![]() There are fewer choices of warlords to play, and not as many facets of control to worry about. In War Chronicles, you get to do a sort of mini-session or a single mission with a simplified set of options. I learned that this is one of the new features with this expansion pack, and I like it. One of the really interesting features is a section called the War Chronicles. It can be a bit disappointing, and sometimes a bit repetitive and boring, but it is, sadly, true to life. On the down side, the Diplomacy facet is often sending someone on a trip, waiting many turns, then finding out your emissary was robbed and is returning empty handed. It’s great that you get to send off emissaries to far-off lands like India and Rome and, if they are successful, see them return with new tactics or tech to help you win in battle. The way it plays out is actually a bit of a mixed bag. You are given a toolbox full to overflowing with options, and your challenge is to learn how to use them and to find the right balances of tactics, advancement, and timing to take and keep territory.Īs noted, you also get to use Diplomacy as a tool to advance the game. You will need specialists with skills in tactics, laying traps, spreading false information to keep your enemy at a disadvantage, and so on. You will need to expand your territory to get access to resources to pay for your armies. This is where all of your resource management skills come into play. History is replete with examples of how unsavory a war can be when you have to fight on more than one front, but this game will not let you off so easily as fighting one enemy at a time. In this sort of neighborhood, expect to meet foes from several directions at once. ![]() ![]() You may use diplomacy to form some short-term alliances to protect your borders from a mutually distasteful third-party enemy, but sooner or later it will dissolve. While you’re busy conquering your neighbors, they’re busy plotting against you, as well. While combat is the most obvious way to expand territory and get access to the resources which come with ruling a territory, the Diplomacy aspect is important to your success as well. Each warlord also has access to a few battle formations, settings for how many troops you take when marching out to war, and what type of mission you are on (advance, attack, siege, etc.). The game provides a list and a nifty radar graph to show you how these skills round out, revealing real strengths and weaknesses. You have access to over a dozen warlords to use, each with a unique skill set. This can be very important to some of your goals, as you may need to defeat an opponent and do it within a certain time limit. ![]() If you send your troops on a march which should take a week to make, about 10 seconds of real time may go by, but the calendar in the game registers a week. Territories and movement are all based on a hexagonal grid, and the actions you initiate are run in a realistic game-time. When it comes to playing RTK, there are enough options to manage to keep even the most hard-core micromanagers busy for a long time. You can form alliances, but don’t expect to actually negotiate your way to the top combat is inevitable. As with history, so goes the game every minor territory has a regional leader who wants to be the emperor in charge of it all. The end goal is to rule all of China, after all. There are myriad aspects to this game, most of which revolve around conquest and the expansion of your empire. Romance of the Three Kingdoms is a grand strategy game which can almost be called a civilization sim. As the official title implies, this is an expansion of the 14th release in the RTK franchise, but it marks the game’s debut release for the Nintendo Switch. *EDIT - There is a mid-game victory option that was added but it disables trophies so haven't used it.First things first-since the name of this game is a sentence all by itself, I’ll mostly just abbreviate it from here on. I think the reason it drags so much towards the end is due to being ruler-based with nothing outside of the ruler aspect - it doesn't favour any interesting events after or anything to get a trophy out of like collecting items, building relationships, etc. Essentially southwest becomes the hardest area to conquer due to the chokepoints and bad AI (which I guess is kind of accurate to the actual real story). This is a standard issue with ROTK in general but especially rough with 14 due to some bad AI around moving officers around in an AI controlled district/area and troops/max troop situation so you get these weird chokepoints the AI can't get around even if your viceroy for that district has a huge difference in troops overall. It can drag once your victory is guaranteed and it's just about conquering every single city. 14 is ruler-based, yeah.Īnyways, I'm a big fan of 14 until towards the end. 13 is officer centric, especially with the expansion.
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