[BTS] The History of Three Kingdoms

stmartin

aka. poyuzhe
Joined
Aug 4, 2007
Messages
640
Location
Shanghai
Welcome to the best China Mod for Civ4 Beyond the Sword!
HoTK: a total conversion about the Three Kingdoms Era of China


V2.5 --- Supreme Commander!​

Build: .304
Release Date: 10.3.2009
Multiplayer Compatible: not YET
Our Development Forum

Download: V2.5 Core Release, Official Music Pack , Patch E

INSTALLATION:

1. Delete previous versions of HoTK mod.
2. Download Core Release file, run the exe installer.
3. Download Official Music Pack, unzip and copy 'Assets' folder in your Beyond the Sword\Mods\The History of Three Kingdoms folder.
4. Download Latest Patch, if there is one, and run the exe installer.
5. Read AnotherPacifist's Tutorial on how to get started using Liu Zhang


ABOUT THE MOD:

This Mod is a historically based Mod that covers the time of Three Kingdoms period of China (184 AD – 280 AD). Wikipedia

Although relatively short, the Three Kingdoms period has been greatly romanticized in the culture of China, as is portrayed in the Romance of the Three Kingdoms, a fictional account of the period which has long become part of the psyche of the Chinese. English Version

This Mod aims for the highest standard. We want to make a Game that totally rocks. We build it from ground up, introducing brand new civs, tech tree, units, buildings, wonders, civics, and tons of new traits you've seen nowhere else. Then we build massive new systems such as Hero and Legion system, belief system, emperor system and new diplomatic relationships. It's a complete game with little traces of the original BTS context left.

What's new in V2.5:

Hero Capture, Execute, Persuade, Release and Trade;
Army system (turned off by default; to turn on, play custom scenarios or custom games, and select 'Enable Army' game option)
Revamped Random Hero
Revamped Legion System with the introduction of two hero attributes: Leadership and Might
Leader succession, heroes can become new leaders

What's new in Release 2.4---Nine Transformation?

Spoiler :
Random Hero

Besides historical heroes that are always available for recruitment, when player has accumulates enough combat experience and a screen pop up asking player to choose a hero to recruit for half price, the player can choose not to recruit existing heroes, but to promote a complete new random-generated hero from the veteran soldiers of the faction. Choosing to promote a new random hero cost no money.

A new random hero has a random name, a random portrait that's different from all existing heroes' portraits, a random belief, and random loyalties to each factions. His loyalty to it's creating faction is usually high. He will also have random starting and potential unit combat levels. He will start with no more than 3 starting promotions. He even has a really small chance to be a nine transformation hero.

The real fun for random heroes come from two part. First one is, unlike historical heroes, a random hero's potential unit combat level is hidden. In civilopedia or hero advisor, his potential unit combat levels are shown as '?', unless his current unit combat level is already equal to potential unit combat level. So player don't really know which unit combat type has the most potential, and how big that potential is. Second one is, a random hero will start with zero potential promotions. However, upon each level up until level 11, he will gain 2 more random promotions as potential promotion. He can then choose from these potential promotions when level up. Those potential promotions not chosen will accumulate to next time when hero levels up. So he can turn out to be a powerful hero, is everything goes right.

Dynamic Initial Unit

For HoTK Scenarios, we always wanted to achieve one goal: the accurate simulation of history. The simulation is far from perfection, for two reasons. The first is the limitation of AI, the second is at the same time we want to provide enough challenge for players, so we can't make the historical winners too powerful. The conflict between accurate simulation of history and player challenge will be solved by introducing a mechanic called Dynamic Initial Unit.

In each scenario, every faction has a variable which determines whether that faction subjects to initial unit change. If the faction subjects to initial unit change, then when the faction is chosen by human player, the faction's initial unit will change according to the difficulty level human player chooses. If the difficulty level is equal to or below noble, then no changes will apply. If the difficulty level is above noble, then each of the faction's original initial unit will have a chance to be killed upon game initialization. The higher the difficulty level, the higher the chance of killing an initial unit will be.

Besides, if a faction subjects to initial unit change, then the faction can define several other factions as AI target faction. Faction 1's AI target faction is a faction whose initial unit will have a chance to duplicate itself when faction 1 is controlled by human player. The chance and times of unit duplication varies with faction 1 (the human player)'s difficulty level. If difficulty level is equal to or below noble, then no unit duplication will apply. If difficulty level is above noble, then the duplication chance and times will increase with difficulty level.

Nine Transformation

Some of the historical heroes in the game possess a special ability called 'Nine Transformation'. This is an ability that allows the hero to choose and active the one best suited promotion among a maximum of nine promotions each turn, thus providing a wider strategic space. Heroes who possess this ability will start with one randomly chosen promotion in his nine transformation promotion pool at level 1, and then upon each level up, he will gain another randomly chosen promotion, adding to his own nine transformation promotion pool. He can gain a maximum of nine promotions in this way. The promotions that can be gained in this way will not overlap with promotions that the hero can normally gain through level up.

New Heroes, Promotions and Scenario

In this update we introduced 13 new heroes, including the most famous warlord Cao Cao, 9 new promotions and 1 new scenario: 194AD on 68 * 64 map.

Double the Speed

In a word, the Mod runs at least two times faster than previous release. One of HoTK's scenario, 196AD 68*64, it's speed is a little faster than BTS's AD1000 scenario for the first 90 turns. And because HoTK's scenario will not increase its city number over time, it will be significantly faster than BTS's AD1000 in middle and late game.


FEATURES for Release 2.0 (First time players would want to check the feature list for Release 1.0 here first)

Spoiler :

Introducing Combat Heroes

Spoiler :
Combat Heroes are units who contribute to warfare by attaching to unit and form a multi-units legion.

A Combat Hero has the following stats: Unit Combat Level (melee, mounted, archer, siege and naval), which determines how many units his legion can hold and how strong they would be; Promotions, which are unique to heroes, are given freely to members upon forming legion, can be gained when the hero levels up; Experience, which is gained automatically when his legion members gain experience.

A Combat Hero is either given for free in the start of the game, or recruited with gold over time. As shown in the screen, there are multiple factors that influence the cost of recruitment.

When a hero is attacked, or the unit the hero attached to is defeated, the hero can have a chance to escape, or surrender, or die, the last of which can be disabled as a Game Option.

These nice Hero models made by our 3D artist, Bakuel:goodjob:







Introducing Legions

Spoiler :
When a Combat Hero is on the same plot with own combat units, he can perform Form Legion Mission, which will bring up a new screen.

A Legion should consists of units of the same UnitCombat Type. A Legion cannot hold units more than the hero's related Unit Combat Level, for example, Guan Yu is Level A for Melee Units, so his legion of Melee units has a maximum size of 4. Upon forming a legion, the member will be given a unit combat promotion corresponding to his hero's unit combat level.

A legion Member is either a core troop, to whom the hero attaches to, or a plain members. All members can receive Member Promotions the hero has gained, but only the core troop can receive the hero's Unique Promotion. More on promotions later.

A legion can be regrouped or dismissed. When a legion is empty, the hero will be automatically recreated. A unit can also perform action such as Join Legion and Quit Legion. A "warlord" unit, which is now called 'champions', can join a legion but cannot act as core troop.





New Promotions---New Interactivity

Spoiler :
There are 80+ new promotions in this release. Half among them are uniquely interesting as they allow players to do things that are never possible before. Promotions are now classified into two part: promotions for normal units, and promotions for heroes, and can be further divided into 5 sub-classes:

1. Single Unit Promotions: all the BTS traditional promotions plus a few more we have introduced in Release 1

2. Unit Combat Promotions (25): these promotions cannot be learned either by units or by heroes. Rather, they are automatically distributed for free when a unit joins a legion. For example, our hero, Guan Yu, is level 4 for Melee Unit Combat, then when a Melee unit joins his legion, the unit will automatically gain Promotion Melee IV

3. Combat Level Promotions (5): heroes can choose these promotions to further increase their respective unit combat level. These promotions can be repetitively learned, but a hero's unit combat level cannot exceeds his predefined maximum level.

4. Unique Promotions (22): These promotions can only be chosen by heroes, and are passed to and only to the unit a hero attached to when forming a legion.

5. Member Promotions (33): These promotions can only be chosen by heroes too, but are passed to the all members of the legion when it is formed.

Note that whenever a legion is regrouped, or the hero gains new promotion, all the members of the legion will update their promotions accordingly.






AI Knows How

Spoiler :
The AI knows how to use the hero:
1. They know how to accumulate money and spend them recruiting heroes, but they can restrain themselves.
2. They know how to move heroes at different situations, to aid invasion, defend homeland as well as hunting barbarian.
3. They know how and when to form a legion, to choose the best core troop and legion members.
4. They know how and when to regroup legion, in order to bring in fresh blood or change to a better core troop.
5. They know how and when to dismiss legion when the grand situation changes.
6. They know how to level heroes up, and how to choose the best promotions for them.

The AI is also improved in several aspects comparing to the previous release:
1. AI will refuse to become a vassal if the two team are not direct neighbors. A team with emperor or Yuan Shao are not limited by this rule.
2. AI is more likely to choose a city with emperor in it as a target city in war.
3. AI thinks declaring war on an Emperor Team is more profitable now. At the same time, the AI also thinks an emperor team is more powerful, which in turn reduces the chance of weaker AI declaring war on Emperor team.
4. AI will consider their Civilization Trait when deciding whether to go for a Cultural Victory
5. Better BTS AI is updated from 0.45 to 0.60, numerous great changes are included, just pick an easy one here: AI now will improve bonuses in lakes



Revamped Interface

Spoiler :
To help players with the newly added legion system, lots of interface changes are implemented. First, there's a hero panel on the top left of the main interface, which shows all the heroes the current player controls; when clicking on a hero's portrait, the camera will go to the hero himself or cycle through his legion members

Second, on the bottom left of the main interface, each legion unit also displays it's Hero's stats and Legion Member Status. On plot list a core troop is denoted with a star, while champions (former warlords) are denoted with a shield. When you mouse over a Hero, you'll see his unit Combat Levels and promotions too. There's also a new action called Go To Legion that allows to group select all units of same legion on the plot.

Third, in Military Advisor, you could choose to display the Heroes and their Legion Members on the mini map, for fast look up.

Fourth, in the newly added Hero Advisor, apart from the recruitment screen, there's also a screen called Info, which displays a hero's current UnitCombat Level, promotions, legion members, and XP.





More Maps and Scenarios

Spoiler :
We have added more maps and scenarios in Release 2. Here is a complete list including both Release 1 and Release 2:

1. Sanguo 51_51, 196AD scenario
2. Sanguo 51_51, 196AD starting location, no City
3. Sanguo 68_64, 196AD scenario
4. Sanguo 68_64, 196AD starting location, no City
5. Sanguo 81_81, 196AD scenario
6. Sanguo 81_81, 196AD starting location, no City


INCLUDED MODS:

Spoiler :
Better AI 0.80
BUG Mod 3.6
Blue Marble Gold
UI Coal
sez's Civilopedia
Ranged Bombardment (made into promotion)
Influence Driven War (made into promotion)


CREDITS and THANKS:

Spoiler :
HoTK Team (in alphabetical order):

Bakuel
Khyron
koap
stmartin
xxhe

Special Thanks

The BUG Team; jdog5000; ColdFever; Dresden & Solver; asioasioasio; seZereth; Dale; Moctezuma; HrochLand; Rory; Yitoo; Walter Hawkwood; Danrell; Chuggi; Wolfshanze; White Rabbit; Kael; Rhye; Tsentom1; Genghis_Kai; freesand; ztjal; Fog; QiDongYeRen; GuDuDeMouFeng; Dapeng3; Strategyonly; Jimmyballz, and KOEI for its Leaderhead Art.

If we left anyone out, it wasn’t intentional, please let us know and we will add to the list.
 
Faq

Installation and Language

1. What version of Civ4 do I need to play HoTK?

A: HoTK runs only on Beyond the Sword expansion pack. The version of HoTK published on CFC runs on BTS 3.19.

2. What language does HoTK support?

A: HoTK supports English and Simplified Chinese. However, to see Chinese text you need Japanese version of Civ4 and BTS, as well as corresponding version of HoTK.

Historical Background:

1. I do not know Chinese history. Is that a problem?

A: No, it's not. We have players who knew nothing about the era, yet became an expert after playing and loving HoTK. First play the Mod, read Civilopedia text if it interest you. If you really love the gaming experience the Mod offers, there are tons of free information available on the internet.

2. How can I get more familiar with this Mod's historical background?

A: There are two books, one is the novel: Romance of the Three Kingdoms, the other is the official history record: Record of the Three Kingdoms. You can get them in book store or try find free versions online. KOEI's RoTK series and Dynasty Warrior series are also good sources of information.

General Mod Content:

1. What's about this Mod that is DIFFERENT?

A: This Mod is a total conversion that reworked everything and added lots of things in the most unique and original way yet every element worked together to create a single coherent experience.

2. What kind of content can I expect in this Mod?

A: You can find all kinds of content that contributes to a better experience: techs, factions, leaders, units, arts, texts, musics, interface, are all in HoTK term now. You can also find unique concepts introduced by HoTK such as heroes, legions, unique promotions and abilities and lots more.

3. Which one to play first: a scenario or random map?

A: I recommend play a scenario first. Because they have historical context and we have put time and effort in polishing them. They are worth your time.

4. How about the playability of random maps?

A: Random maps are playable. Comparing to scenarios, random maps don't have historical situation, but since lots of heroes are now 'unemployed' and recruitable, random maps will give you some pleasant surprise.

5. Are there any guides to get start with?

A: Read AnotherPacifist's Tutorial on how to get started using Liu Zhang, then read Kenjister's general tutorial focusing on Sun Ce. You can also check out the whole Strategy Discussion thread.

6. Is this Mod Multiplayer Compatible?

A: This is our goal. We think we have achieved it. You can try it and tell us the result.

7. There's a new concept introduced in HoTK I don't understand, where to look for answers first?

A: Check the 'HoTK Concepts' section in Civilopedia. Most likely your can find your answer there.

Specific Game Play Questions:

1. How to recruit a hero? How do I convert enemy heroes?

A: You can recruit hero in 'Hero Advisor'. Hero Advisor is the replacement for Corporation Advisor of original BTS. To recruit a hero, just click the 'recruit' text to the right end of each hero's line. You need money to do that, and you need the hero to be old enough and 'unemployed'. As to convert enemy hero, you can do that by defeating them in combat. After defeating them, there's a chance he will surrender. A hero with 100 loyalty to it's current master will not surrender in this way. However, when taking down the last city of an enemy faction, all heroes currently in that city will surrender.

2. Why my hero gets injured after defeated and what it means?

A: Each hero has a hidden 'vitality' value that determines how many times he can be injured in combat. If this limit has been reached, the hero will die. If the hero is the faction's leader, the faction will select a new leader.

3. What does 'S' mean in hero's civilopedia entry?

A: 'S' denotes the highest unit combat level. For example, a hero with a 'S' in melee can command a legion of 5 melee units.

4. How do I create a random hero?

A: When you have accumulated enough combat experience, in BTS a great general will sprawl. In HoTK, instead, you can choose to recruit a existing hero with half price or promote a random hero.

5. What does a hero's loyalty mean?

A: A hero's loyalty controls the chance the hero will surrender in combat. It also influence the money you have to pay to recruit him.

6. Why my starting units change the second time I play the same scenario with the same faction?

A: It's because of a mechanic called 'Dynamic Initial Unit', in a word, you starting unit in scenarios will vary according to the difficulty level you choose. For more information, check out 'HoTK Concepts' in Civilopedia.

Development:

1. What's the big picture of HoTK? What's the next step?

A: The next step of HoTK is to rework the whole Mod around factions. There's no big picture, there's only the next step.

2. I've got feedback and suggestions, are you listening?

A: Yes, yes! Post here or here. We always listen to players, because it's players who play.

3. How can I help HoTK?

A: You can contribute by play our Mod, give us feedbacks and suggestions, post stories and screenshots on our forum, putting HoTK into your signature, hehe. If you are serious, want to make art, write text, or even coding Python and C++, well great! Just PM me and let's discuss it.

4. I want to join HoTK Team.

A: Welcome! As of now (developing V2.5) we need one C++ programmer and one 2D graphic guy. Just PM me if you are interested.

Links

If you have ideas and feedbacks, you can post in our development forum.

If you want to keep updated with development, you can visit our project page at google code. Specifically, this page lists all the revisions and their summaries.
 
Reserved Info for HoTK Release: 1.0

Version: V.141
Release Date: 01.03.2009
multiplayer compatible

Features

New Civilizations with Unique Civilization Trait

Spoiler :
The 27 Civilizations in the mod are the major military and political factions ever appeared during the Three kingdoms Period of China. Apart from the Unique Units and Buildings, each Civilization has their own Civilization Trait specifically designed for them, drawing inspiration from their historical reputation and behavior.




All New Leaders and Leader Trait

Spoiler :
Some of the total 48 Leaders, namely those most famous men of the period, has three leader traits, one of which is specifically designed for them according to their personality.






Brand New tech tree

Spoiler :
The tech tree is completed redesigned, with about the same number of techs(88) comparing to original BTS version. All technologies are drawn from Three Kingdoms period of Chinese History, each with their complete pedia entries.






Brand New Civics

Spoiler :
A total of 28 civics in the mod, all of which are historically based.



All New Units

Spoiler :
There are 100+ new Units in the mod, all with proper new models and buttons.




All New wonders and Building

Spoiler :
57 wonders and 89 buildings are new and historically accurate. There's one kind of special World Wonders worth mentioning: the Special City Wonder. With a total number of 8, these Wonders are prosperous Cities of ancient China. These wonders are powerful and fun, and all of them requires some special conditions to be met before a player can build them, such as another wonder built in the city, has a certain number of settled great people in the city, or has control over several resources. Also, when built, the hosting city will automatically change its name according the the name of the City Wonder.







New Belief System and 'Religion Buildings

Spoiler :
Religions are now substituted by Beliefs in the mod. Each Leader has a favorite Belief which will deeply influence their decisions and behaviors in the game. The 'Religion Buildings' in the original game are also substituted by new 'Government Buildings', which are also unique to each of the seven Belief Types. A player can only build the corresponding Government Building of the same type with their State Belief. Or if the player don't have a State Belief, they could still build a 'chaos' type of the Government Building provided all other prerequisites are met. When Player Changes his State Belief, the Government Buildings in the player's cities will also simultaneously change to corresponding type. Advocates spreading Beliefs in other player's cities will also bring some own culture to the target city and espionage points toward the player.






Emperor System

Spoiler :
Controlling the emperor is of vital political importance during Three Kingdoms Period of China. The same thing is also true in the Game. During each game, a Emperor's Refugee will randomly appear on the map in the beginning, guarded by a Barbarian unit called 'The Rogue of the White Wave'. If a player kills the Rogue, he will capture the Emperor, which could be settled into a city as an Emperor Specialist. Settling down the Emperor will instantly makes the target city the player's capital. The Emperor Specialist has many effects, including, but not restricted to, increasing great people birth rate in the city, making the player's trade proposal worth more in other player's eyes, making other player more prone to your persuasion for war, drastically changing the attitude other player has for you, as well as enabling a building called Imperial Court, which will trigger diplomatic votes and make the building player the chancellor. However, if other player captures the city where the Emperor Specialist resides, the Emperor will change hand and be controlled by the other player. This will destroy the Imperial Court previously Built and stop the Diplomatic Vote until the other player settles the Emperor and rebuilds the Imperial Court. The Team who controls the Emperor will be denoted with a Golden Star on the Scoreboard to the bottom-right of the main interface.







Enhanced Diplomacy

Spoiler :
Diplomacy has been greatly enhanced in the game. A few new attitude modifiers have been introduced in the game, including sharing the same worst enemy, sharing the same powerful and dangerous enemy, controlling the holy city of the same state belief, controlling the emperor, controlling the emperor while adopting the Belief Revival, controlling the emperor while adopting some 'Bad' Belief. In general, attitude changes induced by Belief (religion) have been decreased, except for some very strong-headed leader. These are the apparent changes. Also there are changes behind the curtain. Several hidden attitude modifiers have been introduced to make the game more challenging and realistic. Leaders will now has attitude modifier toward the top ranking player, toward the player whose ranking are similar the their own, and toward the leaders who in History have some particular things to do with themselves, such as blood feud, fierce rivalry, or loyal friendship.
After a player settles the Emperor and builds the Imperial Court, diplomatic voting is triggered. Among some familiar proposal, a new one called 'Demand Hostage' is included. This new proposal will ask a peaceful vassal team to submit hostage to their master team, thus making the peaceful vassal capitulate and unable to break away per their own wish. The politics of Imperial Court is also introduced in the calculation of a player's total votes, which is no longer the sole function of the player's economic prowess. When a player votes Yes to a proposal which eventually got passed, his voting power will increase by 10%, and when a player votes No to the same proposal, his voting power will decrease by 10%. And Vice Versa. If a player defies a resolution, his voting power will decrease by 20%. If a player abstains, his voting power will stay the same. The voting power change limit in this way is -100% to 100%.





Maps of China and Scenarios

Spoiler :
Included with the mod are two Maps of China. The first one, named Sanguo 81_81, is a map in which all players start from settlers and warriors, and are placed according to their historical starting position in the year 196AD. The second one, named Sanguo 68_64, is a map where all players have their real historical cities, units and war relationships already done for them according to the historical situation of 196AD in China.



 
Woah. Posts 59 and SUCH mod!

This is a man who acts not talks inane...

It looks really great. All new civics and diplomacy system is really interesting, also "capturable" emperor somehow reminds me of emperor/princess mode from Civ3 and is really innovative for civ4. And chinese setting plus real maps and leaders make me want to play it even better. I know chinese history very bad (in comparison to japanese history) so it may be a starter for me to learn too.

Great work, downloading at speed of light!
 
A first expression - I do not like "mace" cursor. I like cursors which end with something pointy/thing and not a big round thing. Where are the cursors placed to get the original back?

Also, while the concept is great, it requires a lot of balancing. I.e. Emperor civic with +1 :gold: per military unit requires a lot of gold resources or it doesn't allow you to have an army even to protect those cities...
 
A first expression - I do not like "mace" cursor. I like cursors which end with something pointy/thing and not a big round thing. Where are the cursors placed to get the original back?

Well, if I remember right, just locate Sanguo Mod\Assets\res\Cursor, and delete the files in it.
 

I just wanna say only one sentence: I love you.
By the way, the introduce and the pictures are wonderful.
 
Yeah, just delete the cursor from there.

My first game I tried at Prince... To easy, I'll play on Monarch next time.

Also next time I take Marathon speed. On Epic all late-game techs are researched in 5-6 turns with a finely established empire. I'd suggest to increase tech costs for mid-late techs.

I played as Cao Cao and their unique spearmen with 5 str and 100% vs. military is unbeatable by AI. I simply go and take as big empire as I want. I don't think that free "shock" on unit with innate +75% vs Melee is intended, or was it?
 
Wow! When most people put out the first version of their mod, it uses stuff we've all seen. Then they have a wish-list or a WIP list of the features that they want to include. We end up enjoying the prototype and waiting for version 1.0 that may be a year away. Not so here! This mod looks fully-fledged to start out and nothing short of amazing! You have not only graphics but gameplay changes galore, and I can't wait to check them out, not only in your mod but also in terms of broader application ideas. Thank you very much for this.
 
Well, this mod needs a lot of fleshening since for now there's no balance between civs at all and some of them have no unique traits/units etc., but even in the current state it is very rich and addictive.


The main problem for me though is to distinguish leaders by name: for people who know chinese it may be obvious but for me when someone asks me to break deals with Liu Zheng and there's Lyu Zhen (not real names, just example) I can't tell who is who without looking into a scoreboard... But I usually play with scoreboard down (too many civs to keep it opened) and I can't make real diplomatic decisions.
Can you look into it please?
 
Looks promising!:goodjob: (And the description made me think of Bandit Kings of Ancient China, which I used to play quite a bit.);)
 
This looks great! I love the Three Kingdoms era and look forward to playing it soon. I won't have any trouble with the names because the personalities are so familiar to me. It might not be historical, but I'll play Ma Teng and work on getting rid of Zhang Lu first thing. Thanks!
 
Well, this mod needs a lot of fleshening since for now there's no balance between civs at all and some of them have no unique traits/units etc., but even in the current state it is very rich and addictive.


The main problem for me though is to distinguish leaders by name: for people who know chinese it may be obvious but for me when someone asks me to break deals with Liu Zheng and there's Lyu Zhen (not real names, just example) I can't tell who is who without looking into a scoreboard... But I usually play with scoreboard down (too many civs to keep it opened) and I can't make real diplomatic decisions.
Can you look into it please?
:lol::lol::lol:
I think it is certain to a problem.
 
To Deon:

1. First, please bear in mind that this MOD is a historically based MOD, so the balancing part in a bit tricky: we want to keep the historical flavor, and at the same time, want to balance it. So if you find a civilization or leader that is too powerful, it's probably because in history he is very powerful. But nonetheless, please tell us as many balance feedbacks as possible, we want them all:lol:

2. As to the leader name...first I would encourage you to read this link to get some background of this MOD
http://en.wikipedia.org/wiki/Three_Kingdoms
Then the suggestion is: when is in trading screen, press F4 to bring up the diplomatic advisor screen and look for the information you want.
 
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