[Machine Translation] Take, be taken, and take it back. The "Three Kingdoms" series is a historical simulation game that recreates the "History of the Three Kingdoms," the culmination of the human drama. In "Sanguozhi 14", the latest title in the series, the vast Chinese continent is represented as a collection of detailed "lands", and all elements, including domestic politics, military affairs, diplomacy, and strategy, are integrated into "land management and competition for land". The basic system is a "one map monarchy". The game is played in a "Simultaneous Plotting System" in which the "Strategy Phase" and "Progression Phase" are repeated. This title is based on the "Sanguozhi IX" series, which is still very popular among the series' fans, but has been further developed and deepened to provide simple yet profound gameplay, allowing players to create their own strategies for all of China. A battle for territory without borders! In this game, a single map is divided into small pieces of land, and each piece of land is a strategic unit that serves as both a revenue base and a supply line. Each force is free to expand its "battle lines" without being restricted by city limits or national borders, and to use all possible means to defend its own land while building up its power by invading and destroying the enemy's land. During the game, the struggle for land is represented by the use of colors. This simplifies a seemingly complex strategic element into a game of color, and the basic idea of the game is "how to expand your own color". The game will portray the pleasure of expanding one's territory more precisely, more freely, and more directly. In previous titles, the expansion of power depended on the acquisition of cities, so the main focus was on "point" battles over cities. In this game, the expansion of power depends on securing land, so the main focus is on the "front" battle, where the front line is set and how far into enemy territory to penetrate, etc. The soul is in your words and deeds! Warlords with the series' most distinctive personalities: The "simultaneous plot system" and "officer in charge system" are employed in both military and domestic affairs, and warlords will respond to player instructions with their own "personality". Each general has his or her own unique personality, and will show his or her unique presence in the war situation. Players will be able to control these unique generals and place them in the right places to create their own strategies. In addition, not only the generals in battle, but also the generals in the cities will actively make "proposals" and assert themselves. In addition to the generals who go into battle, the generals in the cities will also actively make "proposals" and assert themselves, sometimes with proposals that will change the war situation, influencing the strategies of the players. The game is a game that can be played in a variety of ways depending on the monarch. The "administration" expands the options for strategy: Each power establishes its own "administration" as an administrative organization that determines the direction of the power. Each power sets up its own "administration" as an administrative organization that determines the direction of the power. The "administration" is represented as an "organization chart". By assigning generals to the Organization Chart, each force gains its own effects and commands. The composition of the "Organization Chart" varies depending on the sovereign's "Principles," so the experience of playing the game varies depending on the sovereign. Even within the same force, the strategies adopted will vary depending on the type of "administration" the player implements. The real thrill of this title is to customize your forces by making full use of your generals and drawing up your own unique strategy. (CERO Age rating: To be determined)