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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 (190 to 280 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 five main factions from the era, and the inclusion of various non-Han peoples such as the Nanman, Shanyue, 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 6.4.00, released on 19 July 2024, stands as the current and final version.


Current Team

Gigantus - Mod Leader

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



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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Greetings once again, everyone.

When the previous v6.3 Update was released, it was done so without an installer and, typically, new updates are combined with prior ones so as to limit the number of downloads and installations for everyone. However, without an installer, and therefore using a .zip instead, the memory size of any combined patches would have been an issue. But, we no longer need to worry about that now, as Gigantus has created an installer that combines the content of versions 6.2 and 6.3, as well as new content, to give us the new version 6.4. This new content was, at first, meant to serve as a hotfix to a minor issue with some buildings in v6.3. However, new content was introduced and, in conjunction with the combining of v6.2 and v6.3 into a single installer, it was decided to push this out as a full-blown patch/update as opposed to a hotfix.

So what is new in this v6.4 Update? The user daepa pointed out something that I had entirely overlooked when the non-Han factions were finally turned into separate cultures: there was no change in their belief system. While a relatively minor change, it definitely adds flavor to the respective factions, in addition to better representing the peoples who are typically ignored or glossed over when it comes to the Three Kingdoms era of China. As an example, the belief system of Goguryeo is now known as Musok, and has it's own text, icons, and influence on the greater strategic gameplay of the mod (particularly in northern China and Korea). Musok is a sort of belief system that combines local folklore (revolving around deities and ancestral spirits) and a unique type of shamanism. Musok was one of the local beliefs that vied with Confucianism, Taoism, and Buddhism for supremacy amongst the populace on the Korean peninsula. It was definitely interesting reading into this type of stuff for the non-Han factions and adding such into the mod for them. Below is a screenshot of the settlement of Gungnae, capital of Goguryeo, and the new influence and icons for their Musok belief (bottom left).

musok

Another aspect of the mod that was overhauled, in essence to enhance flavor, was the complete rework of the Nanman name list. Previously the Nanman used a mix of different names, much like the Shanyue, however the way they often took names was relatively unique to them at the time. While there are quite a few examples of given names being doubled characters amongst the Han Chinese during the Three Kingdoms era, unlike today it was not exceedingly common. However, it was far more common amongst the Nanman and Hundred Yue people in general. As such, the names of the Nanman faction have been entirely reworked with mostly doubled character given names and a mix of singular and doubled character family names. Below you can see a few examples of the new names for the Nanman.

nanmannames

While you can read the changelog for this update in the file download, to have a full view of all of the changes, a majority of the things done were more so cleaning up and fixing existing issues. For example, in the previous v6.3 Update, I had made a mistake on a handful of 'Historic City' buildings, which allowed them to be constructed in multiple locations as opposed to just simply existing in the settlement they are supposed to be unique to. Also, each faction has a rebel version of general and captain models on the campaign map, and for many factions (mostly the non-Han ones) there was no color variation between the two. So outside of the banner they carried, it was impossible to tell them apart. So that was fixed and all of the rebel models now have their colors vastly different (mostly a light grey scheme) so as to be differentiated from faction character models and more easily identifiable. One of the last things was the adding of a couple more Unaligned characters in the 194 campaign, specifically in the western Shu region, as it was decisively lacking in Unaligned characters to add to your faction (whether starting your campaign there or invading into it). While not as popular as other characters from this region, Leng Bao and Wang Lian were both mentioned in the histories and played a role in the struggle between Liu Zhang and Liu Bei when the latter invaded Shu. Wang Lian, in particular, was a very valuable member of Liu Bei's administration, but died at a relatively young age. Below you can see screenshots of these new characters, as well as their in-game biographies.

v64officers

The Version 6.4 (Guangxi) 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 v6.0 Full Release installed prior to installing this update. This update is NOT save-game compatible (will break saves).

Happy gaming!

Rise of Three Kingdoms Version 6.3 (Yankang) Update

Rise of Three Kingdoms Version 6.3 (Yankang) Update

News 1 comment

The version 6.3 Update adds dozens of new, unique battle models to hero characters (utilizing TW3K assets), makes various visual improvements to many...

Rise of Three Kingdoms Version 6.2 (Huangchu) Update

Rise of Three Kingdoms Version 6.2 (Huangchu) Update

News 4 comments

The v6.2 Update adds several new cultures to the mod - including unique settlements for the campaign map -, completely revamped trees, foliage, and ground...

Rise of Three Kingdoms Version 6.0 Full Release

Rise of Three Kingdoms Version 6.0 Full Release

News 3 comments

All-in-one, definitive final version of the Rise of Three Kingdoms mod for Medieval II Total War.

Rise of Three Kingdoms Version 5.6.1 Hotfix

Rise of Three Kingdoms Version 5.6.1 Hotfix

News

The v5.6.1 Hotfix corrects an elusive issue in which the mod would crash when conquering Chang'an in the mid-to-late game, overhauls and rebalances javelin...

RSS Files
RoTK v6.4 Update

RoTK v6.4 Update

Patch

The version 6.4 Update adds new belief systems for all of the non-Han factions, overhauls and adds 1200 names to the Nanman faction, combines content...

[OBSOLETE] RoTK v6.3 Update

[OBSOLETE] RoTK v6.3 Update

Patch 15 comments

The version 6.3 Update adds dozens of new, unique battle models to hero characters (utilizing TW3K assets), makes various visual improvements to many...

[OBSOLETE] RoTK v6.2 Update

[OBSOLETE] RoTK v6.2 Update

Patch 8 comments

The v6.2 Update adds several new cultures to the mod - including unique settlements for the campaign map -, completely revamped trees, foliage, and ground...

[OBSOLETE] RoTK v6.1 Update

[OBSOLETE] RoTK v6.1 Update

Patch 6 comments

The v6.1 Update fixes some outstanding issues and bugs in the final version, as well as finalizes content related to Area of Recruitment (AoR) in regard...

Rise of Three Kingdoms v6.0 Full Release

Rise of Three Kingdoms v6.0 Full Release

Full Version 8 comments

Base files for the final versions of the Rise of Three Kingdoms mod for Medieval II Total War

[OBSOLETE] RoTK v5.6.2 Hotfix

[OBSOLETE] RoTK v5.6.2 Hotfix

Patch

The v5.6.2 Hotfix corrects an issue where, after starting "Liu Bei's Journey" missions in the 194 campaign, being unable to load saves related to those...

Post comment Comments  (0 - 10 of 821)
Burian15
Burian15 - - 17 comments

Seether, again I only have praises for the work you're continuing to put out to perfect your mod - an endeavor most modders would simply cap at "completion". However, and this is a personal pet peeve of mine, would you consider reskinning units like the white plum or tiger and leopard cavalry?? What I mean is that there is a very apparent difference in graphics and style between the strictly historical units and those popularized by romance of the three kingdoms koei(a good example would be the buqu bodyguards or feathered forest units vs let's say lu bu's chargers). There's their silver fish scale armor, the fact they seem way too tall and long limbed, and their faces are either too stylized and uhh romanticized? A good improvement for the tiger and leopard cavalry (as a stand in for all silver fish scale units) would be to take what you have as buqu, and put some add-ons like better capes, maybe more horse armor and more eye catching lamellar. These are just suggestions, but the point I'm trying to drive at is sometimes consistency across all unit "looks" or "style" pays off better than having some jarringly and obviously from a different sort of game sort of units.

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Seether-ModDB Creator
Seether-ModDB - - 443 comments

Probably not the Tiger & Leopard, but I should be able to do something for both the White Plume and Flying Cavalry. With so many different armors on so many different units, and so few armors that we definitively know about from that time period, sometimes creative license needs to be taken. Otherwise, way too many units will look the same as others. But some of the stuff is holdovers from the original RTW port and needs to be replaced or significantly overhauled.

Reply Good karma+2 votes
Burian15
Burian15 - - 17 comments

*Sobbing* but I'm a Cao Clan player!!! Noooo my precious Tiger and Leopard Cavalry....stuck with silver scales.... Well at least you're considering it.

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daepa
daepa - - 3 comments

On 6.3, the culture when playing Goguryeo still says "Foreign Culture" even though I thought 6.2 added new cultures including Korean. Is this intended?

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Seether-ModDB Creator
Seether-ModDB - - 443 comments

In character traits? That is belief system (aka: religion), like Han Revival, Daoists, Dynastic Change, etc. Although the wording 'foreign culture' doesn't make sense any more since v6.2 and definitely an oversight on my part - will make sure to change that in the future.

Reply Good karma+2 votes
daepa
daepa - - 3 comments

In both character traits and settlements/campaign map in general, I interpreted the culture changes in 6.2 to mean that you added them as religions as well - as it is right now, the non-Han 'religion' beliefs (aka Nanman, Xianbei, Goguryeo, etc.) are still all the same "Foreign Culture".

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Seether-ModDB Creator
Seether-ModDB - - 443 comments

So I was looking at it and, while Xianbei, Shanyue, and Nanman can all have their religion renamed to Animist, I would have to create an entirely new religion for Korean shamanism. But first I need to see what the religion cap is for Medieval 2, because that ultimately dictates how I can do this.

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daepa
daepa - - 3 comments

For sure, I think the hardcoded limit for religions in Med 2 is 10 iirc.

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Seether-ModDB Creator
Seether-ModDB - - 443 comments

I believe you're right, so that will help simplify things :)

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KeizoXd
KeizoXd - - 21 comments

Downloaded everything, went through the installer but when launching via Mod launcher the Base Medieval 2 Game Starts and not the Mod o.O

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Seether-ModDB Creator
Seether-ModDB - - 443 comments

User error. You either installed incorrectly or are trying to launch the mod incorrectly.

Are you launching via the Rise of Three Kingoms desktop icon? Also, which directory did you point the installer(s)?

Reply Good karma+1 vote
KeizoXd
KeizoXd - - 21 comments

So I did everything right now, I can access the Launcher and also everything seems fine rn. I can open the Game and I am able to choose between Factions... But

Whenever I try to Start a Campaign the Game crashes o.O

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Seether-ModDB Creator
Seether-ModDB - - 443 comments

Have you applied the 4GB Patch? If not, 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 both medieval2.exe and kingdoms.exe in your Medieval II Total War folder. If you don't have a kingdoms.exe, make a copy of medieval2.exe and rename it to kingdoms.exe, and then apply the 4GB Patch to it.

When you run the launcher, select option 3 and allow the mod to start - what version number is on the bottom left of the main menu?

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KeizoXd
KeizoXd - - 21 comments

I Have Version 2.2, I dont have the 4gb patch atm I think.

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Seether-ModDB Creator
Seether-ModDB - - 443 comments

Option 3 (194 campaign) should be version 6.2, while option 2 (190 campaign) is version 2.2

Apply the 4GB patch as I described above and see if that solves your problem.

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KeizoXd
KeizoXd - - 21 comments

I did apply the 4gb patch and now it works!
Thank you very much, the Mod is Awesome!

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Seether-ModDB Creator
Seether-ModDB - - 443 comments

I’m happy you got the problem resolved :)

The next update should be released in the next few days, so keep an eye out for it.

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