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Three Kingdoms Mods

Solo Projects

Improved Skill Trees

This by far my most popular mod. I have players regularly tell me its impossible to play without, an opinion I share.

This mod adds a clear sense of progression for different character roles and makes each of the character sub types more unique. It is designed in accordance to the 5 element system in a way the vanilla tree's are not.


It has been extended and credited by multiple modders to use for other popular overhauls.

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I wrote a detailed design doc for this mod you can check it out below

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Dynamic Wuxing

    Adds many more effects to the 5 WuXing stats, which makes character building dramatically more unique.

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   These modifiers are layered heavier along the way to make characters with varied stats perform differently. The bonuses come with malice as well, which is my favorite part of this mod, and something I always try to incorporate with my designs. Your high instinct character might be better at campaign movement and detecting ambushes, your high cunning character will be better used for setting ambushes and boosting your entire armies ranged damage output, while your high authority character will boost your entire forces morale, and reduce retinue upkeep costs.


    Combined with my advisor mod every choice you make for how you use your characters is accentuated 10 fold. Another change I can't play without.

Commanding Skills

   Adds a subtle bonus to the army based on the commanders WuXing stats. This adds nice bit of uniqueness to each battle another layer of strategy from both the players approach and as a response to the AIs approach.It also helps make your commanders with high stats in multiple areas like Guan Yu really stand out as a commander. A choice that feels very impactful to the player.

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Capture Chance On Faction Destroy

      Highly requested and innovated script mod that allows the player to capture the officers of factions they defeat. Much aligned to the expected nature of players familiar with the Koei games.


    The mod that forced me to learn lua. 

Improved Food Tiers

    Makes the food and reserve system more dynamic, adding more layered bonuses and malice's along the way.
    

      This mod helps food make more of a difference- as I've noticed dramatic abundances and droughts really did not matter, I've watched others, as well as personally gone entire games with way more food than I knew what to do with, now trading it all away might not be as big of a payoff.


     High and low reserves now affect siege effectiveness, and morale which helps make the underutilized granary much more useful.

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   The key change here unlocks faction wide effects to all minister seats, and changes the prime minister slot to advisor- in which the player can unlock more of through my skill tree mod, or reforms. 


    What this enables is a dramatic change to your campaign, combined with my skill tree mod, and dynamic wu xing- each character is now drastically different than every other. Who you appoint to your court now matters alot more on their stats, then the court bonus itself (lowered), for example appointing a bunch of high cunning characters will dramatically improve your income, but their low instinct will decrease your military performance another example is appointing a high authority character will greatly improve satisfaction but if their expertise is low will increase construction time faction wide. 


    This really allows the player to min/max and put a lot more choice and weight to court building. As you can imagine all of these bonuses can quickly make the game way too easy since the players ability to min/max out does the AIs. This is something I solved and I'm quite proud of as I've managed to eloquently balance this through many different tweaks to costs etc. 
    

     The AI also comes out on top, raising their aggression levels and applying different bonuses to different AI factions-allowing them to perform much better and more true to their nature
    This mod also fixes some gameplay issues present since launch such as Sun Jian's rapid expansion of the south- adding extra construction time to AI Sun Jian now slows this expansion. Another example of a fix is adding a corruption modifier to low/high public order- which helps solve an exploit of farming the non threatening rebel stacks, and adds logical immersion to your performance as a ruler.


      I think of this mod as the key to the synergy between all my mods and is so underrated probably because it just does too much, and mods that make the game harder aren't very popular among the masses.  
   

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Satisfaction

   A revamp that does everything possible to make satisfaction more difficult to manage but also more logical.


     This comes in the form of tweaked modifiers, adding new bonuses to relations in armies, changes to the faction council missions, changes to vanilla character events based on traits, new events for ministers that are not getting along, and next update I've scripted an entirely new modifier based off personality traits that adds a desire to command an army.

Technologies

Technologies makes some logical tweaks and adds satisfaction bonuses and penalties to the han reform system based on the WuXing system. If you issue a lot of fire reforms you're likely to please your vanguards but upset your strategists, likewise authority upsets champions characters but pleases commanders.


This also adds some logical tweaks to certain nodes making some more viable options - like "permission to forage" now adds +1 food which becomes a tempting early game reform where players are likely to have tight food levels, this adds just one more crucial choice available to the player.


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GuanXi Events

    I'm really proud of this one, its a highly innovative event mod driven by the assignment system. Allows player to interact/build relationships with/ and hire characters outside of the players faction. 


Anyone who's a fan of ROTK really appreciates this mod.

Governors

     (Unreleased) Another lua script mod thats cleverly gets around the limitations of the vanilla event system, allowing the governors (player/ai) to trigger different events based on their personality traits.
    

    Had to write my own tool to help generate 2000+ cloned events to make this work properly due to target limitations in the db.

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Improved Buildings

 Made Buildings more dynamic, some come with logical malice's, such as commerce line adding a small increase to corruption, others are slightly more aesthetic yet functional like the forks in the garrison chain now add different troops which upgrade per level, instead of the same blanketed line for a stationed garrison vs a patrol barracks.
   

    These changes help add more choices to the players, most players I know complain about the building chain being very static.In vanilla theres some you always build, and some you never build, this helps close that gap dramatically.

Minor Tweaks

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Encampment Fix adds a modifier to replenishment rate and reinforcement range when encamped.

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 Fervour Ends was a much needed fix that was later adapted into the base game. 

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Home Region Movement is a gameplay change that has dramatic impact on the campaign feel. By adding a bonus to movement in home regions the player has a much less annoying campaign chasing wandering AI armies, and embeds a logical feeling of knowing your own terrain. This helps move armies across your regions for late game mechanics and applies to the AI as well which seems to help the AI perform better. An added bonus of fairness is added to the players logistics.

 Supplies is a simple logical tweak that makes supply levels affect the level of available ammunition. And if full-provides +1 barricade.

Improved Assignments

    Improved Assignments adds logical counters to some of the assignments. I felt for a strategy game that the assignment system was pulling bennies out of thin air. A deep strategy game like this needs some counter balances to offset the player actions.

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     For example I changed the assignment "Conscription" which increases local replenishment rate to provide a drop in population growth, this specific change was adopted into vanilla sometime later on.


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Dynamic Armies

  A lua script mod that applies supply and movement range modifiers based on army size. 

   This was a challenge to approach. There's really nothing in the db files to support detection of army size. I wanted to make this for a long time, but it wasn't till I learned lua scripting that I was able to design this.

Effect Population

    At launch population only added a bonus to income to peasantry. This didn't sit right with me, so originally added a bonus to all income from population, this was later adopted into the vanilla game so now this mod adds back a lesser peasantry bonus on top. It seems only logical population would drive other income sources, but drive peasantry the most.

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