Three Kingdoms Reimagined

وضعیت

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Year 196. Take a landed house — Cao Cao, Liu Bei, Lu Bu, or your own — and fight a living multi-faction war you command in person. Officers earn destinies from the campaign you fight. Unite the land.

The names you know. The story you make your own.


Year 196. The Han is a shadow. China is a map of rival houses — and you already hold one.

Three Kingdoms Reimagined is a warlord campaign of the Three Kingdoms age: take a famous court or found your own, lead a physical host across a multi-faction China, win real mass battles in an original engine, and watch officers earn campaign destinies from the war you actually fight.

This is not a fixed retelling. It is not a landless grind. Day one, you are a power among powers.

China, 196 AD


A single campaign board of provinces, roads, passes, and settlements. Rival banners march. Yellow Turban remnants raid. Sieges begin and relief columns answer. Quests and caravans move as world objects — not abstract menu timers.

Pause when you need counsel. Speed the days when the front is quiet. Fog keeps what you have not seen from becoming free knowledge.

Victory: hold a strict majority of the great capitals and unite the land.

Choose your house


Play as a landed warlord of the age:

  • Cao Cao — the imperial heartland and a mind that plans in campaigns
  • Liu Bei — a house of oaths, virtue under pressure, and hard country to hold
  • Lu Bu — peerless force of arms, dangerous loyalty, a name every field fears
  • Sun Ce, Yuan Shao, Liu Biao, Meng Huo and other great houses of the scenario
  • Create your own — a validated ruler and banner, sworn into a corridor fortress by oath, already seated between greater powers

You begin with land, officers, and enemies. The ladder is not “earn a fief.” The ladder is hegemony.

Command the host


You are not a floating crown. Your banner is a body on the map that can be starved, caught, and broken.

When steel is drawn, the fight is a real mass battle: formations, morale, charges, gates, escalade, and named officers whose presence the field can feel. Issue orders by role and company. Watch vigor hold a host together — or fail.

Sieges are not a coin flip. Walls, breaches, and relief are part of the same campaign story that put you at the gate.

Officer Destinies


Famous officers begin with authored identity — reputation, values, drives, and loyalty conditions. The campaign writes the rest.

As events land — recruitment after a fallen city, mercy after capture, council advice adopted or later vindicated, sworn bonds, hard defenses, faction collapse — officers collect pivotal memories, earn campaign traits, and take epithets the chronicle can defend with evidence.

Open an officer dossier and read two truths side by side:

  • Who they were at campaign start
  • What they became under your rule

The Chronicle names causes when you would know them: not “an officer joins your banner,” but why, where, and who — when fog allows.

At war’s end, a bounded legacy can retell the lives that mattered — only from facts your campaign recorded.

You know the names. You don’t know what they’ll become.

A realm run by people


Officers are physical posts: party, detachment, court, civil work, captivity, or free talent in a city. The planning council proposes from the world as it is. You set standing direction. Named subordinates execute.

Develop settlements through accountable work. Deepen bonds through audiences, gifts, marriage, and sworn trust. Capture, release, recruit, and lose people — each change can become part of an officer’s destiny.

Scale of the board


  • 146 named officers with distinct portraits
  • 32 factions across major, medium, and minor courts of 196
  • 29 capitals — victory is a strict majority (15)
  • 99 authored locations plus corridor seats at campaign start

An original engine


Built clean-room in Godot as an independent production: deterministic campaign and battle simulation, save-safe systems, and a presentation language of parchment, ink, and seal gold — not a reskin of another studio’s title.

English interface is supported. Simplified Chinese localization is in development and will be listed when its release pass is complete.

Take the seat. Lead the host. Write their names.

Early Access note


This is an independent strategy campaign under active development. The warlord open, multi-faction campaign map, mass battles, and Officer Destinies foundation are the core loop we are finishing and tuning with players. Expect sharper destinies, clearer tutorials, and continued balance — not a sudden change into a different genre.