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nels1031 wrote: There has to be something broken with Yuan Shao, as someone mentioned above. Its like he gets to auto-vassalize his neighbors and the neighbors of his neighbors without even getting into a war and dominating them into accepting vassal-hood. Its probably the most annoying thing I’ve run into so far in this game.
I think the issue is tied to his factional ability. Though if that's the case, it appears that his ability is running amok on steroids right now.
I've seen Yaun Shao and Liu Bei at times go kind of crazy with their bonus. Yan Shao moreso. I think it's just that his vassalization ability is simple, so the AI can do really well with it. Liu Bei I've only seen go wacky once, where the AI really seemed to abuse his ability to take over Han Empire settlements, went straight to Chang'an with it, got control of the Emperor, founded Shu-Han, and forged a coaliation with Cao Cao, Ma Teng, and Liu Biao within 40 turns.
A beta patch is out that is starting to address Yuan Shao’s zealous vassalizing, so it was definitely broken.
My current playthrough, knowing that he’d get a small empire growing within 30 turns, I struck at the heart of his domains and executed Yuan Shao fairly quickly. Was a pretty fraught endeavour, as the people to the north of me declared war on me as I went south. Took my self to bankruptcy to fund the armies needed, but with a few timely ambushes and 2 pretty bloody sieges, I hobbled the Yuan Shao juggernaut before it could get going. With that out of the way, I methodically took over everything in the top right corner of China, making great pains to avoid pissing off anyone that bordered my growing empire.
After taking all but 2 settlements in the north east section of China, basically everything within the Yellow River, I was declared King, which meant I got a new selection of seemingly badass units, and I unlocked Dong Zhou! Now I’m torn on starting a new campaign as Dong Zhuo the Tyrant or putting the new Emperor units to the test and uniting China!
Leaning towards Dong Zhuo, because it looks like a bigger challenge. No pun intended, he’s a beefy fellow.
And yeah, just did the opening scene with Dong Zhuo. Looks like it might be a fun change of pace.
This message was edited 2 times. Last update was at 2019/06/05 05:14:30
"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
I’m enjoying Sun Jian a lot. Heroism fits with my style of play well and there are so many directions to take his campaign. I do wish they’d add some of the barbarian tribes to the game as they were supposed to be present in regions of southern China and could fill some of the empty space better. Maybe in a future DLC.
I tried the Sun Jian, campaign and find myself having to deal with 4/5 different armies from various directions if I even remotely attempt to hold onto the Jade Seal, while also not being able to take the things I want to take.
Mozzyfuzzy wrote: I tried the Sun Jian, campaign and find myself having to deal with 4/5 different armies from various directions if I even remotely attempt to hold onto the Jade Seal, while also not being able to take the things I want to take.
Yeah. Holding the seal seems like a hard mode challenge.
Mozzyfuzzy wrote: I tried the Sun Jian, campaign and find myself having to deal with 4/5 different armies from various directions if I even remotely attempt to hold onto the Jade Seal, while also not being able to take the things I want to take.
Yeah. Holding the seal seems like a hard mode challenge.
I'll have to check that out. I picked Gonsun Zan at release and have not picked a single other faction until last night when I unlocked the Tyrant.
I'm going to go on record and say that I'm 100% not a fan of how you build armies in this game. I'm cool with the retinue thing, I've made my peace with that, but the way it limits unit selection based on what type of character you have just feels wrong, and totally unlike any of the previous Total War games. I was looking forward to a unit being unlocked through reforms that would have gone great with how I play Gonsun, and then I find out my dude can't recruit them. For instance, Gonsun Zan starts the game with a unit(which I thought was about to unlock through reforms) he can never recruit, from what I can tell. Maybe it fits the lore of this setting, but I don't really care for it. Its too limiting for my tastes.
Maybe I'm missing something or more units will unlock as I get higher class?
I also find myself not even bothering building the "red buildings", as they don't really unlock anything and I'd rather have economy/food boosting buildings. Had they been tied to unit unlocks like previous TW games, I'd be making tougher choices on what to build and where. Maybe when I get above Large Cities, I'll build some for gaks and giggles.
When the Mod Manager drops, I hope that the color restrictions for what generals can recruit is the first mechanic to get modded out.
Also, I love how the Hero's insult each other during the battle. TW: Warhammer needs that.
This message was edited 4 times. Last update was at 2019/06/05 22:53:55
"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
It took me awhile to notice different kinds of commander recruit different troops too. I think the most egregious case is that the only Champions can recruit shield spear infantry. I'm so so on it. It's an interesting idea, with retinues tailored to the character's combat and command style and gives more depth to army composition.
And yes. Red buildings are mostly worthless unless you're Ma Teng who gets a custom patrol building that provides food.
So playing as Dong Zhuo (so far) is like playing as a small version of the Western Roman Empire in TW: Atilla. Every turn the hits keep coming as your vassal the Han Empire is picked apart across the map. You have to get your gak together quick, or you’ll get swamped along with them.
His “Intimidation” mechanic is a great addition. Its a real incentive to keep your faction active and on the offensive, though it seems a little harsh as it decreases very quickly and his “Coerce” mechanic takes a big chunk from the Intimidation meter.
About 40 turns in and this is the most fun I’ve had in the game, because there is something going on every turn.
This message was edited 2 times. Last update was at 2019/06/07 12:13:32
"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
I'm finding Yuan Shao still snowballs really hard in the beta patch.
As such, I've formed a coalition with Cao Cao and Kong Rong, and with the South of China secure in my grasp I'm marching Sun Jian, Sun Ce, Sun Ren, and Sun Quan + their full stack armies up north to kick his ass XD Nuclear option is apparently the only way to stop the guy from becoming to strong to stop XD
LordofHats wrote: I'm finding Yuan Shao still snowballs really hard in the beta patch.
Yeah, the language in the patch notes announcement implied(as I read it) it was going to be a gradual toning down with Yuan Shao's issue. Which to me implied it might be 1 of 2 things: Its a problem in the overall core diplomacy mechanic, or they wanted to avoid doing a hatchet job to Yuan Shao's faction bonus.
This message was edited 1 time. Last update was at 2019/06/07 16:33:10
"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
LordofHats wrote: I'm finding Yuan Shao still snowballs really hard in the beta patch.
Yeah, the language in the patch notes announcement implied(as I read it) it was going to be a gradual toning down with Yuan Shao's issue. Which to me implied it might be 1 of 2 things: Its a problem in the overall core diplomacy mechanic, or they wanted to avoid doing a hatchet job to Yuan Shao's faction bonus.
Probably the first, the later never bothered ca overly much.
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
Welp I won my Sun Jian Campaign. As soon as I declared myself Emperor Yuan Shao and Liu Bei did the same. Liu Bei's emperor seat was undefended and right next to a city I held so I took it. Then I incited Yuan Shao's vassals to rebel against him, vassalized them myself, and laughed as a dozen full stack armies descended on his territory. I went right for his emperor seat and took it. Game over XD
Right now in my Tyrant campaign, I have the top left of the map under my control and I’m debating pushing east and running parallell to the Yellow River, or driving south. The Tyrant just died, so Lu Bu is running the show with his fancy headpiece.
One challenge is that consistently I’m having pretty serious issues keeping a stable economy. One turn I’m pumping 4K$, the next its 1/3rd that . Pretty sure its to do with shifting trade lanes and less tribute as my vassal gets chewed apart, but even in my Gonsun Zan campaign, my economy would shift gears in the space of one turn.
"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
Now that I've finally got some free time again, I started this back up the other night. And while I was playing, I discovered an interesting problem. As Sun Jian, I had two very eligible sons that needed to get married and start producing heirs.
But there were no single women.
A quick check online confirmed that I'm not the only one encountering this issue. Apparently there are lots and lots of men in this game, but nowhere near enough women. So people are running into serious difficulty trying to find spouses for their male heirs, particularly as they get later into the game.
Oops.
There's speculation that the shortage of marriageable women is an unintended side-effect of CA making it possible for every woman in the game to lead troops (there are explanations for this reasoning that I'm not going to get into here). But afaik, CA hasn't said anything about the matter yet.
Of course, in theory Sun Ce isn't supposed to care about finding a wife, because there's apparently an event that has he and Zhou Yu meeting and marrying the sisters Da Qiao and Xiao Qiao (traditional names - literally "older Qiao" and "younger Qiao" - since their real names aren't recorded). But I've had poor luck getting the Sun family events to fire, aside from the one where Zhou Yu joins.
On a loosely related note, people have also begun to complain because the game doesn't have a way for you to figure out who a non-family member's spouse is. And the only way you can find out if they're married is when you try and do something that an existing marriage prohibits This can be a bit of an issue if, for instance, you've just recruited someone who left another lord while their spouse stayed behind, meaning that there's a potential conflicted loyalty issue. Or sometimes you might want to force a character to divorce their spouse (which you can do) for whatever reason. But you don't know if the spouse is someone that you're friendly with (and are going to tick off by forcing the divorce), or someone that you don't care about.
Eumerin wrote: Now that I've finally got some free time again, I started this back up the other night. And while I was playing, I discovered an interesting problem. As Sun Jian, I had two very eligible sons that needed to get married and start producing heirs.
But there were no single women.
Yuan Shu usually has a daughter who comes of age around the same time as Sun Ce. If she isn't available, there's usually a Sentinel who comes up for recruitment a few years later (you can tell I too have been trouble shooting this issue).
The latest patch fixes the issue of children being very very uncommon, to the point of being non-existant except for Lady Wu (who gets a 50% bonus to having kids). Unfortunately the game has another problem; a constant lack of female characters who can be married, and especially as the campaign goes on, a slow grind on new younger characters becoming available for recruitment. This is an issue because female characters can't have kids past 50, so as characters get older and older, and younger characters are slow to appear, you run additionally into the problem that what women you can find are too old to have kids in the game.
The most obvious solution is to make the "Find Spouse" option available to all members of your family, or maybe even all characters. Faction Leaders have access to this feature and it autogenerates a character for them so they can have heirs. It would instantly resolve the issue. I also feel like it might be useful to just have a generic autogenerate feature for characters, rather than solely relying on the game's limited pool to meet your needs, cause there are times where there just isn't anyone worth recruiting available.
Of course, in theory Sun Ce isn't supposed to care about finding a wife, because there's apparently an event that has he and Zhou Yu meeting and marrying the sisters Da Qiao and Xiao Qiao (traditional names - literally "older Qiao" and "younger Qiao" - since their real names aren't recorded).
Really? I've seen the sisters come up for recruitment, but I've never seen the event. Maybe because I usually Marry Sun Ce as soon as I can, and usually just wed Zhou Yu to Sun Ren once she comes of age.
This message was edited 2 times. Last update was at 2019/06/21 05:21:46
Total War: THREE KINGDOMS – Eight Princes Chapter Pack
New campaign set 100 years after the Three Kingdoms period began
Eight new playable princes with substantially different playstyles…
Supported by unique buildings, assignments and court options
New elite units: pummel your foe with mighty cataphracts!
Shape your faction development with four new alignments: Wealth, Spirit, Might, and Mind
Key public order and faction-rank changes to reflect this unique conflict
The year is 291 CE, and a generation has passed since the tumultuous events of the Three Kingdoms period began. Despite the tripartite division of power which brought the conflict to a stalemate, and the brief unification of the kingdoms under the Jin dynasty, civil war is no more than a heartbeat away.
For the Jin is a dynasty divided. Its many ruling princes are hungry for greater power, each with ambitions – and methods – of their own. Eight stand above all others… will they rally to their emperor and empress? Or carve a legacy for themselves that will echo through the ages?
The Eight Princes Chapter Pack is set 100 years after the events of Total War: THREE KINGDOMS, and features a new cast of playable factions led by the foremost princes of the Jin Dynasty. These Eight Princes offer feature substantially different campaign mechanics, focussing their playstyles in fascinating and unique ways
Playable princes
Each of the eight playable princes adhere to the five core character classes of the base game, and have their own sets of campaign mechanics which strongly focus their gameplay style.
Sima Yong: the shrewd defender
Class: Vanguard
Playstyle focus: defence and infrastructure
Unique units:
Xianbei Horse Archers (harassers, high rate of fire and mobility)
Xianbei Riders (shock cav, excellent charge bonuses)
Sima Yong has a particular focus on defence and infrastructure. All garrisoned armies increase reserves and faction support, and help to decrease construction costs in his settlements. His unique Military Security building chain improves noble support, income from all sources, boosts prestige and provides additional garrisons. His unique Military Supervision assignment further boosts income from all sources, but at the cost of noble support.
Known for his talent at identifying capable people, Sima Yong has an increased chance for Man Of The Hour events triggering after battles.
Sima Jiong: the imperious regent
Class: Commander
Playstyle focus: centralised government
Unique units:
Qi Guardsmen (polearm infantry, good vs cav, excellent armour)
Qi Crossbowmen (armoured crossbowmen, excellent vs armoured units)
Sima Jiong’s unique resource is Control, which increases noble support and decreases corruption. Control is generated by the faction leader, and through military successes, but is lost through military losses and the assignment of ministers at court. To combat the latter and increase control, Sima Jiong has a unique court action enabling him to cast out powerful characters from ministerial positions.
Sima Jiong’s unique administration building chain generates further control while reducing corruption, and his commanderies have access to a unique Micromanage Commandery assignment, boosting income from all sources and reducing corruption, at the cost of some control.
Sima Yue: the imperial overseer
Class: Sentinel
Playstyle focus: politics and internal government
Unique units:
Xu Raiders (assault, shock infantry, good charge)
Warriors of Xu (Frontline axe infantry, high health, good missile defence)
Sima Yue’s unique resource, Influence, decreases construction costs and time and increases his faction’s research rate. It is generated through special assignments in his commanderies, and lost through military defeats. It also decays naturally over time.
His unique Labour economic building chain boosts population growth and reduces construction costs. His court also features two unique ministerial positions: the military emissary which reduces recruitment costs and enables the Military Interference assignment, and the Provincial Advisor, which reduces corruption and enables the Provincial Inspection assignment.
Sima Ai: the principled administrator
Class: Champion
Playstyle focus: internal development
Unique units:
Infantry of Jing (polearm infantry, anti-cav, good morale and armour)
Archers of Jing (excellent ranged damage, high ammunition)
Sima Ai’s unique resource is Reformation, which improves trade influence and research speed, while reducing corruption. Reformation is generated by settlement development, as Sima Ai’s unique Reformed Infrastructure trait means that buildings in commandery capitals influence the increase – and decrease – of Reformation.
To further enhance Reformation, Sima Ai’s faction also has access to two unique commandery assignments. Restructure Administration boosts Reformation gain and any Reformation gains from commandery buildings, while Regulate Markets decreases Reformation, but enhances income from commerce, silk and spices.
Sima Ying: the beloved governor
Class: Strategist
Playstyle focus: characters
Unique units:
Qiang Hunters (Horse archers, good skirmishers, good melee, fatigue immunity)
Qiang Marauders (shock cavalry, flankers, fatigue immunity, poor defence vs missile)
Qiang Raiders (melee cavalry, flankers, fatigue immunity, poor defence vs spears)
Sima Ying’s court differs from all others, as characters who are assigned to any ministerial position grant factionwide effects – a trait normally reserved only for the prime minister, heir and faction leader. Assigning a smart combination of characters to Sima Ying’s court can therefore have a powerful and wide-ranging impact.
Sima Ying also has access to a stronger variant of the Government Support agricultural building chain, which grants extra bonuses to income from peasantry and food production from farms in the same commandery.
Sima Lun: the usurper prince
Class: Commander
Playstyle focus: espionage and diplomacy
Sima Lun’s unique faction resource is Subterfuge, and his playstyle is heavily dependent on deception and espionage. Sima Lun has extra spy slot available from the start of the campaign, and generates his unique resource through the actions performed by his spies. Subterfuge can be spent on inciting proxy wars, performing diplomatic deceptions, and increasing the effectiveness of the faction’s undercover network. Subterfuge is also generated Sima Lun’s unique Judiciary administration building chain, which also improves income from family estates.
Sima Liang’s faction has a unique government type called Domain, which restricts the number of counties which can be governed without incurring penalties. However, his faction also has access to the unique resource of Jurisdiction, which increases his faction’s maximum domain size, and greatly increases income from the faction leader’s estates, replenishment, and the chance to capture characters. The main source for Jurisdiction is factions who submit to his leadership through a unique Cooperation vassalage treaty. Jurisdiction is also generated through Judiciary administration building chain, which also fights corruption.
Unique units:
Chu Infantry (assault, strong VS infantry)
Chu Spearmen (anti-cav, strong VS armoured cav)
Sima Wei’s unique faction resource is Fury, and is generated through military victories and conquest options. Fury reduces unit upkeep, increases replenishment, and impacts the diplomatic attitudes of other factions towards Sima Wei. Fury decays over time, so maintaining military momentum is the key to success with Sima Wei. But he also has some tempting tools to release his Fury and to show his generous side: he has two unique administration assignments – Reward the Nobility, which boosts support from nobles, and Rally Conscripts, which further enhances replenishment.
Sima Wei also has a unique court action – Present Gift – which improves the recipient character’s relationship with him.
Sima Wei’s Conscription military building chain brings higher starting ranks for new recruits, a bonus to seasonal retinue deployment, a boost to replenishment and a reduction in redeployment costs.
Faction advancement
A prince’s faction ranks differ from those of the warlords of the Three Kingdoms period, advancing from minor prince to grand prince, then imperial prince.
You also now have the choice of whether to pursue the emperorship for yourself, or preserve the existing emperor and rule as his regent. Your choice between these two positions is based very closely on the alignments paths you choose to follow throughout the campaign.
Alignments
The alignments system grants new choices in how you shape your faction over time. The four alignments – Wealth, Spirit, Might and Mind – all grant different bonuses, and their adoption is driven by a wealth of bespoke new events and dilemmas. As your association with specific alignments grows, you’ll begin to encounter events and dilemmas themed specifically around those alignments.
Your alignments also inform the dilemma you’ll face when you capture the emperor. The outcome of this dilemma in turn defines whether you ascend to the highest faction rank of Emperor or Regent.
Each alignment grants increasing bonuses to aspects of your faction:
Wealth: Increasing your faction’s alignment with this aspect offers rising bonuses to income, trade and prestige.
Spirit: Increasing your faction’s alignment with this aspect grants rising bonuses to your faction’s food production, diplomatic relations, noble support and prestige.
Might: Increasing your faction’s alignment with Might brings factionwide bonuses to your armies’ campaign movement range, mustering times, retinue upkeep and prestige.
Mind: Increasing your faction’s alignment with the Mind boosts character experience gains, your faction’s research rate, available administrator positions and prestige.
Noble Support
The war of the 8 Princes was largely a struggle for supremacy among the nobility. To reflect this, public order is now known as noble support. Low noble support will cause a rebellious noble-led army to spawn.
However, the sources of positive and negative noble support throughout your infrastructure are thematically very different to public order, as the aristocracy’s needs and desires are different to those of the people. Maintaining stability through noble support will depend on different building choices to the Three Kingdoms period. Likewise, unlike public order in the base game, growing commandery populations do not have a negative impact on noble support.
This message was edited 1 time. Last update was at 2019/07/16 15:20:45
"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
2019/07/16 17:38:16
Subject: Total War: Three Kingdoms (8 Princes DLC Aug 8)
Interesting choice. I would have thought that the first DLC campaign would be "Three Kingdoms Have Formed" or Yellow Turban Rebellion. Instead, we have the rather chaotic conflict that ran from roughly 291 to 307. Sima Yue was the eventual victor, but his victory was short-lived as he was killed just a few years later. What makes this a particularly odd choice for a DLC campaign, though, is that only a few years after Sima Yue's death, the Western Jin Dynasty completely collapsed. Northern China, where the rulership had been centered, entered the Sixteen Kingdoms Under Five Barbarians era. That was a period of rule by multiple small nations primarily dominated by members of five foreign tribes that lasted for roughly 150 years. Southern China began the rule of the Eastern Jin Dynasty, and would remain seperate for about three centuries.
In short, the new campaign covers an historical power struggle that lasted for a couple of decades, and led to the overthrow of the ruling class by foreigners almost immediately afterwards (and I'll note that the first of the Sixteen Kingdoms was established in 304, even before the power struggle was resolved).
Or as the victory screen ought to say, "Congratulations! You won, and reigned for about three years before foreign invaders overthrew your government and executed you!"
This message was edited 2 times. Last update was at 2019/07/16 17:54:50
2019/07/16 17:55:32
Subject: Total War: Three Kingdoms (8 Princes DLC Aug 8)
The limited scope makes it better for a dlc campaign, to be honest.
It also keeps the map while shaking up the politics, locations and abilities, which makes it nice for game longevity (I'm already very tired of the 'Dong Zhao is dead' message).
Looks good overall. (Wish they'd add different campaign modes to warhammer 2. I hate the vortex campaign, but ME is such a plodding thing, and I've little urge to play TK.)
Efficiency is the highest virtue.
2019/07/16 18:04:33
Subject: Total War: Three Kingdoms (8 Princes DLC Aug 8)
Now this is a "suprise" choice of DLC. Of the welcome kind though.
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
2019/07/16 19:27:03
Subject: Total War: Three Kingdoms (8 Princes DLC Aug 8)
I'm kind of very disappointed the first major DLC pack isn't some kind of Barbarian civilizations pack. It's a major omission in the base game and leaves Southern China kind of borning.
LordofHats wrote: I'm kind of very disappointed the first major DLC pack isn't some kind of Barbarian civilizations pack. It's a major omission in the base game and leaves Southern China kind of borning.
Yep, was kind of suprised to see that the main campaign gets no love for the first DLC. Granted we got the Yellow Turbans right out of the gate, but like you said, a good portion of the map is just generic dudes.
I was waiting to read that the patch would add some FLC baked into the patch like some of the Warhammer DLC did, but alas, nothing. Least we got a "Blood" pack! New content!
This message was edited 1 time. Last update was at 2019/07/16 20:29:25
"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
2019/07/16 20:53:11
Subject: Total War: Three Kingdoms (8 Princes DLC Aug 8)
Yeah, the lack of the Nanman is just a big glaring omission. Non-Han Chinese tribes were significant political and military forces Eastern Wu and Shu-Han needed to contend with in the period. It's weird that they aren't there.
LordofHats wrote: Yeah, the lack of the Nanman is just a big glaring omission. Non-Han Chinese tribes were significant political and military forces Eastern Wu and Shu-Han needed to contend with in the period. It's weird that they aren't there.
I just wikipedia'd the Nanman, and would actually pay money to play the faction named "The Man".
Also, that page states that this Three Kingdoms period was the second bloodiest war in human history, like 10 million households during one census during the Han era, and then the Jin did a census and came up with a tally of a little under 3 million households. Holy feth!
"Sometimes the only victory possible is to keep your opponent from winning." - The Emperor, from The Outcast Dead.
"Tell your gods we are coming for them, and that their realms will burn as ours did." -Thostos Bladestorm
2019/07/16 21:22:32
Subject: Total War: Three Kingdoms (8 Princes DLC Aug 8)
LordofHats wrote: Yeah, the lack of the Nanman is just a big glaring omission. Non-Han Chinese tribes were significant political and military forces Eastern Wu and Shu-Han needed to contend with in the period. It's weird that they aren't there.
I just wikipedia'd the Nanman, and would actually pay money to play the faction named "The Man".
Also, that page states that this Three Kingdoms period was the second bloodiest war in human history, like 10 million households during one census during the Han era, and then the Jin did a census and came up with a tally of a little under 3 million households. Holy feth!
It's China.
Literally rates of death and destruction on the same level as the napoleonic wars are always expected.
https://www.dakkadakka.com/dakkaforum/posts/list/0/766717.page A Mostly Renegades and Heretics blog.
GW:"Space marines got too many options to balance, therefore we decided to legends HH units." Players: "why?!? Now we finally got decent plastic kits and you cut them?" Chaos marines players: "Since when are Daemonengines 30k models and why do i have NO droppods now?" GW" MONEY.... erm i meant TOO MANY OPTIONS (to resell your army to you again by disalowing former units)! Do you want specific tyranid fighiting Primaris? Even a new sabotage lieutnant!" Chaos players: Guess i stop playing or go to HH.
2019/07/16 22:53:45
Subject: Total War: Three Kingdoms (8 Princes DLC Aug 8)
LordofHats wrote: Yeah, the lack of the Nanman is just a big glaring omission. Non-Han Chinese tribes were significant political and military forces Eastern Wu and Shu-Han needed to contend with in the period. It's weird that they aren't there.
I just wikipedia'd the Nanman, and would actually pay money to play the faction named "The Man".
Also, that page states that this Three Kingdoms period was the second bloodiest war in human history, like 10 million households during one census during the Han era, and then the Jin did a census and came up with a tally of a little under 3 million households. Holy feth!
Yup. Modern wars have nothing on the wars of antiquity in terms of body counts.
Self-proclaimed evil Cat-person. Dues Ex Felines
Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.
Fratricidal wars are always the worst kinds for body counts. And that's essentially what most of China's wars have been. Since the Qin Dynasty, the country's probably spent as much time divided as it has united. And that's ignoring tiny outliers like Hong Kong under the British, and the current situation with the Republic of China.
Also worth mentioning again, the Battle of Chibi (Redcliffs) takes place during this period, and is generally believed to have been the biggest naval battle (in manpower numbers) of all time.
2019/07/17 00:13:48
Subject: Total War: Three Kingdoms (8 Princes DLC Aug 8)
LordofHats wrote: Yeah, the lack of the Nanman is just a big glaring omission. Non-Han Chinese tribes were significant political and military forces Eastern Wu and Shu-Han needed to contend with in the period. It's weird that they aren't there.
I just wikipedia'd the Nanman, and would actually pay money to play the faction named "The Man".
Also, that page states that this Three Kingdoms period was the second bloodiest war in human history, like 10 million households during one census during the Han era, and then the Jin did a census and came up with a tally of a little under 3 million households. Holy feth!
Yup. Modern wars have nothing on the wars of antiquity in terms of body counts.
China in particular. Basically every time a dynasty fell, mass starvation, forced migration, and bloody warfare basically cut the population down by massive amounts.
The Three Kingdom's period is actually notable for it's battles being fairly clean in terms of body counts. Most troops of the period were levies and quickly routed when things went south, and warfare focused heavily on skirmishes, quick advances, and fighting retreats. At the same time, this enabled fighting to be frequent, with major battles happening multiple times in a year. Entire sections of the country were depopulated.
And that was something that was acknowledged as a serious problem during the period itself. After suppressing one particular uprising, Cao Cao "punished" the rebels who surrendered to him by sending them off to farm cropland that had been left deserted earlier on during the wars. Fallow cropland was land that wasn't producing food for his domain or his armies. And the "punishment" apparently addressed the grievances of those who had participated in the uprising.
Also note that Cao Cao didn't originate this particular "punishment". It had been used before by other rulers in previous eras.
2019/07/17 01:00:03
Subject: Total War: Three Kingdoms (8 Princes DLC Aug 8)
AngryAngel80 wrote: I don't know, when I see awesome rules, I'm like " Baby, your rules looking so fine. Maybe I gotta add you to my first strike battalion eh ? "