Difference between revisions of "Qi"
(→Initial Dilemma) |
m (Zoner16 moved page The Kong Clan of Beihai to Qi: Renaming for clarity and consistency with game display) |
||
(One intermediate revision by one other user not shown) | |||
Line 28: | Line 28: | ||
# Do you send that officer off to seek outside aid? | # Do you send that officer off to seek outside aid? | ||
# Or bring that hero into your faction to help repel the rebels? | # Or bring that hero into your faction to help repel the rebels? | ||
+ | {{TW3K}} | ||
[[Category: TW3K Factions]] | [[Category: TW3K Factions]] |
Latest revision as of 11:09, 14 October 2019
Qi | |
---|---|
Name: | The Kong Clan of Beihai |
From Game: | Total War: Three Kingdoms |
Culture: | Han |
Playable: | Yes |
The Kong Clan of Beihai is one of the playable factions in Total War: Three Kingdoms. It is one of the 11 immediately playable in the base game, with no achievement or DLC requirements.
Contents
Historical Background
Start Position
The Kong Clan starts in Beihai Commandery. It's starting leader is Kong Rong.
Unique Mechanic
Trade Influence Boosters - The Kong Clan can boost its trade influence by maintaining high population and using a unique Diplomatic deal.
Unique Units
- Thunder of Jian'an
- Fury of Beihai
Initial Dilemma
The Kong Clan's first mission is to secure and defend Qing Province from the Yellow Turbans. Beset upon all sides by Yellow Turbans, a great warrior might offer his services.
- Do you send that officer off to seek outside aid?
- Or bring that hero into your faction to help repel the rebels?
Total War: Three Kingdoms - Yellow Turban Rebellion | |
---|---|
The Yellow Turbans of Runan | The Yellow Turbans of Yan | The Yellow Turbans of The West | |
On the forum: Three Kingdoms Discussion | Three Kingdoms Review | Three Kingdoms Mods | Mod Workshop |