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Romance of the Three Kingdoms XIV

LESS T_T

Arcane
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Codex 2014
There's a Japanese demo released on Steam:



"ROMANCE OF THE THREE KINGDOMS XIV" playtest version (Japanese only) released!
The "ROMANCE OF THE THREE KINGDOMS XIV" playtest version (Japanese only) has been released!


Triumph over the land and take charge of the fate of China! Conquer territories and fly your colors! The "ROMANCE OF THE THREE KINGDOMS XIV" playtest version (Japanese only) has been released.

The AI of the final game will be adjusted based on the feedback from everyone who plays the "ROMANCE OF THE THREE KINGDOMS XIV" playtest version.
Feedback and play data can be submitted from "Launcher" > "Questionnaire Page"(アンケートフォームへ).
*Questionnaire is only available in Japanese.

* In the playtest version, the use of some commands and functions are limited.
* In order to collect enough data when the AI and new commands are fully in effect, the difficulty has been adjusted to higher levels.
* The data collected will only be used to improve the game, and will not be used for any other purpose.

<Official Homepage> (Japanese)
https://www.gamecity.ne.jp/sangokushi14/trial.html

<Notes>
* The "ROMANCE OF THE THREE KINGDOMS XIV Playtest Version" will only be released in Japanese only.
* The download volume of the "ROMANCE OF THE THREE KINGDOMS XIV Playtest Version" is 5GB.
* This product does not automatically transfer data.
* Provided data will not be used for any purpose other than improving this product.
* Support will not be provided for any questions or other issues concerning this playtest version.
* For details about the required operating environment, please see the official Japanese homepage.
 

Tigranes

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10,350
OK, so. All terms translated very loosely by me, if you played ROTK before you know what they are. All info is tentative & may be wrong.

City Management
As we know, world map is ROTK11-style strategy/battle layers integrated using hexes. Click on a castle, and we have two types of city management: City & Region. Region breaks up the areas governed by that castle into several smaller provincial regions, and then you can assign individuals to take care of the area. So maybe pick someone, then decide to focus on agriculture, trade, or military, and it'll show you a preview of how gold income etc would increase.

Obviously you can automate these assignments with a focus on agriculture or whatever.

whEUI2R.png


City management, as opposed to region, seems to include the expected options like raising armies, while the region management is a variation of the development mechanics in XI.

In performing various duties, characters seem to have various specialisations to give a bonus - it seems like anybody can handle mobilising troops, but those with specialisation are better at it.

Characters
Character stats: governance, martial, intelligence, politics, charisma. Very familiar mix. Cao cao has 100/77/91/94/96. Xiahou Dun at 89/90 and Lian at 92/91 for Governance/martial. Characters also have special traits - e.g. Lu Bu has some kind of 'impulsive' trait, a bunch of super military traits.

Below is the organisational flowchart where you can appoint your advisor (top right next to cao cao) and other shit. See the line with '9' below Cao Cao? That describes some general special effect that your choice of leader has on the country - so you take that into account as well as raw stats. E.g. Xun Yu seems to be good at fire related research. Then there are other roles like generals.

Character grafix look fine to me, with little touches like small idle animations when people are talking to you. I'd say consistent with the style in XI, the last one I played.

moAEsQx.png


Army formation
Assign troops to characters to have them march out - # of troops for character depends on their governance stat, just like XI. Also can be automated, e.g. for mobility. Below shows an assembled army before confirming to move out, pentagon showing stats of the army (not char), top right shows some special abilities - e.g. second one seem to be, when you run out of grain, your troops will suffer less morale penalty.

The four 'formations' reminds us of ROTK5: the Arrow is apparently good for ambushes with high mobility, the O is for defence, U is the peacock formation that apparently helps you flip more territory around you as you move around maybe?

xshkuTc.png


When you order troops to move, there seem to be some contingency options you can set - e.g. what they should do if they encounter enemies - or even to let them attack at will as they move depending on the character's personality?

Like XI, troops out in field can build stuff, there seem to be quite a few, some not immediately available, maybe dependent on city upgrades or character abilities? Mud walls, traps, siege weaponry, etc.

Combat / conquest
Good old combat tricks/strategies are robust. You can order, say, a fire attack on your turn, and get a % of success before you confirm the order, TB RPG style. So you might have 50% chance on normal ground, a little bit higher on forest, and lower on a tile occupied by the enemy. You can trick two enemy troops to fight each other if adjacent (below image, 6349 & 366)

You give everybody orders and then they move once you hit End Turn, everybody moves (as well as the enemy) - not 100% sure how simultaneous moves actually get resolved.

The map often becomes pockmarked in terms of your 'coloured' territory - not sure 100% how it works, I guess when you walk around your army has a range at which it converts lands, and it's also dependent on conquered cities? But I don't know how contested areas are resolved, etc. yet.

No info on supply chains at the present. 1v1 duels - not sure if they can be actively triggered or just random % upon fighting.

KFUrFSk.png


Parliament
Remember ROTKV where there's an annual strategy meeting and your subordinates come up with various suggestions, and you can choose to officially endorse them - e.g. dude says let's raise soldiers, so you say OK you take care of it. I really like this - adds a bit of IMMERSHUN.

It actually seems more extensive than V, because it seems to happen more often and so they can suggest things like a specific move your army should take this turn to trick the enemy??

6U7Ysug.png


Bits and bobs
Click end turn, and you'll get a timer as AI makes their move - and in the meantime you can look around the map and observe the enemy armies moving around. Don't know if it can be skipped. Your dudes will report with progress as well, and news around the world.
 

RK47

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If they really want to simulate the characters better they need to add personalities and traits instead of 1-100 ratings.
And it'd be nice if they just simply the scale down to just 1 to 10.

Then let Traits handle the whole 'this guy is better in certain circumstances, worse at certain situations' like: let's have Lu Bu possess Reckless trait that improve his open field combat skill but takes double damage from tactics / ambushes, assuming they succeed. It would create a far more interesting counter play style than what we have now.

At the very least, Wu's officer naval superiority would actually translate to something more tangible than basically stat boost. Someone like Huang Gai could have 'Burning Ram' causing Burst damage upon naval contact.

Then we should have Personalities: how they should act in most situations. Some are liars, some are direct, some are just too damn honorable to break truces. Situations like Liu Bei betraying Cao Cao simply does not happen outside script anymore in RTK13. Or Cao Cao breaking truce back in RTK2 when you thought you had your weak front covered. Bring that back please. Without that, the world doesn't feel alive or rational.
 
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Tigranes

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Some of that was already done in some ROTKs, and this one seems to have a semblance of it. I don't know how expansive the 'traits' are, though - and yes, the issue is that they have generally tended to be quite minor players in the system. But what you said about Lu Bu as an example - Lu Bu basically has something like that in this game.

There seems to be a greater focus on officers coming up with actions of their own initiative - the bigger role played by the Court meetings, for example - and I thought I saw a mechanism where officers might go autopilot in combat and go by their own ideas, but I couldn't figure it out. With all of that, of course, the question is how much variance there is depending on their 'personality'/background, and how much of it is just random/generic.
 

LESS T_T

Arcane
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Codex 2014
Western release date is February 28th. Trailer:



And details about gameplay are updated on English website: https://www.koeitecmoamerica.com/rtk14/system-domestic.html

Also wow, they're actually going to use Steam announcements for devlogs? Is this the same Koei?: https://steamcommunity.com/games/872410/announcements/detail/1673577176163321205

RTK14: The first message from the producer

Hello everyone! I'm Kazuhiro Echigoya, the producer of RTK14. Thank you so much for visiting this page. We're going to be updating information of RTK14 on Steam from now on.

By the way, do you know the RTK series? This is the historical strategy game based on "Romance of the Three Kingdoms", the Chinese novel based on the period during the fall of the Han Dynasty in ancient China.
35 years have passed since Kou Shibusawa created the first RTK. As the name implies, this will be the 14th title of the series.

We successfully distributed the playtest version (Japanese only) which is positioned as a beta test version.
Since we achieved our goal of 35,940 downloads, the paid DLC scenario "Incident at the Gaoping Tombs" (Sima Yi's rebellion) will be available for free for 2 weeks after the game's release!
(In Japanese, 3594 can be read as "Sangokushi" which is the same pronunciation as the Japanese title of Romance of the Three Kingdoms.)

Thank you very much to all the fans who took the time to play!

Please stay tuned for more information. :)

a5d875eabe4d3b61076c3477be80aed838c0c7da.jpg
 

Indranys

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After TW Three Kingdoms, now Koei can't afford to release half assed products don't they.
Just don't fuck this one please.

And I don't know about you guys, but I do hope that after such steam announcement, they'll finally sane enough to bring us the PUK versions of RotK X and XI in proper English, plus a new installment or even a remake of Bandit Kings of Ancient China will be goddamn amazing too.

I hope Koei won't steal anything from TW faggotry, even TW TK art design is rubbish compared to the animu RotK XI and beyond IMO.
The Han aesthetics are not that pretty, and CA makes it worse with their improvisations.
Or maybe I'm just a sucker for those sweet Tang-Song aestethics man.

Oh, I'm quite interested in the sixteen kingdoms / five barbarians period following the fall of later Jin, especially about the turmoils and all that good stuff, any books in English that you find interesting to read mates?

And what about the five dynasties and ten kingdoms era?
People said to me that it is one of the most chaotic period in premodern Chinese history, do you think that is correct?
Can you please tell us why man?
 

LESS T_T

Arcane
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Codex 2014
First devlog from the producer: https://steamcommunity.com/games/872410/announcements/detail/1617283450794144911

Zhuge Liang's Northern Campaign route

[Echigoya Producer]

With Romance of the Three Kingdoms 14 nearing completion, there are an increasing number of opportunities for it to be seen in articles. However, there are quite a few points of which our development team is proud that are perhaps a bit too hardcore. So in consideration of our development team, I would like to use this medium to introduce some of those points that you won't find in normal articles.

Today I want to introduce a part of the map, the route of the Northern Campaign, the well known route for the northern campaigns of Zhuge Liang.

811753d7141e98450981b522aa74869df0593223.jpg


The lower part of the screenshot is south, where you have Yangping Gate.
On the screen, roughly from the west, you have:
Guan shan road leading to Qishan
Chencang road leading to Chencang
Baoxie road leading to Wuzhangyuan
Ziwu road that directly impacts on Changan

We designed the distance to give credence to the tale that Wei Yan emphasized the Ziwu route. We have also included a scenario leading up to the northern campaign, of course. By all means, we want everyone to develop their own strategies to carry out the campaign.
 
Introducing the map of the Jieting vicinity, was a vital fortress during the first northern campaign.

506299f7d3ac771b0bb232e1fa1e42f7854e89ae.jpg


In the center, surrounded by mountains, you can probably see the area center. This is Jieting. Northwest is Wuwei. Southwest is Tianshui. Northeast is Anding. And in the southeast is Changan. This centrally located intersection allows access to almost everywhere.

Now, what do you think this line is? It's called a borderline.
In this game, understanding the relations of the various areas is important to develop strategies. This is shown by these borderlines.
 
Jieting was designed as a strategic location with as many borders as a city. So you see, Ma Su screwed up in such an important place like this.
 
Where to do next? I'll have to think about it.
 

InD_ImaginE

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Pathfinder: Wrath
They actually communicate and seems to actually put works on stuffs huh.

Hopefully the final product holds up.
 

Tigranes

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You mean the SAME NORTHERN CAMPAIGN THAT I SPLURGED ABOUT AT LENGTH IN THIS VERY THREAD???

Motherfucker at least they are actually trying to introduce it after 25 years
 

vota DC

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Aug 23, 2016
Messages
2,267
After TW Three Kingdoms, now Koei can't afford to release half assed products don't they.
Just don't fuck this one please.

And I don't know about you guys, but I do hope that after such steam announcement, they'll finally sane enough to bring us the PUK versions of RotK X and XI in proper English, plus a new installment or even a remake of Bandit Kings of Ancient China will be goddamn amazing too.

I hope Koei won't steal anything from TW faggotry, even TW TK art design is rubbish compared to the animu RotK XI and beyond IMO.
The Han aesthetics are not that pretty, and CA makes it worse with their improvisations.
Or maybe I'm just a sucker for those sweet Tang-Song aestethics man.

Oh, I'm quite interested in the sixteen kingdoms / five barbarians period following the fall of later Jin, especially about the turmoils and all that good stuff, any books in English that you find interesting to read mates?

And what about the five dynasties and ten kingdoms era?
People said to me that it is one of the most chaotic period in premodern Chinese history, do you think that is correct?
Can you please tell us why man?
After tw three kingdoms they should took a pause and make a birthright game like gorgon's Alliance.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
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Codex 2014


And another producer's note: https://steamcommunity.com/games/872410/announcements/detail/1637550913474065933

The Battle of Hefei, Guandu


[Echigoya Producer]

Hello everyone!

Welcome to the map details intro, what's rapidly becoming a standard feature.
Up to last time it was the northern campaign and Wei/Shu, so this time we will focus on Wu. The vicinity of Hefei.

84e32f45a60e28b9f98e7e0357372b5db763b946.jpg

 
Hefei, a contested battleground, where Wei and Wu occasionally clashed.
Hefei is in the north of the screen, a little south of the great city Shouchun and northwest of Lake Chao in the center of the screen.

In the vicinity of Lake Chao, there are many well known RTK battlefields other than Hefei. There is Ruxu port (Ruxukou) on the east bank and south from the south bank is Shiting.
Crossing the Changjiang to the east, you'll soon find Jianye, the Wu capital. So to Wu, this land was right on their doorstep and was a place to fiercely defending.
 
On the other hand, to Wei, with Wu's powerful navy taking full advantage of this lake, Lake Chou was a problem. So much so that they constructed a new base at Hefei.
 
How would you attack? How would you defend?

Also, to move the focus from wither Wei, Wu, or Shu, let me introduce Guandu.
This was the site of a major turning point in the history of the Three Kingdoms.
Having gained control of Ji province and the lands north, Yuan Shao was the closest to gaining control of the land. However, here he meets with defeat and falls.

b781b6ba99c7df79f28c6e9f430e8fd124fd2514.jpg

 
Chenliu is the large city in the center of the screen. Guandu is located southwest of that. On the upper part of the screen but south of the Huang river is Yanjin port. It was here that Wen Chou was defeated.
Directly north of Chenliu is a place called Fengqiu and from there to Yanjin is covered in forests. Wuchao, where Yuan Shao kept his supply depot, was located in these trees.
 
With his depot razed and betrayed by Zhang He and others, Yuan Shao meets defeat. After a further defeat at Cangting, two years after Guandu, Yuan Shao dies of illness and despair.
 
Yuan Shao falls just short of success. Actually, there is a story that Cao Cao went crying to Xun Yu. He had been pushed almost to his limit.
Just one step short of victory.

If you were Yuan Shao, what strategy would you employ?

Until later!
 

LESS T_T

Arcane
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Codex 2014
https://steamcommunity.com/games/872410/announcements/detail/1729875978149247514

Jiange, Yinping route

[Echigoya P]
Hello Everyone!

In this showcase of the single map, we introduce Jiange.
Fans of the Three Kingdoms will of course recognize this location. Right, this is the land where Shu's Jiang Wei and Wei's Zhong Hui fought. It also became the final battleground for the Shu forces.
This is a land with natural defenses, a natural fortress. And it is not just Jiange. The paths leading up to it are guarded by the Baishui, Fushui, and Mianzhu gates, all formidable locations.
As long as this route is chosen, without conquering Jiange, there is no moving forward. It can be considered the final defensive line.

f56650b92ec86341856c54566bb0e08de6be4099.jpg


30 years after the death of Zhuge Liang. Wei finally gains control of Hanzhong. Sima Zhao orders Zhong Hui, Deng Ai, and Zhuge Xu to invade Shu. This constitutes a pinch for Shu.

Jiang Wei chooses to lead the Shu forces to Jiange to meet the Wei forces. There, he successfully seals the movement of Wei's elite officer, Zhong Hui.

However, there was one who chose a path that no one could have predicted...
 
In May of 263, Wei's invasion was formed to deal the final blow to the sputtering flame that was Shu. However, Zhong Huo had been blocked at Jiange.
At that time, in contrast to the straight forward approach of Zhong Hui, Deng Ai, known as one of the pillars of Wei, literally chose a different path. He chose the Yinping route.

c8699f02ea284e645a4563160a468f97610751bb.png


……Well, I was introducing this path, but it doesn't really look like a path on the screen, does it? (smile)
It is said that Zhong Hui placed no importance on Deng Ai's decision to take this path. This goes to show how difficult a path that was at the time.
 
It's just off the screen, but the core of Yinping can be found to the bottom right of the screen. In the direction of the upper part of the screen, off in the distance can be seen Chengdu. Continuing on past the top of the screen would eventually lead to Mianzhu gate. How far is it? On the map, it should be around 60 hex. (smile)
And the entire route from Jiange to Mianzhu gate is designed as a mountain path (considered by the game to be high mountain).
This distance and difficulty is sufficient to explain why Zhong Hui looked down on Deng Ai's choice and also, to show how amazing were the men who walked that path.
 
For any of you planning on attacking Chengdu, will you consider this route?
It would certainly be something to watch.
 
Until next time!
 

LESS T_T

Arcane
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Codex 2014
https://steamcommunity.com/games/872410/announcements/detail/1729875978167512636

Celebrate the "RTK DAY"!

[Echigoya P]

Hello everyone!
 
Today, December 10, is the anniversary of our Romance of the Three Kingdoms series!

The first Romance of the Three Kingdoms game was released on December 10, 1985, and 34 years have passed since then. Looking back, it’s an amazing feat... and said as if I wasn’t involved in the series. :)
 
I was a junior high school student when the first RTK game came out. As I have talked about in other articles, I attended a cram school just for the purpose of playing RTK, completely ignoring my studies and spending all my time playing the game. PCs were very expensive and I was unable to play at home. And of course the game itself was expensive...

Sorry, I went off topic. As a member of the Romance of the Three Kingdoms series, I would like to express my deepest appreciation to everyone who has played the series. Thank you very much.

And so! Since next year is the 35th anniversary, I’d like to make it an exciting year! It will start off with Romance of the Three Kingdoms XIV! The master has gone gold for the Japanese, Korean, and Chinese versions (Simplified & Traditional)!! However, the release date is more like a service start date. We will continue to strengthen the game’s AI, etc., post-launch, so please be assured about ongoing support for this game!

Since today is the anniversary of the game, a festive image would be none other than Guan Yu. And to tie it in with Guandi Temple, have included Zhou Cang.

See you next time!

adda253453ebaea9feb5bb5603a4520724e638e9.jpg


d6dbecd5b2bd30fcbe41a3a4035ae7b65b88b0b4.jpg
 

RK47

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I went back to R13 for a bit and mustered the willpower to bully Wei as Shu in the late game scenario.
It was a long slog. The non-battle shit didn't work at all. Signing a truce with Wei will mean the death of Wu.
Trying to save Wu doesn't actually help much.
I had to be relentless while invading at the weaker regions of Wei. Just push past Changan and continue to wreck the northern territories as Wei tries their best to crush Wu.

aqUJCLo.jpg


Once I felt confident into an all-out battle I used the 'court privilege' and called for 100,000 deployment.
The battle for Ye was pretty memorable with Wei side calling in reinforcement after reinforcements.

Cb157Uw.jpg

gtUZOmw.jpg


At the start of the battle, Wei Force data counts 1million soldiers. Shu is at 800k
At the end of the battle, Shu is slightly on top. 800k vs Wei 700k

:lol: I think my biggest issue with this gameplay is that there are very little non-combat decisions to affect the outcomes. Intrigue is almost non-existent. The switching side during battle is no longer possible. I wish they bring it back. It makes stuff more interesting. What we have in R13 late game is a super long slog culminating into a single major battle that decides the outcome of the war.

Contrast this to CK2 where even when winning, you can't relax due to court intrigue threatening to remove you. Threats always come from internal and external sources. It's hard to relax in CK2. Not so much in modern RTK.
 
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LESS T_T

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Codex 2014




https://steamcommunity.com/games/872410/announcements/detail/1715240546422170404

Nanman, Hulao gate

[Echigoya P]
Hello Everyone!
 
This time with the single map introduction we will showcase a place of a slightly different nature. That is Nanman.

37bee741a7d43c42eeac432e117ec5ba3c9f76a3.jpg


The large city you see in the upper right of the screen is Yunnan. It's not quite on the screen, but a little off the bottom of the screen is Jianning.
 
Naturally, you can see the difference by the color. Yes, Nanman is a poisonous swamp. The paths through it are narrow, and a large force cannot quickly push its way through.
Furthermore, there are steep mountains in front of Yunnan, leaving only the option of circling around them.
In the center area of the swamps is an area core called Dianchi. It is said that Zhuge Liang was able to push this far into the land.
 
On a side note, the Nanman King, Meng Huo, looks like a total barbarian, right? However, it is said that he went on to become the Minister of the Censorate, a position that oversaw the governors. This shows how talented he really was.

I also would like to introduce Hulao gate.
 
This is the land where the giants of the Three Kingdoms period, Dong Zhuo, Lu Bu, Liu Bei and his brothers, Cao Cao, Yuan Shao, and many others, all met and clashed. At this point, there isn't any need for a greater explanation, right?

40154a6ca1c988bb791ffa80007e09fb89b7231b.jpg

 
On the screen, the city you see on the other side of Hulao gate is the capital of the Later Han, Luoyang. Actually, if you could see past Luoyang, you would also see the Hangu and Tong gates. Further on, you would find Chang'an, the capital of the Former Han dynasty.
 
With this, one might get the impression that Luoyang and Chang'an are relatively close. Especially compared to the Yinping route we introduced the other day.
As can be expected, it is absolutely one of the land's that must be considered in making strategies. In particular, enemies will always be aiming for it and given that the surrounding lands are flat, it is rather easy to move military forces there. It is not an easy place to defend. Thought and preparation is required.
 
How to conquer these lands? How to protect them?
I challenge you to give it some thought during the official game!

2aa2c9bd44153dd9ced007dba67c0c6ba7d347c4.jpg

 
For our officer images, this time I chose Zhang Fei, the first out of Liu Bei and his brothers to battle with Lu Bu. Different works portray it in different ways, but in the Romance of the Three Kingdoms, it is Zhang Fei who fights first. Well, he is a favorite...
 
This is the final map introduction!
Thank you for everything!

Next time, I will think of something else to bring to your attention.
You can count on something good!
 

LESS T_T

Arcane
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Codex 2014
Pre-order is live (reminder English localization is coming February 28th):



It's 60 in USD and regional prices are not so regional (the lowest price is about 38 USD, compared to XIII's 10 USD). Also it's missing Chinese voiceover unlike XIII. I'd guess it will be exclusive to some local Chinese store.
 

Tigranes

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Would they have the... Japanese VA available then? Or just English? Dear lord.

Seems like I'll be able to play it after the 16th.
 

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