My greatest foe is dead. My next-greatest hasn't got half the forces I do. Time to finish this.
#37 goes down by the end of the month.Yuan Shu had been killed in combat, and his subordinate Wang Ping was already on the ropes.
I'm not going to spend any more time micromanaging provinces or babysitting generals. First thing, Sun Ce's red provinces in the middle are going down. I can mobilize crushing forces easily; I just need to get generals there and transfer soldiers to the loyal ones (i.e. away from the ones I won in battle) before going in.
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| This can also be tedious. |
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| Sun Quan's (Ce died) last stand |
Next target - Yuan Tan. Regrettably, he breaks through my wall, but I know he won't be able to expand quickly enough to escape a multi-point invasion.
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| Sending reinforcements to #50 |
Which isn't to say he (or his eventual successors) make it easy for me. Where he is weak, he withdraws into unoccupied territory when attacked. Where he is strong, he attacks where I am weak. Where he must defend, he utterly abuses smoke and fire to delay the inevitable. I have so many useless generals that I wind up sending them back into southern China for some personal development and recruitment. And one summer, Cao Ang dies, depriving me of a loyal general, and worse, 20,000 soldiers.
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| The state of China in 203AD. |
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| But they're fractured in a few months. |
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| Looking grim for them by September. |
I finish by conquest of south China by winter, which delays my final conquest of the north a few months.
Spring 204 brings more disease, and Yuan Shao dies, leaving his son Yuan Xi in charge. So does one of my generals and another 20,000 soldiers with him. By now I don't really need them.
I begin mobilizing troops northward.
Summer brings poor omens - locusts for me, which are bad news, and rebellion for Yuan Xi, which I didn't even know could happen.
In May, I begin my final attack on the northeast. 747,000 soldiers against a combined roughly 200,000 between both remaining masters, and this time I don't need to reserve all that much to protect my own lands from counter-invasion.
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| The old monkey rice trap formation. It never fails! |
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| Yuan Xi's last stand. He dies in September after foolishly charging into the rice trap. |
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| Winter. So close to victory! The inaction is painful. |
Finally, at the end of February, I catch and behead my last rival in his castle at Youzhou.
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| Sure! But not this one. |
GAB rating: Average.
I am so glad to be done with this one.
On paper, this is a much better game than Nobunaga's Ambition (the 1983 version). It's a more complete and cohesive game, better designed and balanced around its expanded systems. And you no longer get wiped out or set back irrecoverably in the first turn. War, in particular, is a massive improvement, with meaningful tactical options that give the underdog a chance, and the economic and diplomatic layers are meaningfully broader. There's still some illogic carried over from its predecessor (arms/training are independent variables of army size, provisions travel anywhere instantly but armies travel one state per rotation, etc.) but overall this aspect is still a major improvement.
It isn't a great game, not even at its best - even though it's deeper than its predecessor, the systems and their interactions are still more broad than deep, and outside of combat, many gameplay options just aren't worth using. Castles are the only decent revenue source, so you just build them whenever possible, and then your economic concerns become a lot simpler. I never saw any point in levying taxes, searching for gold mines, or borrowing from the merchant or rivals. I also never felt it necessary to explore diplomatic options beyond "pay/marry off rivals who you don't want to fight yet" (though admittedly these options - including some subterfuge strategies, might be underexplored on my part). And for all the stats on your generals, none mattered nearly as much as loyalty (both of the general and the soldiers), which is trivial to maximize.
But Romance of the Three Kingdoms' biggest fault is an incredibly tedious endgame, where you know you're going to win, but you still have to manage 30-50 states and make decisions for them every single turn. For the most part, these were extremely trivial decisions too, especially in winter when the game's already slow pace comes to a halt. I'd estimate it took me at least nine hours to get through the final twelve months.
The game is aware of this and gives you the option to authorize a state to make decisions for you, but the implementation is so flawed that I didn't want to do that.
- For one, only the master can automate (and de-automate) states, so you still have to wait for his turn before the option is available. And you might want the master to do something else, since there are options only available to him.
- Second, there's no way to know what an authorized governor is actually doing, so the option might as well be an auto-skip function. That's bad on a newly conquered territory, or one held by a general with even the slightest hint of disloyalty, because mutiny and rebellion are ugly things. Toward the end, that described most of my territories and generals, because I needed the loyal ones for war.
- Third, if an army moves through an automated state, that army ain't going anywhere else until you de-automate it.
The game was somewhat enjoyable at the start, but never all that satisfying. Building up a state isn't much of an accomplishment; only conquest actually feels like a major progress event, and even that part takes forever.