


During sieges, certain knights will automatically bring along siege engines like catapults, ladder towers, and ballistae.

They manage all aspect of provinces, and the only control you have is to decide who gets to have all the control.Ĭastles can be upgraded and customized, although you can only use custom castles you’ve built in the castle editor, which is separate from actually playing the game the real-time pace doesn’t lend itself to fitting walls together at the right angles and deciding where doors and banners should go. Gone are the traveling merchants, the resources, the peasants, replaced by vassals. The only thing you have to worry about in province management is what kind of a leader you want to assign to each piece of the province. Whoever controls the central piece controls the whole province, but enemy troops can attack the individual pieces and weaken your province. A province is now composed of several smaller pieces. The province system has been dumbed down considerably. It’s an odd approach that presents some tough choices. If you fight multiple battles simultaneously, you’ll have to either pick which one to manage, or hop back and forth between them. This means the entire game runs at one speed on all levels, whether you’re waiting for a castle to be built or charging archers with your cavalry. But it’s also worth noting that Lords of the Realm III took a much more simplified approach that made it, in the end, less appealing and less innovative than the Total War series.ĭeveloper Impressions has thrown out the turn-based strategy in favor of real-time, even at the strategic level. When the original Shogun was but a twinkle in developer Creative Assembly’s eye, Lords of the Realm was already doing the hybrid of turn-based strategy and real time battles. Although Lords of the Realm III might invite comparison to the Total War series of games, perhaps it’s worth noting who was there first.
