
Lead a Three Kingdoms warlord in a turn-based grand strategy simulation focused on logistics, diplomacy, officer management, and large-scale warfare.
Modeled estimate, not a reported figure. How we estimate →
About

Three Kingdoms Classic is a turn-based grand strategy game based on the historical records of the late Han dynasty and the Three Kingdoms era. Through cities, officers, diplomacy, supply lines, and battlefield commands, you will guide a faction through an age of chaos.
The front line does not move by the sword alone. Deciding which city to relieve, which officer to trust with logistics, and whether to fight or hold your ground can gradually redraw the borders of the realm. You can take command of a faction and aim for unification, or watch the wars and diplomacy of AI-controlled factions unfold in Observer Mode.
The realm did not split into three kingdoms overnight. From the Anti-Dong Zhuo Coalition and the rise of regional warlords to Guandu, the aftermath of Chibi, Liu Bei as King of Hanzhong, Wuzhang Plains, and the fall of Shu Han, each scenario offers a different balance of factions, officer deployments, front-line pressure, and historical events.

Three Kingdoms Classic represents each era with names, roles, and faction structures suited to that point in history. The same region may appear under a different name depending on the scenario, just as Yufu later became Yong’an, and Moling became Jianye.
Officers are also designed around their recorded deeds and historical roles rather than only their familiar popular images. Xiahou Dun excels as a commander who supports rear-area stability and logistics, while Zhang He shines through mobility and battlefield judgment. Historical grounding is reflected not only in background text, but also in city names, officer roles, abilities, and strategic use.
Cities on the map are more than territories to occupy. Population, gold, food, troops, public order, economy, agriculture, and logistics determine how long a war can be sustained. You must decide which cities to defend, where to gather troops, and where supplies should be sent.
If public order collapses, the risk of rebellion rises. If the front grows too long, reinforcements and supply transport take time. More important than winning the battle in front of you is whether you can still afford that victory next month.
Behind every stat sheet is a person. Officers are not judged by combat ability alone. Their roles, personalities, traits, loyalty, relationships, biographies, and achievements all influence the front.
Strategists support supply lines and schemes. Fierce warriors lead attacks and defenses. Political officers strengthen city administration and diplomacy.
You can grant offices and titles to officers who distinguish themselves, preserving their loyalty and rewarding their service. You can also consider relationships and personalities when recruiting, negotiating with prisoners, or deciding their fate. Gaining a talented officer can matter longer than winning a single battle.

Attackers and defenders each choose their commands. In sieges, field battles, set-piece engagements, gate battles, and mountain battles, walls, high ground, supply lines, weather, morale, provisions, officer personalities, and traits can all lead to different outcomes.
Fire attacks, confusion, lures, supply raids, gate defense, and retreats can become decisive moves — or costly mistakes. A larger army does not always win. Which officer you place at the front, where you hold, and when you withdraw can change the course of battle.
This time, even Ma Su may have another chance. In mountain battlefields such as Jieting, high ground, supply lines, and the commander’s judgment can alter the tide. Take Ma Su’s place on the mountain and try to overturn the result of Jieting yourself.
A direct assault is not the only path to victory. Dangerous routes such as the Ziwu Valley, Yinping Trail, Han River routes, and river crossings or mountain paths in Jiangdong can give you a chance to strike behind enemy lines. But harsh routes reduce troops and morale, and if discovered, they may be cut off. History is not already decided.

Truces, alliances, joint invasions, requests for aid, recruitment, prisoner treatment, surrender and vassalage proposals, relations with non-Han tribes, and historical events can be as important as war itself. Instead of attacking immediately, you may buy time. By persuading a capable officer, you may change the outcome of the next battle.
A good truce saves your army. A bad truce merely tells you the exact date of the next betrayal. Who you join hands with, and who you delay, can redirect the arrows on the front line.
Taking the realm is one thing. Holding it is another. A faction must manage not only territory, but also legitimacy. Offices and titles, relations with the Han court, imperial accession, abdication, and post-unification choices can all leave different endings for your campaign.
Your campaign can be reviewed through replays and historical records. The orders you gave, the deeds of your officers, and the rise and fall of factions remain as part of the record.

Multiple historical scenarios covering major periods from the late Han dynasty to the end of the Three Kingdoms era
Historical maps and data reflecting era-specific city names, faction structures, and officer deployments
Strategic systems linking domestic administration, logistics, public order, food, and troop management
Officer data based on historical records, including roles, personalities, traits, loyalty, relationships, biographies, and achievements
Turn-based battles divided into sieges, field battles, set-piece engagements, gate battles, and mountain battles
Risk-and-reward operations through difficult routes such as the Ziwu Valley and Yinping Trail
Diplomacy and personnel management, including truces, alliances, joint invasions, aid, recruitment, prisoners, and vassalage
Historical events and alternate-history settings triggered by specific conditions
Custom officers and new faction options
Observer Mode for watching AI factions develop on their own
Campaign replays and historical records
Three Kingdoms Classic values long-term judgment over quick decisions.
A single city’s food shortage can collapse a front. A single officer’s defection can shift the balance of the realm.
Write the next chapter of the age of chaos with your command.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 102 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
뭔가 심플한데 은근 빠져들고 오래하게 되는 게임이네요. 코에이 삼국지에 경종을 울릴 큰 작품이 되었으면 좋겠습니다. 이런 작품들을 즐겨하는 사람들 특징이, 작은, 사소한 고증이나 설정에도 감동을 받는 경향이 있어서, 게임성 패치도 좋지만 그런 쪽으로도 지속적인 패치가 이루어졌으면 좋겠습니다. 저는 개인적으로 신무장 만들때, 초상화 개인 이미지 허용이나 인물관계나 열전 수정도 가능했으면 좋겠습니다. 재미있는 게임 만들어 주셔서 진심으로 감사드립니다.
현재로서 UI 관련 부분에 대한 불편함이 몹시 큽니다. 1. 인재 이동 제안이 능력비중 너무 근본없이 이동합니다. 2. 장수 숫자 의존도가 너무 큽니다. 장수가 부족하면 '아무것도 하지 못하는' 상황에 빠집니다. 3. 공성 매커니즘 자체는 흥미로우나, 절대 어떤 경우에도 약자가 강자의 허를 찌르는 플레이를 불가능하게 만듭니다. 보급 부문에서 불가능한 단기결전 시스템이 발목을 잡습니다. 4. 탐색, 등용, 이동, 전출, 수송, 모든 부분에서 직접 손을 대야하고. 통치 위임을 해서 아예 정무에서 손을 떼게 만드는 원인이 됩니다. 군사 제안이 이런 부분에서도 동작해야 합니다. 5. AI가 역사대로 행동하지 않습니다.
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Languages: Korean, English, Japanese, Simplified Chinese, Traditional Chinese
Hours played at review time, across 102 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
自動保存頻度設定をOFFに設定しても初期設定(毎月)に戻ってしまう?
是不是没有道具啊 希望可以加入道具 赤兔马啊 青龙偃月刀啊
가끔 멈추는거 말고는 할만 한거 같아요
진짜 재미있네 알아서 스스로 조종도 하고 암튼 잼남
업데이트 개빠르네
이거 튜토리얼 이어하기 하고 게임도 익힐 겸 쭉 해봤는데 192년 1월에 전투 여러개 발생해서 수송도 보내고 원군도 보내서 꼬인건지는 모르겠는데 공성전 하나 마치고 아무 조작도 안되고 그냥 맵에 방치되서 강종하고 계속 다시 하는데 확인 가능할까요?
간단하고 옛생각이 나네요.
아쉬운것들 몇가지 빼곤 간단한 전투시스템에 비해 재밌습니다. 추천합니다. 0.시작할때 지도를 보고 진형선택이 가능하면 좋겠음. 너네도 다알잖아? 난이도만 표기해둘게~ 라는 느낌임. 공백지 방어력을 좀더 높여줬으면 좋겠음(동탁토벌 유장이 최종보스임) 1. 검각 옆의 파서를 대비하지않는 AI 분명히 병력을 잃는 길이라해도 너무 무방비함. 검각5만일떄 1.5~2.5만 정도의 예비병력대가 있어야할듯(엄연히전선임) 검각자체는 진짜 통곡의 벽 그 자체임ㅋㅋㅋ 뚫을수가없음. 여타 다른 삼국지 게임들은 걍 뚫으려면 뚫겠는데 얘넨 어후... 후방 병참성들이 너무 텅 비다시피 한게 아쉽습니다. A전선 B전투지원예비성 C병참/중심지로 나눠서 전선 유동성을 키워주면 좋을듯합니다.(파서같은곳은 B+ 개념. 즉 4단계 전투전선) 2. 매번 연구를 눌러야하는 시스템. 연구 담당하는 인원을 따로 교체하거나 취소(비용피드백)하지 않는 이상 자기업무이니 계속 승계되어야할듯. 불편함. 3. AI 난이도문제 A-B C 의 구도에서, A에있는 병력을 B로 몰아서 5로만들고 A가 0.5일때 C의 2.5는 A로 들박해옴. 이걸 예상해서 다음턴에 A의 후방에둔 백업병력을 A로 수송시키면서 B to C로 보낼경우 상대는 성을 비우고 나온다는 거임. "반드시 지켜야할 성" 개념이 부족함. (파생하는 3-1 문제) A<>C 단일 구도에서 C로 5만을 보내면 가끔 C에서 카운터로 4만이 날아옴.내가 먼저 전투건거라 그냥 뚫림 쌍방 진격구도일땐 도로에서 충돌하는게 좋아보임. 4. 상대병력이 전부 보임 AI야 뭐 맵핵쓰는거 다들 알고있지만 유저입장에서도 상대방의 병력배치가 당연히 이럴것이다 라는것과 눈에 전부 보여서 파서로 장수10+ 4만 들어가면 후방성5개 한꺼번에 싹쓸이가능(영안에 공성으로 발묶기) 한게 너무 눈에 보여서 아쉬울때도있었음 5. 자동병력이동 관련하여 북해먹자마자 남해에서 북해까지 병력을 보내는 안타까운 기능탓에 몇번쓰다 만 기능입니다만, 성을 먹자마자 100명이든 200명이든 일단 보내고 보는탓에 후방에 병력이 남아나질 않다보니 오히려 불편해서 중간에 켰다꺼버렸지만 사실상 유의미한 기능이 아님.(기존의 군단장 편성은 황제(왕)먹고나서 제후국 만들지않는 이상 없는 기능임) 전투피로도 자체는 낮은편이라 다중전선(동시 6개성전투)은 딱히 큰부담이 되지 않아서.... 6.아쉬운 AI 전투 시스템 여차저차 포위에 성공(포위수치29? 그쯤인듯)했다? 상대는 반드시 기습을 2번하니까 경계2번해서 병력 갈아버리고, 성문 두들기고 다시 포위 반복하면 뚫림 성문을 뚫었습니다. 봉쇄2번을할거니까 공성공격을 2번하고나면 상대방이 사격을할테니 진입을합니다.> 반복 AI 행동이 90%가 비슷하게 나오다보니 내가 위임돌리지않는이상 뭔가 아쉬운점이 확실히 보임. 더 발전할거라 믿습니다 게임은 재밌습니다.
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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