
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 | 13.1Kreviews | 63% | — | $22.7M |
| $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 1084 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
什么年代了,游戏都无法正常启动,就敢卖,真牛逼
不如11 13别买
一堆歷史事件電腦不造著本走觸發三小馬的垃圾
Media

Related
Related
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
你去干掉钢四
还不错,内容还行,操作性一般吧,后期后期比较无聊
[h1]总评[/h1] 本作是光荣经典战术策略游戏系列《三国志》14升级两轮后的威力加强传承版,在威力加强版异民族、交易、地利等内容和季票内容的基础上增加了新的剧本与玩法机制,新增的名胜诗文、军情要素、天时和功劳方策等一定程度上增强了游戏策略性。玩家依旧可以选择史实或幻想剧本开局,自定义势力武将或者选择预设势力,在大地图上管理区域和城市内政,指挥部队行军,保护补给线,切断敌方粮道,观赏我方自动获得单挑和舌战胜利,不断占领城池拓展版图,最终完成统一。 [h1]游戏体验[/h1] 本作的主要玩法偏向策略性经营和大地图上的攻城略地,而战棋微操和将领角色扮演在本作中基本消失。游戏中需要通过委任的方式安排二三线将领管理区域城镇,任命军师来建议智囊们主动提出计策,安排行军攻击并占领城池。游戏每回合中的内政、外交、计略、人才等系统都进行了大幅度简化,玩家只需要直接选人执行即可,每回合行动力很有限,需要尽早安排好地盘管理,专注于对外扩张远交近攻和各种政策的推行。 战斗方面也是从战术微操转向宏观战略调控,部队的阵型、人数和行军路线都是设定好自动执行的,即使触发了单挑和舌战,也没有紧张刺激的QTE和卡牌对战玩,自动判定胜负结果。值得一提的是部队无需携带粮食,取而代之的是补给线/粮道,一旦被敌人切断就会导致战斗力大幅度下降,进而导致遭遇战败北,因此需要保护我方粮道的同时袭击截断敌方粮道,有时可以依靠此法逆转战局。 威力加强版中的地利系统与划分的各个州绑定,占据州内大多数城市就可以享受对应的地利效果,而传承版的名胜系统则和对应的城市绑定,需要派出手下进行区域探索触发。拓展地图的异民族和贸易系统则允许接邻异族的势力与之交流获得特色商品,也可以武力征服得到异族将领。 新增的军情系统允许玩家任命谍报官从相邻势力持续薅军情点,或者执行侦察行动获得点数,消耗点数可以让外交和计略成功率拉满,无需赌运气。不过相对的是其他势力同样可以使用点数达成自己的目的,而玩家无法阻止,有利有弊。 功劳系统则让每一名武将干活的同时可以论功行赏,提升武将能力,同时获得的主张点可以提升不同方策,施政时君主的方策会影响相关将领的费用消耗,志同道合的将领费用更低,也能在前期费用限制内获得更多额外的增益效果。王道、霸道、我道、礼教等不同理念主张也会对最终的增益产生影响。 除了新增的故事剧本,玩家也可以自建势力武将或让来自战国或联动的武将们加入剧本,或是通过专家模式微调数值,初始势力单薄实在没有武将可用也可以雇用武将进行行动,弥补了开局的劣势。 威力加强传承版在威力加强版的基础上新增了不少机制,但玩家仍旧可以自由选择继续游玩威力加强版还是购入更新玩法机制并包括威力加强版内容的威力加强传承版,目前还是有早鸟特典剧本的,感兴趣的玩家要注意一下截止时间。 [quote] ୨୧┈┈┈┈┈┈*:.。☽。.:*┈┈┈┈┈┈┈୨୧ [b][u] 书以一家之言🌸而荐一人之好 [/u][/b] 欢迎→🌸 [url=https://store.steampowered.com/curator/33500409/]月骨星魂 [/url]❀←关注~ 获 取 ↗ [url=https://store.steampowered.com/curator/46072643/]黄油收集师[/url] ↖ 补 丁 ୨୧┈┈┈┈┈┈*:.。☽。.:*┈┈┈┈┈┈┈୨୧ [/quote]
ใครเป็นแฟนเกมส์ 3 ก๊ก ตั้งแต่ภาคแรก ๆ ควรมีเก็บภาคนี้ไว้ผมว่าสนุกกว่าภาค 8 Remake อีกครับ
很優秀的君主制版本,在九代的基礎上做了很優秀的設計和擴充。很可惜戰鬥放絕招的爽快回饋感不如九代。 頂級的敵人太硬太痛.沒辦法體驗強將的威力,中級上級敵人又太廢兵太少很空虛. 要是能將難度反應在海量士兵上而不是反應在部隊硬度上,體驗應該會更好。
🐎似了吧光荣,什么负面优化,中转回城改了,ai逻辑改了我不挑,就当增加难度了,你jb告诉我为什么我设置支援的军团见到我前线的城被打了会从超远的地方送一些3000的杂兵来送 哦对了,还有傻逼的军情系统,为什么我的支援军团不能帮我做谍报做侦察拿军情呢?你见过谁家间谍都是前线派去侦察的?
这代还行吧,只能说三11是顶点,没办法超越!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
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