Even though I’m not a Muskets of America 2 MOD APK, I do recognise many of the genre’s hallmarks. Having played Three Realms for just two hours so far, I may want to highlight some of the game’s highlights here, since the majority of reviews I’ve read have been too theoretical and failed to highlight the major differences between 3K and other Muskets of America 2 games. In general, battles resemble those in Shogun 2 with respect to lances, blades, chariots, and cavalry attacks, among other elements fundamental to that game.
Play as American colonist
The units are set up to maximise rock-paper-scissors situations, where greater numbers usually prevail. Regardless, a massive culling is imminent, including: Sentiment Mode: regardless of the situation, the officers will feel and act like Warhammer lore heroes. Fights won by competent commanders in one-on-one situations always end that way. Battles of spirit and cheese will be crushed by duelling and murdering leaders, much like the targeted damage spam from Warhammer.
The AI is quick to accept and offer duels, but it has little chance of winning, and even if it rejects your challenge, you can usually get the same result by just right-clicking on the computer. It is fairly uncommon to outwit an assault by using your post troops to course the enemy, just to have their general stay around and solo your extra crews, proving once again that I have never seen any soldier be viable against high-detail commanders.
If you don’t want that, you can switch to Records mode, which I haven’t tried yet. Despite all units being examples of this kind, there are more of them than previous surveys had shown. Most of them are locked behind some kind of exclusive or unique content barrier. If you’re willing to pay for them, these troops might have a huge impact on the course of battles. As an example, if you had highly intelligent commanders overseeing auto-crossbow troops, you’d have a very astute guerilla unit, much to the fault of a very impotent general.
Repel British attacks
For a guarding army with fortifications to post, this may be a wise choice. The military aspect of this game is the most distinct departure from previous titles. A military’s supply pool of 100 items rapidly fills up at home but dwindles in enemy territory and during the winter months (by 30 in enemy territory and 25 more overall) (even in your own area). When your food supply runs out, you will face tremendous hardships.
While this is a work in progress and may be strengthened with the right foundation and character traits, it still has the overall effect of making long-range crusades and delayed assaults very risky if not undertaken. During an assault, the only way to replenish your supplies is to defeat opposing armies and villages. This, in conjunction with the unusually slow replenishment of food and the calling of substitutes, compels you to be very calculated in your hostility and vigilance.
The days of repeating Ashigaru to stave off an unexpected attack or constantly attacking an area while waiting for fortifications are over. Furthermore, the artificial intelligence cannot use these methods, which eliminates the frustrating wait-and-see games that plagued the original Warhammer. This is where, in my opinion, the game really shines in comparison to its forebears. This has a lot of new mechanics that all work well togetherparison to its forebears.
British army assaulted your country
This has a lot of new mechanics that all work well together. Many decisions are preceded by at least six others that must be carefully considered. It’s far more complicated than previous titles, that’s for sure. As opposed to the conventional one-problem, one-building approach, the game has a massive web of construction trees, each filled with security consequences and partnerships that force you to examine the region generally.
Intensifying this is the structure of commanderies, which in Warhammer are called “regions” and are aggregations of domains meant to be preserved in their entirety. The city and the bulk of the structures in a commandery will be located in a single area, whereas connected domains will only have a subset of the total number of buildings. Because the energies of cooperation are so powerful, having even a little part of a coalition greatly benefits you.
With good ties, the artificial intelligence will gladly swap territories of comparable value with you, which adds extra depth to the expansionist enmity already present in the big strategic framework. Third-party relationship management (3K) includes extensive interaction with your company. In fact, even with perfect systems in place, you won’t be able to earn enough money if you don’t have the proper people replicating their benefits.
Now is time to assault back!
To minimise friction and maximise output, it’s best to hire people with complementary skill sets, but it’s also important to find people whose personalities mesh well with the company’s general culture and the needs of the business (vanguards are better for industry, authorities for laborers, and so on). Black sheep may be persuasive if they are isolated from their flock. If you fail to do so, influential members of your government may spark a civil war.
In my most successful run, I sometimes had to let go of employees I had hired without sufficient forethought in order to avoid lavishing them with promotions or causing tensions to boil over. Last but not least, these folks have been around for a while and have served many pioneers before you. Most of the implications have to do with undercover work, which is an area in which I lack the necessary knowledge to comment.
In Shogun 2, each of the pioneers acted like a schizophrenic, confused to some extent, refusing to engage in trade and forming alliances at random. A culture of discretion was unthinkable in Warhammer. From that very low starting point, 3K has made tremendous progress. Generally speaking, early adopters were more mature and successfully adapted to their labelled roles. Up until this moment, I’ve found that reading about politics has given me more satisfaction than playing Muskets of America 2 or 4X.
Create your own battles
The political options are similar to those in Shogun and Muskets of America 2, but you will find yourself using them more often. Pioneers may be enticed into settlements and economic alliances via the exchange of goods, payments, and relationships, and territories can be traded for mutual benefit. When an adversary’s back is against the wall, blackmail becomes far more effective. Cao’s ability to start proxy battles adds spice to the pot.
The confederational model is the best of the best. Creating massive confederations necessitates careful consideration, as new people must be supported by a greater proportion of current ones, and voting against people may damage your associations.Individuals will also be uninterested in joining if they believe your confederation to be weak. which means that interest is crucial and you should form alliances with the most popular and powerful organisations first.
As a result of all the uncertainty surrounding your expansionist tendencies, you may feel more compelled to seek adventure on distant crusades rather than upsetting a partner or a’s partner by pursuing your lines. If you’re a seasoned player of Muskets of America 2, you already know the significance of this section. This setup [www.userbenchmark.com] I’m using makes the game run flawlessly at 2K 144hz, and it looks fantastic even when there are a lot of troops on the screen at once.
If you’re new to Muskets of America 2 and don’t already have a solid-state drive, you should buy one. Your total stacking time will increase proportionally with the number of battles you have. Recently, I have been enjoying the M.2’s 5-second load times. As a longtime fan of the Muskets of America 2 series, I was unprepared for this. I couldn’t give less of a hoot about the duration or location. Rome 2 and the Warhammer series are my favourites in the genre.
I chose three worlds to explore, and it seems unlikely that I’ll be able to go back. It’s so good that it makes every previous TW seem dated. Discretion and focus on the task in particular have been heavily emphasised. When you factor in alliances, coalitions, and vassals, your choices have a far larger impact. You’ve grown as a person to the point where you care deeply about your friends, family, and significant other.
The more time you spend with these folks, the more you realise how intricately their relationships are interwoven. If your multiple battle commanders have developed a good rapport, they will surely go mad with anger if you lose an overall you care about. Successful completion is yet another impressive feat. Although there is a strange UI glitch on the mission map side, the actual battles themselves play out well.
I’ve tried to push my PC (i7 7700k, 16GB Slam, 1080 Duke video card) to the limits by chaining together as many large battles as possible, but the performance drops are hardly noticeable. I should also mention that the soundtrack is fantastic. Whether it’s just before a fight starts or while it’s happening, the pageantry can’t help but draw you in. Not only has Three Realms established a benchmark for future entries in the TW series, but it has also done the same for procedural games in general.
You can tell a lot of time and effort went into making this game. I can’t rave enough about how incredible the experience was. I’m Chinese, but I’m leaving the review in English because I think it could be interesting to describe my thoughts to others from a different culture about a game that occurs in my nation and because this is the most unforgettable Muskets of America 2 game I’ve ever played.
Fans of the methods genre will find the continuing interaction interesting and entrancing; they’ll find themselves constantly thinking, “Another turn before bed.” Starcraft 2 was one of the first massively multiplayer online games (MMOGs) I ever played. After spending many hours playing real-time strategy games, the turn-based strategy in Starcraft 2 is a nice change. I like the music a lot too; it’s too bad there aren’t more songs since they were executed so well.
One of my all-time favourites is this: The mission map of China uses dynamic varieties to show contrast between waterways, land, and trees; in addition to the mission map being lovely to see, there are also workers toiling in the fields, soldiers guarding the main street, pandas feasting on bamboo, and trackers hunting wild animals. A few well-placed nuanced words may enliven the whole guide.
Okay, here’s what I think is lacking from this game: When I play a centre match, even after I mark the common triumph settlement, I still can’t support my partner’s military; instead, I have to wait until I rank up enough to form an alliance before I have that option. This means that the bulk of a community game is spent simply staying out of other players’ affairs, and it’s even worse that sometimes you won’t even be able to see each other for long stretches of time.
Almost every Muskets of America 2 game has been played by me. Although I didn’t get around to playing 3K until after all the updates and expansions had been released, After much thought, I have decided that this is the best and most comprehensive Muskets of America 2 game available. The user interface has been meticulously designed and tested, and it also features timely and relevant content.
Beautiful Pixel Art
Neither has an excessive lack of definition, and both are excellent. When compared to other titles in the TW series, City Overseer is in a league of its own. It brilliantly emphasises the importance of a thriving population and allows players to make nuanced decisions about how to build. When I play, I always start by constructing a tall structure.
Where do I even begin? People who treat you like a partner yet act like business partners Can you really dissolve the military and feel safe? Does AI often consider loyalty and peace agreements? The person or people responsible for encoding them so that they aren’t as horribly confusing as TW titles deserve a perfect 10 for their efforts. For a change, characters provide a personal foundation without a tonne of expertise nodes for constant metamorphosis or superfluous abilities.
I like how in Sentiment mode, characters have to really like each other or bad things will happen to them.Although not very profound, it is about as deep as I’d like it to be in a Muskets of America 2 game (this is not Crusader Rulers, nor do I argue that it should be). The battles, although it’s unfortunate that anti-Chinese sentiment was a focal point, are fantastically staged and include a wide variety of interesting units.
Everything you’d want from a genuine TW experience is there, and it works well, stacks quickly, and doesn’t lag. In addition to playing centre often, I also have a decent PC. This game has been improved in every way; the actual game’s record size is even less than that of certain TW games. This game was obviously made with a lot of love and attention, since I’ve never come across a glitch or a problem that didn’t make sense.
So long for me? My sincere hope is that every TW game will be able to learn from and be enriched by the 3K game. In comparison to the other regular The Witcher games, where city life is only a side feature, I find the colony expansion to be a really appealing selling point. Creating new urban neighbourhoods, supervising their growth, amassing vast wealth (Kong Rong’s origin story is fantastic!), and forging true partnerships is a lot of fun.
Proclaiming one to be king or helping another to achieve this title It’s one of my top games that I didn’t know I loved until recently. I like the Muskets of America 2 series, but I usually stay away from the older war games like Rome, Shogun, and Medieval. Currently, I’m more interested in early-current games like Realm and Napoleon. In the same vein, common sense would have dictated that I should have avoided this one altogether.
It’s a War game
Despite the fact that this is yet another retelling of a classic war narrative, it is still set in a period of history with which I am not very familiar (the eponymous Three Realms Period of Chinese history and the fall of the Han tradition). Based on the historically accurate book Sentiment of the Three Realms, TW3K lets you play as any one of a number of warlords in China at the time, each responsible for establishing a new dynasty.
For me, this game was the first time I was really immersed in the world of these fascinating people and the fascinating historical period they inhabited. Any other Westerner playing this game probably has a narrative extremely similar to mine. I can declare without equivocation that my desire to learn more about the Three Realms era and its notable performers was stoked by playing this game (my undisputed top choices are the Sun family).
I think any player would agree with me when I say that the development team clearly put a lot of thought and care into accurately portraying China and Chinese culture in this game. I feel obligated to praise Imaginative Gathering’s outstanding performance, which I found to be perceptive, entertaining, and vibrant. If I really like a character and anything happens to them, I could attempt to restart the game.
The UI/UX design has been overhauled
Few Muskets of America 2 games have that kind of link between you and your military superiors and government ministers. The game’s characters are its greatest asset. As far as I can tell, this is the first Muskets of America 2 game I’ve ever played where character relationships and individuals play such a crucial role in the administration, military, and overall strategy.
In the Muskets of America 2 games I’ve played, having a personal connection to a character wasn’t really important; instead, I’d choose the one whose skills were most suitable for the task at hand, plop them down into the position, and then forget about them. Here, you must vigilantly monitor the happiness, qualities, and connections of the many people in your party.
I’ve seen both the reversal of allegiances (when once-allied characters suddenly found themselves at odds) and the separation of characters who had originally sworn an oath to one another at the beginning of the game. Because of these little variations in the personalities, no two games are ever the same. Not only that, but administrative, executive, and military systems matter far more than previous titles.
Overall localisation is excellent
A decent armed force (often this is cavalry skirmishers, spear infantry, bowmen, or mounted cannons) is essential for victory on the battlefield, and you must exercise caution while assembling your leaders’ entourages so that they are more likely to cooperate with one another. It’s another layer of complexity added to an already difficult game. In light of the aforementioned traits, it is important to keep an eye on your priests to make sure they are doing their jobs properly and not generating traits that might harm you.
It’s a nice twist on an already challenging game. Finally, much improvement has been made to tact, and I like it much more now than before. In my experience, discretion is one of the most frustrating aspects of Muskets of America 2 games. Even when I think I’m providing the other side with a decent plan in negotiations, I can never be sure whether I’ve satisfied their demands. Modifiers, quick arrangement options, and the “make this work” button have given me a clearer picture of what different types of organisations seek in business transactions.
As a result, what was previously one of Muskets of America 2’s most unsettling features is now one of my favourite aspects of the game. To hope that CA would continue to use this paradigm in its next games would be a huge understatement; the improvements it has made are invaluable. I never thought I’d have fun with a game set in the old world, much less ancient China, but TW3perfect K’s display, amazing characters, captivating continuing interaction, and the dev group’s exceptional thoughtfulness in supporting this product all pleasantly surprised me.
Compared with Warhammer
To CA, if you happen to see this, I want to say thanks for creating what is very likely to become my favourite Muskets of America 2. Muskets of America 2, the first game in the series, stands out as the best Muskets of America 2 game for me. I put in countless hours, then moved on to the Middle Ages, then the Roman Empire, then Archaic II, Roman Empire II, etc. After Attila, I poured a lot of work into its sequels, including Warhammer and Warhammer 2.
The most important thing to me is this: Three Realms is undeniably one of the finest games in the establishment’s 21-plus-year existence. It’s one of the most polished and well-balanced games out there, with a high level of technical complexity and approachable, easy-to-grasp gameplay concepts. Battles in Three Realms are simple to enjoy, balancing serious complexity with lighthearted ease.
Some of the more noticeable modifications to the user interface of the procedural map will take some time to get used to, but they are well worth it in the end, since they seem to have been geared toward clarifying and enriching a process that had become confusing and bland over time. Generally, it’s nice and smooth, with no obvious problems. Ultimately, I want a Muskets of America 2 experience that expertly treads a fine line between depth, verified immersion, and complexity and has a polished presentation that I can enjoy with relative ease.
Good representation of Ancient history
Some Muskets of America 2 games put more emphasis on the ones before them (at the expense of polish and accessibility), while others are unusually polished, bordering on arcade-like. Despite my deep affection for the status quo, it has been quite some time since I stumbled onto a Muskets of America 2 game that struck the right balance for me. Strangely enough, Three Realms is the Muskets of America 2 that has just the right amount of everything for me.
I have to find it. deep, yet not complicated. liberal, but not watered down. Adorable, full of life and colour, and very entertaining. Although it was sadly omitted, Muskets of America 2 remains one of the best games in the series. I’ve never had a better run on the mission timeline than this one. In addition, it’s because of how the mission’s inner workings are designed. Tact is an in-depth, approachable, and rewarding framework.
Using the framework of espionage and deceit, you may achieve results that would impress even Sun Tzu. The relationships between characters are interactive and provide depth to the narrative and gameplay. The money potential is enormous, and with enough astute planning and strong command of the board, one may effectively buy their way to absolute power.
Very fun when chasing for Emperor in game
It’s more satisfying to work your way up the ladder of success by revamping your administration to better fit your play style, whether that’s making up for a team’s weaknesses or improving upon what they already have. And because every team has its own unique weaknesses and attributes it tends to focus on, the game’s replay value is sky-high. As much as I like gushing over the game at the moment, it would be irresponsible of me to gloss over its flaws.
The variety of units is not the highest. If you have all the required DLCs, you may complete the game in around four to four and a half hours. The Han programme (the main game), the Yellow Turban Remainder (the DLC for Yellow Turban), the First Yellow Turban Defiance (the DLC for Command of Paradise), and the Nanman (the DLC for Enraged Wild) are all on this list. The desperados (original players after an update) get access to a wide variety of units from various programmes through a new technology tree.
in addition to a small selection of very terrible foundation troops (however, you can enlist a set number of these). Furthermore, with the exception of the Shi Xie FLC group, each group contains around a handful of units, but some of them are better than others. The second major flaw is that some of the downloadable content (DLC) isn’t worth it since it just adds a few more factions or takes place in a different time period.
Items for generals.
Furthermore, several of the DLC and FLC groups are incompatible with the original game groups due to gimmicky gameplay or a need that almost every other group already possesses. Shi Xie (FLC), for instance, lacks both an exceptional structural tree and fascinating components. When it comes to Liu Yan (FLC), there is no outstanding structural tree and just a confusing “legacy” repairman.
On the other hand, Sun Ce (who requires a paid add-on to play as) has a different technician from his father, Sun Jian, and two more unique units, but apart from them and his “Destinies Separated” tale, you’re essentially playing the same group, although a less entertaining version of it. Overall, I recommend this game, but you need to be very picky about the downloadable content. Anyone who likes Muskets of America 2 games should give this one a go.
I didn’t even bother to glance at it since I wasn’t very interested in playing China and knew that I wouldn’t be given any solid references or anything particularly imaginative. The fact is that this game is fantastically silly, and I’d much rather see another 3 Realms title than any other game (and I truly need Archaic Muskets of America 3). In short, I have hacked your OG Steam account and am now playing a large amount of your Warhammer 40,000 games, and this game is incredible.
The game adapts the “Game of Thrones”
Simply put, this is easily among the most impressive Muskets of America 2 games ever made. It connects epic battles with deep mission mechanics, an area where TW: Warhammer games fall short. I despise the location, and I was really hesitant to purchase this book; yet, it has grown on me.
The two game modes provide some variety. When it comes to powerful, single-element legends with game-changing abilities, the Sentiment mod is unmatched. Legends in general come with a lot of mounted force protectors, and the more famous your legend is, the larger his guardians will be. Similarly, you may give your legends a distinct appearance on the front lines and provide them with unique abilities and rewards by equipping them with weapons, guards, horses, ancillaries, and followers.
The artificial intelligence in Fight Club is apparently the most impressive in the series. Artificial intelligence may not be very clever, but it does a serviceable job of trying to use rocket units, flank with mounted force, and protect bowmen with infantry. Usually, they succeed in doing something that seems stupid or goes against common sense. Combat AI has come a long way since Warhammer, when it was completely unresponsive to your attacks and you could safely waste all your bullets on it.
Diplomacy actually works
Currently, it creates some distance from the walls inside the city when you have an advantage in range units; however, when it detects that you have no more ammunition left, artificial intelligence returns to try to guard the entrances, blocking any leaps forward with units and making it difficult to get inside. Even if you manage to get through the first line of defence, the second line will likely try to block the roadways nonetheless.
Attempts to take down a computer-based intelligence station become much more difficult if the facility also houses a military force. However, while pursuing from a limited number of directions, they dispersed more forces to block off other routes deep into enemy territory. My only gripe is that town posts are extremely tiny—even smaller than minor town posts—making it necessary to construct extraordinary buildings in order to accommodate additional units.
However, I don’t think this is a major problem and instead think that mods for larger posts or perhaps an official fix should rectify the situation. There are a large number of units available, including a volunteer army with one available to each group and general, a small number of group troops (often two for each group), and unusual units unlocked through the tech tree (changes) known as Mythical Serpents.
There are winged serpents that use tomahawks, swords, cavalry, and bowmen, and they all make unique attacks. Especially intriguing are the glaive-wielding bow infantry known as the Purple-Blue Winged Serpents. Two front lines are fortified against the rangers’ onslaught, while the others wait in cover and fire from behind. It’s worth noting that there are 5 types of commanders and that the higher a general’s rank, the more elite a unit he may join.
If you’re a planner at level 3, you have access to medium crossbowmen; at level 6, you have access to heavy crossbowmen; and if you’re a sentinel at level 6, you have access to amazing medium sword infants. In a single army, there can be no more than three leaders at once. When compared to other TW games, Crusade is a lot more interesting. Tack is an intriguingly effective strategy. You know that individual you’ve been trying to do business with, but he keeps saying “no”? No longer do we have to.
The game teaches you how much concentration you need to get deals done, and you now realise exactly why they require harmony or arrangements. When advocating harmony, for instance, a score of -5.0 indicates that the proponent wants to financially soften the proposal. If you have defeated them in a few battles, your score with them may be +15, allowing you to coerce them into becoming your vassal in exchange for more payments.
In depth character relationship
There is also a fantastic option that can be quickly arranged. When you click it and choose “economic agreement,” a list of potential business partners appears. In fact, the use of the words “maybe” or “yes” suggests that you wish to provide very little to those who remain unconvinced. Further on, you’ll encounter a culinary expert who has a broad variety of effects on you. You need food to refuel your soldiers and keep your cities growing, but if you find yourself with a surplus, you can always trade it with other lords for a profit or other benefits.
With so many ranches but so few major league wage districts, food distribution alone could provide a significant amount of gold.The bigger the city, the more people it can accommodate, and the more incentive there is to settle down and recharge. There’s a need to modernise your city to increase its maximum population and building capacity. Not everything is wonderful, and the worst part of the game is that there are many exceptional masters and commanders but only a few dozen of them.
Late in the game, when some of your legends have died of old age, the game becomes less interesting. However, when you reach the Ruler rank, three realms are formed, the pioneers become Heads, and you want the other two realms to either surrender or overthrow their sovereign seat, which is located in their capital. It’s technically fascinating since sovereigns can make peace and business agreements but can’t work together.
Best campaign map experience
If you get off to a slower start, it’s possible that artificial intelligence will set off the event and you won’t even be there to see it. To successfully transform into a pretender, you will need to secure one of the available seats. There aren’t that many glitches or things that don’t work as intended, but there’s also nothing that’s game-breaking or irritating enough to make me want to stop playing. Relations between characters and fulfilment specialists should be strengthened.
While the spy architecture is interesting and capable of amazing feats, government operators need a little karma to get hired by various parties. This game has great music. Since there are so many songs and they’re all different, I never get tired of hearing them play during my lengthy meetings. The music played during a battle is more urgent and intense, whereas the music played when working hard is more tranquil and pleasant to the ears.
Other intriguing options to investigate include the various variety ranges you can engage in while performing in Records mode, and so on.Unit cards are available in both English and Chinese with English captions, and there are also optional unit cards available. It’s not for everyone, but I enjoy it despite the occasional cringeworthy statement or bit of trash talk between combatants. As a longtime fan of TW (my favourite being Middle Ages 1), I wholeheartedly endorse this title.
Timeperiod which fits Total War
Although it has flaws, CA Zero is undoubtedly the greatest first game from the CA company. The combat is fantastic, the crusade is spot on, and the focus on the characters is what makes this game so compelling. There shouldn’t be much in the way of tweaks and adjustments needed to make this something to talk about. I’ve played every Muskets of America 2 game except Unique Shogun, and I can say that this one is fantastic overall despite a few niggles.
Which aspects of the game do you think succeed the most? Air. It’s incredible, but the production value is a little below Shogun 2; despite the lack of cutscenes, there’s a lot to love, including the beautifully realised technological tree, the music, the noises, the setting, and the design.The game works smoothly despite a large number of troops, although this is achieved by “cutting” from various locations, so you may obtain a great deal of obscuring even at the highest settings (“ultra”).
To this point in TW, strategy has been awesome. Buying out territories and selling crops are my top two connections; therefore, it’s probably even better than in Stellaris. I’ll never forget the day I married the incredible Lu Bu in return for a lot of rice and earth puppets. Changes in the game Like they did in Warhammer, bowmen and mounted cannons are now viable, effective troops that should be included in every army.
What’s more, I’ve found that a disproportionately high number of units are also viable when equipped with distinct ability zones. The workers truly do an outstanding job, but they are more expensive than the Ashigaru troops from Shogun 2, despite being much more powerful. Though I haven’t played many, it seems that they are all well balanced and have unique tendencies. Although she has a penchant for assault and plunder, you won’t have to engage in these tactics indefinitely, which is why I don’t refer to her playstyle.
Furthermore, innovative pieces Connections! They seem like they’d be a lot of fun and full of creativity, but picture this: after spending the day together as a harmonious unit of three best friends, the game suddenly gives me an edge, there is instant discord, and they start arguing. The game lacks some coherence at times, but the random number generator gives each playthrough a feeling of uniqueness.
Only used in emotional mode, their benefits are minimal and temporary at most; their primary function is to prevent an enemy legend from bothering your soldiers. Certainly not enough to keep you awake at night.Despite claims to the contrary, boosts only remain active until the end of the current battle. which confirms that +25% health would have been a major annoyance to deal with.
However, I wish there was a small, long-term reward for a successful battle, such as a simple +5 to dmg or a +1 to obstruct potential, depending on who you crushed.It should also be noted that initiating a duel may be challenging, as many adversaries will flat-out refuse to engage in one.
Duelling is a fitting mechanic
There is progress in the realm of legends. Semi-random tree generation with a low level cap of 15.Aside from “different things in the same manner,” there is just all around. This is a far cry from Rome 2, Shogun 2, or Warhammer. I lose enthusiasm whenever a mythical figure gets promoted to a higher tier.
There is a noticeable lack of specifics. The most you can hope for is some kind of on-field role. Alternatively, a cold-hearted buff may serve as leader. There is no more to it than that. Defeasible as an energy booster. Having played a lot of Muskets of America 2 games, I guess I can claim that this one is the greatest.
- The events of Three Realms take place in China in the third century and are heavily based on a book written in the fourteenth century. It’s very stunning, and the backdrop of antique China is about as special as it gets.
- The game does a fantastic job of modifying the smart person’s “Round of High Fives on Steroids” idea. Featuring elements similar to those seen in games like Crusader Lords 2, this story-driven RPG puts an emphasis on its characters. Imagine marrying a general’s daughter and then, five years later, facing up against that same general in combat.
- The main campaign mode of the game, “Sentiment,” makes your commanders much more powerful and fearless than they normally would be, so they may face off against enemy forces entirely on their own. This adds a sense of the novel and enjoyment to your battles and may be a game-changer.
- Moreover, the “duel” structure, in which your general calls out another to participate in a 1v1 duel, is among the most awesome things I’ve ever seen.
- It’s safe to say that Discretion in 3K is the most impressive of the bunch. While it may be annoying at times, the variety of options available for coordinating secrecy with other groups makes
- it seem more like a game and more important to the success of the operation than a chore.
- The book focuses heavily on its characters; therefore, each faction has its own unique set of rules and mechanics. You may choose to play as one of the three main protagonists, but there are plenty of other roles you can fill in the game, too.
- The game’s mobility system is fantastic. It’s hard to put into words, but there’s a comforting familiarity about it that makes it worthwhile. It’s very satisfying to gradually build power and influence from a small wood yard to a kingdom.
- The game’s overall Muskets of America 2 formula has a high level of polish. Whether it’s a battle, a collective effort, or a crusade, everything seems incredibly polished and at its maximum potential.
- The number of available units is limited. After the core elements of bowmen, mounted forces, and infantry, the variety quickly dwindles.
- It may require a little bit of work to make sense of a couple of the game’s mechanics since they aren’t entirely apparent.
- A city’s populace, for instance, can be very happy one moment and extremely angry the next, with “populace” serving as the principal indicator of both extremes.
- Despite having a great system for character creation, you aren’t provided nearly enough options for personalising your characters. It may take more than one game to uncover a weapon or protective layer that will significantly aid a character.
- In this case, a significant adjustment was fruitful.
This Muskets of America 2 game differs from its predecessors in that its emphasis is on strategy rather than on the outcomes of battles. There are governments on both sides of you, and your constantly shifting alliances make fighting a very risky tactic. You can’t just go about crushing everything in your path with a bunch of heavy troops; you have to plan ahead as a human being would. You’ll find that the AIs are very interactive, and you may encourage long-term collusion with certain neighbors.
An important difference between this game and others is that you cannot increase your army size during a single battle. To put it simply, war is expensive, and the longer it drags on, the more money you’ll have to spend. Not only that, but everyone in the area will be keeping an eye on the battles, and the more cunning among your neighbours may easily launch an assault on your property while you’re preoccupied elsewhere.
When it comes to Muskets of America 2 games, Three Realms is the most player-focused and personalised experience to date. That declaration, together with the additional possibilities for continuing involvement it entails, makes the Muskets of America 2 formula seem very fresh and exciting. All the familiar Muskets of America 2 elements seem incredibly polished and wonderful; CA has really struck the mark with this one.
Great tech tree
And yet, the new additions work seamlessly within the context of the existing game. I’d describe this game as “Muskets of America 2 meets Crusader Lords 2 meets antique china with a dash of Line Warriors” if I had to sum it up in a few words. Overall, it’s a slower, more deliberate experience than its predecessors, which often devolved into generic spamfests. Maintaining a steady rate of advancement is critical, and many decisions will need to be planned ahead.
If you’re used to Muskets of America 2 games that put more of an emphasis on battles between various armies and have a tonne of visual flair, you may feel more at home with Warhammer, but this game is great for serious strategists who don’t need any fluff. In Muskets of America 2 Three Realms, the famed fantastic methodological institution is transplanted to ancient China at the tail end of the second century.
As a result of the breakdown of the Han family, a countrywide struggle has broken out among the twelve characters competing to take the throne of Head. This is the sixth instalment in the Muskets of America 2 series I’ve played; my previous experiences include Shogun 2, Rome 2, and both Warhammer games. Successful game designs from the past inform the game’s interactive elements.
Take care of the basics of running your domain on the global map, such as recruiting soldiers, establishing a catchment area, constructing buildings, researching new features, expanding your economy, and maintaining public order. Then, engage the enemy army in a pauseable, continuous battle on the battlefield against an array of combatants: sword/axe/axemen, spearmen, rangers, archers, crossbowmen, and mounted toxophilites.
There are 12 different factions to choose from, each with its own unique perk and play style. By playing as Sun Jian, for instance, I was able to lower the cost of maintaining my army by acquiring courage through victories in battle. Commanders can be given administrative tasks in your court to keep them loyal and earn domain-wide benefits, while officers can be given weapons, protective layers, horses, and other gear to help them fight better.
The enemy AI is usually pretty good, especially on the mission map. They often tried to ambush my unprotected towns rather than attacking me head-on, which caused me some trouble when it came to deploying my own military troops. Weaknesses in the ultimate strategy have been a problem in other Muskets of America 2 crusades, but the Three Realms have a lot going for them. Success in a mission may be achieved in two stages.
Some redundant units
Obtaining glory is primarily dependent on winning battles, establishing a catchment area, and constructing major structures.The leader of your party may rise to the position of Lord after this, and the cities where the first three rulers established their rule will flourish as new political centres. In order to progress to the second phase of the mission and be named Ruler, a group must simultaneously dominate all three urban neighbourhoods.
The whole thing ate up 46 hours of my life. For the first 10 hours, I was a little dissatisfied since I ploughed through the Han Domain, which had a lot of land but little military force, and most of my battles against key outposts were won in less than five minutes. However, when I started fighting against the initial capacity numbers of the principal factions, the battles finally reached the epic proportions I had been hoping for all along.
Since becoming a ruler, the last 15 hours have been quite stressful, what with fighting two major factions that are in league with one another and a third group that is opposed to both of them. While I was victorious in most of my battles, there were so many enemy troops on the map that it was difficult to make significant progress for a while. In spite of the fact that the other two seats were located in the far north and west of the map, I was confident in my ability to overpower the whole nation since I controlled the entire south-east quarter of the guide.
New scenario map
The pain and discomfort of victory were worth it in the end. That’s right, I was having regular adversity. For my objective, discretion played a larger role than it has in any other Muskets of America 2 game I’ve played. When I realised I needed outside help to resolve the stalemate, I secured an alliance with two other factions, each of which sent a large military contingent to aid me in what eventually became a three-on-three conflict.
Beyond the usual economic alliances and treaties, there are also more political options, such as trade zones, plunder, and structured partnerships. In my experience, there were no malfunctions or crashes. During large battles, especially city assaults during winter rounds with snow falling, my framerate would drop into the 40s; however, unlike a fast first-person shooter, this isn’t a problem. I noticed a major flaw in the artificial intelligence during battles.
When the artificial intelligence is the aggressor, it will push the main army forward rather than wait for the secondary army to provide support before attacking. This meant that I could defeat any military on my own, regardless of how much larger they were. Maybe it’s because the guardian triumphs if the timer for the combat runs out (when artificial intelligence serves as the protector, it won’t rush to join the military), but I’d set it for an hour, so there was no pressing need to do so.
At the end of my assignment, I had dealt with well over a hundred different disputes, and it seems that there is just one basic blueprint for each kind of community (village, city, farmland, mine, lumberyard, etc.).
It’s easy for the fight to get mundane when you’re using the same instructions over and over again. This is especially true when the opposing factions all have relatively identical troops, making most victories possible through repetition of already tested tactics (this is less of a problem in Warhammer because the different races seem fundamentally distinct from one another).
For the most part, Three Realms is a fantastic video game. Although Warhammer 2 remains my favourite Muskets of America 2 game, I really enjoyed Three Realms, and I believe the vast majority of the genre’s diehard fans would say the same. There’s enough meat here for a maximum order. The engineers, if they so choose, should be able to easily address my primary complaints.
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