Formations for all generals:
all generals can use formations now -> (for their retinue only),
formations will unlock slowly with higher general rank, Lv.6 general will unlock all the formations.
-Units balancing:
*spear & shield units: are more reliable at holding the battle lines against every thing, but they can't casue too much damage.
*2 handed units(swords or spears): overall more charge bonus due to their advantage of long weapons, also a bit of melee evasion,
the idea is to make them an overall strong infantry units, but weak to archers only.
*swords units: the idea is to keep their roll as the best infantry units, but weak to cavalry and top-tier 2handed units.
*cavalry units: horse charges have been nerfed, hammer & anvil tactic is important for generals & cavalry units.
collision damage have been reduced, knock out & causing units to fly has been toned down(by increasing the speed required to initiate them)
light,medium,heavy cavalry speeds have been balanced (making heavy & medium cav a bit faster to make them worthwhile units to recruit)
*ranged units: they keep their roll, but focuses more on routing the enemy units with their extra morale penalty for their projectiles against enemy units.
*militia units less effective (-15% attack rate)
....also a lot of specific unit tweaks have been done to balance the units, and let every unit performs to it's true tier.
....example--> (jian swords guards are now much better than saber infantry)
-Changes in unit sizes: infantry 240, archers 200, cavalry 80:
it's done for more control to the battle balancing, and for more balancing to the units -> in relation to their costs & upkeep,
and lastly for more unit varieties & flavor in battles.
dragon units are 180 entities but even more stronger
peasants unit are 315 entities but die & rout quickly
etc..
-Units price & upkeep:
*doubled the price & the upkeep for all units
note: (in conjuction to this change, buildings produce double income also)
-Military supplies matters a lot more:
*all supplies aspects in the game have been nerfed & balanced to introduce a well tuned supply system in the game.
*armies consumes -20 supplies.
*food & reserves storage is essential to maintain, also Military buildings, Granary, Iron resources and reforms are worthawhile & very impactful to the supplies mechanic.
*new recruited army starts with 45 supply amount instead of 60 supply amount
*supply penalty from casualties post battles increased from 0.25 to 0.45
*supply penalty from post battle defeats increased from -15 supply -> -20 supply
*post battle supply loot choice is increased from +8 supply to +12 supply
*low supplies will reduce the ammunition of the army on top of replenishment & morale de-buffs
*supply missions from faction council are more costful to supply
-Armies consumes reserves:
each army consumes -2 reserves from local province 
-Morale penalties are increased:
minor morale tweaks to help the battle to be more realistic and balanced
*getting hit by arrows or bolts will cause more morale penalty
*units can rout & comeback only 3 times instead of 4 times.
*decreased night battle morale penalty from -15 to -10
*(winning the battle) morale buff has been increased to help fighting unbreakable units
because sometimes a large force will rout against unbreakable small group even if the large force are winning.
-Shields & armors matters more:
*due to Ap damage reduction the mod have done,
armored & shielded men are better & their armors matters more.
*made some tweaks to the unit shields values to make tower shield & the new cataphract shield better
-Unit ranks and training matters more:
a little more than vanilla increase to morale & melee evasion with each vaterancy
the reason is to (make war vetarens even if militia units) more powerful
other reason is to make training units more rewarding.
note: -> (its only a minor buff after all to keep the tier balance)
-Higher unit tiers will muster slower than militia units:
for more realism & lore, cheap untrained units will muster faster than elites
peasnts -> 4 mustring
militia -> 8 mustring
medium & high tier units -> 12 mustring
dragons & imperial -> 18 mustring
-Replenishment is slower & casualties matters:
replenishment now has a global reduction in the game, making defeats in battles more punishing,
also to avoid seeing a defeated army getting fully revived and ready to attack the next turn.
another reason is to make the mustering mechanic more impactful (specially with it's new relation to unit tiers and mustering time).
also, losing men will make units leveling to next rank "harder" (the replenishing units are gaining 0.2 the amount of unit xp, instead of 0.8)
low faction support will reduce replenishment.
-Units will cover longer & larger battle lines:
increased the length of the units line by reducing the minumum rows count from 10 to 8
extreme unit size is more balanced with this change
-No cheats for Ai in battles in higher difficulties:
removed the morale & stats cheats for the Ai in hard, very had, legendery difficulties
-Double the experience points gained from battles for "generals":
battles give more Xp points to generals, the reason is the game is more balanced for romance generals instead of records
going to battles now is more rewarding for generals Xp, the factors are:
*how many kills did ur character kill
*how many kills for characters retinue
*is it victory or defeat
-Doubles the experience points gained from battles for "soldiers":
battles give double more Xp points to units
it's works well in conjuction with (crushed units never comeback change)
-Encampment stance trains the soldiers:
a new way to train soldiers (Encampment stance trains units by 100Xp points per season).
-Ambush stance:
reduced the success chance of ambushes by 20 points
-Tower nerf:
20% nerf to the towers.
-Better looking units:
*better looking heavy spear guards, raider cavalry, militia lancer, spear warriors, cataphracts.
*changed the units varients in battles & their unit cards to represent the full rework
-Better unit "veterancy" ui style:
added a classic styled unit ranks chevron instead of plain numbers.
-Reduced generals health:
All Generals HP reduced
All Generals bodyguards HP reduced to the same HP of normal cavalry units
-generals normal size:
made generals scale to match units scale
-----------------------Court & Politics & Relationships-------------------------
-Court offices have more impact with better effects:
*chancelor: +15 pasentry, +2 assingment, +2 diplomatic relations + cover cost (enemy spies)
*grand commandment: -10 recruitment cost, -2 mustring +2 supplies +2 morale
*grand excellancy: +15% commerce income, +15% industry income -10 construction cost -1 construction turn
*grand director: 25% food from farming 25% food from fishing +5 faction support -5 corruption 
*grand tutor: +15% character experience +50 trade influance +1 trade aggrement +1 spy position
*every minister position cost -5 loyalty to represent some court politics & jealousy for control
-Court offices require 20 age character:
(for an old styled total war minor obstacles)
-Characters salary increased:
general =200 - administrator =350 - minister =450
-Characters will get jealous if lower ranked character appointed in office and him not:
-10 loyalty penalty
-More character will spwan in court pool:
a minor change to speed up the spawn ratio for characters in the pool just a little bit.
(Done by lowering the ratio of the "partitial" character spawn)
-Cheaper cost marriage,adoption,divorce:
*marry = 500
*arrange marriage = 500
*seek spouse = 500
*adoption = 2000
*divorce = 250
note: shi xie have no cost for marriages & adoptions
-Ladies are now between 16-24 years old when seek spouse:
seek spouse & arrange marriage actions produce young characters "male or female"
-Longer life for characters
characters well tend to die a little bit later
(done by lowering the chance of characters dying when they're at their 50s & 60s)
-Court action & politics:
adds a traditional total war political actions
*secure loyalty
*flirt
*assassinate
*gather support (available for family members)
*request aid (available for characters with court positions)
*embezzle funds (available for faction leader)
*counter corruption (available for faction leader)
*prepare a feast (available for faction leader)
*halt supply lines
*council character
*provoke
*send wine & concubines
*spread rumors
*request political support
*council artisan
*council peasants
*council merchants
*council generals
*council nobles
-overall more challenging & balanced loyalty in mid & late game:
*reduced a lot of loyalty buffs from the game from faction rank, reforms etc..
*low public order settelments will cause -2 loyalty and -5 loyalty when it's reached close to -100
*every minister position cost -5 loyalty to represent some court politics & jelousy for control
*characters will get jealous if lower ranked character appointed in office and him not
*Low overall charaters loyalty = -2 public order -5 faction support +10 corruption -5 cover for enemy spies -10 character experience
*High overall charaters loyalty = +2 public order +5 faction support -10 corruption +5 cover for enemy spies +10 character experience
*changed the word satisfaction to "loyalty" in the game.
-Public order is more important:
*high public order increases settlement income, low public order decreases settlement income
*high public order increases faction support, low public order decreases faction support
*low public order settelments will cause - loyalty
*low overall loyalty will cause low public order -2
*brought back public order as a factor to imperial favor
-Faction support is important:
*high public order increases faction support, low public order decreases faction support
*low overall loyalty will cause decrease faction support, high overall loyalty will increse faction support
*low faction support will reduce replenishment.
*some court actions have an effect on faction support
*playing as liu hong (the empire in 182) low Bureaucrats influence will decrease faction support
-Harmony & disharmony has more impact
*rivals & nemesis loyalty penalties are increased
*rivals will casuse -2 public order if they are in same settlement, nemesis will cause -4
*rivals in same army will cause -10 campaign movement range to army, nemesis will cause -20 campaign movement to army.
-more relationships cap:
acquaintances 15 position
friends & rivals 16 position
-Better experience progression for characters.
reworked the characters progression to make ranking up more balanced through the beginning to the end.
the reason of the rework is that in vanilla, all character keeps ranking up to rank 5 or 6 very fast
schools never mattered up until now, also taking generals to battles will have more impact to progression.
-----------------MECHANICS & BALANCE & OTHER CHANGES----------------
-Economy balance:
*economy is wighted more towards buildings being the strongest source of income
while soldiers & armies cost more to recruit & maintain
*all asset income from buildings increased by double
*all buildings upkeep increased by double
*doubled the recruitment price for all units
*doubled the upkeep price for all units
*all generals salries increased from 150 to 200
*background income increased by +25% for all factions
-More challenging campaign:
+10 supplies for Ai armies
+10 loyalty for Ai characters
+2 army limit for Ai armies
+2 faction support for Ai
-10 redeployment cost for Ai armies
-10 diplomatic relations for player only
-2 seasonal deployment to recruit armies player only
-increased faction potential for Ai (very hard 20 -> 40)
-player strategic threat inceased in very hard difficulty
-ai spends more funds to create armies
*Imperial favor rework & balance:
-added -5 decay to imperial favor all the time
-brought back public order as a factor
-diplomatic relations have been reduce to half
-reduce the imperial favor buffs from currencies -> cao cao, yuan shu, liu bio etc..
-Ancillaries are cheaper in diplomacy:
done to stop milking easy money from selling ancillaries in diplomacy,
also to make buying ancillaries from other factions reasonable with (not perfect) but better prices
-Auto-resolve tweaks and balance:
more autoresolve favor for the defenders in minor or major settelments (player or ai)
it's done to make the autoresolve difficulty matching the real battle difficulty with all the towers and small alleys
minor settelment melee change: 0.05 -> 0.4
minor settelment missile change: 0.1 -> 0.4
major settelment melee change: 0.1 -> 0.8
major settelment missile change: 0.2 -> 0.8
fortified fort melee change: 0.05 -> 0.2
fortified fort missile change: 0.1 -> 0.2
-Building tweaks and balance:
*all asset income from buildings increased by double
*all buildings upkeep increased by double
*food trader: consumes less food
*granaries: gives reserves to adjecent commandries (so it's harder to run out of food), also it has little pasentry income.
(granary can be built without regional city requirement now)
*confucian temple: adds +2 loyalty to all characters faction-wide on top of it's public order.
*tax building have less public order penalties
*training camp: redeployment cost = -20
*military forges: they produce extra wooden sticks for battles, removed the -10 recruitment cost for (melee) or (ranged) or (armored)
*schools have more character experience effect
*yellow turbas building gives more public order penalties to adjacent commandries
*iron resources (military supply town) give supplies to armies faction wide instead of local commandry
*wood resources give supplies to armies faction wide instead of local commandry
*global reduction to replenishment & supplies from the all the buildings
*replenishment buff for high level settelment have been capped up to 15%
-Assignments tweaks & balance:
*incite revolt assignment will last 10 turns instead of 5, also reduced the capture chance
*reduced the money cost for all the foreign assignments
*little buff for (mustering army assignment) -3 mustering -> -6 mustering
-Character attributes tweaks & balance:
*reduced supplies gain from cunning
*instinct = + melee damage | +ap damage (removed -recuitement cost)
-Reforms tweaks:
*most of the units unlocks will be in the military tree, some will have an immersive suitable reform
*reduced all the supplies & replenishment effects from all reforms trees in the game
*military tree: everything is useful while keeping it vanilla design
*peasantry tree: minor & immersive tweaks
*loyalty buffs from reforms have been spread out more
*(garrison conscripts) reform require tier 2 (training field) building
*(retainer armies) reform requires (garrison conscripts) reform
-Some tweaks to factions potential strength, background income, currencies & perks:
*reduced gong du potential in 190 start date, increased ma teng potential, increased yuanshao potential, increased cao cao potential when playing as liu bei
*reduced yellow turbans potential in 182 start date, increased han faction potential when playing as liu hong
*lui bei has an extra -50% reduction to his background income, yuan shao has 50% buff to is background income (more accurate history)
*gongsun zan gives +3 rank to "all cav units" instead of ranged only
*yuan shao captain retnuie have been nerfed -> reduced supplies, replenishment, removed unbreakable
*some nanman Fealty have been nerfed
*gongsun zan unique military administration positions can be assigned to any type of character
*Bureaucrats influence (for Liu hong Court) has -faction support penalty if it's going low
-Campiagn character Events:
*zhao yun event joins lui bei chance increased from 35 to 100.
*dian wei event joins cao cao chance increased from 35 to 100.
*xu chu event joins cao cao chance increased from 50 to 100.
*gan ning event joins liu biao chance increased from 20 to 100.
*diao chan arrives when playing as dong zhou at 190 date.
*All characters are male when seek talent in council.
-Change the "looters" faction name to raiders:
only a text replacer
-More accurate fronted difficulty for all factions:
more accurate difficulty presentation for the campaings 
-Removed some units:
due to them causing units bloating & being unnecessary
*light repeating xbows: there is no need for 2 repeating Xbows, so i kept the heavy one
*militia saber cavalry: available in captain retinues only
*peasants cavalry: peasants aren't supposed to have a mass horse army
*heavy horse archer: there is no need for 2 horse archers, so i kept the mobile one
*heavy cataphract: one cata unit is enough
-The mod fixes some bugs made by CA.
*fixed some bugs
*implemented a lot of fixes from -> (1.7.1 BUG FIX 修复) mod
-Supports all campaigns including 8 princes.
all campaigns are working with this mod
------------------------------------------------------------------------------------------
-Important Notes:
-Designed stricly for records mod.
-Balanced for (very hard/very hard) difficulty.
------------------------------------------------------------------------------------------
-Credits for implemented mods(whether fully, partially or patched):
-(Relationships Matter - Enhanced Friends, Rivals) by Beans -> with balance patch
-(Unique Bodyguards 独特的将领卫队) by Alex Zhao
-(get armed) by KAHNIM
-(Unlock All Titles 直接解锁头衔) by Alex Zhao
-(Dead Unit Tell No Tales) by KAHNIM
-(Counting rods in Unit Card) by fleet30maaya -> with tweaking patch
-(Reduce Smog 减少烟雾 안개를 줄이다) by jras
-(1.7.1 BUG FIX 修复) by Alex Zhao
-(随从立绘 | Followers Icons) by 非专业冬瓜
-(Enhanced Dust Particles) by Petellius
-(Way of the Sword - Cinematic Combat) by Poljanan for pearl dragon only
-(Overlay Map Alternate (English) by MasonDestro
-(Old unit cards) by szzsjoe -> implemented spear warriors unit card only
-(Guv's Captain Retinues Overhaul Mod) by Guvenoren -> used captain for all feature only
-(Unique Culture U.I.) by Dead Baron -> patch to work for bandits only
-(Historical AI Heir) by 高准同学
-(Nomadic Qiang Units for Looters Invasion) by Total Warlord
-(Records Generals Resized (normal size) by vavrinko(SK)
-(NO Female Generals (legendaries not affected) by Armmine -> patch to keep vanilla ratio for "born characters" only
...Records Mod: Classic Total War ...
...done by shatti...

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