Split the Forces
Several objectives need you at once, but you only have one army to divide.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Planning · Spatial
No.218Total War: THREE KINGDOMS01The core loop
Action → feedback → next choice- 01Multiple objectives appear
- 02Weigh each threat
- 03Divide your forces
- 04Live with the weak spot
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
You have 20 soldiers; a frontline city has 12 defenders, and 6 raiders hit your granary.
- T2
Turn 2 · The player chooses
Send 8 home to the granary and 12 at the city.
- T3
Turn 3 · The feedback
The granary holds, but the even siege stalls.
- T4
Turn 4 · The next decision
Next turn the defenders return and the armies merge to attack again.
How it plays
The map presents simultaneous objectives like holding a base, attacking a city or escorting supplies. Splitting weakens each group, while concentrating abandons the rest. Objective panels and battle reports are the feedback.
What the player weighs
- Concentrate vs cover everything
- Push the offensive vs guard the rear
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Total War: THREE KINGDOMS
On the campaign map, armies led by generals juggle multiple fronts with limited forces, and an empty rear invites raids.

RimWorld
With few colonists, caravans, hunting and raid defense often overlap, and every person sent out weakens the base.
The difference worth noticing
Three Kingdoms splits whole armies; RimWorld splits named individual colonists.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Some objectives require two detachments to seize separate switches in the same turn, so splits must also be timed.
Prototype this combo in Yoroll→Follow the next idea
Hold the Front Line
Put tough units up front to soak hits so fragile damage dealers survive behind them.
- Prototype complexity
- Who plays
- Solo decisions
- 01Arrange positions
- 02Enemies hit the front
- 03Backline deals damage
- 04Refill when the front falls
Set Up, Then Watch
Arrange your units before battle, then watch them fight on their own.
- Prototype complexity
- Who plays
- Solo decisions
- 01Acquire units
- 02Place them on the board
- 03Battle auto-plays
- 04Adjust from the result
Focus Fire
Concentrated damage beats spread damage: one dead enemy is one less threat.
- Prototype complexity
- Who plays
- Solo decisions
- 01Identify the top threat
- 02Everyone targets it
- 03It goes down
- 04Shift to the next



