Learn army composition, naval strategy, and unit retraining in Total War: Three Kingdoms. Understand artillery, mercenaries, and treasury management.
Army Composition Considerations:
- Different factions have unique cavalry units: Byzantines use Phractoi, Turks use Sipahi Lancers, Egyptians use Mamluks/Royal Mamluks, Moors use Christian Guard, Granadine Lancers, or Tuareg Camel Spearmen. Mongols and Timurids have Heavy Lancers. Aztecs have no indigenous horses.
- Consider including spies for espionage and priests/imams when entering lands of different religions.
- Artillery (catapults, ballistas, trebuchets) can be useful for assaulting settlements before reinforcements arrive. However, artillery slows army movement.
- To avoid bloody battles with garrisons, you can besiege settlements and let troops starve, or use a large cavalry force against spearmen to win by default or draw them out.
Naval Strategy:
- Naval battles are not directly controllable in Total War: Three Kingdoms.
- Superior naval forces generally win, but the simulation option can lead to excessive unit losses, requiring frequent retraining.
- Naval dominance is less critical than in some other games; focus on defending ports and transporting soldiers.
- Navies cannot be intercepted due to the turn-based campaign structure.
Unit Retraining:
- Units can be upgraded anywhere with appropriate facilities (e.g., a high-level smith, Swordsmiths' guild), but this only increases attributes, not replenishes lost men.
- Full retraining (replenishing lost men and restoring experience/bonuses) is only possible in settlements that can recruit that specific unit and have enough available. For example, a Templar Knights Minor Chapter House allows a maximum of 4 units of Templar Knights.
- Retraining is often worth the steep requirements as it restores individual soldiers and maintains/upgrades experience, weapon, and armor bonuses.
- Navies can be retrained to gain/maintain experience but do not receive armor or weapon upgrades.
Mercenaries:
- Mercenaries are soldiers for hire, available almost anywhere but dependent on location. The FAUST (likely a game mechanic or interface element) contains statistics for all mercenaries.
- Mercenaries generally cost more to recruit and maintain than regular units and are often not worth the expense, except for quick manpower replenishment or filling army gaps.
- Mercenary crossbowmen and later mercenary arquebusiers, Monster Bombards, and elephant units are exceptions to the rule that own units are better, as these are unique.
- Exceptions to the general rule of mercenaries being less valuable include:
- Jihad and Crusade armies get access to cheap, high-quality
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