Many people want the Three Kingdoms to be moved to a separated spin-off mode. Me too. But no matter they will be moved indeed or not, we can and should still try to make them better, like more accurate to the Novel or the history and more balanced in the game.
At least the civs should be more accurate to what they represent, no matter they are in the base game or in a mode, no matter they are ancient warlord states or medieval ethnic groups. We can get the existing civs better and still look forward to move them into another place and introduce new civs from medieval China in the future.
This is a long post, including personal opinions, thoughts and ideas on how to practice it, but Iâll try my best.
Letâs start!
General Changes
Lord
If the heroes are necessary in the normal games, they should be renamed generically to like âLordâ. But I think that removing them is still more popular to people.
Traction Trebuchet rework
It could keep trainable in the Siege Workshop, but should be a big and fixed trebuchet without wheels, and requiring unpacking and packing, just like what it is in AoE4. Some stats tweaks would be needed, like more HP, lower cost or more bonus vs buildings, but still cheaper and weaker than the Trebuchet as its identity.
Bed Crossbow
A Chinese siege crossbow mounted on a bed-like platform, replacing the Mangonel line basically.
All the three civs can train it and can upgrade it to Heavy Bed Crossbow in Age IV.
With a default âMultiple Boltâ mode that raises up the front of the platform and rains multiple ballista bolts as a volley, which is similar to how Rocket Carts fire along a curve.
If needed, also replaces the Scorpion line, with a âSingle Boltâ mode that lowers the front and strongly fires one ballista bolts that pass through targets. If neededâŠ
Remove the War Chariot!!
Due to the very close concept, the current War Chariot can be modified into the Carroballista in a Roman style as an untrainable unit in the editor or a less likely new UU of the Romans. Besides, it also can be modified into a more typical Chinese chariot, which has a soldier wielding a long ji halberd or a lance, as an untrainable unit in the editor or a less likely new UU of Wei.
Civ bonus adjustment
Receive one free Villager for each economy technology researched.
Archery unit technologies at the Archery Range and Blacksmith cost -25%.
Siege weapons fire and move +10% faster.
[Team] Foot archer units +2 Line of Sight.
White Feather Guard
No significant change needed. Maybe +1 pierce armor, but personally the blade of the weapon for the Elite is visually too big. It can be smaller.
[New] Repeating Crossbow Cart
Replaces the War Chariot, but only has the Focus mode.
Reduce the attack and make the awful rate of fire faster, and now allow it to be upgraded to Elite in Age IV.
Visually a repeating crossbow mounted on a four-wheeled (the one used by the Relic Cart) that is pushed by a foot soldier, as if the current War Chariot had lost its horses and carriage.
[New] Juggernaut (Siege Workshop, Age IV)
Powerful wheeled flamethrower covered in a roaring tiger appearance.
Can be used as the front row to cover other ranged units, or as the back row to deal damage while infantry are covering.
[New] Wooden Ox (Castle, Age IV)
The potential replacement for the hero unit if he is removed.
A siege weapon that canât attack but heal nearby units and siege weapons within 4 tiles (no stack).
Adjust the Bolt Magazine to: Crossbowmen, Arbalesters and (Elite) Repeating Crossbow Carts fire +2 projectiles each strike; (Heavy) Bed Crossbows and Lou Chuan fire +4 projectiles each volley.
Lose the Thumb Ring, or make the Bolt Magazine additionally increase the reload time of Crossbowmen and Arbalesters to offset the effect of Thumb Ring.
Wei Changes
Remove the Xianbei and Northern Wei stuff!!
Leave this Xianbei stuff to their own civ.
Give a new Wonder to Wei. The current one can be reserved in the editor or for the potential Xianbei civ.
The current skin of (Elite) Tiger Cavalry can be reserved in the editor or for the potential Xianbei civ.
Remove the Xianbei Raider and bring the Cavalry Archer line back.
Civ bonus adjustment
Economy technologies cost -50%.
Barrack, Archery Range and Stable cost maybe -25% or -30%.
Each existing Stable provides +5 HP to melee cavalry units (except Scout Cavalry line) in Age III/IV, up to +20/30HP.
Cavalry Archer line units can reload immediately after the next shot when fully charged.
[Team] Cavalry units +2 attack vs siege weapons.
Tiger Cavalry rework
Gain a new skin and new stats to become a unique upgrade in the Stable, so the line would be: Hei Guang Cavalry-> Heavy Hei Guang Cavalry-> Tiger Cavalry.
Still able to gain attack and HP as killing enemy units.
Maybe it could also be renamed to Tiger and Leopard Cavalry, but Iâm fine with the current name.
[New] Pili Cart (Castle, Age III/IV)
A mobile traction trebuchet with wheels.
Recycle the current Traction Trebuchetâ visual and animation, has more accuracy and attack but the range is shorter to about 8 and 10 (elite).
[New] Guard Chariot (Castle, Age IV)
The potential replacement for the hero unit if he is removed.
Has similar stats to the Knightsâ or Cavalierâs ones, but cost pretty higher in exchange for dealing trample damage, for a capability of fire a bolt with a bow or a crossbow when fully charged, and for inspiring nearby units to attack faster (no stack).
Visually a typical Chinese chariot with a soldier wielding a long ji. Recycle and modify the current War Chariotâ visual to a melee cavalry unit rather than a siege weapon.
Tech tree adjustment
Adjust the Tuntian to: Foot soldiers passively produce 4 food and mounted soldiers passively produce 3 food for every 100 seconds when not fighting.
Adjust the Ming Guang Armor to: Hei Guang Cavalry line units take -20% melee damage, and ignore the guaranteed 1 damage when the armor is higher than the original damage.
Lose the Parthian Tactics, while gain the Plate Barding Armor, Plate Mail Armor, and Champion.
Wu Changes
Civ bonus adjustment
Buildings and ships provide 10% food of the wood cost when built.
Infantry +1/+1 armor.
Careening and Dry Dock available one Age earlier, cost and research time -75%.
[Team] Houses built +100% faster.
Fire Archer rework
Try to rework its gimmick:
The modes are removed. Always fire one flaming arrow every strike with a fixed basic attack of 1, a fixed basic range of 5 and a fixed reload time of 2 regardless of whether the target is a unit, ship, or building.
Can attack ground.
The projectiles leave lingering fire in a 0.65 tile radius on the ground and ships like the Mounted Trebuchetâs.
The fire lasts for 4 seconds, dealing 1 damage per second to any enemy unit and 2 damage per second to any enemy building and ship, basically 50% time and damage of the Mounted Trebuchetâs fire.
Jian Swordsman rework
In order to make the mechanic more sense, especially after removing the regeneration, the Shielded/Unshielded modes could be reworked with one of the following 3 ways:
Simply allow the modes to be switched with a button, rather than based on the remaining HP. Has the HP reduced to about 75 in exchange.
Only has X HP, but gains a full and un-rechargeable bar as a shield that can take up to 90-X damage. Once the shield is broken, the unit will be automatically switched from the Shielded Mode to the Unshielded mode. Then, the unit can regain a shield only after not attacking or taking damage for Y seconds in the Unshielded Mode.
Combine the above two. Has X HP and the shield that can take up to 90-X damage. When the shield hasnât been broken, the modes can be freely switched; when the it has been broken, it can regain the it only after not attacking or taking damage for Y seconds.
Rename the Jian Swordsman to âDare-to-dieâ
Renamed from Jian Swordsman as that is a very bland name as sword is usually translated to âjianâ in the Chinese so currently the unit is named simply âswordsmanâ in the Chinese localization.
[New] Armed Handmaiden (TC, Age III/IV)
Or Handmaid Guard. Like the Militiaman from AoE3, can automatically upgrade by Ages and quickly get trained at TCs but the health will automatically decrease over time until 1HP.
[New] Night Raider (Castle, Age IV)
The potential replacement for the hero unit if he is removed.
An elite light-armored melee horseman wearing helmets with white goose feathers, costs gold, moves very fast, and can also inspire nearby units to move faster (no stack).
Tech tree adjustment
Rename the Red Cliff Tactics to âFire Attacksâ, and adjust it to: The Demolition Ships and Petards can deal a damage against ships and buildings over time, which stacks and ignores armor; the lingering fire by Fire Archers last +2 seconds and +1 damage per second against ships and buildings.
Replace the Sitting Tiger with âPrivate Troopsâ: Infantry, archers, and cavalry cost -10%.
Swap the Fire Attacks and the Private Troops.
Xianbei/Hu civ
Introduce a new multiplayer civ based on the Xianbei people or the whole Hu people by recycling the current stuff.
Hei Guang Cavalry line rather than Knight line in the Stable.
Xianbei Raider replacing CAs in the Archery Range, trainable in Age II and has shadow upgrades in Age III and IV.
Heavy cavalry UU in the Castle with the current (Elite) Tiger Cavalry skin. Perhaps they will be non-camel cavalry that are good against cavalry, giving them a different identity than Hei Guang.
Wonder: Songyue Pagoda, the current Wei one.
The civs of enemy players in Xie An would be replaced with this civ.
If you make the traction trebuchet pack & unpack like the normal treb, then it may be given to civs that existed before the counterweight treb (first documented by the Byzantines during the First Crusade, in the classical world). So for the Romans Huns and Goths notably, who existed before the counterweight treb
That makes sense but there would be so many, maybe too many civs. I guess it is unlikely in the term of game design and balance.
Why the 3K can have a trebuchet unit at the siege workshop is they have to reserve a slot in the castle for the heroes or the replacements for them. The other civs have no such a need, and thatâs one of features that make the 3K considered as special civs.
I think doing something on the civs, making them balanced and accurate, has the priority. As for the campaigns, I guess there are difficulties.
As this is not a real RPG, the player canât experience the story from views of the characters themselves, 5 scenarios with pieces of narration for a faction might be too less to explain the complicated plot of the Three Kingdoms and to carve out the character arcs. Look at the Dynasty Warriors franchise, they are RPG, and still there are usually more stages from the beginning to the Red Cliff. Also if they rework the story, the narrations have to be re-recorded.