Total War: Three Kingdoms Cheat Codes

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Total War: Three Kingdoms Cheat Codes
Name of the file: Total War: Three Kingdoms Cheat Codes - Author: DAV - [PC]

Cheat Codes:
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Submitted by: David K.

Post Emperor Play Options:
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Written by m0nt1sd3ad

The possible things you could do post game!

-=Intro=-
After playing non-stop as soon as I got hold of the Three Kingdoms, I immediately
went forth to consolidate my position (I played as Wu) and eliminate my enemies
and eventually my allies unifying China under one banner. This eventuality was
inevitable, but Three Kingdoms is extremely different compared to the other Total
War games I've played over the years.

Here are the things that you could potentially role-play and do at the end of
Uniting China.

* Upgrade all cities to Imperial Cities
* Parcel out your Empire to your children to instigate another war
(this was fun because, even in easy this was hard!)
* Create a nuclear family of divorcees!
* Watch as your family tree of dies of from the last living heir.
* Start the yellow turban revolution again and do another campaign
(One yellow turban rebellion can easily instigate other cities to rise up)

Beyond here are some weird context on why I did all of the above.
Read at your own discretion.

-=Family!=-
It is clearly obvious but it is the heroes/characters in game. They have so much to
do with your growing empire, enabling you to do massive and amazing feats that your
regular Total War general can never do. But once you reach the end of the game and
unite China you'll notice certain things change. You'll eventually run out of enemies
to conquer and the game will also stop giving you actual characters to recruit, this
will also eventually kill your family tree. No more characters to recruit to diversify
your Family Lineage, your family is kaput. One way I actually remedied this was
having my emperor divorce to generate extra characters for my other family members to
marry (I did not notice this after a while, but your ruler can seek a spouse when he/
she is unmarried). It became a bit weird even for me when I had nephews marry their
uncle's divorced wife. Beyond the obvious immorality of this, it kinda works since
it was normal anyways I figure back in the day. Anyways back to the present. Now how
about when your whole family dies out. Well the game won't leave you without anyone
to rule your kingdom. An event will trigger where some good old friend (You won't
see him in the character roster) has risen up to replace you. And the cycle repeats
itself.

Other things to consider is that even having the Yellow Turbans start up again and
gain some foothold of your territory does not enable recruitment of generic characters.
You can't even recruit the Yellow Turban generals, which I actually wanted to in
search for diversifying the family line some more beyond the court nobles you pick up
from divorcing here and there. Again just to remind you, this is post united china.
No more enemies to generate heroes, no more but relative stagnant peace. I was already
role-playing in my mind how the Kingdom of Wu lasted only a 100 years, and how the
people are now thankful for the peace. I was waiting for the Huns to arrive and Mulan
to start kicking butt.

-=Cities!=-
Beyond the madness of waiting for foreign invaders to arrive and plunge china into
chaos again. I went ahead and role-played to get China ready for the future eventuality.
I aimed to make all cities imperial cities and boost the population of Chinese Speakers
in the Middle Kingdom. I switched out a lot of my cities to prioritize food production.
Food is your biggest problem, because as soon as you hit the Imperial City tier, your
food requirement jumps up to the roof. It was enligthening that the Yellow Turban
buildings for farms actually give +1 more food than the regular Farming Estates. And
had actually good progressive buildings that brought more money (One reason why I
wanted to instigate another Yellow Turban Rebellion). But even the Yellow Turban farm
building was not enough to supply food to transform all Cities to Imperial Cities. My
reserves steadily whittled down every winter and public opinion was plummeting. One
thing for sure though is that administrators and actual leaders in positions help to
increase food production, along with assignments focusing on cities that produce food,
against cities that consume food.

It's easy to distinguish cities that are consumers, so those cities are low priority
upgrades because of the higher food demand that it entails. This leads to higher need
for public order as food distribution is more scarce and are reliant on food imports
from other commanderies. One thing to note though is that ensuring public order is
always high is necessary. You don't want Yellow Turbans from rising up disrupting your
food chain. Exempting cities from tax helps your public order but actually takes away
the food they produce and corrects the negative offset by leeching off other cities.
Having all cities as Imperial Cities require a certain combination of administrators,
and council members that increase food production. They will require the skill that
adds up a couple of food to the total too. Beyond that assignments that increase
food production will also ensure that you have enough food to support the Imperial
Cities.

-=End with more Romance!=-
Now that your empire is prosperous and well-fed, you can now retire and watch your
descendants fight it out amongst themselves and eventually force your abdication. But
hey! You have a lot of money to keep a super well rounded elite retinue that can smash
any of your children's soldiers. Developing and uniting china comes with at most 50k
regular income. By the time you probably finish upgrading all cities to the max. You
may have 50m! That's an m not a k. That should let you keep a couple of armies to fend
of your wannabe emperors. It's also fun plunging the empire you built up from the
ground burn overnight because one of your kids stole the clay bear of their cousins.
And you may never know. Those dead heroes may resurface! And maybe this time it'll
be the Romance of the Four Kingdoms.



Superfast Yellow Turban Tips and Tricks:
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Written by BOOMBOOMTEK

I just finished my first game as He Yi on Legendary / Legendary, and I thought I'd
share some basic tips about the generals, army composition, and commanderies!

-=Generals and Army Composition=-
Generals for the Yellow Turbans are unique - there are only 3 types (Healer, Scholar,
and Veteran) but there are several backgrounds for each type that affect the skills
they can learn.

Healer (Green / Red) - I used 4 White Wave Veterans + 2 White Wave Horsemen for the
entire game. White Wave Veterans have great morale, and White Wave Horseman are the
only shock cavalry you can get. Pretty much any background works as a general, but
Seers and Fortune-tellers are the worst. I used them for assignments for the whole
game. Physicians are the the best generals because they get +10% melee damage, +10%
armor-piercing damage, +10% armor, and several other buffs.

Scholar (Purple / Yellow) - 6 Archery Masters, as soon as you can get them. Archery
Masters are extremely powerful. Most battles saw them averaging between 200 and 400
kills per unit. You might actually have a hard time leveling up your melee troops
because the enemy will route before they reach you. Brewers make the best generals
and should usually command the army because they get +10% ranged damage, +10% ranged
armor-piercing damage, and +10% ranged fire rate (when commanding). Farmers make the
best Administrators, and Potters are good for assignments after they get the +30%
income from industry assignment.

Veteran (Blue / Green) - You might want to use Veterans for archers for the first ~50
turns, but after your Scholars unlock Archery Masters you'll want to recruit 4
Reclaimers + 2 Trebuchets. Monks, Philosophers, and Sorcerers make the best generals
because they're the only Veterans that can unlock Flaming Shot. Writers and Astrologists
get pretty good buffs for spear infantry, but no Flaming Shot is a deal-breaker.

For almost every army, I just used 1 of each general. If I was missing a Healer or a
Veteran I used a Yellow Turban Warriors Captain, and if I was missing a Scholar I
used a Yellow Turban Archers Captain. With 1 Captain you can still beat pretty much
any other army you'll see, but with 2 Captains you'll probably want to bring another
army as backup. If you declare yourself emperor, you'll be able to field a dozen or
more armies like this, which makes it easy to steamroll enemy armies and either
vassalize them or wipe them out. On a related note, I noticed that if you have
several vassals, it seems to be best to execute everyone you capture because your
vassals (who you hopefully called to help you) will love you for it. You can also
dump ancillaries on your vassals in exchange for territory or money - this works
great with armor, since you can't equip any of it.

-=Commanderies=-
As for commanderies, you can pretty much divide them into 2 types: food and not-food.

Food commanderies are any commanderies that have green resources that produce food.
For each one of these, I kept them as a City and built all 3 green buildings + a
Garrison. Keeping it as a City keeps public order from being a problem while still
giving you plenty of food (playing as He Yi, I had several Imperial Cities and still
had enough food to sell). If the green province has Jetties, you can keep growing
past City for the commerce income.

Not-food commanderies are anything else, and I just kept growing them to Small
Regional Cities to unlock all the building slots, and then maximizing whatever
income that was coming from Resources. You'll want at least 1 public order building
to keep the penalties from population down, and Garrisons are always good. Forges
are particularly good in industry commanderies, because they give +20% replenishment.
Late game, you'll be able to replenish an entire army in 1 or 2 turns.

View: 1839 times
Updated: 2021.05.29



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