Rise of Three Kingdoms

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 4.0 was released on 21 July 2019 with Version 4.2, released on 20 August 2020, standing 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!

It is time for another update release for Rise of Three Kingdoms, this time to version 4.2. This update adds quite a bit of minor, but important, quality of life improvements to the mod, starting with the much needed expansion of the Goguryeo unit roster. Since their inclusion to the mod, Goguryeo had pretty much been limited to only light and heavy native units, their elite Ironclad Warriors, allied Samhan Cavalry, and regional recruitment of local Han and Xianbei units. In addition to that, the native light and heavy units only had one model, despite armor upgrades, and so a change to that norm was sorely needed to bring their quality in line with the rest of the mod's rosters. What you will see below is the visual difference in armor for light Goguryeo units, starting on the left with the basic unit. The second is of the first armor upgrade, with soldiers now wearing two different types of leather armor - one lamellar and the other plates. On the far right we have the second armor upgrade, with units now wearing much heavier steel lamellar helmets and a steel scale cuirass and skirt.

koreaupgrades

Speaking of the Ironclad Warriors, their model and textures were improved in several different regards. First, where as they only had one face previously, the unit now boasts 5 different faces. Also they were given a second uniform color (brown) to go along with the existing red. And finally, their lamellar armor was visually improved by cleaning up the lamellar itself and adding red stitching to the plates, while also making small changes to vertex assignments with the model.

ironclad

The biggest change to the Goguryeo roster, however, was the addition of a Tier 3 Armored set of units. Inspiration for these units were taken from historical sources of 3rd century Goguryeo soldiers and I feel they turned out much better than I had anticipated. This new tier of units come in four varieties - swordsmen, spearmen, foot archers and mounted archers - and are exceptionally armored from head to toe. A steel lamellar helmet, iron collar, layered lamellar scale shoulders, iron bracers, lamellar scale cuirass and skirt, and finally lamellar scales covering the front of the legs make these units some of the most heavily armored in the entire mod.

koreaarmored

Something else that was updated, but isn't exclusive to the Goguryeo faction, was the improvement of the banners carried into battle by individual units. Up until this point the banners were from the original beta version of the mod and had never been touched upon in all of the years of this mods development. They take inspiration from the banners of Total War: Three Kingdoms, but each faction (specifically the Han factions and Goguryeo) has banners unique to their faction. Below you can see the banner for the Yuan Clan (Yuan Shao), followed by the Sun Clan (Sun Ce).

yuanbanner

sunbanner

In addition to the improvement of the Goguryeo roster and new battle banners, we have included the use of Chinese voices when selecting units or groups and issuing commands on the battlefield. The longer pieces of speech content, such as general's pre-battle speech or advising when ladders are at the walls, have not been updated yet as those will require some very specific and elusive audio files to overhaul. Also the content from v4.0 Patch #4, which created an event for Gan Ning to join Sun Ce and fixed a recruitment issue in the settlement of Dandong (among other things), was reimplemented, as those changes somehow did not make it into the v4.1 Update that followed. Finally, Gigantus included the use of the Affinity Switch to the .bat command - it prioritizes the use of the first core for the game and should help a bit in the stability and FPS department.

The version 4.2 (Korea) Update can be downloaded here and has instructions on how to properly install the patch - note: the patch is NOT save-game compatible.

Happy gaming!

Rise of Three Kingdoms Version 4.1.1 (Warhorse) Update

Rise of Three Kingdoms Version 4.1.1 (Warhorse) Update

News

Version 4.1.1 offers a complete overhaul of the horses found in the mod, in both the type and quality of assets, as well as the armor and barding that...

Rise of Three Kingdoms Version 4.1 Update Released

Rise of Three Kingdoms Version 4.1 Update Released

News 1 comment

Integration of all previous Rise of Three Kingdoms v4.0 patches, updating to version 4.1, as well as adding several needed tweaks, fixes, and adjustments...

Rise of Three Kingdoms Version 4.0 Patch #4 Released

Rise of Three Kingdoms Version 4.0 Patch #4 Released

News

A consolidation of all previous Rise of Three Kingdoms v4.0 patches, as well as some new content and fixes to finalize development of the mod.

Rise of Three Kingdoms v4.0 (Final Version) Released

Rise of Three Kingdoms v4.0 (Final Version) Released

News 1 comment

The final version (v4.0) of the Rise of Three Kingdoms mod for Medieval II Total War.

RSS Files
RoTK v4.2 Update

RoTK v4.2 Update

Patch

Version 4.2 offers much new content and improvements, focusing mainly on the improvement and expansion of the Goguryeo roster.

RoTK v4.1.1 Update

RoTK v4.1.1 Update

Patch

Version 4.1.1 offers a complete overhaul of both the horses and barding found in the mod, along with revamped distribution of these assets.

Rise of Three Kingdoms 4.0 Full Release

Rise of Three Kingdoms 4.0 Full Release

Full Version 5 comments

The final version (v4.0) of the Rise of Three Kingdoms mod for Medieval II Total War.

Comments  (0 - 10 of 309)
Guest
Guest

Hey, just wondering if I would be able to play this with other conversion mods isntalled. I have the 1648 mod and am still able to play vanilla,but I was wondering if there might be any conflicts.

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Seether-ModDB Creator
Seether-ModDB

This mod is mod-foldered and doesn’t mess with any of the vanilla files. The only way there would be a conflict with this mod is if another mod is either not mod-foldered or alters vanilla files. 1648 is one of Gigantus’ mods, so I’m 99.9% certain it plays well with RoTK.

Reply Good karma+1 vote
Guest
Guest

Every Wei campaign none of the coming of age generals get unique biography? Why :(? I never have the problem with Shu or Wu

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Seether-ModDB Creator
Seether-ModDB

Not sure why that is. I just did a quick play with the Cao Clan and Xiahou Shang had his unique biography and traits. Does he is your game?

Reply Good karma+1 vote
Guest
Guest

4th play through he finally got it. Was the 1st playthrough I've done as wei without loading any saves. Could that be what effected the script?

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Seether-ModDB Creator
Seether-ModDB

It’s possible, and seems to be the case, although loading saves “shouldn’t” cause issues like this. Then again, Med2 is a very old engine and acts stupid sometimes for no reason whatsoever.

Reply Good karma+1 vote
Seether-ModDB Creator
Seether-ModDB

Expect a new update to be out in about a week. This one will focus on improvement of the Nanman roster, as well as an overhaul of Sun Ce’s starting situation and how new officers join him.

Reply Good karma+1 vote
zachman1201
zachman1201

Here is another heavily requested install for the final version of the Rise of Three Kingdoms Mod for Medieval II. Really amazing work put into this overhaul I highly recommend it! Let me know if you run into any issues. Enjoy!

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Guest
Guest

Mongols, or any horse nomads factions are there?

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Seether-ModDB Creator
Seether-ModDB

Yes. The Xianbei are a playable faction, while the Xiongnu, Jie and Qiang have various units in the rebel faction.

Reply Good karma+1 vote
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Highest Rated (5 agree) 10/10

Excellent mod!

Sep 2 2013 by NekoGenijalan

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