Total War: Three Kingdoms

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Inquisitor1961

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Inquisitioner1961

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About this mod

I mod total war games since 2005 and Rome Total War 1. I like to balance the game to my liking, making it somewhat harder in some aspects, and more real in other aspects. After 10 years this is first time I actually decided to upload something of my work :D So if you like the way I play, please tell me in mod comments! <3

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Changelogs
NEW! Update 1.4! Changes are located in "Articles" section! 

NEW! Update 1.3! 
( I will post patch notes here, and after every patch notes you can find main description of the mod. All information is below!)

Three Kingdoms Patch 1.3 This update focuses on ENTIRE unit rebalance! All information below:

-  Lowered unit HP, so one soldier has 500 HP

-  Increased Hero HP by a lot due to missiles being really strong now, in order to prevent hero focus with 10 archer units.

-  Heroes have around 75000 HP to 125 000 (depending on type) Vanguards have most and strategists have least.

Exact numbers:
 
 Vanguards:  125 000 Hp
 Sentinels:     110 000 Hp
 Champions:        100 000 Hp
 Commanders:      90 000 Hp
 Strategists:           75 000 Hp
 
Number of men per unit has changed:

Light Units --> 75 men --> 100 men
Light Cavalry --> 80 men --> 90 men

Medium Units: --> 125 men -->150 men
Medium Cavalry --> 100 men --> 110 men

Heavy Units --> 250 men --> 200 men
Heavy Cavalry --> 120 men --> 130 men

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- Tower damage balanced around missile changes (they have more damage butt hey fire a lot slower)

- Same with hero arrows (maximum hero bow damage is 2500 with unique weapons)

- Fixed a bug where not all ranged units had 2 ammunition.
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Armour Values Redone: 
Segmented heavy armor = 65 armor

Segmented light armor= 40 armor

Leather armor = 20 armor

Cloth armor = 10 armor

Segmented heavy cloth = 50 armor

Shield Values Changed:

- Shield defense value buffed a bit (5%)

- Shield missile block chance nerfed (15%)

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Upkeep Redesign:

Light tier units: 7 gold per person --> since light units have 100 people = 100 x 7 = 700 upkeep per light unit
 
Medium tier units: 15 gold per person --> since medium units have 150 people = 150 x 15 = 2250 gold per unit
 
Heavy tier units: 25 gold per person -->  since heavy units have 200 people = 200 x 25 = 5000 gold per unit

Recruitment Cost Redesign:

Heavy tier units: 65 gold per person --> 65 x 200 = 13000 gold per unit

Medium tier units: 45 gold per person --> 45 x150 = 6750 gold per unit

Light tier units: 30 gold per person -->  30 x 100 = 3000 gold per unit

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Economy Rebalance:

- Due to higher upkeep and recruitment costs, economy is more re-balanced to give more gold, but not much!
The idea is to „earn“ heavy and best warriors, not just gain them at 50th turn!

- Flat economy values are not changed, but % gain is hugely increased (especially for cities).

For example:

Level 10 city gives you 1000% increase to commerce income in that province. So it is actually worth investing into max level city.

- Tons of tweaks on other % increase for industry/trade/peasantry/commerce

Total Unit Overhaul:

-        Infantry spearmen
-        Infantry pikemen
-        Infantry missile
-        Infantry melee

 
Stats are divided per weapon type:

Axes -->High armor pierce damage/ High charge bonus / High building damage(barricade damage) / medium morale / very low defence / very low standard damage / standard attack speed (this depends on unit, if unit is ranged and has axes, then axes are much weaker( this is to prevent archer spam because many archers have good axes & swords) For example: axe band will have 100 AP dmg & 10 defence, but archers will have 100 ap but 1 defence & 1 charge bonus... same goes for other weapons.
 
Dual Wield Axes --> High armor pierce damage/ High charge bonus / medium morale / very low defence / very low standard
damage / extremely fast attack speed 
 
Double edged sword normal version --> Medium base damage / low pierce damage / medium charge /high morale / medium defence / medium attack speed
 
Double edged sword ELITE version --> High base damage / low pierce damage / medium charge /high morale / medium defence / medium attack speed
 
Single sword edge --> Medium base damage /Medium pierce damage / medium charge / high morale / medium defence / medium
attack speed
 
Single sword edge weak -->  Low base damage / low pierce damage / mediumcharge / high morale / medium defence / medium attack speed
 
1 handed spear --> Low base damage / low pierce damage / HUGE bonus against cavalry/ low charge / Medium  morale / highdefence / slow attack speed (This weapon is used by the cavalry as well, to prevent huge bonuses from spear cavalry vs spear cavalry i
had to nerf cavalry defence (sorry spear cavalry lovers)).

2 handed Polearm gouliandao -->These 2 unit types are best gamecan offer (protectors of heaven/pearl dragons). They will be true defenders! These guys are perfect front line!

That means: HUGE Defense / HUGE morale / low base 
damage / low armor pierce damage / low charge / very slow attack speed
 
2 handed Polearm gouliandao ELITE--> HUGE Defense / HUGE morale / medium damage / medium armor pierce damage
/ low charge / very slow attack speed
 
2 handed Polearm yi --> Medium morale / low charge / high defense / low damage / low ap damage / medium
bonus vs cavalry / standard attack speed
 
2 handed spears --> High morale / medium ap damage / low base damage / medium defense / high bonus vs
cavalry / standard attack speed / low charge bonus

Since cavalry uses some of these weapons, cavalry will have a base of 100 charge bonus when mounted.


Thanks to everyone for playing my mod! I really appretiate it! 


ABOUT MY MOD:

THIS MOD IS FOR BASE THREE KINGDOMS GAME! 

Main changes ( I maybe miss something because I really change A LOT of things..) :

URGENT: ARMY SIZE MUST BE SET ON "ULTRA" OTHERWISE YOU MAY FACE STRANGE THINGS !!! 
RECOMMENDED: PLAY ON LEGENDARY!  BECAUSE THIS MOD IS BASED ON LEGENDARY DIFFICULTY, IT MAY BE EASY ON EVERYTHING BELOW!

- Unit sizes are different: Low tier: 77 soldiers
           Medium tier: 125 soldiers
   Heavy tier:  252 soldiers ( this is for more fun late game fights, early game you have low scale battles with less people, and then at 200+ turns, you have carnage with 10 000 men per battle if you fight with 5 full scale armies)

- Archers are overhauled ( they have 200% more damage, but only 1-2 ammunition (you can increase ammunition by leveling expertise) - this is to prevent AI from spamming archers entire fight, this way you can use archers to get rid of of 2-3 heavy tier units and then you are forced for 1 vs 1 combat. 

- Buildings are changed/have new effects: I miss how 3 Kingdoms do not have forges like RTW 1 (where you improve unit damage/armor)... I changed that so military buildings, conscription/forges give: 

ALL EXAMPLES WILL BE IN "IMAGE" SESSION !! 

At level 1: 25% melee damage for all melee units (LOCAL COMMANDERY)
 5% armor for all units
 5% melee evasion for all units
 5% attack speed for all units

At level 2: 50% melee damage for all melee units   (LOCAL COMMANDERY)
   10% armor for all units
   10% melee evasion for all units
   10% attack speed for all units

THEN at level 3 you have to choose between armor/damage:

Level 3 armor: 25% armor for all units & 25% melee damage for all units 

Level 3 damage: 100% melee damage for all units (it can sound OP but in reality it isn't even close to OP, because all units have 9/15/29/31 melee damage, so even at 100% increase it is 31-->62 (nothing special). If you choose damage upgrade you only get 10% armor for all units.

- CHARACTER OVERHAUL: 

All characters have maximum of 300 per stat instead of 200.
All characters get more points per skill chosen, but leveling up is a lot harder because you need more experience to level up.
All characters have added effects:

Every skill you choose gives you +30 attribute if it is single attribute based, or you get 15/15 per skill, FOR EXAMPLE: 
Binding fury gives you 15 instinct & 15 resolve

FROM 200 TO 300 YOU GET BIGGER BONUSES FOR EXAMPLE: 
at 300 instinct character gets: 150% increased melee damage
      125% attack speed or melee attack interval
At 300 cunning character gets: 200% increased ammo (this us useful due to 2 ammunition units have now)


- INCREASED ITEM DROP RATE AFTER BATTLES ( I think you should get more rewarded for close battles and less rewarded for easy battles) That being said:

STANDARD VICTORY: 0.05 CHANCE TO GET ITEM
CLOSE VICTORY: 0.08 CHANCE TO GET ITEM
DECISIVE VICTORY: 0.06 CHANCE TO GET ITEM
HEROIC VICTORY: 30% CNAHCE TO GET ITEM
PYRHIC VICTORY: 40% CHANCE TO GET ITEM

- TECH TREE IS CHANGED ( EVERY VALUE IS PRETTY MUCH DOUBLED)

- LESS ARMIES IN GENERAL (INCREASES TURN SPEED A LOT). LATE GAME YOU CAN HAVE A MAX OF 5 ARMIES (3 BY PRESTIGE AND 2 BY SKILLS YOU CHOOSE)

- 12 turns per year is active as well

- All units have double the upkeep

- Farms overhauled, they give public order now (due to logic that people when have food are happy)

UPDATE: 6.8.2019. I noticed I forgot I didn't put level up rates. For example, units get a little bit more stats when leveling up, about 10% increase on morale/attack speed.

UPDATE 6.8.2019. - there is a bug on attack speed. If your unit is level 9, and has attack speed of 60. If it levels up IN BATTLE, attack speed will go up to 2400... I dont know how to fix that, but it isn't that much of a difference because attack speed is capped at 60. 


UPDATE 1.1 !!!

- You need to wait 4 turns instead of 5 to get a reform

- Taxes are doubled (you get double the money but at double cost of public order and food) this change is made due to reform overhaul because you get a lot more public order now.

- Every aspect has different bonuses completely. Detailed: 

Water tree (trade focused): tier 1 gives: 

+2% character experience -------------->       tier2 :   +5% character experience
+2% income from commerce ------------>    tier 2:   +5% income from commerce
+2% trade influence ------------------------>      tier 2:   +5% trade influence
+2 satisfaction for strategists ------------>   tier 2:   +5 satisfaction for strategists
+1 to available trade agreements ------>     tier 2:  +1 to available trade agreements

and so on for tier 3 & tier 4. Same bonuses with bigger bonuses.

Metal tree (Industry) : 
+2% income from industry------>          tier 2: +5% income from industry
+2% income from silk------>          tier 2:                 +5% income from silk
+2% income from spice------>       tier 2:         +5% income from spice
+2 satisfaction for sentinels------>       tier 2: +5 satisfaction for sentinels

Fire Tree (Military) :
+2% income from looting settlements
+2% post battle loot income
+2% ammunition for all units
+2 satisfaction for vanguards
-2% retinue upkeep
+2% campaign movement range
-2% recruitment cost

Yellow tree (Government) :
+2% income from all sources
+2    public order
+2 commandery line of sight
+2 satisfaction for commanders
-2% character salary
+1 available assignments

Wood tree (Agriculture and farming)
+2% food production
+2% income from peasantry
+2 satisfaction for champions
+2% replenishment