Compara los precios de ROMANCE OF THE THREE KINGDOMS XIV en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por KOEI TECMO GAMES CO., LTD.. Publicado por KOEI TECMO GAMES CO., LTD.. Lanzado el 15/1/2020. Disponible en PC. Géneros: Simulation.

Koei's fourteenth crack at the Three Kingdoms saga is the most accessible entry in the series, yet it trades away the franchise's historic depth to get there - a deal that will thrill newcomers and frustrate veterans in equal measure.

I keep a mental checklist for grand strategy games: depth of the administration layer, quality of the AI opponent, whether the combat gives you meaningful agency, and how punishing the opening hour is for someone without a franchise PhD. Romance of the Three Kingdoms XIV scores decently on the first point, stumbles on the second and third, and surprisingly passes the fourth. That split result is basically the whole story. The structure borrows the best idea from entries IX and XI - a single continuous map of ancient China where domestic administration, troop movements, and territorial combat all coexist in one view. No switching between city screens and a separate battle map. The roughly 46 cities and 340 surrounding regions are colour-coded by controlling faction, and watching those colours shift as your forces push outward gives the campaign a satisfying visual rhythm. You start each scenario by picking a ruler - Cao Cao if you prefer governance and political leverage, someone like Liu Bei if you want an underdog arc against long odds - and the internal administration screen, laid out as a personnel chart, lets you slot over 1,000 unique officers into roles that unlock commands and passive effects. Getting that organisation right is the strongest decision space in the game. The officer trait system, with more than 150 distinct traits covering battlefield roles and administrative bonuses, rewards players who actually read the tooltips. For newcomers worried about the series' historically impenetrable menus: the tutorial is narrative-driven and takes roughly an hour to clear. The UI has been genuinely streamlined compared to earlier entries in the franchise. The catch - and this is a real catch - is that the first turn can still feel like you have been handed a running engine mid-flight. You immediately have cities to govern, generals to assign, diplomacy queues to process, and supply lines to consider. The opening density is the opposite of how most strategy games ease you in. Push through it, and the mid-game flow becomes considerably smoother as your empire develops momentum. The problems start in earnest once the armies march. Combat resolves on the same hexagonal map grid using officer-led formations, and you choose formation type (which affects unit stats and whether siege equipment is deployed) before sending your force off. From that point, your direct influence over the outcome is thin. The AI handles execution, abilities fire automatically, and what you mostly see is numbers appearing over unit stacks. Veterans of the series expecting to out-think an opponent through tactical positioning will find little to grip. The diplomatic layer is similarly shallow - alliances are useful for protecting a flank temporarily, but nuanced negotiation is largely absent. The AI running both your enemies and your own delegated governors has been widely criticised as inconsistent, capable enough to pressure you at times, but prone to passive or illogical behaviour when left unsupervised. Several critics at launch also noted bugs, including at least one game-breaking issue, alongside a PC port that shipped with a 30fps cap and required manual GPU workarounds. Patches have addressed some of this, but the technical roughness around launch was a genuine mark against the release. The honest framing for this game is that it sits in a contested market segment. Total War: Three Kingdoms covers similar historical ground with far more satisfying tactical battle resolution. Paradox-style grand strategy scratches a deeper systemic itch. What ROTK XIV offers that neither of those does is Koei's 35-year-old understanding of the Three Kingdoms character roster - the officer artwork, the historically grounded scenario writing, and the specific fantasy of building a court around legendary strategists and generals. If that specific flavour is what you are after, particularly if you have already spent hundreds of hours in Total War's take on the period, this game has a real, if narrow, lane. If you are a series newcomer looking for your first grand strategy experience in ancient China, the streamlined entry point is genuinely useful, but be aware that the depth ceiling is lower than you might expect from the runtime the game can generate. Diego, Scout Team

ROMANCE OF THE THREE KINGDOMS XIV

ROMANCE OF THE THREE KINGDOMS XIV

15 ene 2020KOEI TECMO GAMES CO., LTD.
GamerScout opina

Koei's fourteenth crack at the Three Kingdoms saga is the most accessible entry in the series, yet it trades away the franchise's historic depth to get there - a deal that will thrill newcomers and frustrate veterans in equal measure.

PC
Steam Deck UnsupportedProtonDB Silver
Mejor precio disponible
32,20 €-46%
en Eneba
Mínimo registrado: 31,49 €
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Veredicto de GamerScout

Best for Koei series veterans and Three Kingdoms lore fans willing to accept shallow combat in exchange for the deepest officer roster in the franchise.

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Historial de precios

Mínimo registrado
31,49 €23 jun 2026
Mejor precio actual
32,20 €
Tiendas de claves
31,24 €32,11 €32,99 €33,86 €8 Jun25 Jun12 Jul29 Jul15 Aug
8 jun — 15 ago
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Acerca de ROMANCE OF THE THREE KINGDOMS XIV

I keep a mental checklist for grand strategy games: depth of the administration layer, quality of the AI opponent, whether the combat gives you meaningful agency, and how punishing the opening hour is for someone without a franchise PhD. Romance of the Three Kingdoms XIV scores decently on the first point, stumbles on the second and third, and surprisingly passes the fourth. That split result is basically the whole story. The structure borrows the best idea from entries IX and XI - a single continuous map of ancient China where domestic administration, troop movements, and territorial combat all coexist in one view. No switching between city screens and a separate battle map. The roughly 46 cities and 340 surrounding regions are colour-coded by controlling faction, and watching those colours shift as your forces push outward gives the campaign a satisfying visual rhythm. You start each scenario by picking a ruler - Cao Cao if you prefer governance and political leverage, someone like Liu Bei if you want an underdog arc against long odds - and the internal administration screen, laid out as a personnel chart, lets you slot over 1,000 unique officers into roles that unlock commands and passive effects. Getting that organisation right is the strongest decision space in the game. The officer trait system, with more than 150 distinct traits covering battlefield roles and administrative bonuses, rewards players who actually read the tooltips. For newcomers worried about the series' historically impenetrable menus: the tutorial is narrative-driven and takes roughly an hour to clear. The UI has been genuinely streamlined compared to earlier entries in the franchise. The catch - and this is a real catch - is that the first turn can still feel like you have been handed a running engine mid-flight. You immediately have cities to govern, generals to assign, diplomacy queues to process, and supply lines to consider. The opening density is the opposite of how most strategy games ease you in. Push through it, and the mid-game flow becomes considerably smoother as your empire develops momentum. The problems start in earnest once the armies march. Combat resolves on the same hexagonal map grid using officer-led formations, and you choose formation type (which affects unit stats and whether siege equipment is deployed) before sending your force off. From that point, your direct influence over the outcome is thin. The AI handles execution, abilities fire automatically, and what you mostly see is numbers appearing over unit stacks. Veterans of the series expecting to out-think an opponent through tactical positioning will find little to grip. The diplomatic layer is similarly shallow - alliances are useful for protecting a flank temporarily, but nuanced negotiation is largely absent. The AI running both your enemies and your own delegated governors has been widely criticised as inconsistent, capable enough to pressure you at times, but prone to passive or illogical behaviour when left unsupervised. Several critics at launch also noted bugs, including at least one game-breaking issue, alongside a PC port that shipped with a 30fps cap and required manual GPU workarounds. Patches have addressed some of this, but the technical roughness around launch was a genuine mark against the release. The honest framing for this game is that it sits in a contested market segment. Total War: Three Kingdoms covers similar historical ground with far more satisfying tactical battle resolution. Paradox-style grand strategy scratches a deeper systemic itch. What ROTK XIV offers that neither of those does is Koei's 35-year-old understanding of the Three Kingdoms character roster - the officer artwork, the historically grounded scenario writing, and the specific fantasy of building a court around legendary strategists and generals. If that specific flavour is what you are after, particularly if you have already spent hundreds of hours in Total War's take on the period, this game has a real, if narrow, lane. If you are a series newcomer looking for your first grand strategy experience in ancient China, the streamlined entry point is genuinely useful, but be aware that the depth ceiling is lower than you might expect from the runtime the game can generate.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:aaaHex-Grid StrategyOfficer ManagementSingle-Map CampaignAuto-Resolve CombatWarlord SimulationHistorical ScenariosAdministration LayerFaction SelectionChina Setting

Requisitos del sistema

Mínimos

OS
Windows® 10, 64bit
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
20 GB available space
Graphics
NVIDIA GeForce GTX660
Processor
Intel Core i3-3220 (3.0GHz or over)
Sound Card
16 bit stereo, 48KHz WAVE file can be played

Recomendados

OS
Windows® 10, 64bit
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
20 GB available space
Graphics
NVIDIA GeForce GTX 1060 6GB
Processor
Intel Core i7-3770 (3.0GHz or over)
Sound Card
16bit 5.1ch Surround, 48KHz WAVE file can be played

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Información del juego

Desarrolladora
KOEI TECMO GAMES CO., LTD.
Distribuidora
KOEI TECMO GAMES CO., LTD.
Fecha de lanzamiento
15 ene 2020

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A 15 de agosto de 2026, la oferta más barata disponible de ROMANCE OF THE THREE KINGDOMS XIV es €32.20 en Eneba, de entre 4 ofertas activas que seguimos en tiendas de claves verificadas. Los precios cambian a diario — la tabla de esta página se actualiza continuamente.

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El precio más bajo disponible que seguimos para ROMANCE OF THE THREE KINGDOMS XIV es €32.20 en Eneba (15 de agosto de 2026). Comparamos 4 ofertas activas de tiendas de claves verificadas — la tabla completa con cada tienda y su puntuación de confianza está en esta página.

¿En qué plataformas está disponible ROMANCE OF THE THREE KINGDOMS XIV?

ROMANCE OF THE THREE KINGDOMS XIV está disponible en PC.

¿Cuándo se lanzó ROMANCE OF THE THREE KINGDOMS XIV?

ROMANCE OF THE THREE KINGDOMS XIV se lanzó el 15 de enero de 2020.

¿Quién desarrolló ROMANCE OF THE THREE KINGDOMS XIV?

ROMANCE OF THE THREE KINGDOMS XIV fue desarrollado por KOEI TECMO GAMES CO., LTD..