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Watch trailer on Steam ↗Notoris 2: Warlords
Flying General Games LLC · Published by Flying General Games LLC
Last updated 28 Sept 2026
A dark meets high fantasy strategy RPG inspired by the Romance of the Three Kingdoms. Play as ruler, administrator, or officer, wielding Influence to sway allies and rivals alike. Command vast armies in tense tactical turn-based battles.
Indie, RPG, Simulation, Strategy · More free games
In Notoris 2: Warlords, command armies and influence outcomes as ruler, administrator, or officer. Navigate the complex politics of high fantasy with strategic depth from Flying General Games.
About this game
Notoris 2 is a 2.5D single-player grand strategy inspired by Romance of the Three Kingdoms, where legendary generals forge rivalries and alliances in an open-ended sandbox shaped by your tactical choices and turn-based battles.
Rise From Officer to Legend
Experience the depth of classic grand strategy through the eyes of a single officer, rising from a lowly lieutenant to trusted administrator and beyond. Earn influence through cunning proposals and battlefield valor as you carve your own path to leadership.
Revolutionary Influence System
Your officers aren't puppets, they're ambitious individuals with their own goals. The groundbreaking Influence System gives you control over how much autonomy your subordinates have:
High Influence: Officers follow your vision precisely
Low Influence: Officers act independently, pursuing their own strategies and allegiances
Dynamic Balance: Find the sweet spot between control and chaos
Influence isn't just flavor, it's a core mechanic that solves an age old strategy game problem giving players meaningful agency without turning AI into mindless automatons or brainless slaves.
Live As An Officer
✦ Submit proposals to shape your faction's destiny
✦ Take on civil assignments to build your reputation
✦ Forge alliances, rivalries, and betrayals with hundreds of unique officers
✦ Rise through the ranks or scheme your way to independence
Command As A Tactician
✦ Deploy armies on grid based battlefields where terrain and positioning decide victory
✦ Execute devastating officer abilities that can turn the tide of war
✦ Siege cities, cut supply lines, and outmaneuver your enemies
✦ Every battle matters. Lose your best generals as captives and feel the consequences
Rule As A Sovereign
✦ Transform from loyal retainer to rebel warlord to emperor
✦ Manage cities, assign officers, and balance the needs of your growing realm
✦ Navigate a web of influence where even your subordinates pursue their own ambitions
✦ Watch the campaign map evolve as others rise and fall around you
Dark Fantasy Meets Historical Drama
Escape the constraints of strict history and enter a world where:
✦ Dark fantasy aesthetics meet the political intrigue of the Three Kingdoms era
✦ History’s iconic rivalries and betrayals reemerge as timeless character arcs
✦ A new era of possibility where interpersonal dramas play out in unexpected ways, shaped by your hand.
Crafted By Generals, For Generals
This is a passion project from a solo developer who grew up on Three Kingdoms games and is supported by a small team of part-time contractors that share the vision.
I'm attempting to bring together the best features from across 3k's history -- the deep officer roleplay that blended RPG into grand strategy like nothing before or since, and the tactical grid combat that always felt so close to greatness but never quite reached it. By fusing these elements and many others together, I'm hoping to create the definitive experience that fans have been waiting decades for. Your support means everything to a tiny indie project attempting to punch above it's weight class.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: Quad Core 3.2GHz
- Memory: 8 GB RAM
- Graphics: Geforce GTX 770 or equivalent
- DirectX: Version 11
- Storage: 24 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10 64-bit
- Processor: Quad Core 3.4GHz
- Memory: 8 GB RAM
- Graphics: Geforce GTX 1080 Ti or equivalent
- DirectX: Version 12
- Storage: 24 GB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Notoris 2: Warlords | Dev Update
August Development Update August was another big month for Notoris 2. A major focus this month was finally fleshing out the Generic Officer system, while also continuing to expand officer progression, combat, and the campaign systems around them. I'm also spending more time actually playing full campaigns now, which has started exposing a lot of problems that aren't obvious when testing individual systems. Here's what I worked on this month. Generic Officer System One of the biggest pieces of work this month was fully fleshing out the Generic Officer system. The goal is for generic officers to have enough variation that encountering a new officer doesn't feel like you're just looking at the same character with slightly different stats. There are now 5 Officer Template types, each with: 5 unique portraits5 different skill tree variants100 possible namesEach of those combinations available across every race So if you encounter a Light Elf STR-type officer, for example, they can roll one of 5 different portraits, one of 5 different skill trees, and a random name from a pool of 100 names. This gives each Officer Template × Race combination a large number of possible variations while still keeping their overall archetype recognizable. The system now supports the different race, subtype, portrait, name, and skill tree combinations automatically, which gives me a much better foundation for generating generic officers across the campaign. With this addition, the world feels much more immersive and alive. Each generic officer feels unique and specialized, though not as powerful as scripted officers. Officer Skill Trees Alongside the generic officer work, I continued expanding the skill tree system itself. Scripted/Historical officers are starting to receive their own unique progression paths. Some of the work this month included: 10 new Civil skill tree nodes9 new Aptitude skill tree nodes8+ additional skill tree nodes20+ unique officer skill trees Randomized starting skill ...Read full article on Community Announcements (Havie)Patch NotesOfficial
Notoris 2: Warlords | Dev Update
July was a super productive month, with a heavy focus on Diplomacy, officer relationships, progression systems, and AI improvements. A key milestone was reached as core gameplay systems began interacting in previously unattainable ways, resulting in the game reaching a fully playable state. It was wild to suddenly have this collection of systems you’ve been working on for 4+ years turn into a playable game in a single month.. Anyway, here's what I worked on.Diplomacy System ExpansionDiplomacy was by far the biggest focus this month. I took a base empty system into one where every faction has long-term strategic goals and tries to act intelligibly. I knew this was going to be a lot of work (and theres still more to do) but I was surprised just how much needed to go into this. Especially to support the individual officers going out as diplomats/ envoys to the factions capitols.The diplomatic deal types I added are:Goodwill (send gold to improve relations)Alliance Annul AllianceCeasefire Declare WarSolicit Surrender (essentially confederation)I started work on but still need to add more logic for:Prisoner Exchange Request Join WarRequest Reinforcements Other Highlights include:Greater Faction Strategy Objectives for AI diplomacy.Player driven diplomatic audience conversations.Allow promising food, weapons etc during diplomacy agreements then having follow up foreign Resource Collection missions as part of accepting the request.Officers must go to the other capitol and pick up the caravan of resources and transport back to their capitolPenalties for not fulfilling such as ceasefire terminates, and diplomatic opinion shiftsMany new relationship and game state modifiers, including factors like mutual allies and faction leader opinions.The goal is for diplomacy to feel like a living system that evolves naturally throughout a campaign instead of a bare bones system.Officer Relationship EventsRelationships continue to become one of Notoris 2's defining mechanics.AI officers ...Read full article on Community Announcements (Havie)Patch NotesOfficial
Notoris 2 : Warlords | Dev Update
June ended up being one of the biggest months for the project so far. Everything continues to feel like its connecting together more and more with each addition.Here's what I worked on this month.Officer Assist SystemThe biggest focus was finishing the new Assist assignment.AI officers now understand how to assign, prioritize, and complete Assist tasks correctly, while players get a dedicated results screen that breaks down exactly what their officer accomplished. I also added relationship scaling so officers with high rapport work together more effectively.To support this, I expanded the underlying cdir event system with new Assist events across buildings like Farms, Markets, Forges, Barracks, Taverns, Gates, and more. This opens the door for much more flavor and bonus outcomes for officer assignments moving forward.New Combat System UpgradesWyatt spent much of the month with heavy upgrades to the tactics system (again) to support what will likely be the final major combat feature. This update reinforces one of Notoris 2's core design pillars: relationships between officers should matter both on and off the battlefield. Three new cooperative tactics were added:Joint Attack allows you and an adjacent melee ally to strike the same enemy together.Aid lets a ranged officer coordinate with an adjacent melee ally, allowing both to attack the same target.Relationship Trigger Assist is a new dynamic combat trigger where nearby allies may automatically follow up an attack against a shared enemy. The chance of triggering depends on the relationship between the two officers, making friendships and rivalries influence battles in a meaningful way.This system makes combat feel more strategic while giving long term relationship building another tangible gameplay payoff. Hire AssignmentsI implemented an entirely new Hire Officer assignment that allows both the player and AI to recruit officers from across the map into their faction.This is one of the most important additions to th...Read full article on Community Announcements (Havie)Patch NotesOfficial
Notoris 2 : Warlords | Dev Update
Hey everyone, Steve here from Flying General Games, the (mostly) solo dev working on Notoris 2: Warlords. Here's what I've been up to the past two months. Heads up, this is kind of a long one..Skill TreesIf you've spent time in the Total War: Three Kingdoms modding community, you might have come across my "Havie-Improved Skill Trees" mod. Building that mod was honestly where something big first clicked for me about game design. Reworking their skill tree system and watching how different node layouts shaped playstyle choices and made officers feel way more unique was so rewarding. That experience is a big part of what pushed me from modder to wanting to make my own game. So when it came time to design skill trees for Notoris 2, it felt like coming home.The catch is that NOTR2 doesn't yet have the same number of modifiers, stats, and scopes that TW:3K does. So instead of designing around what already existed, I flipped the approach: design the nodes first based on what would be fun, then figure out what I could actually implement. New logic got added where I could, and anything needing more foundational work got backlogged.That design-first process led to a JSON situation. I moved the underlying data from Unity Scriptable Objects to JSON, which meant rewriting a fair amount of the data management layer. Pure JSON turned out to be a worse workflow for me, so I landed on an awkward but functional middle ground: defining structure in the Unity editor but pointing it at JSON effect data. My plan is to write an exporter later that converts Scriptable Objects to JSON for final builds, making JSON the main source of truth the game runs on.Progress through the two months:One skill tree set up for each of the five attribute class typesAdded dynamic multi-coloring on nodes that span multiple attributes, so the tree reads visually instead of being a wall of identical iconsAI officers now spend their skill pointsSelf-buff tactics were pulled out of the skill tree entirely. They ...Read full article on Community Announcements (Havie)Patch NotesOfficial
Notoris 2 : Warlords | Dev Update
Heyo, here’s a quick breakdown of what got done over the past month. This was a systems + UI foundation push, along with some solid gameplay iteration.Here’s whats changed:Faction Court SystemBuilt and completed the Faction Court MenuView/Assign Faction Leader, Heir, Court OfficialsView faction wide effects of appointments (Faction Wu Xing)*Display is a WIPArmy & Gameplay MechanicsImplemented Influence cost for controlling allied unitsExpanded resource systems:Added full gameplay logic for Will (army “mana”)Hooked Will into UI + tooltipsAdded real resource spending logic (AP / Influence, Will in progress)Rebalanced all tactics (AP + Will costs)Added logic for officers being routed / returning to town (skip a turn)Added logic for officer deaths and injuriesAdded:New promotion ranks (6–10)Influence cost reductions tied to rank/admin statusInjury tooltip through DEM Event system frameworkCore Systems & ArchitectureBuilt my own mini UI Framework for displaying dynamic content (moving away from some Unity UI quirks)Continued expanding the DEM (data-driven modifier system):Moved rank promotions, loyalty modifiers, and proposal bonuses into JSONAdded new influence cost modifiers tied to rank/admin systemsGeneral shift toward fully data-driven gameplay tuningUX / Feedback ImprovementsAdded detailed tooltips for resource costs:Unit movementTactics usageImproved clarity:Damage numbers now formatted cleanly (commas, readability)Dynamic tooltip icons loaded from external JSONAdded various notifications of different levels for:When officer becomes Faction LeaderWhen officer becomes Faction HeirWhen officer becomes Faction Court OfficialWhen officer becomes Town AdminWhen officer diesMouse hover tooltip for Army Action costsWorld & Visual ProgressContinued iteration on Town Layout #2Added 12 new officer portraits (and game data)Foliage improvements (bushes + hills)Fixes & PolishFixed supply calculation issues when exceeding carrying capacityIncreased max army supply capacity (~30...Read full article on Community Announcements (Havie)






