Compare Total War: THREE KINGDOMS - Eight Princes prices across trusted key stores and find the best deal. Developed by CREATIVE ASSEMBLY, Feral Interactive (Mac), Feral Interactive (Linux). Published by SEGA, Feral Interactive (Mac), Feral Interactive (Linux). Released on 5/23/2019. Available on PC. Genres: Action, Strategy. Metacritic score: 85/100.

Court politics will end more of your campaigns than any battlefield does. Superb for a hundred hours, then the late game rolls over and lets you win.

Turn 41 of my first serious campaign, I lost a war I had already won. Not on the field. My best general had spent twenty turns climbing the satisfaction ladder, a rival at court got the appointment he wanted instead, and he walked out with his retinue, three units of veteran cavalry, and a claim on two of my commanderies. The neighbouring prince I had been slowly carving up smelled it within two turns. That is the actual shape of this thing: you can win every engagement on the map and still collapse because you never opened the character screen and read the web of grudges you were quietly building. Underneath, it runs the classic two-layer structure. A turn-based campaign map where you juggle commanderies, food, public order, reforms and assignments, and real-time tactical battles where the army you built either holds its line or folds. What separates this from the rest of the series is that generals are not stat sticks. Each one carries traits, ambitions, and a guanxi network of friendships and resentments that updates constantly. Marriages, adoptions and promotions are real strategic levers with downstream costs. Slot someone into a post beneath their expectations and you pay for it eight turns later, usually at the worst moment. The battle layer leans hard on named commanders, so duels between heroes genuinely swing an engagement instead of being decoration. Sieges are the weakest of the battle types, since most of them funnel into a grinding scrum at a single wall segment once the AI commits. Here is the part I will defend at length: this is a sane first grand strategy game, despite the reputation. Campaign and battle difficulty are adjustable independently, which matters far more than people give it credit for. Drop battle difficulty to easy, leave campaign on normal, and you get to learn the economy and the diplomacy systems without your stacks evaporating while you read tooltips. The diplomacy screen is the clearest in the series about why an offer is being refused, giving you a numeric breakdown rather than a shrug, and auto-resolve is honest enough that you can skip the lopsided fights without being punished. My suggested opening for a newcomer: take a faction with a simple economy, annex roughly one commandery every five turns, and never declare on anyone with more than double your military strength until you hold two full stacks and a positive food balance. That is the entire build order. Everything past it is learnable at the table. The problems are real and they arrive late. Once you hold about a third of the map, the campaign stops pushing back. Income compounds, your character pool gets deep enough that court management solves itself, and the surviving factions rarely coordinate against the obvious threat sitting on their border. Snowballing is not unique to this game, but it stings more here because the mid-game, call it turns 40 through 130, is genuinely excellent by comparison. The diplomacy AI is inconsistent about coalitions too, and you will eventually watch a faction accept vassalage from someone it had every reason to fight to the last man. Big battles can wobble on older hardware, and late-campaign turn times grow the way they always do in this genre. Two things extend the shelf life well past that. Campaign co-op is properly supported, online and over LAN, and sharing a campaign with someone who plays the political layer differently from you is the best version of the game on offer. The mod scene is also broad and well established, with overhaul packs that rebalance the snowball, rework rosters, and stretch the timeline if the base pacing stops holding you. Steam sentiment is very positive across more than ninety thousand reviews and critic scores landed in the mid-eighties, which tracks with what I found: an outstanding first two thirds and a soft finish that mods largely patch over. If your idea of a good evening is a map, a ledger, and a court full of talented people who quietly resent each other, budget a hundred hours before the cracks show and count on the workshop for what comes after. Diego, Scout Team

Total War: THREE KINGDOMS - Eight Princes

Total War: THREE KINGDOMS - Eight Princes

May 23, 2019CREATIVE ASSEMBLY, Feral Interactive (Mac), Feral Interactive (Linux)SEGA, Feral Interactive (Mac), Feral Interactive (Linux)
GamerScout Says

Court politics will end more of your campaigns than any battlefield does. Superb for a hundred hours, then the late game rolls over and lets you win.

PC
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€8.09-10%
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GamerScout Verdict

For map-painters who want their generals to have opinions, and who can live with a late game that stops fighting back.

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About Total War: THREE KINGDOMS - Eight Princes

Turn 41 of my first serious campaign, I lost a war I had already won. Not on the field. My best general had spent twenty turns climbing the satisfaction ladder, a rival at court got the appointment he wanted instead, and he walked out with his retinue, three units of veteran cavalry, and a claim on two of my commanderies. The neighbouring prince I had been slowly carving up smelled it within two turns. That is the actual shape of this thing: you can win every engagement on the map and still collapse because you never opened the character screen and read the web of grudges you were quietly building. Underneath, it runs the classic two-layer structure. A turn-based campaign map where you juggle commanderies, food, public order, reforms and assignments, and real-time tactical battles where the army you built either holds its line or folds. What separates this from the rest of the series is that generals are not stat sticks. Each one carries traits, ambitions, and a guanxi network of friendships and resentments that updates constantly. Marriages, adoptions and promotions are real strategic levers with downstream costs. Slot someone into a post beneath their expectations and you pay for it eight turns later, usually at the worst moment. The battle layer leans hard on named commanders, so duels between heroes genuinely swing an engagement instead of being decoration. Sieges are the weakest of the battle types, since most of them funnel into a grinding scrum at a single wall segment once the AI commits. Here is the part I will defend at length: this is a sane first grand strategy game, despite the reputation. Campaign and battle difficulty are adjustable independently, which matters far more than people give it credit for. Drop battle difficulty to easy, leave campaign on normal, and you get to learn the economy and the diplomacy systems without your stacks evaporating while you read tooltips. The diplomacy screen is the clearest in the series about why an offer is being refused, giving you a numeric breakdown rather than a shrug, and auto-resolve is honest enough that you can skip the lopsided fights without being punished. My suggested opening for a newcomer: take a faction with a simple economy, annex roughly one commandery every five turns, and never declare on anyone with more than double your military strength until you hold two full stacks and a positive food balance. That is the entire build order. Everything past it is learnable at the table. The problems are real and they arrive late. Once you hold about a third of the map, the campaign stops pushing back. Income compounds, your character pool gets deep enough that court management solves itself, and the surviving factions rarely coordinate against the obvious threat sitting on their border. Snowballing is not unique to this game, but it stings more here because the mid-game, call it turns 40 through 130, is genuinely excellent by comparison. The diplomacy AI is inconsistent about coalitions too, and you will eventually watch a faction accept vassalage from someone it had every reason to fight to the last man. Big battles can wobble on older hardware, and late-campaign turn times grow the way they always do in this genre. Two things extend the shelf life well past that. Campaign co-op is properly supported, online and over LAN, and sharing a campaign with someone who plays the political layer differently from you is the best version of the game on offer. The mod scene is also broad and well established, with overhaul packs that rebalance the snowball, rework rosters, and stretch the timeline if the base pacing stops holding you. Steam sentiment is very positive across more than ninety thousand reviews and critic scores landed in the mid-eighties, which tracks with what I found: an outstanding first two thirds and a soft finish that mods largely patch over. If your idea of a good evening is a map, a ledger, and a court full of talented people who quietly resent each other, budget a hundred hours before the cracks show and count on the workshop for what comes after.

Diego
Diego · Scout Team

Strategy & simulation

Tags

auto-admittedGuanxi DiplomacyTurn-Based Empire BuildingReal-Time Tactical BattlesCharacter-Driven PoliticsAncient ChinaCo-op CampaignLate-Game SnowballSiege WarfareMod SupportAdjustable DifficultyGeneral Loyalty ManagementHero DuelsDynastic MarriageTwo-Layer CampaignGrand Strategy Entry PointAuto-Resolve FriendlyFaction AsymmetryLong Turn TimesWorkshop Overhauls

System Requirements

Minimum

Processor
Intel Core 2 Duo 3.00Ghz
Memory
4 GB RAM
Graphics
GTX 650 Ti 1GB|HD 7850 1GB|Intel UHD Graphics 620
DirectX
Version 11
Storage
60 GB available space Additional Notes…

Recommended

OS
Windows 10 64 Bit
Processor
Intel i5-6600 | Ryzen 5 2600X
Memory
8 GB RAM
Graphics
GTX 970 | R9 Fury X 4GB VRAM
DirectX
Version 11
Storage
60 GB available space

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Reviews & Ratings

Metacritic
85
Steam
82%(93,618)

Game Info

Developer
CREATIVE ASSEMBLY, Feral Interactive (Mac), Feral Interactive (Linux)
Publisher
SEGA, Feral Interactive (Mac), Feral Interactive (Linux)
Release Date
May 23, 2019

Features

Single-playerMultiplayerPvPOnline PvPLAN PvPCo-opOnline Co OpLAN Co Op+12 more

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Frequently asked questions about Total War: THREE KINGDOMS - Eight Princes

How much does Total War: THREE KINGDOMS - Eight Princes cost?

As of 3 September 2026, the cheapest in-stock offer for Total War: THREE KINGDOMS - Eight Princes is €8.09 at Fanatical, out of 2 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Total War: THREE KINGDOMS - Eight Princes cheapest?

The lowest in-stock price we track for Total War: THREE KINGDOMS - Eight Princes is €8.09 at Fanatical (3 September 2026). We compare 2 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Total War: THREE KINGDOMS - Eight Princes available on?

Total War: THREE KINGDOMS - Eight Princes is available on PC.

When was Total War: THREE KINGDOMS - Eight Princes released?

Total War: THREE KINGDOMS - Eight Princes was released on 23 May 2019.

Who developed Total War: THREE KINGDOMS - Eight Princes?

Total War: THREE KINGDOMS - Eight Princes was developed by CREATIVE ASSEMBLY, Feral Interactive (Mac), Feral Interactive (Linux) and published by SEGA, Feral Interactive (Mac), Feral Interactive (Linux).

Is Total War: THREE KINGDOMS - Eight Princes worth buying?

Total War: THREE KINGDOMS - Eight Princes holds a Metacritic score of 85/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.