
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 →
About
Genres
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
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
Hours played at review time, across 603 reviews with recorded playtime.
Reviews
Themes across 603 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
只玩頂級難度寫一下,這代遊玩門檻特別高,我玩到大概600小時才掌握了真正可以跟電腦對抗玩法(基本要對劇本地形與斷糧的研究透徹+加上修基建、中轉回程卡府等手段) 推薦使用CE等工具降低府加成,不然電腦的攻防都破兩千以上太犯規,但頂級難度電腦AI是完全夠的。 遊戲基本上最高門檻是理解劇本武將分布,跟了解遊戲前期就是寶可夢遊戲,關鍵個性武將在哪些勢力手中、怎麼吸引他們來打後斷糧後用鋒矢圍攻捕抓,抓到關鍵武將後(這要看各勢力缺甚麼來決定)才會突破初局,相對於前期就有完整武將光譜的魏蜀吳來說,冷門小勢力玩起來成就與樂趣會多很多,尤其 B 站看呂布、孟獲、士燮的開局都很精彩,我個人最喜歡玩漢中張魯劇本,初學者推薦玩二袁之意圖。 缺點真的要講一下了,這代的探索系統與內政個性設計導致內政很難被優化因此鮮少人研究被低估,設置跟個性配置也亂成一團,一堆攻略直接教全部衝商業開發就好,這是嚴重誤導,第一是開發難度在升級後會遞增,因此單一衝高不如全部平均開發,第二是很多地區的糧收成量比金錢收入也接近 3:1 甚至有 4:1 的,這種依照遊戲商人的糧收購價 2.6:1 或者 3.6:1 換算,這種都先升農業更賺,而農政個性武將數量比徵稅多更多,而糧在中後期明顯比錢更有用。 探索設計太重要對小勢力嚴重不公,因為不只人多探索能賺錢,有很多劇本的地區都隱藏非常多人,但可能小勢力前期要花好幾年才能找的到登的完,但你把人派去探索,徵兵與內政開發進展會嚴重變慢,遊戲本身教學也沒有寫清楚像是農政、徵稅、教化這種收益乘數型,可以根本不用管是否去探索或者運輸、出征打別人,效果在區域委任官還在的話都會持續。 但像是開發型個性限制太多,要確實蹲坑才會發揮,文化就很好笑,只要每三個月的月底當官就有用,開發型的個性邏輯性根本不一致,在基本的開局做完後,每個勢力要保持一個人持續蹲坑(不能派去做任何他事、就是發呆)是必要的,這樣才能保持主城發展能 商2農2兵2 升中規模 商3農3兵3 升大規模,小勢力要維持有一個固定的人穩定蹲主城發展,非常考驗用兵調度。 最後是戰鬥操作跟地圖,操作上需要一個一個操作所有軍隊有時心都很累,應該增加一鍵包圍,可以編隊後維持隊形整隊前進的選項。地圖的部分很多地方與場景都被省略了,還原三國時代的場景考究還不足: 像是漢中不該有路線可以直接到阆中(應該是白水關到劍閣中間有叉路到),而這邊路上應該要有的葭萌關不見了、褒斜道沒有直通漢中,傥駱道直接不見,陽平關的位置相對於定軍山也有調整的空間。 總體來說,是玩小勢力以弱打強勢電腦首選的一代,非常需要把大部分重點武將個性背起來,若長期優化內政,對小勢力資源會差非常多,但要每回合都優化內政調整也很累,每局頻繁無聊的操作會讓人想關掉。
武将ボイスの「声タイプ」の種類が少なすぎて、げんなりする。男性は4~5タイプしかないよね。 女性はもっと声のタイプが少ない。 顔やエピソードが全くちがう武将なのに、全く同じ声がするとは これ如何に。 「またこの声なのか」と、萎えてしまう。 少なくとも、50タイプ以上の声を収録してほしかった。いや100タイプはほしい。声優さんの声だけじゃなくて、例えばコーエーテクモの社員さんのような素人の声があっても逆にリアリティが出て良いと思うんだけどね。声の収録に支払う金額も少なくて済むし。
我是从三国志8入的坑,三国志8,9,10,11都玩了较长时间且很有乐趣。12虽然简化了但还是能玩的下去,13没玩过,14这代我始终玩不进去,玩一会就觉得无聊想退出。
I have been playing this series since NES. I understand the criticism, but actually enjoy the return to the simplification that reflects that era of the game. I am also looking into Nobinaga's Ambition as well because of how much I have enjoyed this.
怎么说呢,优点是有但是缺点也有,先说优点武将加了很多的个性和战法,连携触发很爽,简化了部分机制更好上手,还有各种的MOD丰富。缺点战略上除了打野战,不是断粮就是在断粮的路上,就显得很单一。省略掉了舌战,内政简化,傻逼一样的军团委任,及其难用的伪报,脑残一样的游戏难度,困难以上敌人数值就高的离谱,以及总价一千多块才是完全体的游戏。然后阵营方面曹老板阵营完全就是靠他一个人撑起来的,魏武一开一条狗的面板都能涨起来,能用的武将也就张辽,徐晃,夏侯渊,典韦,许褚以及司马老贼,其他的不是战法收益重叠就是伤害系数低,毕竟光荣把曹老板比作织田信长那样的BOSS。老刘就是开局难就不说了,一旦有了五虎和诸葛丞相,就是一路平推,战法要控制有控制要伤害有伤害,单挑就更不用说了,把曹老板阵营武力高的几个外加孙十万阵营武力高都打不过五虎,外加本作金色个性本身一共16个老刘阵营就占一半,除了开局难熬过去就是春天。至于孙十万,武将配置比曹老板差不多,战法上就是放火队都督和陆伯言野战放火,攻城放火就突出一个烧。跟三国杀一比,三国杀的优点都比这多。
可玩性很差,浪费200多,十分不划算,不推荐
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I have well over 200 total hours when taking into account my console play time. I have a lot to say: First, the positives: 1. The strategy, at it's core, is very solid. The turn-based element works fantastically, and the balancing between officers is unmatched. While some officers (Namely Cao Cao, Lu Bu, Zhang Fei, and others) are substancially better than the average officer, that should be expected. Koei has never shied away from giving the best officers overpowered stats and abilities. 2. Overall, the replay-ability is fantastic. While certain scenarios get boring after a few in-game years of gameplay (such as the Yellow Turbin Rebellion and similar campaigns), the majority of each scenario is refreshing considering most the officers stay in the same forces with the same stats barring deaths. Each scenario offers something pretty unique in terms of events and forces powers. My personal favorite way to play is to choose Liu Bei on the "Three Visits" campaign, as it offers an extraordinary challenge of fending off Cao Cao's relentless assault whilst trying to hire Zhuge Liong. 3. *DLC* Now I wish Koei made at least 50% of this DLC free, as the base game without it is pretty jarring in comparison. In actuality, I don't recommend purchasing this game if you're not willing to spend another 40$ on the DLC, as things are more limited and the game feels unfinished. Despite the negatives of having to spend nearly 100$ to truly experience ROTK 14, once you DO purchase the DLC, a myriad of new campaigns, officers, scenarios, and even customization options become available, which truly elevates this game. 4. The entire premise of being able to create your own forces (and eventually edit original base-game officers with the DLC) is a truly fantastic idea. I've always had fun creating 10-15 of my own unique officers and scattering them among the cities. Negatives: 1. The price for the base game is incredibly steep considering how unfinished it feels without the DLC which is expensive on it's own. 2. The balancing of tactics and formations you can send your officers out in is the biggest issue in my opinion. There are tons of formations you can choose to use for your officers in this game. Out of all of them, Fish is the best for hand to hand combat. Goose is the only ranged unit so it automatically gets a good rep, and you can make use of Awl, siege machines, and situationally snake and ring. But here's the issue. You cannot change officer's base loadout of formations. For instance, Gan Ning, one of the best dualists and offensive officers to not have the disadvantage of the reckless trait, is locked to being a situation arrow and snake unit. You cannot give him goose or fish, so his talents feel completely wasted. The same can be said for any other offensive-based officer that lacks either goose or fish formations. The tactics are another issue. Now I personally don't have an issue with Lu Bu, Guan Yu, Zhang Fei, Ma Chao, Cao Cao, and others getting really busted abilities. The cooldown isn't too bad, and when playing on extreme mode, it's somewhat unlikely for you to even get the tactics off during a battle. It makes sense that the best officers have the best abilities, but I will say they feel a bit too cheap at times. Lu Bu will be on 500 troops when I have him cornered with well over 10,000 of my own troops, yet he manages a lucky tactic before he dies and takes out my forces with him. I wish I could edit the abilities strength levels. In contrast, there are tons of unique tactics that simply happen to be absolutely terrible. A little more balance would have gone a long way. Overall though, the positives easily outweigh the negatives. Game grade without the DLC: 5/10 Game grade WITH DLC: 9/10
100小时+测评,总分给 9.0/10.0 唯一有断粮机制的系列作品,非常符合历史背景,好让玩家们体验攻城掠地,调兵遣将,以逸待劳的感觉,也是许多策略游戏中的独一份。三国志11是系列经典,14是新颖的代表,各方面都不赖,唯一点缺点是价格,打完折也比其他游戏贵,不太好入手。
再这么简化下去直接变成地图涂色模拟器了要!
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Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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