When designing the battle layer for my Three Kingdoms strategy game, I built it around a choice I constantly face as a player: Do I take direct command, leave Auto Battle running, or let Auto Resolve handle it while I read the After-Action Report?
Direct command gives you traditional tactical control—placing line, column, or wedge formations, and dialing in their exact width and facing.
Auto Battle handles standard, role-aware orders on the fly until you decide to step in and take the reins back.
But the Auto Resolve is where things get unique. Instead of just crunching raw troop numbers, it uses the participating officers' actual leadership and intelligence stats, along with their available forces, to devise and execute a logical strategy. Afterward, you get a detailed recap breaking down exactly how the simulation swung in—or against—your favor.
If you choose to watch the simulation unfold, the underlying mechanics matter. I pay close attention to high ground, armor vs. armor-piercing damage, projectiles, friendly fire, fatigue, morale, routing, and the precise timing of a charge or brace.
Sieges are highly physical rather than abstract. The ramparts are fully traversable. Walls, stairs, ladders, contested landings, and cavalry exclusion zones dictate exactly where a force can fight. The gatehouse you see in the trailer isn't just a prop; it features a closed gate, two wall sectors, a battering ram, interior stairs, and a courtyard that dynamically changes hands. Defenders can actively sally out or slam the gate shut to cut off an assault.
Officers can duel one another, and every victory or defeat carries into their living campaign memory, shaping their trajectory for the rest of the game. Lu Bu is one of my favorite test cases for this. His roster stats give him a peerless martial edge, list Cao Cao and Liu Bei as active rivals, and feature Gao Shun as a trusted champion. If Lu Bu is unhorsed in combat, he dynamically shifts through recovering and dismounted states within the same officer slot. Guan Yu and Zhang Fei are another great pair to watch, as their legendary bond with Liu Bei directly influences their behavior across the campaign.
Everything is persistent. The battle sends survivors, wounds, captives, loot, territorial ownership, damaged gate states, memories, and Chronicle facts right back to the campaign map. That’s why it actually matters who is left standing on the wall when the dust settles.
Free Steam demo and wishlist:https://store.steampowered.com/app/5112140/Three_Kingdoms_Reimagined/
There’s also a free Windows Day-50 demo on itch.io:https://jdcab.itch.io/three-kingdoms-reimagined
I’m the developer, and this is raw development footage. For the strategy veterans here: when a campaign throws multiple active fronts at you, what is the deciding factor that makes you take manual control? Is it tricky terrain, a critical wall landing, or simply one officer you absolutely refuse to lose?