
Triumph over the land, take charge of the fate of China! Conquer territories and fly your colors!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $59.99 | 16.2Kreviews | 63% | — | $22.6M |
| $69.99 | 1.3Kratings | 86% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1074 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
名勝系統太白癡,每個發展到6級都要跳出一個事件,還要手動按確認才能結束,然後名勝有100個....導致後期遊戲節奏極為破碎與煩躁,另外名勝大多圖片共用,毫無誠意。 此次新增的功能大多是雞肋,像是前面提到的名勝系統(詩文也差不多),此外軍情系統就是多了一種外交用資源而已,整體來說外交手段還是偏無聊,我還寧願像是信長之野望一樣,每個勢力有獨立的外交值,然後會因為有共同敵人較易累積外交值或是與盟友是敵對所以也會跟著變成敵對等等的外交變化。 功勳系統感覺可以做得更好,文官路線能夠負責地區+1以及政策等級+1,是真的很強,相反來說武官路線只是增加統兵上限相對來說偏廢,方策系統這個科技樹感覺微妙,除了施政以外又多了一種科技樹要點的感覺,只是把系統弄得更複雜而已。 唯一完全沒有缺點的新功能是雇用武將系統,可以有效解決某些劇本武將不足的問題,不然城鎮地區因為沒有武將而治安低落發生盜賊是真的很煩。 結論傳承版買的唯一原因就是能夠用相對合理價格購買完整遊戲,但這不是優點,只是彌補光榮當初噁心的訂價策略,其他新增功能都是雞肋,不需要為了790買。
我威力加強你的威力加強版 hehe
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 20: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Latest in each market: best KR #25, worst CN #72 · 5 markets collected
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, Traditional Chinese, Japanese*, Korean, English*languages with full audio support
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
日尼瑪,買了威力加强版的再買傳承版還得交一次錢?暗恥你特麽腦子壞了是伐?窩尼瑪不找2個學習版洗洗眼睛都對不起你!
슬슬 파먹을거 없음
3부터 모든 시리즈를 해봤지만, 가장 재밌는 삼국지임. 초보자에게 최고의 삼국지 시리즈일듯
Editor DLC for Specaility Items does not work.
[h1]《三国志14》——彰显“夺与失”[/h1] 最初接触到三国志系列的时候还在上小学,看别人在大头电脑上玩三国志4,没想到等自己亲自上手体验时已经出到第14部了。 跟文明6、王国风云3这些策略游戏一样,三国志14上手有一定的门槛,要耗费一些时间,但玩着玩着就会发现其中的乐趣,从最初的“这什么玩意”到后来的“再来一回合就睡”,只能说是玩这类游戏必会经历的经典桥段了,杀时间神器。 攻城掠池是三国志14的主要玩法,其余的养成和模拟经营部分都是在此基础上的延伸,后反哺于其身。由此可见,能更为细致的了解敌人势力范围便成了重中之重。 本作中的战线机制恰恰满足要求,整个地图被划分成了无数个六边形小格子,咱们的部队经过哪里,哪里的格子就染成己方的颜色;敌人打过来,颜色就被覆盖回去。这个设计相当于是把三国志系列原本复杂的“地盘争夺”给高度可视化了。 打开大地图一看,各方势力一目了然。而且占据的格子越多,每回合自动到账的金钱、兵粮和兵力就越多。不用像11代那样一个个建设施,占住格子就行,十分方便。玩起来就像涂色游戏一样,奔着让自己势力的颜色涂满全国就完事了。试问谁不想看着自己的兵一统天下呢? 同时回合制与断粮战术可以说是这代最爽的“阴招”,玩家和电脑同时行动,而不是你动完了我再动。这就引申出了一个非常实用的战术:断粮。咱们可以派一支部队绕到敌人后方,把它的补给线给切了,对面几万大军瞬间变成饿殍,士气哗哗掉,此时再正面一冲,这城池还不是手到擒来。这招在游戏前期特别好用,尤其是你选一些小势力,靠着断粮以弱胜强,成就感爆棚。 这代给每个武将都设计了独特的“个性”,比如吕布有“飞将”移速不受影响;陆逊有“神机”自带范围debuff光环,降低敌人攻防,搭配关羽的“神将”提升己方部队攻防,打起来赢面很大;诸葛亮的“卧龙”让部队不吃debuff,破坏周围陷阱。武将之间的差异感十分明显。这代武将中,女性角色的立绘质量也是一如既往地在线。说实话,光荣在这一块从来没让人失望过。 但本作并非没有缺点,本作的战略层面变得较为扁平。以前玩三国志,咱们得操心每个城池的建设和资源调配,现在前线的三四座城就够玩到起飞,整体难度有所下降。游戏后期势力大了之后,每回合要处理的事务极其繁琐,但真正有意义的事情又不多,导致操作量巨大却缺乏正反馈。一句话总结就是:集资派兵打架。 总的来看,《三国志14》是一款优缺点都极其鲜明的战略游戏。它的“涂色”系统简单直观、个性系统让武将有血有肉、断粮战术堪比官方外挂;但后期重复枯燥也是不争的事实。 有系列这么多作品为鉴,本作却依旧能在成熟的玩法发掘出新机制,可能这也正是该系列历久弥新的原因吧。光荣推出的这个“威力加强传承版”,完整收录了全部DLC,还新增了“军情”“功勋”“天时”等新系统,降价加打包全部DLC这个一步到位的操作对萌新们来说也确实不错,或许它可以成为又一款电子榨菜陪伴你左右,适合喜欢宏观战略布局或对三国题材感兴趣的玩家。 [quote]欢迎关注鉴赏家: [url=store.steampowered.com/curator/37196866/] 稻荷窝 [/url] 只写我们喜欢的游戏 欢迎加入Steam组:[url=https://steamcommunity.com/groups/daohewo] 稻荷的小窝 [/url] 来一起感受游戏的乐趣 喜欢这篇评论,也是可以顺手点个赞哟[/quote]
抗曹志+断粮计+基建法 有这样那样的缺点,但是没办法此赛道暂无竞品;几十年累积下来的立绘武将库深入人心。 简化内政加强战斗的玩法,猛将一个战法打出去融化一片的感觉超爽,各种个性设定的也挺有意思,几百个小时随便玩玩就有了。
OVERALL: Very Good 8/10, maybe higher if you are into 14th century Chinese literature. While it is a masterpiece addition to the series, it has kind of a steep learning curve (the tutorial is not very helpful) but if you can endure the temporary frustration of learning by attrition, you will get the hang of it, and then there is a lot of very deep strategy to analyze and decide upon and enjoy in doing so. Additionally, the tactical warfare is very rewarding when applied correctly often punctuated by some satisfying activated tactics cut scenes. It is also punishing to the player who does not plan effectively, so it feels meaningful to put the time into the planning and then observe it go well. It is interesting to me to see opportunities to apply actual principles from Sun Tzu's Art of War, which would have been a familiar text to the historical characters of the book this game is based on. Fire Attacks specifically come to mind as well as terrains...both topics have entire chapters in the Art of War dedicated to them. It kind of scratches a military philosophy itch for me in a way that other games often don't. RTK XIV can be very crunchy and min/max-y if you like that. The artwork is perhaps the most attractive part of this game with high-quality, unique images for hundreds of officers. RECOMMENDATIONS: It would be nice to have some sort of overlay features, like one that color codes the tiles based on terrain type. This would allow for much easier route planning and march formation selection. Another example might be one that color codes bases or units based on a variety of selections like: level of morale, public order, population, size, incomes and expenditures of coin, supplies and soldiers, just to name a few, Also the "O and X" symbols used to indicate "YES or NO" in various UI windows are just unnecessary. Just use the word "YES" if a tactic is anti-base or "NO" if an officer has not yet acted on a turn. I'm always like "What's the 'O' mean again?" It would also be great if I could put officers on permanent assignment like "Search X Base every turn until cancelled" at the automatic cost of X order per turn. Instead I have to go in every turn and program the search team...gets repetitive. In other words, some optional automation features would be very welcome.
1000時間越えプレイ時間の95%を中国史上の新武将作成に当てている私は稀有な変人だが、 14は昨今の三国志シリーズでは最も新武将作成が楽しいので私のような中国史マニアの変人にはおススメである。ゲームの内容に関しても最近の三国志にしては面白く60点をつけてもいい。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
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| $22.5M | 21.6K | 80% | $29.99 | |
| $22.8M | 47.1K | 90% | $20.99 |