DLC

ROMANCE OF THE THREE KINGDOMS XIV Season Pass 2

Comentários
PC
[Season Pass 2 Content] - 1st Wave of DLC (December 10th)Scenario "The Wavering Han Dynasty" & Event Set - 2nd Wave of DLC (slated for January)Editor - 4th Wave, Scenario for War Chronicles Mode - 1st Wave, - 3rd Wave of DLC (slated for February)Additional Scenario & Event Set, Scenario for War Chronicles Mode - 2nd Wave, RTK12 Officer CG Set, - 4th Wave of DLC (slated for March)Scenarios for War Chronicles Mode - 3rd Wave, 5 Additional Events, Watercolor Painting Style Officer CG Set (Wei, Wu, Shu) - 5th Wave of DLC (slated for April)Additional Scenarios & Events Set, Scenarios for War Chronicles Mode - 4th Wave, 5 Additional Events, RTK13 Officer CG Set, - 6th Wave of DLC (slated for May)Scenario for War Chronicles Mode - 5th Wave, 5 Additional Events
22%Avaliações da Steam50 avaliações
Lançamento: Sep 9, 2026
Turn-Based Tactics · Wargame · Military · Immersive Sim · Diplomacy
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Equipe

Desenvolvedora
KOEI TECMO GAMES CO., LTD.
Publicadora
KOEI TECMO GAMES CO., LTD.
7.8
Nota geral
Notas externas22%Avaliações da Steam50 avaliações
Gráficos
6.5
Áudio
7.5
Jogabilidade
8
História
8
Conteúdo
8.5

“Strategy fans who love slow-burn campaigns and supply-line math should settle in; anyone craving fast action or fresh storytelling should think twice.”

Nosso veredito

If you plan to spend fifty or sixty hours inside this game, that time will very likely not be wasted, provided you are clear about which kind of satisfaction you are after. This is not a title that hooks you with a single jolt of intensity. What it offers is the long-horizon achievement of grinding from a peasant uprising all the way up to three powers in a standoff, watching yourself go from a faction tucked in some corner to one that has slowly woven a supply network across half the map and now holds rivals between its fingers.

The Foundation That Holds It Up

The content volume, the scenario coverage, and the officer count together form a sandbox big enough that you can experiment with your own theory of this era again and again, from different factions and different historical starting points. The integrated grand map is the core design propping that sandbox up. The interplay of supply lines, stronghold connectivity, and faction expansion keeps generating new situations in every single run. Stack those two things together and you have the genuine basis for the "long-haul play" this game is built around. It is less a game you beat and more a system you keep returning to.

That returnability is the quiet headline. Because no two scenarios pose the same opening problem, and because the map is always presenting fresh logistical puzzles, the game resists the staleness that ends most strategy campaigns. It is engineered to be a fixture rather than a finish. You can put it down for weeks, come back, pick a faction you have never tried, and immediately have a new problem to chew on, which is precisely the property that keeps a strategy game installed long after most titles have been uninstalled to free up space.

The Weaknesses Are Just As Clear

The shortcomings are equally plain. The presentation is traditional, and combat has no marquee moments you would replay for the spectacle. The pace is slow and numbers-heavy, so if you are more at home with fast, immediate action, or if you have grown weary of this particular era's story, there is a real chance you play a dozen hours, decide "I basically get it," and step away. This is not a game that hands you an explosive memory in three hours. It is the slow-burn kind that has you discovering, a month later, that you have somehow started yet another campaign from a familiar warlord.

As things stand, this entry is best treated as a long-term reserve on your drive, something you open when the urge to run a realm strikes. When you want visual spectacle or fresh storytelling instead, you are better served looking elsewhere. Judged for what it actually is, a deep, durable historical strategy sandbox, it succeeds on its own terms, and the people it is for will get an enormous amount out of it. The one-line verdict is simple: if you love a slow-simmered campaign of statecraft and supply, you can move in and stay a while.

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