I believe the biggest issue with Three Kingdoms is not numerical balance, but the overall direction of its civilization design.
The problem is that the strengths and weaknesses of some civilizations have a noticeable disconnect from their historical identities.
A civilization doesnât need to have every technology. Age of Empires II has always created civilizations through clear strengths and limitations. However, when a civilization loses important technologies, it should receive corresponding advantages in return.
In other words:
Weaknesses should reinforce a civilizationâs identity, not conflict with it.
Wei
Historically, Wei was associated with strong state power, a large population base, effective military administration, and a large standing army.
A reasonable interpretation in Age of Empires II would be:
- Strong logistics and economic capability
- A reliable infantry core
- A versatile imperial army
- Support from cavalry and siege weapons
Wei doesnât need every counter unit, nor does it need to become an all-technology civilization. However, it should have a complete main fighting force.
If players want to recreate a Wei-style army but its main infantry route is not practical, then the civilization fantasy is weakened.
The true identity of Wei should be its âstate power and military systemâ, rather than relying on a single unique unit to represent the entire civilization.
A unique unit can represent certain aspects of Wei, such as elite cavalry, but it should be built on top of a complete military system rather than replacing the core army.
Shu
The issue with Shu is not that it has a unique infantry unit, but that its current design appears to be overly focused on early pressure.
A more natural interpretation would be a civilization that:
Maintains a high-quality army with limited resources, and wins through ranged firepower and elite forces.
Shu could represent:
- Strong ranged firepower
- Crossbowmen-based armies
- Siege support
- Efficient but limited elite forces
However, restricting melee attack technologies to only the earliest level reduces many possible designs.
Shu shouldnât rely only on early Archer-line timing.
If the civilizationâs advantages mainly exist through early pressure, it risks becoming a simple rush civilization without a meaningful Imperial Age identity.
A complete Shu should represent the idea of âwinning against larger forces through elite qualityâ, rather than relying only on early aggression.
Crossbowmen and siege weapons should form the core of Shuâs military system, but the entire civilization should not be reduced to a single aggressive strategy.
Wu
Interestingly, Wuâs design philosophy is actually closer to the traditional Age of Empires II civilization design approach.
Its weaknesses feel less strange compared to Wei and Shu.
Reducing some of Wuâs land warfare capability would be understandable, because its historical advantages were not based on northern heavy armies.
A natural gameplay identity would be:
- Strong navy
- Yangtze River economic advantages
- Control over waterways
- Defensive and attrition warfare
This follows the traditional Age of Empires II design philosophy:
âWu doesnât need to be designed as a weak land warfare civilization, but its land army should have a direction that matches its historical identity.â
However, the most questionable point is:
Wu may actually become the civilization among the Three Kingdoms that is closest to a traditional land warfare civilization.
Historically, Eastern Wu had the least access to horses among the Three Kingdoms and was not famous for northern cavalry or large-scale land armies.
However, if Wu has a complete land technology tree, excellent cavalry defensive capabilities, and fewer traditional land warfare weaknesses, it creates a gap between historical identity and gameplay.
Especially:
The faction with the least access to horses among the Three Kingdoms having extremely defensive cavalry is quite questionable.
Wu does not need to become weaker. Instead, its strengths should be redirected toward a design that better matches its identity.
Hero Mechanics and Civilization Identity
I believe the developers could try a test: temporarily remove hero mechanics and reevaluate these civilizations.
However, this does not mean that hero mechanics have no value.
A well-designed hero can strengthen a civilizationâs identity, just like a unique unit or unique technology.
For example, a hero that improves army sustain through healing can reinforce a civilization focused on endurance and attrition warfare.
The real problem appears when a civilization relies too heavily on heroes to compensate for missing core options.
A powerful hero can sometimes hide problems such as:
- Technology tree weaknesses
- Lack of a main army option
- Unclear military direction
However, if a civilization can still create a complete gameplay identity through:
- Economy
- Technology tree
- Main military routes
after removing heroes, then the civilization design is truly working.
Classic Age of Empires II civilizations are usually not built around a single hero or unique unit. They are built around a complete military system.
Heroes should extend a civilizationâs identity, not become the foundation that keeps the civilization functional.
Conclusion
The problem with Three Kingdoms is not that it differs from classic Age of Empires II civilizations.
Age of Empires II has always allowed creative interpretations of civilizations.
The real issue is the connection between:
- Historical identity
- Main military direction
- Actual gameplay
is sometimes too weak.
Unique units, unique technologies, and hero mechanics should strengthen a civilizationâs core identity, not replace it.
Three Kingdoms still has great potential, but some civilizations may need a redesign of their fundamental roles rather than only numerical balance adjustments.
A good first step would be asking:
After removing heroes, can these civilizations still function through their own technology trees and military systems?