This is a non-classic fourth natural disaster. Players can travel in person and bring supplies across two worlds.
Colonize the world with the help of modern materials and modern people.
After finishing the game all night long, he opened his eyes and turned into Zhang Mancheng, the Yellow Turban general from the late Eastern Han Dynasty!
Outside the tent is the impregnable Wancheng, while inside the tent are rough-looking generals arguing.
Food and grass are at the bottom, reinforcements are approaching, and the beginning is hell difficulty.
Fortunately, I have a golden finger that can summon players!
But this broken system is a scam: the summoning threshold is unknown, the source of the power of faith is unknown, and he knows nothing about the Tao of Peace.
"General, attack the city or run away?" "Don't worry, let me tell the soldiers about the value of 'Huang Tian', and earn some faith points by the way!"
Faced with the Yellow Turban refugees who were waiting for food, and the eager imperial army, Zhang Mancheng could only bite the bullet and engage in "preaching", create "miracles", and crazily increase his faith.
As each player arrives, the style of the Yellow Turban Army Camp changes. The refugee soldier: "Why do the general's 'celestial soldiers' always like to do weird things?" The court general: "Why does this Mancheng's fighting style become more and more inhuman?"
Zhang Mancheng: "Don't ask, just ask Huang Tianbyou, the player is awesome!"
In this troubled world where life is at stake, let's see the time traveler lead a group of later generations of players, disrupt the situation in the late Han Dynasty, fight back from cannon fodder generals, and carve out a path of survival belonging to the Yellow Turbans!
Reader comments
I've been reading books for many years, and this is the first book I've seen where time-travel players are intimidated. I'll deduct one star for this one.
Since you choose to summon players, you don't solve the player's loyalty problem, and you are afraid of players betraying you even if you want to summon them. Then what do you want this system to do?
I've been reading books for many years, and this is the first book I've seen where time-travel players are intimidated. I'll deduct one star for this one.
Since you choose to summon players, you don't solve the player's loyalty problem, and you are afraid of players betraying you even if you want to summon them. Then what do you want this system to do?