Dragon Throne: Battle of Red Cliffs
(as บัลลังก์มังกร: ศึกผาแดง)
ดราก้อน ธรอน: แบทเทิล ออฟ เรด คลิฟส์
ภาษาไทย |
English
บทสรุปเกม
WALKTHROUGH
The management system in Dragon Throne: Battle of Red Cliffs
Dragon Throne: Battle of Red Cliffs
The management system in Dragon Throne: Battle of Red Cliffs is deeper and more complex than typical RTS games, focusing on simulating empire-building while balancing economy, interpersonal relations, and military strategy in a broader context:
1. Human Resource Management
The core of management is linking civilians and soldiers:
- Profession-Transference: Laborers can be trained as sergeants and then returned to civilian work. This system reflects historical policies, allowing players flexibility to boost resource production in peacetime or mobilize troops quickly during war.
- Automated Labor: Idle workers automatically assist nearby fields and replant crops, reducing micromanagement.
2. Economic & Fiscal Management
Unlike similar games that focus solely on raw resource extraction:
- Taxation: Gold comes from collecting taxes from houses, not mining. Players must balance tax rates with citizen happiness to prevent population decline or revolts.
- Supply Chain: Resources are divided into natural resources (wood, iron, rice, meat) and processed goods (food, wine), crucial for military stability.
3. Officer & Title Management
Officers are not just strong units but vital to governance:
- Loyalty: Manage loyalty by giving rewards and assigning official titles, such as security or science officers, to enhance building efficiency. Low loyalty may cause officers to defect or surrender to enemies.
- Passive Regen: Officers reaching level 9 gain automatic HP regeneration; levels 1–8 do not have this ability.
4. Military Logistics
Management extends from cities to battlefields:
- Strength & Morale: Soldiers require food and wine to maintain strength and morale.
- Supply Wagons: Long-distance battles on the regional map require supply wagons; lacking logistics reduces combat efficiency, adding realism rarely seen in RTS games of the era.
5. Multi-map System
The game separates City Map from Regional Map, allowing players to focus on city infrastructure and research (over 100 technologies) while simultaneously managing macro-level military strategy and cutting enemy supply lines.
Overall, the management system is designed to create a "Three Kingdoms strategy simulator" experience, requiring players to think like actual rulers rather than just battlefield commanders.
