Learn about the Mongol Invasion, Gunpowder, Black Death, and Timurid Invasion events in Total War: Three Kingdoms.
~1214: The Mongol Invasion
The Mongol Invasion brings large numbers of Silver Chevron (+2 to attack and defense) units with high command and high dread Family Members/Generals. They will arrive in one of the farthest east Provinces: Baghdad, Sarkel, Bulgar, Tbilsi, or Yerevan. Their Khan typically has only the Faction Leader Trait, making them less of a threat compared to other generals.
~1340: Gunpowder
This event allows the construction and recruitment of the third level of ports and naval units, Alchemist's guilds, cannon foundries, cannons, and gunpowder units (only available at cities). Gunpowder units ignore defense skill, shields, and half of armor bonuses, making older units significantly less effective. For example, it would reduce the Venetian Heavy Infantry's total defense from 16 to 4. Cannons can destroy Citadels, and Serpentines can decimate troop formations.
~1355: The Black Death
The Black Death affects almost every settlement over several turns, causing a -7.5% penalty to population growth rate and shutting down trade from affected cities. This can lead to a loss of 35%-55% of your total population and potential debt. All factions are equally impacted. The only way to deal with it is to let it run its course.
~1360: The Timurid Invasion
The Timurids arrive similarly to the Mongols, typically in more south/central eastern provinces like Baghdad. They are more powerful than the Mongols, featuring elephants and guns. They are considered your worst nightmare.
~1400: The World Is Round
This event enables the construction of level four port facilities and the recruitment of top-tier naval units. Only Carracks, Grand Carracks, and Baghlahs can sail to the New World, a journey that takes 8-10 turns. Subjugating the peoples there, especially the Aztecs, is challenging. You must rely on your initial troops as New World facilities take years to build, and mercenaries are not very effective. Bring priests and merchants for gold, chocolate, and tobacco. Priests or Imams are crucial to prevent religious strife from lowering public order. Reaching the New World requires building proper facilities, constructing the ship, and sailing, which can set you back decades even from Lisbon. You can reach the New World before 1492.
Other Events
Random events like localized plagues, earthquakes, floods, and storms can occur. Storms damage navies, earthquakes and floods damage buildings and kill citizens/soldiers, and localized plagues shut down trade and kill agents, generals, soldiers, and citizens.
- Embrace gunpowder technology quickly to gain a significant combat advantage.
- Prepare for population loss and trade disruption during the Black Death.
- When venturing to the New World, prioritize religious conversion to maintain public order.
- Be aware that random events can negatively impact your empire's infrastructure, military, and economy.
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