No.218 / 280Strategy & systems · Unit command

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
Total War: THREE KINGDOMSNo.218Total War: THREE KINGDOMS

01The core loop

Action → feedback → next choice
  1. 01Multiple objectives appear
  2. 02Weigh each threat
  3. 03Divide your forces
  4. 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.

  1. T1

    Turn 1 · The situation

    You have 20 soldiers; a frontline city has 12 defenders, and 6 raiders hit your granary.

  2. T2

    Turn 2 · The player chooses

    Send 8 home to the granary and 12 at the city.

  3. T3

    Turn 3 · The feedback

    The granary holds, but the even siege stalls.

  4. 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

Quest · 0/3Prototype complexityConnected systemsWho plays · Solo decisions

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
T

Total War: THREE KINGDOMS

P1

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

RimWorld
R

RimWorld

P2

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?

Fusion · Original design proposal · not an existing feature
Split the ForcesUnit command+

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

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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
  1. 01Arrange positions
  2. 02Enemies hit the front
  3. 03Backline deals damage
  4. 04Refill when the front falls
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Set Up, Then Watch

Arrange your units before battle, then watch them fight on their own.

Prototype complexity
Who plays
Solo decisions
  1. 01Acquire units
  2. 02Place them on the board
  3. 03Battle auto-plays
  4. 04Adjust from the result
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Unit commandNew

Focus Fire

Concentrated damage beats spread damage: one dead enemy is one less threat.

Prototype complexity
Who plays
Solo decisions
  1. 01Identify the top threat
  2. 02Everyone targets it
  3. 03It goes down
  4. 04Shift to the next
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yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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