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Rise of Three Kingdoms is a total conversion mod for Medieval II: Total War: Kingdoms, with the aim of the mod being to completely recreate the Three Kingdoms Era (194 to 240 CE) as accurate and true to history as possible.The mod features hundreds of historic characters with their own unique biographies and titles, dozens of period accurate armaments, representation of dozens of famous military units from the era, unique mechanics to either usurp the throne and establish your own dynasty or support the restoration of the Han, historic mission trees for the four main factions from the era, and the inclusion of various non-Han peoples such as the Nanman, Xianbei, Nanyue, and Goguryeo.

History
The previous and original version of this total conversion mod, "Three Kingdoms - The Fight for Supremacy," was a modification for Rome: Total War. However the developers modified the Rome.exe and included the complete game in their uploads. These made the modification illegal, thus TWC never allowed them to advertise the upload links or have an own forum. Later, Gigantus started a new project; he decided to port the old conversion to a better engine, namely the Medieval II: Total War: Kingdoms engine. Seether and others joined shortly after and released the first Beta in 2013 and, later, v1.4 in early 2014. After real life was sorted out, Gigantus and Seether joined forces once again in early 2018 to continue production of the mod. Version 5.0.000, released on 05 December 2021, stands as the current version.


Current Team

Gigantus - Mod Leader

Seether - Lead Designer, Jack-of-all-Trades

Fahnat - 2D Art and Other Media

cedric37 - 2D Art


To check out the Official Mod Preview, click Here

To go to the mod DOWNLOAD page, click Here

It is highly suggested to use the 4GB Patch with this mod, as it allows Medieval II to use greater system resources, allowing greater stability and performance for modifications. The easiest way is to Google "4gb patch" and the first result should be from NTCore. When you run the 4gb_patch.exe, apply it to medieval2.exe

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RSS Articles

Greetings once again, everyone!

This will be the final update to the Rise of Three Kingdoms mod and, for the most part, this update is focused on rounding out various content aspects and squashing the last of the remaining bugs. That is not to say that no new content was added - far from it, in fact. For starters, zen's Skynet Battle AI has been implement, adding a more intelligent battle AI to the mod in an attempt to improve the otherwise excellent quality of the Rise of Three Kingdoms mod. In addition to that, two new units have been added to the mod's roster: Gaya Infantry and the Skin Walkers.

First, we will discuss the Gaya Infantry. During the Three Kingdoms period, Gaya was a notable confederation located in the southern reaches of the Korean peninsula. What is interesting about adding these troops, aside from a more complete representation of Korea in the northern regions of the map, is that the armor the soldiers of Gaya wore were a direct influence on later Japanese designs. They also fought as foot archers, wielding a 1.5 meter long bow, and were highly effective as a military force. They can only be recruited by Goguryeo, in Korean regions, through the Tributary System line of buildings. below you can see an image of the new Gaya Infantry readying themselves for battle.

gayainf

The other unit added is the so-called Skin Walkers, exclusive to the Nanman faction. Up until now the Nanman did not have a faction-exclusive unique unit on their roster, but now that has finally be rectified. The Skin Walkers represent, essentially, the epitome of the bravery, courage, and tenacity of the people of the Hundred Yue in the face of Han encroachment onto their ancestral lands. Proving their worth by personally killing an adult tiger, these men wear the pelts as a "badge of honor" and serve as an inspiration to the other warriors fighting alongside them. Aside from boasting significant attack and charge ratings, the Skin Walkers are also masters at ambushing unwary foes and have the 'Chant' ability - able to raise the morale of allies while disheartening nearby enemies. below you can see a screenshot of the Skin Walkers in action.

skinwalker

And the last bit of content I would like to discuss is the inclusion of Li Ru as a subordinate of the Liang faction. "How can you add Li Ru, wasn't he also killed when Dong Zhuo was assassinated?" you may ask. The answer, in short, is no. According the historical source Li Ru survived Wang Yun's purge of Dong Zhuo's officials and went on to serve Li Jue. Not only did he never receive any sort of punishment for poisoning the former Emperor Shao, at the command of Dong Zhuo, but he was even promoted to a position within the Imperial palace. Despite not having as much of an integral part of the story as he did in the fictional novel, Li Ru is still one of the better known characters of the age and rightfully needed inclusion.

liru

Additionally we cleaned up some minor bugs, script issues, and other database problems, while at the same time improving various UI content, such as event pictures and 'Historic City' images. All in all this update is, essentially, tying up whatever loose ends remained and finalizing the content of the mod to finally make it "complete". And, so, version 5.0 of Rise of Three Kingdoms is now released and the past 8 years of development has finally come to a close. Thank you all for your years of support and making all of this worthwhile.

The Version 5.0 (Sanguo) Update can be downloaded here and has instructions on how to properly install the patch (point installer at Medieval II Total War folder).

IMPORTANT NOTE: You must have the Rise of Three Kingdoms 4.5 Full Release, RoTK v4.6 Update, and RoTK v4.7 Update installed prior to installing the RoTK v5.0 Update. Also, as usual, the patch is NOT save-game compatible (will break your save-games).

Happy gaming!

Rise of Three Kingdoms Version 4.7 (Triumph) Update

Rise of Three Kingdoms Version 4.7 (Triumph) Update

News 5 comments

Version 4.7 offers much new content and improvements, focusing mainly on the rework and polishing of character traits and various fixes and enhancements...

Rise of Three Kingdoms Version 4.6 (Fengxian) Update

Rise of Three Kingdoms Version 4.6 (Fengxian) Update

News 2 comments

Version 4.6 offers much new content and improvements, focusing mainly on the new mission system for Lü Bu and updating of various UI elements.

Rise of Three Kingdoms Version 4.5 (Heroes) Full Release

Rise of Three Kingdoms Version 4.5 (Heroes) Full Release

News 4 comments

The Version 4.5 Full Release offers much new content and improvements, focusing mainly on new battle models for dozens of characters, numerous character...

Rise of Three Kingdoms Version 4.4 (Diversity) Update

Rise of Three Kingdoms Version 4.4 (Diversity) Update

News 1 comment

Version 4.4 offers much new content and improvements, focusing mainly on the visual improvement of Han faction light and heavy soldiers and several quality...

RSS Files
RoTK v5.0 Update

RoTK v5.0 Update

Patch 4 comments

Version 5.0 offers much new content and improvements, focusing mainly on rounding out the unit roster by adding Gaya Confederation troops and the Skin...

RoTK v4.7 Update

RoTK v4.7 Update

Patch 13 comments

Version 4.7 offers much new content and improvements, focusing mainly on streamlining and updating the trait system, re-introducing several Yellow River...

RoTK v4.6 Update

RoTK v4.6 Update

Patch 14 comments

Version 4.6 offers much new content and improvements, focusing mainly on the new mission system for Lu Bu and updating of various UI elements.

Rise of Three Kingdooms v4.5 Full Release

Rise of Three Kingdooms v4.5 Full Release

Full Version 5 comments

The final full version (v4.5) of the Rise of Three Kingdoms mod for Medieval II Total War.

[OBSOLETE] RoTK v4.4.1 Patch

[OBSOLETE] RoTK v4.4.1 Patch

Patch 7 comments

Fixes a mathematical error with diplomacy in the v4.4 Update, which resulted in some wonky deals being done between factions.

[OBSOLETE] RoTK v4.4 Update

[OBSOLETE] RoTK v4.4 Update

Patch 2 comments

Version 4.4 offers much new content and improvements, focusing mainly on the visual improvement of Han faction light and heavy soldiers and several quality...

Comments  (0 - 10 of 548)
Elementalsaw
Elementalsaw

Hi i was trying to download the 4.6 update but it says internal server error is and the other updates were fine for download should I try again tomarrow or search elsewhere?

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Elementalsaw
Elementalsaw

nvm tried another mirror link and it worked

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Guest
Guest

Hello there, amazing mod, been playing on and off for a few years. Ever since the new update, 5.0, I have been crashing nearly non stop. I've tried many different forces; Han, Liu Bei, Cao Cao, Sun Ce, and Gurgeyeo. All have crashed at different points, usually very early on. Liu Bei crashed every time after taking Guangling. It usually happens after a battle and then I move troops and it crashes. I've applied the 4gb patch and reinstalled twice and the issue persists.

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Seether-ModDB Creator
Seether-ModDB

I'm going to need to look at your log - what you're describing could be caused by a number of things, but the log will give definitive details. Please check out the link below, follow the directions (except for posting the log on TWC) and post the link to your log here, in a reply, so I can take a look at it.

Twcenter.net

Just for some further info, did you do a 'clean' mod reinstall (completely delete rotk folder and everything inside it, re-download updates before installing again) when you reinstalled? Is there a typical time it crashes (your turn start, during AI turn, loading screen post-battle, clicking on specific characters/settlements/units, around a specific turn number, etc.)? Also, are you using Steam or disc? Is Medieval II installed outside of Program Files and Program Files x86? Are you relatively low on system memory or RAM? Have you disable Virtual Store for Medieval II?

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NamiriaDastra
NamiriaDastra

Hello I wish to ask you something sir, How do I increase the UI Banner size for my units in my army on battle map, oh Great Dev Hero Seether. I have read somewhere before on this place that you have explained it to someone asking how to enlarge it but I can't find that comment anymore.

I tried looking at the old TW Medieval 2 forums but they are too slow and takes forever to load, if it can load at all. Also is there a way to access the amount of trees shown in Battle, I like the high vegetation graphics quality but I hate the many trees blocking me from seeing things. Is there not a way to edit and decrease amount spawned?
-sincerely a ROTK Mod, Games, Movie, Drama and Novel Fan

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Seether-ModDB Creator
Seether-ModDB

You can make them larger in the data\descr_banner_new.xml file - open it with Notepad and then edit the 'General Scale' entry near the top:

<General Scale="1.5" MinSizeDistance="114" PastMinDistanceScale="0.0074" DebugSizes="0">

In regard to the trees, I'm not aware of anything in which you can modify the amount of trees that spawn on specific terrain-type tiles.

Reply Good karma+3 votes
NamiriaDastra
NamiriaDastra

Thanks for the reply and the Mod is really awesome and excellent. You have made a true masterpiece Da Tu Tu and I am promoting your mod on forums. Currently redoing a Nanman and Heishan Campaign again after the new 5.0 update (Underdogs factions forever!). Ohhhh mann the difficulty of the mod though, new and smarter battle AI and plus the VH/VH settings is really kicking my ingame arse.

I have but noticed however a lot of game crashes lately for me in the game playing as Heishan. Like the loading bar sometimes just remains and after after a battle or using map I crash the game with it saying "sorry you exited the game". I don't know if I messed up the Game installation or not, maybe I pasted the update file wrong, I'm gonna try again with a fresh install.

Could you perhaps explain in detail or link it on how to do the installation right, this is my first TW mod. I tried reading most guides and descriptions to no avail since I'm just a Noobish Computerist.

Hopefully one day I'll make a video about it on Youtube on how to install and maybe even some of Epic Battles for the Middle Kingdom, thus attracting more players to the mod since the only thing you see nowadays of M@TW is Tolkien LOTR mods lol. We need more Chinese History fans and this will attract more followers!

Observation
Also I noticed Wang Dang of "Heishan" is not in the game despite it being stated in Campaign mode as him as one of the strategists

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Seether-ModDB Creator
Seether-ModDB

So there are a few things that are suggested to do in order to have the most stable mod experience for Medieval 2 Total War. First is to make sure the game is installed outside of Program Files and Program Files x86 - if you have Steam, this also means having Steam installed outside of those two directories. It has long been known by the Medieval 2 modding community that having Med 2 installed in either Program Files or Program Files x86 can cause various issues, such as unwanted file overwriting or not reading files, so installing outside of those directories is highly recommended. Second is installing the 4GB Patch to medieval2.exe. The 4Gb Patch allows Medieval II to use greater system resources, allowing greater stability and performance for modifications. The easiest way is to Google "4gb patch" and the first result should be from NTCore. When you run the 4gb_patch.exe, apply it to medieval2.exe

Although both of these actions will greatly improve performance and stability, modded Medieval 2 will still crash at times. The more you make Medieval 2 be less like Medieval 2, the more unstable it becomes. Also keep in mind that the engine is like 20 years old and not optimized for modern operating systems or hardware. But, one of the biggest factors on performance is one’s own system: RAM, video card qualities, processor, m system memory, etc. can all make the game/mod run at less than optimal levels and result in crashes.

To install this mod correctly (assuming you have Medieval 2 installed outside Program Files and also applied the 4GB Patch) is to download the v4.5 Full Release, then run the executable and have it point to your base 'Medieval II Total War' directory. Usually the installer can automatically locate that directory. Once you have the correct directory let the installer do it’s thing, then close it out once it has completed the installation and did it's automatic file check function. You will do the same process for the v4.6 Update, then the v4.7 Update, and finally the v5.0 Update. And that’s all there really is to it.

As far as Wang Dang, I just checked my files, and tested in-game, and he is located in Hu Pass at game start.

I'm very happy that you enjoy the mod and Chinese history, and want to promote this mod elsewhere. That is very kind of you.

Reply Good karma+2 votes
NamiriaDastra
NamiriaDastra

Ohhh I still use the good old reliable Gold edition, since steam tends to slow games down and makes finding the directories hellish. Yeah I had my M2TW inside my Total War folder, within my Games folder which was in OS. I noticed less crashes and more stability over all after following your suggestion on moving it out. The 4gb patch also reduced the lag by a lot too, I originally had downloaded it but applied it wrongly, now it's fixed.

I do save often to reduce having to backtrack, speaking of saves I just lost all my other M2TW campaign saves after finding out many days after the mod reinstallation, Idk if they were moved somewhere else or not (I heard they sometimes get placed in program files but I can't find it anywhere) but they all vanished even those from the Kingdoms expansion. Maybe I accidentally deleted them after trying to archive my ROTK saves for reinstall but it's strange since all 5 different saves folders were gone. It could also be because I tried to unpack the files for game editing, ahh well sigh might as well move on from it. Always wanted to try SS mod campaign.

Sorry for saying Wang Dang doesn't exist, I swore after creating a new game and loading old game save file for checking that he could not be found anywhere, could be he didn't spawned prior in my mod fuckup or maybe he died while I was paying attention in battle lol.

Also are you going to possibly add an new image for the final Mohist Temple tier, kinda a bummer that the last upgrade is a placeholder image, maybe just use the same copy of the Taoist or Confucian one? I know Mozi didn't have any or much special temples dedicated to him since he found Confucian and Zhou rituals to be a waste of time, Mozi was a believer of the Great Heavenly Deity of Above Shangdi, the God primarly worshipped in the Xia and Shang Dynasty. So perhaps an image of an ancient oxen sacrifice on a hill or on a border region like what the Ancient Emperors used to do could be placed instead. His philosophy and followers were not as superstitious as the Taoists or as humanly secular as the Confucians schools.

Further in the list is diplomacy fixed in this mod?, like does occupying settlements no longer give malus to other AI factions I couldn't tell in the faction standing description. Another question when I attached my wisemen to my armies do they get a morale boost like the regular game? Any changes changes from VH battle difficulty, I've had four unit groups of my Heishan Raiders Bandits surround and encircle one unit group of Armoured Yuan Spearmen and they still lost badly. Perhaps they need small minor buff to their ATK and Charge while keeping their DEF low, Mountain bandits were sometimes stronger and more troublesome then and for the regular militia's and town guards to handle especially during mass civil unrest. They should be almost on par with halberds in a 1v1 since they lose anyway to archers fire and cavalry charges. IDK Just a little suggestion/brainstorm of mine Xixixi

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nnnnnn6
nnnnnn6

Sir, the continuous updating of the module is exciting. By the way, does ROME REMASTERED have more advantages than Medieval II?

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Seether-ModDB Creator
Seether-ModDB

Not really, outside of there being no faction or unit limits, which for some mods can be very beneficial. Medieval 2 is still far superior in terms of scripting (all aspects) and model/texture quality of unit/settlement/building/terrain/etc.

Reply Good karma+2 votes
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