Romance Of The Three Kingdoms (video Game Series)
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Romance Of The Three Kingdoms (video Game Series)
is a series of turn-based tactical role-playing simulation grand strategy wargames produced by Koei. Originating from Japan in 1985, fourteen installments of the game have been published in Japan, Taiwan, China, South Korea and North America to date. While the game's title as it was released in English refers to the 14th century historical novel ''Romance of the Three Kingdoms'' (三國演義) by Luo Guanzhong, the title as it was released in Japan and Chinese regions refers to the 3rd century historical text ''Records of the Three Kingdoms'' (三國志) by Chen Shou. Overview The series are based on the romanticized ''Romance of the Three Kingdoms'' novel and the historical text ''Records of the Three Kingdoms'', the storyline takes place during the Han Dynasty in China with many warring factions that included the Shu Han, Cao Wei and Eastern Wu kingdoms. Gameplay revolves around managing numerical statistics, each representing an attribute of a city or a character. A city ...
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Koei
Koei Co., Ltd. was a Japanese video game publisher, developer, and distributor founded in 1978. The company is known for its ''Dynasty Warriors'' games based on the novel ''Romance of the Three Kingdoms'', as well as simulation games based on pseudo-historical events. The company has also found mainstream success in a series of loosely historical action games, the flagship titles of which are the ''Dynasty Warriors'' and ''Samurai Warriors'' series, also known as the ''Musō'' series. Koei also owns a division known as Ruby Party, which focuses on otome games. On April 1, 2009, Koei merged with Tecmo to form the Tecmo Koei Holdings holding company. Koei changed its name to Tecmo Koei Games on April 1, 2010 by absorbing Tecmo, and again on July 1, 2014, to Koei Tecmo Games. History Koei was established in July 1978 by Yōichi Erikawa (also known as Kou Shibusawa) and Keiko Erikawa. Yoichi was a student at Keio University, and when his family's rural dyestuffs business faile ...
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Shu Han
Han (; 221–263), known in historiography as Shu Han ( ) or Ji Han ( "Junior Han"), or often shortened to Shu (; pinyin: ''shŭ'' < : *''źjowk'' < : *''dźok''), was one of the three major states that competed for supremacy over China in the period (220–280). The state was based in the area around present-day , , ...
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Mobile Game
A mobile game, or smartphone game, is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone (feature phone or smartphone), tablet, PDA to handheld game console, portable media player or graphing calculator, with and without network availability. The earliest known game on a mobile phone was a Tetris variant on the Hagenuk MT-2000 device from 1994. In 1997, Nokia launched ''Snake''. Snake, which was pre-installed in most mobile devices manufactured by Nokia, has since become one of the most played games and is found on more than 350 million devices worldwide. A variant of the ''Snake'' game for the Nokia 6110, using the infrared port, was also the first two-player game for mobile phones. Today, mobile games are usually downloaded from an app store but in some cases are also preloaded in the handheld devices by the OEM or by the mobile operator when purchased, via infrar ...
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Real-time Tactics
Real-time tactics (RTT)(Article at IGN discussing their perception of RTS and related genres as of 2006. RTT is discussed as a new and not yet established genre from the publisher's perspective, so currently all RTT possible titles are still considered RTS.) is a subgenre of tactical wargames played in real-time simulating the considerations and circumstances of operational warfare and military tactics. It is differentiated from real-time strategy gameplay by the lack of classic resource micromanagement and base or unit building, as well as the greater importance of individual units and a focus on complex battlefield tactics. Characteristics Typical real-time strategy titles encourage the player to focus on logistics and production as much as or more than combat, whereas real-time tactics games commonly do not feature resource-gathering, production, base-building or economic management, instead focusing on tactical and operational aspects of warfare such as unit formations or ...
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