Master the control wheel, unit formations, and agent management in Total War: Three Kingdoms Part 8. Learn essential tips for combat and diplomacy.
This section of the guide covers various gameplay mechanics in Total War: Three Kingdoms, including unit formations, combat commands, time mechanics, and agent management.
Combat Controls:
- 5 o'clock - Run
- Causes a unit to run. More reliable than double-clicking and can initiate a charge.
- 6 o'clock - Guard Area
- The unit remains stationary and defends the surrounding area, attacking any enemies that enter.
- 8 o'clock - Skirmish Mode
- Missile units will move away from nearby units. Disabling this and using Alt-Click forces them into melee or prevents them from retreating, though they will stop firing while moving (mounted units continue firing while moving).
- 9 o'clock - Fire At Will
- Missile units (except artillery) automatically fire at targets within range. It's often recommended to turn this off to prevent friendly fire.
- 11 o'clock - Special Ability
- Varies by unit. Generals have 'Rally' to stop units from fleeing. Captain units without special abilities also have 'Rally'. Other abilities are detailed on the unit card.
UI Elements:
- Prisoner Count: Located to the right of the control wheel, shows the number of captured enemies.
- Group Formation Button: Top button to the right of the prisoner count; allows multiple units to be put into various formations.
- Group Units Button: Below the formation button; groups selected units into a tab on the unit card bar for quick selection and concentrated attacks.
- AI Control/Assist Button: Bottom button; enables AI control for units. Recommended to manage units manually in small battles and pause larger ones.
Time Mechanics:
- Each turn represents two years.
- Seasons alternate by turns (Summer, Winter).
- Characters age by six months per turn.
- Soldiers are not affected by aging.
Agent Management:
Agents (including Princesses, Spies, Assassins, and Merchants) support conquest goals. They have inherent traits (+1, +2, +3 skill) that cannot be changed and can gain additional traits and retinues.
- Diplomats: Success in negotiations increases with Influence. Recruit from towns with a Town Hall. Gaining Trading Rights and Map Information are easy ways to boost Influence. More complex negotiations are best left to experienced diplomats. Sending diplomats to distant, non-religious locales can grant Bilingual/Multilingual/Translator traits and potentially religious tolerance traits.
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content