Total War: Medieval III Reveal at The Game Awards
“`html
Dream Total War: A Hypothetical Setting
Geoff Keighley’s shows consistently spark excitement for upcoming games, and often get fans dreaming about what *could* be. Considering the breadth of the Total War series, imagining a dream setting is a fun exercise. My ideal Total War game would be set in the tumultuous era of the Warring States period in ancient China (roughly 475-221 BCE).
Why the Warring States Period?
The Warring States period is a perfect fit for the Total War formula for several reasons. First,it was a time of intense political maneuvering,shifting alliances,and constant warfare between seven major states – Qin,Zhao,Wei,Han,Yan,Chu,and Qi – all vying for supremacy.This provides a naturally fractured political landscape ideal for the series’ grand strategy elements. Second, the period saw critically important military innovation, including the advancement of advanced siege weaponry, cavalry tactics, and standardized military organization.the cultural diversity of the states, each with its own unique traditions and philosophies, would translate into distinct unit rosters and gameplay styles.
Unlike many periods already covered by Total War (Rome, medieval Europe, feudal Japan), the Warring States period is relatively unexplored in mainstream strategy gaming. This offers a chance for Creative Assembly to deliver a fresh and engaging experience.
Gameplay Mechanics & Faction Diversity
The core Total War gameplay loop – campaign map strategy and real-time battles – would remain, but with several key additions tailored to the setting:
- Legalism vs.Confucianism: A dynamic system where a faction’s governing beliefs (leaning towards the strict laws of Legalism or the ethical teachings of Confucianism) impacts everything from public order and economic growth to unit morale and diplomatic relations.
- The Mandate of Heaven: A mechanic representing the legitimacy of a ruler. prosperous campaigns and virtuous governance increase the Mandate, providing bonuses. Defeats and tyranny erode it, leading to rebellions and instability.
- Great Walls & Fortifications: The construction and defense of massive fortifications, like the early iterations of the Great Wall, would be a central strategic element.
- Unique Unit Rosters: Each state would boast a distinct military force. The Qin, known for their disciplined infantry and centralized command, would excel in direct confrontation. Zhao, with its powerful cavalry, would favor flanking maneuvers. Chu, controlling vast territories, would rely on large numbers and riverine warfare.
Here’s a simplified table illustrating potential faction strengths:
| Faction | Strengths | Weaknesses |
|---|---|---|
| Qin | Disciplined Infantry, Strong Economy, Centralized Control | Limited Cavalry, Diplomatic Isolation |
| Zhao | Powerful Cavalry, Skilled Archers, Defensive Fortifications | small Population, Vulnerable Economy |
| Chu | Large Armies, Riverine Warfare, Resourceful | Poorly Trained Troops, Internal Divisions |
Battles & Unit Variety
Battles would be visually stunning, showcasing the scale and brutality of ancient Chinese warfare. Unit variety would be extensive, including:
- Infantry: