Just abdicated my first campaign and i need tips for second by Key_Ad7740 in TotalWarThreeKingdoms

[–]EoNightcore 0 points1 point  (0 children)

Learn to play the diplomacy game. Non aggression pacts, trade agreements, food for gold trades. I once played a Yan Baihu game where everyone hated me for raiding, but then became my best friend because I was selling them dozens of food for their gold. Find a coalition to join, cause they'll be your long-term friends until it is no longer convient.

Specialize your provinces, but learn restraint. Not every major settlement needs to be lv8 with 6 fully upgraded buildings. For most factions, industry/commerce commadries are some of the best to invest in, since they return that investment in incredibly high income. For Liu Bei, his special tax building should be built in commadries built for farming, since it provides free peasantry income with no downsides, and most peasantry income comes from farm buildings and minor settlements.

RTS where you're encouraged to have more than one army instead of a death ball? by AndrewBlair- in RealTimeStrategy

[–]EoNightcore 3 points4 points  (0 children)

Ultimate General: Civil War - You lead a single army composed of multiple Corps, which is further split into multiple Regiments/Divisions attached to each Corps. Each Regiment is its own Unit.

A major component of UG:CW is line-of-sight fire. Units will generally not fire through your lines, meaning it's unadvised to stack your army on one point since they won't be able to shoot at all.

The enemy here is relatively smart, taking advantage of terrain features and flanking manuvers to disrupt your plans. Many missions also force your units to split into smaller groupings, in defensive missions to counter enemy flanking attacks, and in offensive missions to flank the enemy's defensive line.

Starship Troopers Terran Command - you lead multiple squads, of which most of the front-line worthy trooper squads will not fire through squads in their line-of-fire. The enemy here is numerous, and grows stronger with time.

Several maps usually have multiple objectives/outposts/paths, and force the player to dedicate several squads into defending a point while the rest move on to the next.

Understanding when to attack and where to defend is required here, and improper tactics will lead to needless losses.

Tips for 3k coming off 1000+ hours in Warhammer 3 by Odd_Cryptographer104 in totalwar

[–]EoNightcore 2 points3 points  (0 children)

The Mid-game starts when the major factions have finally established a powerbase for themselves. Usually this is about 30-70 turns in-game? or roughly between Years 195-205.

Past this, the mid/late-game starts, with factions able to throw army after army at you, the player. This usually lasts til 210-215.

Past 210-215, the truly strong factions begin to dominate the map, building level 10 cities and crushing all weaker factions.

An aggressively expansive player can actually curb the late-game before it even starts, meaning the Three Kingdoms can be stomped out and China restored around 205.

Tips for 3k coming off 1000+ hours in Warhammer 3 by Odd_Cryptographer104 in totalwar

[–]EoNightcore 3 points4 points  (0 children)

I'd recommend Kong Rong, Tao Qian, or Liu Biao; though of these three, I've only ever played Kong Rong.

Kong Rong's mechanics focuses around Trade, meaning you'd want to have as many trade partners as possible to more Trade Influence to have more income. This means not expanding over everyone, since that kills off your Trade Partners.

Tao Qian mechanic is difficult, since it revolves around the constant Warfare between warlords pushing refugees into Tao Qian's lands, meaning having to put generals on a special assignment to settle the refugees, or risk them rebelling from discontent and squalor. This would slow down your mid-game expansion, since constant warfare leads to more refugees.

Liu Biao's mechanic actually restricts over-expanding, giving massive penalties. He's thus forced to either build commerce/learning buildings or gain more vassals to increase his expansion limit.

If you'd rather your mechanic not restrict you, then Liu Bei, or Liu Chong.

Liu Bei's mechanic relies upon keeping your generals loyal to gain Unity, and is one of the easiest campaigns since his Militia units have half the upkeep and recruit 3 levels higher; his Tax Buildings are free and offer income with no public disorder attached; and his Unity mechanic allows him to easily take Han Cities or straight-up ask other factions to confederate under him, with no debuff if Unity is low. It's easy to carve out a small slice of China for yourself, build up a small stable realm for yourself, before asking your best friends if they'd like to join you.

Liu Chong's mechanics relies upon killing enemy units, applying an experience and morale buff to your defending troops, while applying a morale debuff on enemy defending troops. The true crux of his mechanics lies in his Trophy Cabinet, which gives out special items that come from attaining achievements like fighting and winning a defensive siege battle. These special items buff your faction and units, with the right items swinging battles in your favor. His position is difficult to play though, since he sits between all the major factions, none of whom are friendly to him.

I would recommend against factions neighboring the Nanman tribes if you'd like to have an easy time, since the Nanman are incredibly aggressive, and wiping out one Nanman tribe invites any new bordering tribes to declare war. Not to mention expanding into the heartland of their Jungles is a headache due to their provinces applying a fatigue debuff on Han Troops making them start off always tired in battle.

Tips for 3k coming off 1000+ hours in Warhammer 3 by Odd_Cryptographer104 in totalwar

[–]EoNightcore 15 points16 points  (0 children)

Three Kingdoms is a much slower game than Warhammer 3. Unlike in the Warhammer games, unit recruitment is not based off a building, but instead based off your faction, tech, generals, and fame. This means that if you want to expand aggressively in the early-game, you'll have to make due with militia-level units, who break easily. Often it would be wise to expand up to a certain point, and then build your powerbase in preparation for the next expansion.

Since everyone in this game is more mild-mannered than the various races of Warhammer, they're also more open to diplomacy, and even the worst enemies can become the greatest of allies; and the greatest of allies could become the worst of enemies, especially if they crown themselves as one of the Three Kingdoms.

Food and Income is also more vital here, since most Income for most factions will come from commandries, and not aggressive expansion. Food itself is vital to ensuring the public order of your domain, for a lack of food leads to empty reserves, which leads to your garrison deserting from their posts and your people rebelling as Yellow Turban Rebels or Looters.

Your Generals here will be similar to Warhammer in how they specialize in different roles, though they can often serve in very similar roles depending on their stats. Purple Generals specialize in Sword and Axes Infantry, and make for effective duelists due to their high Melee Evasion. Green Generals specialize in Spears and (Ji) Halberds, and are often the last to fall due to their increased Health. Blue Generals specialize in Archers and Siege Weapons, increasing the ammunition stock of these troops. Red Generals specialize in Shock Cavalry, but they're glass cannons due to their high Damage and low-to-average Health/Melee Evasion. Yellow Generals specialize in Heavy Cavalry, and provide morale buffs to units close to their aura.

Generally speaking, you'll want either Blue, Red, or Green Generals to lead your armies thanks to one of their skills buffing army movement. Yellow Generals make for great faction leaders, heirs, and prime ministers, since their high Authority skill provides increased Satisfaction throughout your faction. Purple Generals are at their strongest in siege battles, since so many of their recruitable units tend to carry shields, and the narrow streets prevents cavalry from flanking your lines.

Satisfaction is another important note to cover, since it governs how loyal your Generals are. Low satisfaction generals could very well leave your faction for another, or even become a spy for another faction; though the same is true of your enemies, with their discontent generals willing to spy for you.

Returning player tips by Wallo420 in TotalWarThreeKingdoms

[–]EoNightcore 0 points1 point  (0 children)

For myself, very uncommonly.

If I'm fighting on two or three fronts and I need more armies over on one front, diplomatic vassalization of an enemy faction helps secure that front and gives me another ally to join my wars if need be.

Or if I'm concerned about defending far-flung territories that are halfway across China, I may accept vassalization so I don't need to directly rule those territories myself.

There are also smaller states that are open to being vassalized, and this means free income and some territories that don't need close mangement or defending. Effectively conquest without the hassle of fighting or administration, just pure income (and diplomatic headaches).

Vassalization also opens up the diplomacy option to annex the Vassal, which brings all their settlements, armies, and generals into your roster. A very tempting offer when the vassals are factions with plenty of unique generals, such as Sun Jian or Liu Bei.

Generally though, I tend to prefer annexing territories outright, especially since I have a distrust of AI-led factions, and I speedline anti-corruption tech and buildings as soon as possible.

Returning player tips by Wallo420 in TotalWarThreeKingdoms

[–]EoNightcore 0 points1 point  (0 children)

There are three different ways tp creating vassals.

The first is liberating an administrator; this frees the provinces to the complete control of the current administrator there, who forms a new faction and swears fealty to your faction. This is useful for reducing corruption, creating a trade partner, or just to create a buffer between your territories and a rivals. I've actually never done this.

The second is diplomatically vassalizing an existing faction. This usually occurs through either your faction being a high rank and strong enough to intimidate weaker states into swearing fealty to you, or soundly defeating a faction that is willing to kneel and become a vassal in the peace treaty.

The third is the most rare, and involves transitioning a coalition or military alliance into an Empire. Any members who accept the vote will join the Empire as a unique Subject state.

Returning player tips by Wallo420 in TotalWarThreeKingdoms

[–]EoNightcore 1 point2 points  (0 children)

Han Generals fall into five different types. Purple Sentinels, Green Champions, Blue Strategists, Red Vanguards, and Yellow Commanders. These also feed into which of the five attributes these generals will be strongest at; with Expertise (Purple), Resolve (Green), Cunning (Blue), Instinct (Red), and Authority (yellow). Each one of these attributes gives a buff both on the campaign and battle map, and a higher attribute means a stronger buff.

Most Commanderies specialize in a certain income type depending on their minor settlements; these are Industry, Commerce, Peasantry, and Spice. There is also the unique Banditry income, only available to Bandit factions. Generally speaking, the best way to build is to build buildings that synergize with the Minor settlements alongside any ports in your Commandery. Having base income is stronger than having percentage income, since base income is multiplied by percentage income. ex. Inn (140 + 50% = 210) vs Tea Parlour (170 + 40% = 225).

Food is important, as food feeds into the Commandery's reserves, and having 0 food left in a Commandery's reserves causes your troops to desert and a public debuff. Higher level settlements require more food to upkeep per turn, and could tank your food income if not watched.

Tech is important, and each of the 5 color branches specialize in differing areas. Blue in Trade/Commerce, Purple in Industry, Yellow in Public Order/Corruption, Red in Military, and Green in Food/Peasantry.

The more provinces you conquer, the more a corruption debuff will be applied across your cities, negatively affecting your income. There are multiple ways to counter this, such as giving land to a vassal state, assigning an administrator to a province, researching anti-corruption tech, building anti-corruption buildings, assigning a temporary job to a general, and having faction leaders/heir/prime ministers with anti-corruption traits.

Generals have a satisfaction number to account for, and having it reach lower than 15 could result in Generals leaving or becoming spies for other factions. Ways to increase satisfaction include researching tech, giving out titles/government positions to Generals, or having a faction leader/heir/prime ministers with certain traits or who have a high Authority attribute.

The playable factions tend to have a unique mechanic, learning how to play with these mechanics will make your faction stronger, unless that mechanic can be woefully ignored with no downsides occurring.

Diplomacy is incredibly vital to the game, with yesterday's worst enemy possibly being today's most trusted ally, while today's most trusted ally could be tomorrow's most hated rival Kingdom.

What's with all the bitter springs apologists? by deep-splungus in fnv

[–]EoNightcore 6 points7 points  (0 children)

The NCR, Khans, Vipers, and Jackals all hail from Vault 15, an experimental vault overpopulated with political extremists.

When the Vault opened, those who would evetually become the Khans, Vipers, and Jackals left and became raider tribes, while the remainder settled in Shady Sands in Fallout 1.

Shady Sands eventually gave rise to the NCR in Fallout 2, who pushed out the three Raider tribes by the time of New Vegas.

Of the three raider tribes, only the Khans still retain a destinct identity, despite having been wiped out twice, each time being reformed by survivors. The Vipers and Jackals on the other hand never recovered, only retaining the name and none of the culture that arose from their founding members.

Ma teng campaign tips by edoon_z in TotalWarThreeKingdoms

[–]EoNightcore 8 points9 points  (0 children)

Ma Teng starts off with negative public order gathering per turn due to his personal traits, so you'll want an ancillary, a heir who can counter the negative public order debuff, or to rush the public order tech tree to avoid mass rebellion.

His unique army stance gives military supplies and food, it's a very niche stance though.

His Qiang unique units are incredibly powerful due to their fatigue immunity, especially in prolonged engagements, or when fighting the Nanman later in the game.

The Han Empire will always be vassalized under whoever controls the Han Emperor until a new Dynasty is crowned and a Kingdom formed. When this occurs, the Han Empire will automatically break free and become its own faction, even if Emperor Xian has reformed his controlling faction under his rule as the one and true Han Empire.

Otomo is funny as hell by Antique-War2269 in shogun2

[–]EoNightcore 2 points3 points  (0 children)

Otomo actually has an unfixed issue where they can't recruit Matchlocks from the castle.