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, 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 6.3.00, released on 04 July 2024, stands as the current and final version.
Current Team
Gigantus - Mod Leader
Seether - Lead Designer, Jack-of-all-Trades
Fahnat - 2D Art and Other Media
cedric37 - 2D Art
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
Greetings once again, everyone.
In all of the years of development of Rise of Three Kingdoms, one thing that we have striven hard to do is put historical authenticity at the forefront of how the mod looks and feels – from the arms and armor of the soldiers on the battlefield, to the biographies, events, and missions of the characters and factions. Despite a relative lack of comprehensive information on some things, I believe we have done a pretty decent job of bringing to life the real, historical Three Kingdoms era and promoting a true story that is just as interesting and intriguing as the popular fictional Romance of the Three Kingdoms novel. However, one specific area that we had not addressed, in the historical-accuracy department of the mod, was that of the battle models for the famous characters of the era. Mostly they were pulled from Dynasty Warriors which, while the models looked interesting and were recognizable to many, were not in any way, shape, or form compatible with our vision of the era’s historicity. In fact, with the period accurate or authentic armaments for the hundreds of different units in the mod, the DW character models just do not fit in aesthetically and stick out like a sore thumb. And that is where this latest update comes in. For the past nearly 5 months, I have been working diligently to port over characters from Total War: Three Kingdoms. Say what you want about the game itself (it was trash), however the character models were amazing. Not only were the models, textures, and assets of specific characters painstakingly converted and rigged to work in Medieval 2, but I also took the liberty to take individual assets and kit-bash fully fledged characters. The latter was necessary because, while CA made some great looking characters, there was a noticeable lack in unique character quantity and some important characters were never given a unique model. Additionally, a kit-bash was performed if the existing character model just wasn’t what I envisioned for the character. In any event, the bulk of time spent on this update was dedicated to the unique characters and bringing them in line, both aesthetically and quality-wise, with the rest of the mod. All told, 49 unique character battle models have been added in this update, with the all of the major factions also receiving a new generic battle model (with face variations) as well. So, without further ado, here is an example of what I have been talking about. Here are the famed Five Tiger Generals : Huang Zhong, Zhang Fei, Guan Yu, Ma Chao, and Zhao Yun – all brought to life in Medieval 2 using TW3K assets.
Here is another image of a few characters that were kit-bashed, due to the fact they either didn’t have unique models or I felt their existing model didn’t fit how I thought they should look, and so some work had to be done to piece together a coherent character model . This was a particularly time consuming process, as the model pieces needed to be fit together and portions edited or removed, with the assembled model sections then placed onto the created texture files. Not overly difficult, especially after five months of doing it consecutively, however it definitely burned up a lot of my free time. Below you can see the in-game models for some specific kit-bashed characters: Wei Yan, Zhu Huan, Lü Meng, and Pang De.
While the characters and their models are the main focus of this update, a lot of time was spent on updating and giving some love to the models of various units. This included not only adding in some updated assets (like shields, armor, etc.), but also fixing any issues with the existing models themselves (incorrect vertex assignment, texture issues, body proportions, etc.). While there were quite a few that had very minor work and fixes done to them, some, such as the Energetic Tigers, White Plume, Flying Cavalry, and Northern Army Companions, had some significant improvements and/or upgrades to their existing models. In the screenshot below, you can see the improved unique unit for the Liu Clan, the White Plume, posing in formation against a sunset backdrop.
This update was rather large and extensive, with a ton of work done that did not incorporate character or soldier battle models. One such thing was a rework of the economy system. Overall, income has been greatly reduced, as were building costs, and agriculture now constitutes a much greater proportion of your income. In the 2nd and 3rd century in China, agriculture was the backbone of the entire nation. It was the greatest producer of income throughout the country, provided stability to population and subsequent famine or unrest, and was absolutely vital to field armies on the field and conduct military operations. As such, agriculture has been brought to the forefront in the economy and now also plays an even more important influence in population growth. In conjunction with this, infrastructure will play a more prominent role in both the economic viability and population growth of individual cities and commanderies, with the influence of local magistrates and governors still being important, but playing secondary to the local infrastructure itself. So, the more you improve the infrastructure of a city, the better off it is going to do. Also, on a final note, the Yellow River no longer greenish – it is now the yellow-brown color it is supposed to be. So there was a blue-green overlay for water, that I didn’t know existed, and it was literally impossible to create any shade of yellow for the Yellow River. However, once I managed to locate and edit that overlay, we were in business. I just felt the need to mention this, as the green hue of the Yellow River had bothered me incessantly every time I saw it.
All of the changes for this update are fairly extensive, and far too much to fully explain in detail here, so please check out the complete changelog on the update's download page for a full list of changes.
The Version 6.3 (Yankang) Update can be downloaded here and has instructions on how to properly install the patch (extract .zip contents into main Medieval II Total War folder and allow to overwrite). Once an installer for this update is created, the included .zip file will be replaced with the installer.
Important notice: You must have the Rise of Three Kingdoms v6.0 Full Release and RoTK v6.2 Update installed prior to installing this update. This update is NOT save-game compatible (will break saves).
Happy gaming!
The v6.2 Update adds several new cultures to the mod - including unique settlements for the campaign map -, completely revamped trees, foliage, and ground...
All-in-one, definitive final version of the Rise of Three Kingdoms mod for Medieval II Total War.
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...
The v5.6 Update makes some significant fixes and improvements to the mod, including the addition of the Guandong Coalition event, greatly expanded name...
The version 6.3 Update adds dozens of new, unique battle models to hero characters (utilizing TW3K assets), makes various visual improvements to many...
The v6.2 Update adds several new cultures to the mod - including unique settlements for the campaign map -, completely revamped trees, foliage, and ground...
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...
Base files for the final versions of the Rise of Three Kingdoms mod for Medieval II Total War
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...
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...
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?
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.
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".
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.
For sure, I think the hardcoded limit for religions in Med 2 is 10 iirc.
I believe you're right, so that will help simplify things :)
Downloaded everything, went through the installer but when launching via Mod launcher the Base Medieval 2 Game Starts and not the Mod o.O
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)?
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
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?
I Have Version 2.2, I dont have the 4gb patch atm I think.
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.
I did apply the 4gb patch and now it works!
Thank you very much, the Mod is Awesome!
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.