To build massive armies, leaders will need income and food, assets that can be provided by building markets and farms, respectively. These points fuel the abilities and tasks by which the player can wrest control over the chaotic and deadly menagerie of numerals. To battle this never-ending cycle of resource generation/degradation, each city under the player's control is allotted a number of action points at the beginning of the turn. In turn, Order dictates how effective all interactions within a town will be, and it affects the maximum revenue a town can generate. Recruiting new troops, for instance, reduces a city's Order. Complicating matters further, several of these resources are intricately interwoven and most often inversely related. To accomplish this lofty goal, the player is tasked with monitoring and managing a grocery list of resources and stats, each critical for the success of the kingdom. The player steps into the shoes of any of a number of generals bent on a slow, methodical domination of China. Romance of the Three Kingdoms XI presents a hefty variety of campaigns to play, each set during a different conflict of the period. With such a severe and punitive learning curve, though, it isn't likely to offer much to the entry-level armchair strategist. Romance of the Three Kingdoms XI is no different in this respect, and it's sure to attract the same crowd that its previous 10 incarnations have drawn. Set in a fascinating revisionist version of Chinese history, the games have consistently provided a methodical, meticulous experience that defies the pace of their quicker RTS cousins. The Romance of the Three Kingdoms series is well-known among hardcore turn-based strategy fans as one of the pinnacle examples of the genre.
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