v0.7.0 — The Realm Moves Again
Hello,
this is Project Dragon, developer of Three Kingdoms Born.
v0.7.0 is the largest update the game has received so far.
The map and nearly every screen have been rebuilt around a unified visual design, while diplomacy, intelligence, city management, officer growth, battles, and AI have all been extensively reworked.
Two new playable rulers, Liu Zhang and Ma Teng, have also been added, each with their own path through the struggle for the realm.
Existing v0.6.1 save files can continue into v0.7.0.
1. New Map & Complete UI/UX Overhaul

Main Map
The main campaign map has been completely redesigned.
The map now changes with spring, summer, autumn, and winter. Faction territory spreads naturally around controlled cities, while castle roofs and banners display faction colors. The size of each castle also reflects the scale of the city.
Travel routes are displayed between cities, and markers along each road show how many months a march will take.
Armies marching to attack are shown with red arrows, while regular troop movements use blue arrows. If you have enough intelligence on an army, you can also see its commander, troop strength, and expected arrival time.
During major conflicts such as Guandu, Red Cliffs, and the War Against the Hegemon, the map changes to reflect the opposing camps.


Main Menu & Ruler Selection
The main menu, ruler selection, and save/load screens have also been redesigned.
The ruler selection screen now shows the starting situation, troops, officers, and cities at a glance. Once a ruler is chosen, their story begins with a full illustrated scene rather than a simple wall of text.

Monthly Report
The monthly report has been redesigned to resemble a newspaper front page.
The most important event of the month appears as the headline, while other news is divided into Our Faction · Borderlands · Realm, making it much easier to understand what happened during the month.



A Unified Interface
Dialogue scenes, decisions, officer information, command screens, sortie preparation, war councils, and battles have all been rebuilt using the same visual language.

Commands are now divided into two layers: City Commands and Faction Commands.
City Commands cover development, recruitment, training, facilities, searches, and other local actions.
Faction Commands cover diplomacy, personnel, stratagems, the Black Market, and Military Reforms.
All command screens now follow the same layout.
2. Diplomacy — Read Your Opponent and Negotiate

Diplomacy is no longer a matter of pressing a button and waiting for an answer.
It now follows three steps:
Audience → Envoy Selection → Negotiation
When meeting another ruler, you can see not only your current relationship, but also why they view you positively or negatively, recent events that changed the relationship, their current concerns, and existing agreements.
After choosing an envoy, you can propose gifts, non-aggression pacts, alliances, joint attacks, reinforcement requests, threats, or surrender.
You can also see the actual negotiation value for each proposal.
The envoy's abilities, the opposing ruler's personality, your reputation, shared enemies, and other factors all influence the result.
If your offer falls only slightly short, the other ruler may respond with a condition instead of simply rejecting you.
“Provide us with provisions, and I will accept.”
Allies can also be asked to launch a joint attack against a specific faction. Once such an agreement is made, both sides are expected to actually move their armies.
AI factions also negotiate among themselves, making peace, signing non-aggression pacts and alliances, and sometimes betraying one another.
3. Intelligence & Stratagems

Every city now has an Intelligence Level.
If your intelligence is poor, you will not know the exact troop strength or internal condition of an enemy city.
Sending spies increases your intelligence level and gradually reveals more information.
There are four intelligence operations:
Dispatch Spy · Incite Unrest · Sabotage · Sow Discord
New traits, “Spycraft” and “Counterintelligence,” give certain officers a new role in this system.
AI factions also send spies and use stratagems of their own.
4. City Management & Military Reforms

Cities now have a limited number of facility slots.
Small City: 1 · Medium City: 2 · Large City: 3 · Fortress: 2
Large Cities and Fortresses can gain one additional slot after fully completing their development.
You must choose among Barracks, Smithies, Stables, Shipyards, Workshops, Markets, Farms, Training Grounds, and Academies.
Available facilities and recruitable unit types also depend on the city's terrain.
Each terrain has its own specialty unit:
Plains — Cavalry
Highlands — Horse Archers
River & Coast — Naval Units
Mountains — Nanman Units
Basins — Crossbowmen
Seven cities that begin as Small Cities can eventually construct their own Special Building.
Completing a Military Reform there upgrades that unit type across the entire faction into an elite version.
Each unit type now has its own upkeep cost, and prolonged warfare builds War Weariness.
Alongside droughts, floods, epidemics, and good harvests, the realm can now also suffer from severe winter cold and locust swarms.
5. Officers Now Grow — and Age


Officers now have a full growth and decline system.
Battle participation, victories, duels, city assignments, and searches grant experience toward individual attributes.
Once enough experience is accumulated, those attributes can increase.
As officers grow older, however, Martial and Leadership abilities will begin to decline.
Unaffiliated officers no longer reveal all of their information immediately. You must first investigate them, then offer a signing payment if you wish to recruit them.
Prisoners can no longer be recruited with a single button either.
Each prisoner has their own willingness to join, and you must choose how to approach them:
Cause · Kindness · Wealth · Personal Ties · Intimidation
The relationship between the envoy and the prisoner also affects the result.
6. Treasures & the Black Market

All 71 treasures have received new effects.
Weapons, horses, books, and treasures now provide different bonuses that directly affect actual game calculations.
A new Black Market has also been added.
Its stock changes over time, and some items will not reveal their exact identity or effects until after they are purchased.
Officers with the new “Appraisal” trait can identify these items more accurately.
AI factions also buy and sell items at the Black Market.
7. Battle & AI Overhaul


From Sortie to Battle
Sortie preparation, the war council, and the battle itself now flow together as a single sequence, with the current stage always shown at the top of the screen.

New Battle Interface
The battle screen now supports two layouts.
The Tactical View shows your units on one side and enemy units and the battle log on the other.
Press Tab to hide the side panels and switch to the Wide Battlefield view.
All 11 unit aptitudes now have a real effect in battle.
Officer ability, unit aptitude, terrain, weather, traits, Hero Skills, strategists, and stratagems all play a larger role.
Strategists also have their own dedicated slot instead of occupying a normal combat unit position.
Stratagems have also been significantly reworked.
Fire Attack, Flood Attack, and Ambush are stronger, while False Orders, Provocation, and the new defender-only Trap can directly change the flow of a battle.
Officers now accumulate Fatigue as well.
Heavily fatigued officers suffer reduced combat performance and command capacity, and may be unable to use Hero Skills or Grand Stratagems.

Smarter Battle AI
AI sortie planning and army composition have been rebuilt.
The AI no longer simply chooses officers with the largest troop numbers. It considers officer ability, unit aptitude, traits, strategists, terrain, and the battlefield situation together.
Battles between AI factions are also resolved using a new system that reflects these major battle factors.
After each battle, the news report can also explain why the battle ended the way it did.
8. New Playable Rulers — Liu Zhang & Ma Teng


Liu Zhang and Ma Teng are now playable rulers.
Their campaigns are not simply different starting positions.
Each has their own story shaped by their circumstances and the decisions you make.
Their main storylines conclude in four acts before the Battle of Guandu, with different endings depending on the path you choose.
Some choices lead to actual battles, while others provide different rewards, and the consequences can affect later events.
Even when you play as another ruler, Liu Zhang and Ma Teng's factions continue to act according to their own circumstances.
9. The Realm & AI

AI factions now manage their realms more actively.
They develop cities, construct facilities, search for officers, and even sell treasures when they need additional funds.
New AI Decision-Making
AI ruler decision-making has also been rebuilt.
AI rulers compare available targets, gather troops before attacking, and send reinforcements from nearby cities when an enemy approaches.
Weaker factions may cooperate to resist a stronger power, while each ruler has different levels of aggression and different decision-making tendencies.
The AI is not designed to make the perfect decision every time.
Its personality and circumstances affect its choices, creating a realm where factions continue to clash, cooperate, and make mistakes.
When an enemy army approaches one of your cities, a new Enemy Approach Alert displays the attacking officers alongside your available defenders.
Enemy troop strength is only shown according to the intelligence you actually possess.
Titles & Founding a Kingdom
Rulers can now rise through a new Titles and Founding system.
As your faction grows, your ruler can advance through:
Inspector → Governor → Grand General → Duke → King
Once the proper conditions are met, you can found your own state, choose its name, and eventually proclaim yourself Emperor.
Legions
Legions now operate with greater autonomy.
Legion commanders follow their assigned policies while handling domestic affairs, intelligence, stratagems, and logistics.
Repeatedly giving orders that conflict with a commander's personality can also affect their loyalty.
10. Other Improvements & Fixes


The Guide has been reorganized into Game and Battle tabs with a search function.
Unification Records, Duel Rankings, and the Chronicle have also received new screens.
Many issues reported since Early Access launch have been addressed as well, including:
Territory and faction banners sometimes remaining under the previous owner after a city changed hands
Some localized UI panels extending beyond the screen
Enemy information being visible even without sufficient intelligence
Certain actions allowing the monthly command limit to be exceeded
Gold and provisions disappearing if a transport's destination was captured
AI simulation results differing depending on the selected language
Missing translations and text-input issues
Equipment disappearing or prisoner/news information being displayed incorrectly
A more detailed list of fixes will be provided separately in the patch notes.
Additional Notes
This update also introduces experimental sound effects.
Duels now include hoofbeats, weapon clashes, battle cries, and finishing attacks, while field battles include bows, crossbows, wall arrows, cavalry charges, Hero Skills, and stratagem effects.
These sounds are still being tuned, so their volume and frequency may continue to change.
Additional artwork and music will also continue to be expanded in future updates.
v0.6.1 save files remain compatible with v0.7.0.
However, newly added information such as intelligence history and diplomatic records will begin empty when loading an older save.
v0.7.0 is not simply an update that adds a few new features.
It is also a major step toward rebuilding the foundation of Three Kingdoms Born for what comes next.
Please feel free to share your thoughts after playing the update.
Thank you.
Project Dragon
