Romance of the Three Kingdoms FAQ

Table of Contents

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1. Version History
I. Introduction
II. Game Basics
III. Basic Strategies
IV. About Commands
V. About Training
VI. How to _____
VII. Advanced Strategies
VIII. Micromanagement and Macromanagement
IX. Scenario Overviews
X. Disclaimer, Contact Info, Ect.
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1. Version History

Version 1.00 11/8/04 Submitted to GameFAQS.com today, accepted.

Version 1.10 11/22/04 Updated FAQ. Added new Scenario Overviews section. Also
added other various additional tips scattered about. Fixed some grammer and
spelling problems.


I. Introduction

Hello all. Welcome to my FAQ on ROTK IX (Romance of the Three Kingdoms 9). This
FAQ is intended to give you a good idea about how to gain victory in your
battles throughout China. I'll give you my tips, strategems, and anything else
you may need in your conquest run. So, Let's begin!
Note: I am assuming you have read the book and perhaps played the tutorial.
Some things I will review from that, and I will try to build upon them.

II. Game Basics

The following is a basic overview of the game concepts, and what you can do.

1. The Command Menu

This isn't actually what they call it, (I think) but this is the menu that pops
up when you click on a city, port, gate, ect.

1.1 The "Facility" Command (Note: Ports, Built structures, and Gates will not
have all of these.)

1.1.1 "Patrol"

Patrol lets you increase trust in that city. This helps you BIG time in almost
every aspect of the game. Patrol has the following immediate benefits: 1) It
will increase trust in the city, 2) it will raise your repute if this
particular city has a good trust, 3) it will raise the amount of income you
recieve from that city, 4) That city's draft pool will increase. All of these
things are nice, but raising trust isn't always easy. Maximum Trust for every
city is 1000. The amount a city has when you take it depends on many things.
If you started your scenario with that city, it will begin at X amount of
Trust. This is set by KOEI, depending on faction, which city, surroundings,
ect. If you take a city, the population there will do one of two things. 1,
they will not like you, and trust will start low, sometimes as low as 0. The
second one is that they WILL like you, and thier trust will get a nice boost.
I've had a city that belonged to no one with trust at 230. I took it and the
trust there skyrocketed to almost 600! Obviously you want that to happen,
right? That way you spend less money, since to raise trust costs 50 gold per
officer who tries to raise trust. So, how does a city's trust go up like that,
you ask? It's simple...Once your repute hits a certain level, I think its about
300-400, when you take a city, It will like you because you're such a good guy
(High Repute). So, in the cities you do have, try and raise those trusts, too.
The attirbute that determines how high you raise Trust is Intelligence (INT).

1.1.2 "Trade"

Trade does not let you switch out Alex Rodriguez for Roger Clemens. No, what it
does is let you increase the amount of gold that city will make each season.
Well that's all nice and well, but do I use gold that much anyway? How do I
use gold, let me count the ways: 1) Officer Pay-You don't pay them thier wages,
they don't like you. 2) Buy prisoners from other armies-You like your officers,
right? Don't you want them back? Then be willing to shell out some gold.
3) Officer pay for "Facility" Commands-Most cost 50 gold per officer, though
some vary. 4) Building Encampments, Outposts, Barricades, Golems, Forts,
Compounds, Obstacles, and Barriers-Having a Barricade or Fort in the right
place can mean saving the city or losing it. They also help you take other
cities. 5) Certain events when using the "Search" command-more on this later.
6) When using Siege formations or special Ship formations-Those better weapons
cost money, right? You don't want 100,000 men with swords attacking a steel
wall, So give them a Catapult to smash the wall, or Tower to climb OVER the
wall. I think that's all of them. As you can see, money is important. The
atrribute that determines how much you raise Trade is Politics (POL). The
maximum Trade for a city is determined by what city it is. Cities toward the
middle of the map tend to have the most.

1.1.3 "Farm"

Before I explain this, some history. Before the invention of artificial
preservatives, refrigerators, and Hamburgers, A granary held all the food. And
there was only one time of year when they got the food too...In this case,
July. So you get food once a year, you want to make sure you have enough right?
This helps you out. It will increase the amount of food a city can cultivate
every July. Well, what do I need food for, you ask? Your troops is the answer.
Remember those guys? The ones who die for you? Yeah, they like to eat. If they
can't eat, Morale drops. If morale drops, troops desert. If troops desert, you
lose cities. If you lose all your cities you lose the game. So, having your
troops happy and on full stomachs will definately help. The maximum amount of
Farms a city can have depends on the city. Extreme Northern and Southern states
tend to have the most. The attribute that determines how much Farms goes up by
is Politics (POL).

1.1.4 "Repair"

Get out your hammer and tool kit, we're going-a-Carpenteering. Yes, let's make
our cities impregnable, we shall never lose, (Insert Evil Laugh Here). Well,
'never lose' is a bit of an overstatement...shall we say...Be hard to beat?
Yes, Repair increases a cities' defenses, making it harder to take. The troops
inside are harder to kill and Rams and Catapults have a harder time knocking
down the walls. That's mainly what it does. Note that if a city's defense
is reduced to 0, then the city falls under the control of the enemy army with
about 200-300 defense given to the city. The maximum Defense a city can have
depends on the city, but most hover between 600-800. Some have 1000 though.
Also, the higher the city's defenses, the more Training Points (TP) you will
gain from taking it. There's no real pattern for seeing which area has the
most, you just take it city by city.The attirbute that affects how much your
officer raises defense by is Leadership (LDR).

1.1.5 "Draft"

Draft gives you green fatigues and then send you off to a foreign country to
fight for yours. Well, in America anyway. In ROTK IX, you are drafted to fight
other Chinese. Draft will increase your troop numbers in that city. Remember
Patrol earlier? Having a higher amount of Trust will increase the draft pool,
and give you more soldiers. Soldiers come in with a set amount of Morale, based
on Repute. The maximum amount of people you can draft does stack, so if you go
3 years without drafting in the city, you're going to have a high count in that
city. How much the Draft Pool grows by each season is determined by trust in
that city. The Attribute that determines how many people an officer can draft
is Leadership (LDR).

1.1.6 "Drill"

This will increase the morale of your soldiers in that city. Remember our
little talke about morale earlier? Low Morale=troops desert=cities fall=you
lose. So High morale is very important. Not only for troops not dipersing, but
they will fight better with higher morale. The maximum morale for a unit,
marching or garrisoned, is 100. How much Morale goes up by is based on an
officers' WAR (WAR) Ability.

1.1.7 "Buy" and "Sell"

"But, buy and sell are two diffent options!" you cry out to me. Yes, I know,
but once you've done one, you can't do the other, and besides, they're almost
the same thing. First off, buying and selling refers to food and gold. This
means that incase you forgot to raise your farms level, and July hit and now
your food is in the red and you're freaking out cause your gonna lose now, this
will save you. Before you can Buy or Sell, you have to have a merchant in the
city. "Well how do I know if there's a merchant in the city or not?" If you
have the game on, great, follow the instruction i'm about to give. If you don't
have the game on, you don't have to turn it on, but listen carefully. Now, look
at Xu Chang. It's a city almost right in the middle of the map. You see that
little green thing next to it? There might be a orange face too, don't worry
about him right now. But you see the green shield next to the repair and morale
bars? That means there is a permanent merchant in that city. You can ALWAYS buy
and sell there. If your city doesn't have it, don't fret. Sometimes merchants
will travel from city to city, and stay there for a small while-10 to 20 days.
You can buy then. The easier way to check is just go into facility, and see if
you can buy or not. When you get into the Buy or Sell screen, it'll show you
the current market price for food. It will be, X gold/food. This means for each
food you sell, you will gain X amount of gold. Likewise, if you are buying,
you will lose X amount of gold for each food you buy. Other than that, it looks
like the drafting screen.

1.1.8 SPECIAL: The "Withdraw" Command

The withdraw command can only be used on a camp, fort, outpost, or compound. It
will remove the building from the map and all the troops inside will disappear.
Officers will head toward the nearest facility under your control.

1.2 The "Military" Command

Note: The Barriers, Golems, Barricades, and Obstacles will not have this
command. All other structures should.

1.2.1 The "March" Command

Please note that after the "March" command comes the "April" command. Kidding!
OK, Marching does just what it sounds like. You take between 1-5 officers, and
anywhere from 1-60,000 troops and go march to any facility of your choosing.
Let's go through this step by step.

The only command you can do right now is "Officer". You pick what officers
go with your troops and direct them here. If you go into it, you will see a
list of all officers who can march this 10-day period. You will see 6 columns:

1. Officer- The officer's name
2. Control- How many troops he can march with.
3. Ldr- The officer's Leadership. Affects how easy it is to fall to certain
enemy plots, how quickly morale drops while marching and how well the unit can
fight.
4. War- Affects how much damage one can inflict with certain tactics (More on
tactics later). Also affects how well he will perform in duels.
5. Int- Intelligence affect how effective certain tactics are, and also how
easy it is to fall to certain enemy plots.
6. Loy- How Loyal that officer is to your force. Scale of 100.

You can use up to five officers in your march. Once you're done click OK. You
can hit R1 and L1 to see information on what tactics those officers can use.

The next option is "Formation". This lets you choose your formation. Go on in.
Everyone can use the following formations: Cross, Lure, Wedge, Mallet, Wing,
Sniper, Quick, and Guard. The Siege formations can only be used if ANY officer
in your unit has learned that siege tactic. They are: Tower, Ram, Catapult, and
Elephants. Pick a formation based on what the unit will be doing. The stats of
formations are as follows:

Unit: How well this formation fights against other units in the field.
Sentry: How well this formation can fight troops in buildings.
Walls: How well this formation can destroy walls of a facility.
Defense: How much damage this formation takes. Damage is also based on other
things.
Move: How fast the formation will move. The values are all relative (I think).
Cost: How much the formation will cost to use.

There is also a general information box at the bottom telling facts about this
formation. An example (This one is Cross formation):
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Foot tactics have a greater chance of triggering.
A quick attack formation favorable to Foot troops tactics.
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This will let you know about the unit you are choosing, so you can pick the
right one. Following are all the formations and what I think of them. I will
also provide a driagram of them.

===Cross===
Front row-       X
Middle row-     XXX
Back row-        X

Unit-15
Sentry-10
Walls-10
Defense-10
Move-12
Cost-0
Effect-Foot Tactics have a greater chance of triggering.
My thoughts-I think for forces like Liu Bei and the Sun family, who have alot
of Foot-Type tactics, this could be a great formation.
===Lure===
Front row-      X X
Middle row-
Back row-       XXX

Unit-12
Sentry-10
Walls-10
Defense-12
Move-10
Cost-0
Effect-Foot Tactics have a greater chance of triggering. Easier to catch enemy
officers.
My thoughts-Considering how unimpresive the stats are, I really can't
recommend this formation. If you need food tactics, go with Cross.
===Wedge===
Front row-       X
Middle row-     X X
Back row-       X X

Unit-13
Sentry-10
Walls-10
Defense-12
Move-16
Cost-0
Effect-Horse/Horsebow tactics have greater chance of triggering. Easier to
trigger allied tactic.
My thoughts-The stats on this one are nice, and with an easier chance to
trigger all tactics, it's nice for one or two Warrior-type officers, and then
alot of Warlord-types.
James Waumsley states that "The Wedge Formation is incredibly underrated by
most people. There are two bits of information there, which most people will
take separately - Tactics link more easily, and horsebow tactics stand a better
chance of working. Combine those two pieces of information, and if you give
everyone horsebow tactics you will likely get a decent length chain. 4 copies
of Flying and a Warlord with confuse will rule all - it's almost like a tower
in siege, makes short work of units too, and has decent defense.
===Mallet===
Front row-      XXX
Middle row-      X
Back row-        X

Unit-15
Sentry-8
Walls-10
Defense-9
Move-14
Cost-0
Effect-Horse tactics have a greater chance of triggering. Easier to trigger
duels.
My thoughts-I love this formation. Putting Zhao Yun, Guan Yu, Zhang Fei, with
Zhuge Liang in the middle spot with some type of confuse and this formation is
amazingly strong. You can substitute these names with anyone of the same type
here. Just have a Warlord with all your warriors, or at least someone smart.
===Wing===
Front row-      X X
Middle row-     X X
Back row-        X

Unit-11
Sentry-15
Walls-10
Defense-11
Move-10
Cost-0
Effect-Bow tactics have a greater chance of triggering.
My thoughts-If you're going to launch a siege, this is the support to go with.
Get Horsebow and Bow in here and you'll take them down in no time.
===Sniper===
Front row-      X X
Middle row-      X
Back row-       X X

Unit-12
Sentry-12
Walls-10
Defense-12
Move-10
Cost-0
Effect-Bow/Horsebow tactics have greater chance of triggering. Easier to hit
enemy officer.
My thoughts-I have never used it. If you really care about bringing a
commander's Leadership down, maybe, but there's no guarantee you will hit the
commander.
===Quick===
Front row-      X
Middle row-     XX
Back row-        XX

Unit-9
Sentry-9
Walls-10
Defense-7
Move-20
Cost-0
Effect-None
My thoughts-Useful if you need to get troops AND a general to point X, or if
you want to chase down a retreating enemy. Other than that, no real use.
===Guard===
Front row-
Middle row-     XXX
Back row-       X X

Unit-9
Sentry-10
Walls-10
Defense-15
Move-8
Cost-0
Effect-More stable, easier to avoid condition changes. Troops are harder to
hurt.
My thoughts-I don't use this often, since I like attacking more, but I have
used it, and for very long, defensive battles, it can be quite useful. Also if
you march with 5 Warlord-types, you can put them all in here without risking a
duel.
===Tower===
Front row-       X
Middle row-     X X
Back row-       X X

Unit-10
Sentry-40
Walls-10
Defense-7
Move-9
Cost-200
Effect-Bow tactics have an easier chance of triggering.
My thoughts-For taking down all the soldiers in a building, there's nothing
better. Unless it's a very short march, you'll want an escort though.
===Ram===
Front row-       X
Middle row-     X X
Back row-       X X

Unit-10
Sentry-10
Walls-40
Defense-8
Move-9
Cost-300
Effect-None
My thoughts-For bringing the defense of a building down to zero. You will
almost always need an escort however.
===Catapult===
Front row-       X
Middle row-     X X
Back row-       X X

Unit-15
Sentry-20
Walls-20
Defense-6
Move-9
Cost-300
Effect-None
My thoughts-I really can't justify this choice. It will NEED an escort due to
horrid defense, It doesn't do much by itself. With alot of catapults, I can see
it working, but usually a tower or ram is much better.
===Elephants===
Front row-       X
Middle row-     X X
Back row-       X X

Unit-20
Sentry-10
Walls-30
Defense-12
Move-9
Cost-1000
Effect-Weak against foot tactics.
My thoughts-Why it's weak against foot tactics, I have no clue, but it's a
siege unit that can defend itself. Be careful for foot tactics, and you'll be
OK. James Waumsley says that if your elephants are going a short ways, and you
don't need a duel, its better than even mallet.

Officer positions do not apply to ship formations.
===Ship===
Unit-10
Sentry-10
Walls-10
Defense-10
Move-12
Cost-0
Effect-Can trigger "Arrowrain" tactic.
My thoughts-Your basic naval craft. The default if you have no Navy tactics.
===Ramship===
Unit-15
Sentry-10
Walls-30
Defense-9
Move-13
Cost-400
Effect-Can trigger "Wood Ram" tactic.
My thoughts-For taking down ports and other naval units, it isn't a bad choice.
===Arrowship===
Unit-13
Sentry-30
Walls-10
Defense-20
Move-10
Cost-600
Effect-Can trigger "Arrowgale" tactic.
My thoughts-To kill all of a port's troops, it isn't bad.
===Warship===
Unit-15
Sentry-20
Walls-20
Defense-12
Move-11
Cost-1000
Effect-Can trigger "Steel Ram" and "Arrowgale" tactics.
My thoughts-Pretty good all-around. Nice to take down a port if you expect to
be intercepted along the way. Slow, though.

Next is Tactics. Here you can pick what tactics your officers will use on the
field. You can only pick one for each officer. Note that officer using the same
tactic may "Chain" them and do extra damage. Tactics are as follows:

Name            Power            TP to learn      Can Be Used on Facility
FOOT TYPE TACTICS-DAMAGE BASED ON WAR             No
Strike          13               12
Assault         16               40
Melee           19               112
HORSE TYPE TACTICS-DAMAGE BASED ON WAR            No
Sortie          14               16
Charge          17               60
Onslaught       20               126
HORSEBOW TYPE TACTICS-DAMAGE BASED ON WAR         Yes
Mounted         8                25
Running         11               72
Flying          14               160
BOW TYPE TACTICS-DAMAGE BASED ON WAR              Yes
Volley          7                16
Barrage         10               60
Arrowstorm      13               126
NAVY TYPE TACTICS-DOES NOT NEED TO BE ACTIVATED   Yes
Ramship         N/A              30
Arrowship       N/A              60
Warship         N/A
SIEGE TYPE TACTICS-DOES NOT NEED TO BE ACTIVATED  Yes
Tower           N/A              30
Ram             N/A              30
Catapult        N/A              72
Elephant        N/A              176
PROTECT TYPE TACTICS-VARIES, BASED ON INT         No
Bargain         No Activation    4
Golems          No Activation    30
Dismantle       N/A              40
Shield          N/A              72
SCHEMES TYPE TACTICS-BASED ON INT                 Varies
Confuse         N/A              8                Yes
Trap            Based on INT     30               No
Cajole          Based on INT     72               Yes
Illusion        Based on INT     172              Yes
PLOY TYPE TACTICS-BASED ON INT                    Varies
Taunt           Based on INT     8                Yes
Rally           Based on INT     40               No
Heal            Based on INT     72               No
Magic           Based on INT     112?             Yes

Now that you know how to use them, why don't we discuss what they do.

Strike: A rather weak foot type tactic.
Assault: A stronger version of Strike. Not too bad if chained.
Melee: The strongest foot type tactic. Nice to have.

Sortie: A rather weak horse type tactic.
Charge: A stronger version of Sorite. Can be great if a lot of people chain it.
Onslaught: Absolute Devestation. The Strongest "War" type Tactic.

Mounted: A Weak Horsebow attack.
Running: A Stronger version of Mounted. Not too bad.
Flying: The Strongest Horsebow tactic. Very nice VS Facilities.

Volley: A very weak tactic. Use only if you must.
Barrage: Stronger version of Volley. That's a little more like it.
Arrowstorm: Strongest Bow tactic. Very nice, but few have it.

Ramship: Useful for defeating other naval units or bringing down a port's
defense. Costs 400 gold.
Arrowship: Useful for defeating the troops in a port. Also good VS units. Costs
600 gold.
Warship: Very strong all around. Best for taking down enemy units. Costs 800
gold.

Tower: Best for defeating enemy troops in facilities. Usually needs escort.
Costs 200 gold.
Ram: Best for bring the defense of a Facility to 0. Almost always needs escort.
Costs 300 gold.
Catapult: Best for attacking a city from far away. NEEDS escort. Costs 300
gold.
Elephants: Best for attacking the walls of a city. Is able to defend itself.
Costs 1000 gold.

Bargain: Structures cost cheaper. Can stack with one another. Passive skill.
Golems: Can build Golems-Barricades that will hurt enemies.
Dismantle: Not caught by enemy traps. How well you use is based on INT.
Shield: Your unit cannot be disrupted, confused, or mislead. Always works if
selected.

Confuse: Confuses enemy units-Gives you better chance to use tactics and you
cannot be hurt by them. AWESOME TACTIC. Effectiveness based on INT.
Trap: Spring a trap on the enemy based on terrain. Troops injured based on INT.
 Plains or Grassland: Pit
 Near Mountains: Rockslide
 Water: Torrent
Cajole: Coax enemy soldiers (Not Officers) to join your army. Number of troops
that defect based on INT.
Illusion: Damage Multiple enemy units and confuse them. Damage done and if
Confuse works based on INT. Amazingly cool, I love it.

Taunt: Lower enemy morale. Amount of how much based on INT. Not too great.
Rally: Restore morale of the unit. Based on INT. Unit may become excited-gain
greater chance of triggering tactics and when excited wears off, take HUGE
morale drop.
Heal: Heal wounded soldier in your unit. Amount based on INT. Not bad, but
there's better.
Magic: Damage multiple enemy units and lower thier morale. Damage done and
morale loss based on INT. Not bad at all, but Illusion is better.

That's all the tactics.

Position determines where your officer is. This affects How often tactics
occur, if he can get into duels, and if he can be hit with an arrow, lowering
Leadership Skill.

Front: Greatest chance of triggering tactic. Possible to get into Duels. Can be
hit with arrow.
Middle: Good chance of triggering tactic. Cannot get into duels. Can be hit
with arrow.
Back: Poor chance of triggering tactic. Cannot get into duels. Cannot be hit
with arrow.

Troops is how many troos you can march with. You can march from 1 to the
highest control in the unit.

Ship is what ship you will take if you go on water. "Ship" is automatically
chosen. Can change only if someone in unit has Navy Tactics.

Gold is the total amount of gold it will take to march with that unit.

Morale is the Unit's starting Morale.

Once you select OK, you will be taken to the map. Select where you want to go
and then you will see a blue dotted line there. This is the course the unit
will take. Click again to confirm and you are taken to the Policy screen.

The policy screen tells your unit how to behave in Various situations.

1)Enemy: Attack with tell them to attack any enemy they see. Ignore will tell
them to ignore everyone but thier target. (May not obey orders)
2)Retreat: Tell them to retreat only when you tell them (Disallow) or at thier
own discretion (Permit). (May not obey orders)
3)Pursuit: Permit will tell them to pursue a retreating enemy and destroy thier
unit. Disallow will tell them to ignore retreating units.
4)Secondary Orders: Attack says that you can attack any nearby enemy after your
target is destroyed or retreating, if you selected disallow pursuit. If no
enemies are in view, they will return to base. If they see an enemy on the way
back, they will engage. Return tells them to retreat when they are finished
with thier target.
5)Begin March: You can set to begin the march after 0-9 amount of days. This
wait is for arriving at point X at the same time, or waiting to fight closer
to the city.

Also on this screen is thier ETA (Estimated Time of Arrival), Where they are
marching to, whose force they are, and what thier orders are.

1.2.2 The "Build" Command

This will tell your men to build a certain type of building in certain spot.
Once you enter the build screen, the first thing you do is select officers. It
will sort them based on who has bargain, as that will make your facility
cheaper. Select who you want and hit OK.

Now select the structure you want to build. They are as follows:

Camp: Defense 200. Recover 5. Base cost: 300.
Outpost: Defense 500. Recover 10. Base cost: 1200. May Trigger Volley.
Compound: Defense 350. Recover 7. Base cost: 1000. May trigger Barrage. Has
longer range than other buildings.
Fort: Defense 700. Recover 12. Base cost: 2000. May trigger Volley. Has
catapults on the walls for increased damage.

Those can all hold 250,000 troops. You can begin Marches and house officers
there. They can be taken over by enemy forces. The following cannot house
troops, officers, and the enemy cannot take it over, it must be destroyed.

Barrier (N/S or E/W): Defense: 150. Base Cost: 100.
Obstacle (N/S or E/W): Defense: 300. Base cost: 200.
Barrier (N/S or E/W): Defense: 600. Base Cost: 400.
Golems: Defense: 300. Base Cost: 1000. Counter-attacks against demolitions.

Troops Select the amount of troops to build the building. If it can house
troops, they will go inside after construction is complete. If it cannot, they
will retreat back to base after constuction.

1.2.3 The "Transport" Command.

This will QUICKLY bring troops to the location you desire. The officer who
brings the troops will return to base after transport is finished.

Entering the Transport screen, you must choose ONE officer for this job. High
Leadership is helpful against mislead, confuse, ect.
Troops will let you select the amount of troops. You can only bring as many as
your control says.
Morale will tell you the starting morale of the transport unit.

Once you click OK, select a target. The route will show up. Click again to
confirm. The policy screen will appear. It is almost the same as the marching
policy screen, except your only option is to choose if the unit will retreat if
it comes under attack. Select Permit to let it, or Disallow, to force it to
continue. Click OK, and then the unit will go next action phase.

1.3 The "Personnel" Command

This will deal with the officers of your force and other forces.

1.3.1 The "Call" Command

This command will tell officers to go to the facility you are using this
command with. Going into the menu you see one option: Officer. Click it.
You can now select any officer who is not otherwise occupied. It will show
thier name, district, location, and status (Warlord or Officer), as well as
ETA if he is called to the facility. Select as many officers as you wish. When
you are done, clikc OK, and they will move to that facility.

1.3.2 The "Move" Command

This command is similar to call, but instead people in the facility you use
this command in will move to any facility. going into the menu you must first
select a target. Then select who from this facility will go to that facility
you have targeted.

1.3.3 The 'Search" Command

This command can do many things, based on an officers' Politics skill. Going
into the menu you must first select where your people will search. They can
search anywhere that is unowned or you control. You must then select who will
search at that location. Thier ETA is listed. Your warlord (If you have one)
Will tell you if it is a good idea or not. I usually use search to find gold.
Even if your warlord tells you nothing will happen, you may still find gold.
For a full list of what can happen on a search, check out the Events FAQ here
on GameFAQS.

1.3.4 The "Employ" Command

This command is used to send an officer of yours to another force's or a free
officer to try and enlist him to join your cause. On the screen you must choose
your target which is listed by the following: Prisoners you have, starting with
lowest loyalty to thier force. Free officers, then Officers belonging to other
forces that are not prisoners, beginning with the lowest loyalty. You must then
select an officer to go to that selected officer and try and employ him. High
POL usually helps here.

1.4 The "Plots" Command

This will deal with hurting the enemy and helping your men.

1.4.1 The "Alienate" Command

This is used to lower an officer's loyalty. First go into the Alienate menu.
You must first pick a target. It will be sorted based on INT. You cannot
alienate your own officers. next, pick an officer to alienate him. High INT
usually helps here. Listed is the ETA and, if you have a warlord, his advice.

1.4.2 The "Raze" Command

This is used to lower the defense of an enemy facility by fire. First select
your target. It must be no more than 2 cities away (You cannot cross more than
2 blue lines if you have the grid on). Select an officer to execute the raze.
A High WAR usually helps. The chances of the enemy commander catching him is
based on his leadership. Listed is the ETA and your Warlord's advice.

1.4.3 The "Raid" Command

This is used to steal gold from an enemy force. First select your target. It
must be no more than 2 cities away (You cannot cross more than 2 blue lines if
you have the grid on). Select an officer to execute the raid. A High WAR
usually helps. The chances of the enemy commander catching him is based on his
leadership and the number of troops in the facility. Listed is the ETA and your
Warlord's advice.

1.4.4 The "Rumor" Command

This is used to worsen two forces relation in the hipe that they will go to
war. First select an enemy force to hear the rumor. Next select an enemy force
that will be the source of that rumor. The former will start to dislike the
latter if you are successful. You will need a person wtih high INT to pull this
off.

1.4.5 The "Mislead" Command

This can only be used if an enemy unit is no more than 2 cities away. It will
force and enemy unit to retreat back to its home base for a short while. Can be
negated by shield. First select the enemy unit. Next, select an officer to do
it. He will almost always need an intelligence higher than the smartest person
in the unit. It will show you the unit's highest INT. Your ETA and Warlord's
advice is posted, as always.

1.4.6 The "Disrupt" Command

This will be used against units to nullify thier formation, and have them deal
little damage while take extra. Siege weapons and special naval ships will not
work. Can be negeted by Shield. The Unit must not be more than 2 cities away.
First select the enemy unit. It will show the Commander's LDR I think. Someone
correct me if I am wrong, but i'm unable to check right now. You will
probably need someone with higher INT than his LDR. Select your officer. You
will see ETA and Warlord's advice.

1.4.7 The "Rally" Command

Send an officer to rally an allied unit. Does the same thing as the tactic.
High INT suggested. Rally tactic learned helps. ETA and Warlord's advice shown
after choosing a unit (No more than 2 cities away) and an officer.

1.4.8 The "Rescue" Command

Send an officer to reinforce an allied unit. First select an allied unit to
rescue. It will show thier Morale and Troop Count of who can fight. Select an
acting officer-someone with high LDR preferably-and click OK. Rescue will give
3000 troops and restore a Mislead/Disrupt affecting them. Two city rule
applies.

1.5 The "Diplomacy" Command

This is used to alter relations between your force and other forces.

1.5.1 The "Gift Command

This is used to improve relations with a target force. First select the force
you wish to give the gift to. Next select an acting officer. High POL will
usually help. Next select the gift- There are 3 choices here.
1) Gold-Between 1000 and 10000 gold.
2) Food-Between 10000 and 100000 food.
3) Item-Any Item your ruler has.

Shown is ETA and Warlord advice.

1.5.2 The "Request" Command

This is sued to ask a force, usually one with good terms with you, to attack
a certain facility. Select a target force. Select an officer. High POL will
probably help. Select a target you want them to attack. Shown is ETA and
Warlord advice.

1.5.3 The "Exchange" Command

This is used to get back your prisoners. Select a prisoner the enemy has.
Select an acting officer to go ask for your prisoner. High POL will help.
Warlord Advice and ETA Shown.

1.5.4 The "Warn" Command

This is used to ask a force to surrender to your army. Select a force to target
and select your officer to go ask them. High POL will help. Also, you should
have either an overwhelming army or a MUCH higher repute to get a favorable
response. Listed are your Warlord's advice and the ETA of the officer. If the
warn succeeds, You will gain all his officers and the ruler as an officer. You
gain control of all his cities. His force is annihilated. You gain all his food
and gold. If you fail, it is similar to a declaration of war.

1.6 The "Commands" Command

I have a special section for this later.

1.7 The "Training" Command

I have a special section for this later.

1.8 The "Info" Command

Use this to learn detailed information on the facility, the area it is in, its
officers, and any units that originated from this facility.

1.9 The "Observe" Command

Use this to go to the Action Phase. Can also hit Circle on your controller.

2. The "Information Lists" Page

This page will give all sorts of information at your disposal. Feel free to use
it anytime you need it.

2.1 The "All Titles" Command

This will show you the list of titles in the game, the amount of control your
Ruler will have with that title, and How much Repute is needed for that
title. Hitting R1 will give you a list of who has what titles. Description is
just information, nothing that will help you game-wise.

2.2 The "All Forces" Command

A true all-purpose tool. From here you can see all of the following. Hit R1 and
L1 to switch between what is being shown.

Country:General Information regarding Rank.
Force-Which force the information belongs to
Country-The name of your country, if any. (You must be emperor for this)
Title-That force's Ruler's title.
Repute-A show of all Repute scores in China. If yours is the highest, keep it
up!
TP-The amount of Training Points everyone has. You will only be able to see how
many you have, though, everyone one else is ****.

Base:About your cities and your nation.
Force-Which force the information belongs to
Warlord-The name of that Force's Warlord, if any.
District-The number of districts in that force.
City-The number of cities each force controls.
Officer-The Number of officers in each force.

Strength:Numbers regarding troops, and military figures.
Force-The force to which the informatrion belongs.
POP-Population Count of each force.
D. Pool-The Draft Pool size of that Nation's force. The number is the combined
Draft Pool of all that force's cities.
Troops-The number of troops that force has.
Wounded-The number of wounded that force has.

Gold:Information surrounding income.
Force-To which for the information belongs
Gold-The amount of gold currne tin that Force's treasury. If the number is in
red, it will run out beofre next Income period.
Expense-The amount of gold you will pay on your officers until next season.
Income-The amount of gold you will get in income at Income time.
Projection-The amount of gold you will have if you spend money only on officer
pay and your income figure does not go down.

Food:Information regarding Harvest and Food Storage.
Force-Which force the information relates to
Food-The current amount of food for that Force. If the number is in red, it
will run out before Harvest in July.
Usage-How much Food you will use until July.
Harvest-The amount of food you will gain this Harvest period.
Projection-Projected amount of Food at the end of the Harvest.

Diplomacy:See relations with other forces
Force-To which force the menu describes.
Relations-How good terms you are with that Force. They go from best to worst
like this:
-------------------------------------------------------------------------------
Trusted:The Best relationship possible. May carry out requests. Trusted friend.
Amicable:Good friends. May carry out requests. 2nd best relationship.
Neutral:The Middle. Unlike to carry out a request. War may start.
Uneasy:Either on the brink of war, or war just started.
Hostile:Hated enemies. War with them will not be stopped easy.
-------------------------------------------------------------------------------
Your own force's relations will be -----. Your assumed to be nice to yourself!

Coalition-Memebers of a Coalition and its Leader, as well as its target.

An X signifies that force is the target of the coalition.
An O signifies that force is in the coalition.
And O inside an O means that person is the Coalition leader.

Period-How long the current coalition will last. (In Days)

Request:All requests made will be here.
Force-Who the information regards.
Requestor-Who asked them to take that facility.
Target-What facility they must take.
Period-How long they have until the request expires. (In Days)

Details:View the most important information about each force.
Tactics-Shows what tactic people are given. If you are in that force, you will
recieve this tactic as long as you are in it.

Map:A large map of China is on this page.
Force-Highlight a Force to see vital information as well as the cities that
force control on the map.

2.3 The "All Districts" Command

Very nice if you want to see information on a district of yours or an enemies.
This page is the same to the all forces page except for the following.

Base:General information about each district regarding cities and officers.
District-Whose District the information regards.
Force-Under whose force is that district in.
City-The amount of cities in that district.
Officer-The amount of Officers in that District.

Policy:Information regarding policy.
District-Whose district this information concerns.
Policy-What policy that district follows. Ruler's District will have no policy.
Target-If Sieze or Conquer is chosen as policy, the target of that district is
here. If Fortify or Normal is the policy, the Target will be "----". There is
no Diplomacy, Country, Map, or Request screens here.

2.4 The "All Cities" Command.

Good for looking up what province cities are in to see what more you have to
conquer to become Liutenant Govenor.

Base:Where the city is, and its current situation.
City-The name of the City.
Territory-What province it is in.
Force-What Force it belongs to.
District-Which District it is in.

Special:Special information regarding the city.
City-The name of the City.
Training-What type of training the city can offer, if any. Your officer must
have a certain amount of experience in that kind of tactic to learn. It will
take 3 months to learna  new tactic this way.
Weapon-A special weapon on the city, if any.
TP Value-The CURRENT TP value of the city.

Officer:Information about Officers and the city.
City-Name of the city.
CMDR-The commander of the city, if any.
Officers-How many officers are in the city.
Prisoners-How many prisoners are in the city.
Free-How many known free officers are in the city.

Strength:Information about Military in the city.
City-Name of the City.
POP-The Population of the city.
Draft Pool-The CURRENT Draft Pool of the city.
Troops-The amount of troops in the city.
Wounded-The number of wounded soldiers in the city.

Condition:Information about the cities status.
City-Name of the city.
Condition-Saying about if it is in battle, confused, or normal.
Morale-Morale of the soldiers in the unit.
DEF-Current Defense of the City.
Max-Maximum Defense of the city.
Front-A Circle indicates it borders an enemy city.

Domestics:Information regarding Domestic Affairs.
City-Name of the city.
Trust-The current level of trust.
Trade-The current level of trade.
Max(1)-The Maximum level of trade.
Farms-The current level of farms.
Max(2)-The maximum level of farms.
Merchant-Says if a Merchant is in town.

Permanent-In town forever.
Visiting-In town for a short while.

Income:Overall income of all things in the city.
City-Name of the city.
Pool Increase-How much the Draft Pool increases by each season.
Income-The amount of money the city will produce each season.
Harvest-The amount of food the city will produce each season.

Border:City's Borders information.
City-Name of the city.
Border-A list of all cities it borders.

Details:View details information about the city.

Map:See a map with the city on it. The city will be flashing.
Cuty-The city you are currently selecting.

2.5 The "All Areas" Command

Similar to the "All Cities" command but regarding all AREAS, meaning even
places without a facility there. No new information sets.

2.6 The "All Units" Command

This will give information on all units in China.
New Terms are as follows:
Resident-Basically, officers.
Turn-Says if you have given new orders to that unit this turn.

2.7 The "All Officers" Command

Information about all officers that are alive and known in the game.

Abilities:An Officers abilities.
Officer-Who it is.
LDR, WAR, INT, POL-How skilled they are in each.
Tactics-The number of tactics that officer knows.

Force:Officers and thier force.
Officer-Who it is.
Force-Who he serves.
District-Whose district he is in.
Status-Says if he is an officer, Ruler, or Warlord.
Loyalty-His Loyalty to his force.

Base:Information about him and his city.
Officer-Who it is.
Base-Current Facility he serves in.
Current-Where he is right now.
CMDR-Says if he is command of his facility or unit.
Camp-If in a unit it will say where (Front, MIddle, Back) he is in the unit.

Orders:Officers and thier orders.
Officer-The name of the officer
Orders-What thier current orders are. Blank means they are awaiting orders.
**** means they have already acted this 10-day period.
Target-If they have a target chosen, this is that it is.
Goal-Where they are trying to march to.

Rank:Officers and thier Ranks.
Oficer-Who it is.
Rank-The current rank of the officer.
Control-How much control that officer has.
Stipend-How much the officer much be paid.

Individual:Personal information about the officer.
Officer-Who it is.
Gender-Is he male or female?
Personality-What type of officer he is. There are 4 types:
-------------------------------------------------------------------------------
Impulsive-Will almost always charge against enemy troops., even against orders.
Steadfast-More likely to obey orders, but still may disobey. Brave.
Calm-Cool, Collected. Will most likely obey orders, but may shy from danger.
Careful-Hates getting into fights, may retreat while fighting without orders.
-------------------------------------------------------------------------------
Parent-Who this officers' parent is, if he appears in the game.
Age-How old the officer is. Joins at 15. Dying time based on history and age.

EXP:Experience Points.
Officer-Who it is.
LDR-How much Leadership Experience he has.
WAR-How much War Experience he has.
INT-How much Intelligence Experience he has.
POL-How much Politics Experience he has.
Once the numbers match, the second one will increase, and the first one will go
to zero. His MAX for that statistic is up.

MAX:The Maximum his Stat could be there.
Officer-Who it is.
LDR-His current and max Leadership.
WAR-His current and max War.
INT-His current and max Intelligence.
POL-His current and max Politics.

Foot, Horse, Horsebow, Bow, Navy, Siege, Protect, Schemes, Ploys:Tactics
Officer-Who it is.
EXP-Experience points in that tactic type. The more it is, the better he can
use them, the more he can use, and they will trigger more often.
Insert Tactic Name-Says is the officer can use it or not. A circle says he
knows it. An Arrow means he can learn the tactic through training. A Triangle
says he can use the tactic due to an Item, or some other means.

Details:Detailed information about the officer.

2.8 The "All Items" Command

This will let you see the owner, what type, and the effects of all items in the
game that are known.

Type:What type of item it is.
Item-Name of item.
Below are the following types.
-------------------------------------------------------------------------------
Horses-Your retreat when your unit or facility is defeated is assured.
Weapons-Increase in WAR. May give a Tactic.
Manuals-Increase in LDR. May give a Tactic.
Treatises-Increase in POL. May give a Tactic.
Annals-Increase in POL. May give a Tactic.
Scriptures-Increase in INT. May give a Tactic.
Essays-Increase in POL.
Maps-Grants the Dismantle ability.
Tomes-Grant the Heal ability.
Scrolls-Increase in INT. Tactic granted.
Seal-Reupte rises by 100. Gives Cajole.
Treasures-Loyalty rises. May give a Tactic.
Decorations-Loyalty rises. May give a Tactic.
Charms-Will not increase loyalty. Will triple EXP gains in its selected area.
-------------------------------------------------------------------------------
Owner-Who owns it.

Effects:The effects of the Item.
Item-The name of the Item.
Ability-What ability it increases, if any.
Up-How much the ability rises from this item.
Tactic-What Tactic the item grants, if any.
Experience-Will say if Retreat is assured or if your Repute rises.

EXP1:About Charms.
Item-What item it is.
LDR, WAR, INT, POL-Which it gives 3 times EXP in, if any.

EXP2:About Charms.
Item-Name of the item.
Foot, Horse, Horsebow, Bow, Navy-Which the item gives bonus EXP in, if any.

EXP3:About Charms.
Item-Name of the item.
Siege, Protect, Schemes, Ploys-Which the Charm will grant EXP in, if any.

Details:Details information about the item.
Item-Name of Item. All information about it is shown. Picture comes with it.

3. The "Select Button"

Rather than break this one down I will only refer to it. It will help you with
its Glossary and "Secrets of War" Section. I would suggest you read the whole
thing, it gave me some information I didn't know.

III.Basic Strategies

"Wait for thier morale to plummet, then we'll counter-attack."
"Bring around the Tower! OK, let them have it!"
"3rd squad to the rear! 7th Squad, back them up!"
"The enemy is in retreat! We've won! VICTORY!!! (Sounds of Cheering)"

Ah, the pressures of generalship are so nostalgic in my head they provide me
with a drunkenness I have rarely experienced. In order to gain victory,
according to the most beloved War Manuel Ever (I think), The Art of War, by
Sun Tzu, you must "Know thy enemy and know thyself." Therefore, understanding
how to strike, when to strike, with what intensity, can let you manipulate your
adversaries moves and then counter them.

1. The Importance of Cities

Cities are everything in this game. They provide Forts, Bases, Troops, Housing,
Money, Food, and training. So, your cities treat you well. So why not return
the favor? Sure, put in some troops, just in case. You can spare 10000 can't
you? Go ahead and raise that defense, don't let vile people take your city!
Bring up that Trust, make the people LOVE you!

Cities can hold up to 500,000 troops at one time. Although this is not counting
wounded. Meaning you can have 1 MILLION soldiers in a city, and if you dont
want to lose some of them, you bette ship them out. That's right, if a unit
enters ANY facility that is full, the officer goes in and the troops disappear.

Unfortunately, Cities are usually far from each other. This brings me to my
next point.

2. The Importance of Gates and Ports

How does one cross water? A boat you say? Correct! Where does one keep boats?
YES! At Ports! So obviously Logic is this Water=Boat=Port. You can see why
controlling ports would be nice, especially that one where you can ambush them
right behind thier front. You can use them to house 250,000 soldiers, but they
have low defense, so watch out for Rams, Elephants, and Catapults.

Gates are important too. Troops in a gate can use Arrowstorm, even if the
officer doesn't know it! Also, Gates have increased range. You can use Ports
and Gates to great effect like this-

Go ahead and crank on the game if it isn't on. Lets take a look at the map of
China. Look toward the center. Let's say we control Pu Yang, Donga Port, and
Chen Liu. The enemy controls Hu Lao Gate, Guandu Port, and Henei and Mengjin
ports. Hu Lao gate has a sizable defense force. We COULD attack, but we would
lose many valuable soldiers, and they may decide to intercept before we get
there, leaving our siege units vulnerable. We can't march from our two cities,
they're too far from Hu Lao. But, GuanDu Port is only a few days march away.
So why not use that. Let's march from Pu Yang to Guandu with our soldiers.
Since he left GuanDu lightly defended, its no problem to take it. Now we can
make a good frontal assault on Hu Lao Gate. But only from GuanDu Port. Chen Liu
is still too far away. What do we do about this? Well, lets go ahead and be
daring. Take GuanDu Port's troops and head for Henei Port. Take Chen Liu's
troops, leaving a sizable garrison in the city, for GuanDu. Guandu's naval
unit taken Mengjin easily. Next Action Phase, we're going to have Henei Port
sail for Mengjin, hopefully we can get an easy attack on thier city.

During the next action phase we begin sailing for Mengjin, and our Guandu Port
troops are holding for now. But now the garrison in Hu Lao Gate has struck out.
By our next strategy phase, enemy Tower units are bearing down on Chen Liu.
The garrison will not be able to hold out long against this. Let's march from
GuanDu to attack those siege weapons from behind. Put them in any formation you
like, and give the orders. We took Mengjin last phase too. So now, without
stopping to Drill, or Repair Mengjin lets attack Luo Yang. They have ALOT of
soldiers in the city, but very low defense since someone tried to attack it not
too long ago. We'll go in a Ram unit.

Next action phase--Our Ram unit takes two days to reach Luo Yang and begin
battering down its walls. Meanwhile Your GuanDu Port soldiers have engaged the
enemy tower units. Luckily, thier commanders are Impulsive and Steadfast, so
they both stoped to engage your units. Despite your slightly smaller numbers,
thier defense as siege units is horrible, and you can beat them without a big
sweat. It will take ten more days to finish off Luo Yang, but it should be no
trouble, even if they march out some of the cities troops on you. By the end
of the month, Luo Yang has fallen, you've captured 1 officer, and you now have
the Capital City under your control!

3. Man-Made Stuctures

This section regards Camps, Forts, Outposts, Compounds, and Barriers,
Barricades, Obstacles, and finally Golems. These can be divided into two
general groups-Ones that can house troops (Camps, Forts, Compounds, and
Outposts), and ones that can't (All the rest). From now on I will refer to
these as Fort-Type structures (The ones that can house troops) and Barricade-
type structures (The ones that cannot house troops).

3.1 Fort-Type Structures

Fort-Type structures, as already established, can hold soldiers. This makes
them invaluable to your army. You can place a Fort at a strategic choke point
to hold off the enemy attack, or place a quick-to-make camp in order to use it
as a foothold to launch a siege on a city. Let's go through effective uses
then, hmm?

Go ahead and pop in the game and check out the big map of China. Lets have some
of our people try and build a Fort somewhere. You can only build them in the
lighted up areas. Let's look at Lu Jiang and Shou Chun as a Defensive example
of using Forts-Type structures.

Now, Lets say we control Lu Jiang, and we don't like Shou Chun. Our hated enemy
controls the city. We can indeed hold them off quite easily by placing some
Outposts in the two spots between Lu Jiang and Shou Chun. This will block both
attacking paths and give you time to prepare, as well as lower thier numbers.

Lets say Shou Chun has 30000 troops. Our City of Lu Jiang has 45000, but the
same enemy that has Shou Chun (lets say Cao Cao for now) alos has Jiang Xia.
We can't weaken up Lu Jiang too much or else we could be attacked form behind.
Jiang Xia currently has 20000 soldiers. What we're going to do is start using
High INT offciers. Let's say we're Liu Bei. WWe're going to take Zhuge Liang,
Pang Tong, and Xu Shu into Jiang Xia, along with Guan Yu, Zhang Fei, and Guan
Ping. Now, let's have those Outposts built.

Using 15000 men each have Guan Ping and Guan Yu build one, and Zhang Fei and
Pang Tong build one. Once they finish, Shou Chun can be held off, and Lu Jiang
is defendable in case of attack. Let's begin with a battle sequence in this
case, hmm?

Shou Chun begins to march in two 10,000 man Tower formations. Jiang Xia marches
with one 15000 man unit. It's time to put tactics to work. Let's have Zhuge
Liang mislead the unit from Jiang Xia. That will buy time. Next, have Pang Tong
and Xu Shu disrupt both of the towers from Shou Chun. This negates the towers'
effects. the Outposts have Barrage and with Guan Yu and Zhang Fei commanding
the defense, it should be no trouble mopping up the Shou Chun towers. After
that, you can mop up Jiang Xia's 15000 man unit with Lu Jiang's troops or one
of your forts.

Remember that Fort-Type structures can be offensive too. Let's go south for
this example.

Scroll to the bottom-center of the map. Get near Ling Ling, Chang Sha, Gui
Yang, and Wu Ling. Cao Cao controls all of these cities, but has them lightly
defended. Only 5000 in Ling Ling and Gui Yang, and only 7000 in Chang Sha and
Wu Ling. We recently took Jiang Ling, just north of all these across the river.
We also have Wulin, Jiangjin, and Gongan ports now. Lets try and capture these
cities of the Ling Ling area.

First, sail a unit down to Gongan Port. This could take two action phases. Once
there, don't stop to raise morale again, you have no time. Grab your men, let's
say 17000 and build a CAMP in the middle of all these cities in Hengyang. Don't
Build the north or south one either, the one in the middle of the area. But,
it has to be a camp. It will take one action phase just to get there from
Gongan, and you can bet Cao Cao is going to move to stop you. Once the camp is
done, you can start with cities.

Make sure you have plenty of officers in your camp. Have at least two march on
each city. Have two 4000 man tower units attack Ling Ling and Gui yang, they're
the weakest. Have your officers use confuse, if possible, and Bow or Horsebow
tactics. You have 9000 men left. If you can march in a tower do so to Chang Sha
or Wu Ling with all of them. Confuse if possible, then Bow and Horsebow.

Once you've taken Gui Yang, Ling Ling, and one of the other two (lets say Wu
Ling for now) you're ready to take the last one. Chang Sha is by itself and
surrounded, so be ready for anything-Desperate times, Desperate measures. March
with all your soldiers and you will know victory.

3.2 Barricade-Type structures

Barricades are purely for defense, but they can be helpful. Let's look at two
different example now.

You, Liu Bei now control Ru Nan. Cao Cao, the 'Hero' of Chaos has Shou Chun.
You have no choice but to leave Ru Nan lightly defended due to battle
conditions elsewhere. Before moving out Ru Nan's troops have them build a
Barricade between Ru Nan and Shou Chun. This way you can know and have time to
re-adjust your strategy if Cao Cao marches for Ru Nan.

Example 2: Remember the Forts between Lu Jiang and Shou Chun earlier? Now we're
going to use it again. Only with a Barricade. Let's take the same conditions as
before, but Lu Jiang is 15000 troops less now. On one of the roads between
Shou Chun and Lu Jiang you can build a barricade because it is so narrow. So
have that fort on the eastern path, only now with a barricade on the west path,
you'll be more secure since you can dedicate 15000 to the eastern fort now.

4. How to spend your money wisely

Money obviously plays a big role in this game. China's currency of choice in
game is Gold, Otherwise known as shiny silver. Now, how to spend it depends
largely on your situation. Lets look at examples.

1) Battle of Guan Du

You are Cao Cao, and you are playing Battle of Guan Du-200 AD. You have just
started and are not using any created officers. This means most of your
officer's loyalties are fairly high. Don't worry about that right now. Right
now your biggest concern is using money to gather troops to use again Yuan
Shao. The few who are somewhat disloyal can be bought easily, or with little
effort.

2) Battle of Chi Bi

You are Liu Bei. You are using 3 created officers, with the following names
and stats:
Liu Rong-87 LDR, 65 WAR, 72 INT, 59 POL.
Liu Kong-43 LDR, 43 WAR, 88 INT, 90 POL.
Cao Wang-77 LDR, 74 WAR, 79 INT, 29 POL.

These created officers are all fairly decent and can be of great use to you.
You have stupendous officers like Zhang Fei, Guan Yu, Xu Shu, and soon Zhuge
Liang to make up for less troops. First reward your new officers. Then you can
draft. Once drafting is done you can raise Trade, Trust, ect, while at the same
time rewarding your men.

3) A History of Heros (Note-You may not have this. It must be unlocked by
beating the game one time.)

You have created a force in Jiao Zhi with 15 officers. First priority in this
case ALWAYS is officers. Without officers you cannot do anything. If they all
leave you, it may be because of low loyalty. So, reward your men to make sure
they 'love' you.

5. About Foreign Tribes

Foreign Tribes is one of the few reasons I have a gripe about this game. You
will notice that when you start, they have 300,000 soldiers in thier one city
(I've heard it's 500,000 on expert-NOT TRUE). The easiest way to beat foreign
tribes is not to-just pay them some tribute (1000-2000 gold) each season and
you should be OK.

IV. About Commands

This is used to organize your force.

1.6.1 The "District" Command

The ultimate organizer. Use this to give control fo your cities to the highest
ranking officer in ANY of those cities. You will give him a certain amount of
gold, food, officers (Those in the cities selected), and a general policy to
follow. Entering the District Screen it looks like this.

Orders
New-Create a new district from scratch.
Change-Change the current policy or anything else of a current district.
Release-Disband a district.

City-You may select any city that your ruler is not in to be in the district.

Policy
Normal-Let the Viceroy in charge of your district make the decisions.
Fortify-Tell him to focus on demoestics, improving your cities.
Conquer-Tell him to focus on attacking and hurting a particular force.
Sieze-Tell him to focus on taking a particular facility.

Gold-The amount of gold HIS district will have. To the right is your Ruler's
District's gold count AFTER this.

Food-The amount of food his district will have. To the right is your Ruler's
district food after the food is given to the district you are changing.

Officer-Shows the number of officers in his and your ruler's districts.

Total Troops-Total number of Troops in his and your ruler's districts.

Click OK to finish.

1.6.2 The "Warlord" Command

Appoint a warlord to your force. He will give you advice on various things and
give you locations of items and of possible enemy plans. Your warlord must have
at least 70 INT. The higher his INT, the better and more reliable his advice
is.

1.6.3 The "Rank" Command

Appoint Ranks to your officers. Promoting an officer will have a positive boost
on Loyalty. Demoting an officer has a negative effect. The Ranks are as
follows:

Gained from the start: Stipend of 4
Level 8 General (8 slots) Control: 15000
Level 8 Minister (4 slots) +1 to INT and POL Control: 10000

Liutenant Govenor: Stipend of 8
Level 7 General (4 slots) Control: 20000
Level 7 Minister (4 slots) +2 to INT and POL Control: 10000

Governor: Stipend of 12
Level 6 General (4 slots) Control: 25000
Level 6 Minister (4 slots) +2 to INT and POL Control: 10000

Regent: Stipend of 16
Level 5 General (4 slots) Control: 30000
Level 5 Minister (4 slots) +2 to INT and POL Control: 10000

Grand General: Stipend of 20
Level 4 General (4 slots) Control: 35000
Level 4 Minister (4 slots) +3 to INT and POL Control: 10000

Chancellor: Stipend of 24
Level 3 General (4 slots) Control: 40000
Level 3 Minister (4 slots) +3 to INT and POL Control: 10000

Duke: Stipend of 28
Level 2 General (4 slots) Control: 45000
Level 2 Minister (4 slots) +4 to INT and POL Control: 10000

King: Stipend of 32
Level 1 General (4 slots) Control: 50000
Level 1 Minister (4 slots) +4 to INT and POL Control: 10000

Emperor: All Emperor Ranks have 1 slot. Stipend of 36
Prime Minister-Control: 55000 +5 to all stats
Minister of Exterior-Control: 55000 +5 to INT/POL
Minister of Interior-Control: 55000 +5 to INT/POL
Supreme Commander-Control: 55000 +5 to INT/POL
Grand Commander-Control: 55000
Vice General-Control: 55000
Knight General-Control: 55000
Foreign Minister-Control: 55000

You keep all previously attained ranks when you gain a new title. Therefore, an
Emperor will have all the ranks, Level 8 General up to Prime Minister. Note:
Stipend is offcier pay, which you must pay every ten days.

You should try and be smart about this too. If you click on 'Vacancies' it will
do a fine job, but I think if you do it manually you can do better. Put your
high LDR, and wanted but not needed High WAR people in the general spots. Put
high INT and POL in minister spots so they get a nice boost to stats. When
picking Generals for your army, always go with high LDR first.

1.6.4 The "Reward' Command

Reward is basically paying an officer 100 gold to boost his loyalty. How much
it boosts his loyalty depends on certain factors. Mainly Creed and Personality.
It can go up anywhere from 10 to 2. You can Reward anyone whose loyalty is
under 100. It will cost 100 gold per officer you reward.

1.6.5 The "Award" Command

This one will give an item the ruler has to a subordinate. Thier Loyalty will
go up, unless it is a charm type item. They also gain the benefits of the item.
Your Ruler will lose the benefits. You should try to be smart when giving these
items-Don't give the Art of War (LDR+10, Warship Tactic) to some minister with
2 Navy EXP and a 2 LDR. Give it to a high ranking general whose loyalty is
wavering some.

1.6.6 The "Sieze" Command

Take an item away from a subordinate. Thier loyalty will drop only if thier
stats drop from the siezing of an item.
Example: You are Cao Cao. You give Xiahou Yuan Sword of the Heavens-War+5.
Later, you give him 7-Star Blade--War+10 If you take the Sword of the Heavens
away, his Loyalty won't drop since there is no stat loss. You may be
thinking-But that's 15-5=10. He lost 5 WAR. BUT NO HE DIDN'T. Items do not
stack with each other. Meaning WAR+10 and WAR+5 is still only WAR+10.
Therefore, no stat loss, no LOY loss.
Another Example: You give Xiahou Yuan Swords of Fate-WAR+3 and Strike Tactic.
You then give him 7-Star Blade. If you take away his Swords of Fate now, his
Loyalty drops. Why? You should have this one figured out. Becasue of the
strike ability. He lost strike when he lost the Swords of Fate, and so his LOY
dropped some.

1.6.7 The "Execute" Command

Execute an imprisoned officer. Your relation between your force and the
imprisoned officer's force will worsen.

1.6.8 The "Dismiss" Command

Let a prisoner go, or make one of your subordinates leave your force.

V. About Training

The training command is one of the better ways to improve your officers.
Whenever you take over a city, port, or gate, it has a certain TP value, based
on how good a shape it is in. When you take that city, port, or gate, it's
current TP value is added to your TP. Different things cost different TP. A
tactic costs alot sometimes-look at Onslaught, above. You can also improve an
officer's attributes, under certain conditions. If an officer amasses enough
EXP in a certain attirbute, his maximum for that attirbute may increase. With
10 TP, you can make his stat go up one point.
Example: Zhang fei searches in Xu Chang. He finds a Tiger harassing the people.
He decides to defeat the tiger and wins. His max WAR goes up one point to 99.
You have 10 TP. You upgrade his current WAR (98) to his max WAR amount (99).
You use up your 10 TP to raise Zhang Fei's WAR to 99 from 98. Here's a table of
Tactics and thier TP cost, so look at it anytime.

Name            Power            TP to learn      Can Be Used on Facility
FOOT TYPE TACTICS-DAMAGE BASED ON WAR             No
Strike          13               12
Assault         16               40
Melee           19               112
HORSE TYPE TACTICS-DAMAGE BASED ON WAR            No
Sortie          14               16
Charge          17               60
Onslaught       20               126
HORSEBOW TYPE TACTICS-DAMAGE BASED ON WAR         Yes
Mounted         8                25
Running         11               72
Flying          14               160
BOW TYPE TACTICS-DAMAGE BASED ON WAR              Yes
Volley          7                16
Barrage         10               60
Arrowstorm      13               126
NAVY TYPE TACTICS-DOES NOT NEED TO BE ACTIVATED   Yes
Ramship         N/A              30
Arrowship       N/A              60
Warship         N/A
SIEGE TYPE TACTICS-DOES NOT NEED TO BE ACTIVATED  Yes
Tower           N/A              30
Ram             N/A              30
Catapult        N/A              72
Elephant        N/A              112?
PROTECT TYPE TACTICS-VARIES, BASED ON INT         No
Bargain         No Activation    4
Golems          No Activation    30
Dismantle       N/A              40
Shield          N/A              72
SCHEMES TYPE TACTICS-BASED ON INT                 Varies
Confuse         N/A              8                Yes
Trap            Based on INT     30               No
Cajole          Based on INT     112              Yes
Illusion        Based on INT     172              Yes
PLOY TYPE TACTICS-BASED ON INT                    Varies
Taunt           Based on INT     8                Yes
Rally           Based on INT     40               No
Heal            Based on INT     72               No
Magic           Based on INT     112?             Yes

Strike: A rather weak foot type tactic.
Assault: A stronger version of Strike. Not too bad.
Melee: The strongest foot type tactic. Nice to have.

Sortie: A rather weak horse type tactic.
Charge: A stronger version of Sorite. Can be great if a lot of people chain it.
Onslaught: Absolute Devestation. The Strongest "War" type Tactic.

Mounted: A Weak Horsebow attack.
Running: A Stronger version of Mounted. Not too bad.
Flying: The Strongest Horsebow tactic. Strong VS Facilities.

Volley: A very weak tactic. Use only if you must.
Barrage: Stronger version of Volley. That's a little more like it.
Arrowstorm: Strongest Bow tactic. Very nice, but few have it.

Ramship: Useful for defeating other naval units or bringing down a port's
defense. Costs 400 gold.
Arrowship: Useful for defeating the troops in a port. Also good VS units. Costs
600 gold.
Warship: Very strong all around. Best for taking down enemy units. Costs 800
gold.

Tower: Best for defeating enemy troops in facilities. Usually needs escort.
Costs 200 gold.
Ram: Best for bring the defense of a Facility to 0. Almost always needs escort.
Costs 300 gold.
Catapult: Best for attacking a city from far away. NEEDS escort. Costs 300
gold.
Elephants: Best for attacking the walls of a city. Is able to defend itself.
Costs 1000 gold.

Bargain: Structures cost cheaper. Can stack with one another. Passive skill.
Golems: Can build Golems-Barricades that will hurt enemies.
Dismantle: Not caught by enemy traps. How well you use is based on INT.
Shield: Your unit cannot be disrupted, confused, or mislead. Always works if
selected.

Confuse: Confuses enemy units-Gives you better chance to use tactics and you
cannot be hurt by them. AWESOME TACTIC. Effectiveness based on INT.
Trap: Spring a trap on the enemy based on terrain. Troops injured based on INT.
 Plains or Grassland: Pit
 Near Mountains: Rockslide
 Water: Torrent
Cajole: Coax enemy soldiers (Not Officers) to join your army. Number of troops
that defect based on INT.
Illusion: Damage Multiple enemy units and confuse them. Damage done and if
Confuse works based on INT. Awesome tactic.

Taunt: Lower enemy morale. Amount of how much based on INT. Not too great.
Rally: Restore morale of the unit. Based on INT. Unit may become excited-gain
greater chance of triggering tactics and when excited wears off, take HUGE
morale drop.
Heal: Heal wounded soldier in your unit. Amount based on INT. Not too bad.
Magic: Damage multiple enemy units and lower thier morale. Damage done and
morale loss based on INT. Not bad at all, but Illusion is better.

You may have noticed this is the same table as above. It is, but now you KNOW
where to look instead of guessing up there. Plus, i'm sure SOMEONE didn't read
that part. But with this knowledge, you can decide to spend TP now on Charge
or wait for Onslaught.

VI. How to _____

This is a section where you and I jointly make it. I'll ask some toughies, but
you guys really make it the star of the show here. Any E-mails asking "How do
I do _____" Will be posted here, even if I answered it already. My E-mail is at
the bottom of the FAQ.

"How do I take a city with 300,000 troops in it?"

This would be a Foreign Tribe-taking Question, or maybe a BIG force with one
city left. The trick is, the city's defense. If you can either lure out thier
units or have backup units, you can use Rams and Catapults to pound the city
into submission. You will also gain many soldiers, since many are still in the
building when the defense hits 0.

VII. Advanced Strategies

1. About using 'Rumor'

I think many people underestimate this plot. If you don't know, Rumor will
worsen relation between any two forces besides your own. This can be used to
great effect if you know how to.

You are Cao Cao, Battle of Chi Bi. You have taken down Liu Bei. You are
fighting Liu Biao, when Ma Teng attacks from behind. You divert troops from the
Liu Biao front to assist against Ma Teng. Liu Biao is still a large threat to
you. Using 'Rumor' you start up bad talk between Liu Biao and Sun Quan. Sun
Quan soon declares war. Liu Biao must fight on two fronts-You and Sun Quan.
Although you have no intention of attacking, it leaves you free to take out Ma
Teng and then finish of either whats left of Liu Biao or Sun Quan.

2. Confuse

People always underestimate confuse. If possible I always put it in my units.
Think about it-You, Cao Cao, have Cao Ren, Xiahou Yuan, and Sima Yi fighting in
a Wedge formation with 13687 troops. They're currently in battle with Guan Yu,
Zhang Fei, and Zhao Yun in a mallet. Guan Yu just beat Xiahou Yuan in a duel
and you have taken a huge morale drop. Also, they have more troops by about
6500. Sima Yi however will save the day here with his Confuse tactic. With no
smart officers Guan Yu's unit is easy prey. Now, with greater chance to trigger
tactic AND you're in a wedge, Xiahou Yuan begins a charge. Cao Ren chains it.
Oh, did I mention that you do extra damage if the enemy is confused? Well it
does, and now you've hit Guan Yu for about 5500 troops, and he can't even fight
back! You're getting free licks on him. By the time he's back to normal (3-7
days) you've gotten troops in your favor. He still has a HUGE morale advantage,
but that can be fixed with a rally from a nearby city. And soon enough, Sima Yi
will hit them with confuse again.

3. Item Dispersal

Make sure you give your items to people wisely. Don't give Cao Pi with his
60-something leadership Wei Liao Zhi (LDR+5). Give him Treatise on Agriculture
(POL+3). Remember that you can take some of your officers' most prized
possessions and they will still have 100 Loyalty. Liu Bei is a prime example.
You can take Black Dragon, Red Hare (Guan Yu), Viper Blade (Zhang Fei), and
Zhuge Liang's 4 items (Feather Fan, Wheeled Chair, The 24 War Manuels, and
Sleeve Darts) and he will have 100 Loyalty. So will Zhao Yun if you take his
Sword of Light. Zhuge Liang has such a horrid WAR (33 naturally) that taking
his sleeve darts and giving it to a much better WAR person is a good idea. And
with no Loyalty drop, nothing but good can come out of it.

4. The Ham Emperor

The orange face next to a city in the game. This denotes that the Han
Emperor is under guard of that force. If you take the city holding the Emperor,
you can choose either to Enthrone or Dethrone him. If you Enthrone, you will
gain 100 Repute. If you Dethrone, which I have never done, I've heard that
everyone will be out to get you. I would also imagine that you gain the title
of Emperor.

VIII. Micromanagement and Macromanagement

1. Micromanagement

Micromanagement is the ability to control small units of men effectively. In
the case of ROTK IX this is using your units to greatest effect. Here's some
tips.

1.1 When to March

Never underestimate the power of the 'Delay March' button. By delaying it by
even one day you can make your unit fight in your territory or have them fight
with reinforcements. Examples:

1.1.1 Waiting to fight on friendly terrain

The advantage of this is that you can trigger tactics easier due to terrain
knowledge. How do you know if you have terrain? A small yellow circle will
appear under your unit. The enemy can use this too, which can make long sieges
hard to pull, so watch out.

1.1.2 Having all units hit the facility at the same time

If a large Gate or Port or city is bogging you down, because you can't have
everyone march all at once, you can use delay march. You may not get it exactly
right, but if you know how fast formations X and Y move, you can get it fairly
close.

1.2 When to change orders

Knowing when to have a commander decide to retreat, whether to pursue, or to
retreat know can make or break a battle.

1.2.1 When to prioritize targets

If your siege unit is going, you probably won't want to have them attack
everyone. That's for your support units. However, knowing who can and can't
follow orders is important. Note that Impulsive people will attack anyone they
see, almost always. They can be outnumbered 10 to 1, but if they see them,
they are going to attack. Steadfast will usually follow orders. I would cut it
about 50-50. Calm people ALWAYS follow orders. I have never seen a calm person
disobey an order. Careful people will follow orders usually, but they may
retreat prematurely. I rarely have careful people leading units into battle
though, since they tend to be quite weak.

1.2.2 When to wait for orders or have commander decide

Asking your commander to decide or wait for your direct orders to retreat isn't
always important. They will usually retreat due to much less numbers, horrible
morale, ect. All the reasons you would have them retreat for. Careful people
(have not verified) will probably retreat often, but i don't know for sure.

1.2.3 Pursue or retreat?

Knowing when to pursue a unit and when to return to base can be very important.
If you have a unit pursue, he won't be able to defend the city against a rear
attack. However, if he does pursue, he may capture officers, and possibly thier
leader! It's all a matter of if you can withstand not having those troops to
defend.

1.2.4 What to do next?

This one is usually set to "Attack". However, times will arrive when you need
the unit to defeat this unit, then fall back IMMEDIATELY. Note that as stated
above, a calm officer is best for all of these.

2. Macromanagement

Macromanagement is the controlling of your entire army. In the case of this
game, it is involved with managing your empire and defeating your enemies.

2.1 A plan

The most important thing in war is a plan. Without a general objective in mind,
you will fail, always.

2.2 Intelligence

Knowledge of your enemy is crucial. Knowledge of your own power is important
too.

"Know thy enemy and know theyself, find victory in every battle."

"Know not thy enemy and know thyself, find victory and defeat in equal
measure."

"Know thy enemy and know not thyself, never find victory."

-Sun Tzu, 'The Art of War'

2.3 Economy

Managing your economy is improtant. You must know what to spend money on, what
not to spend money on, when to spend it, and how much is left.

IX. Scenario Overviews

1. Normal Scenarios

1.1-The Yellow Turban Rebellion, Feb 184 AD.

Background: In the later years of the Han Empire, the imperial court is
powerless as many warlord determine its fate. Zhang Jiao, leader of the way of
peace, is gathering up many supporters and has now openly challenged the Han.
The Emperor grows wary and orders He Jin to be Grand General of the forces.
Zhang Jiao will not lose easily, and he has rallied his soldiers to take up
arms versus the corrupt Han empire.

1.2-The Anti-Dong Zhuo Coalition, Jan 190 AD.

Background: In the wake of the Yellow Turban Rebellion the Han emperor appoints
Dong Zhuo as protectorate. Dong Zhuo soon grows corrupt and threatenes the
safety of the Han and amasses great strength. He gains the support of Lu Bu,
widely known as the strongest warrior ever in China. Such great names from the
Yellow Turban Rebellion like Liu Bei, Cao Cao, Sun Jian, and other will stand
forth to challenge Dong Zhuo. Yuan Shao leads the coalition to defeat tyranny
and restore the Han once again.

1.3-The Little Conquerer, Jun 194 AD

Background: Sun Jian led the attack on Dong Zhuo and forced his retreat from
Luo Yang. Despite this, Dong Zhuo managed to set fire to he capital city, and
the army of Sun Jian marched into the shattered remains. Lu Bu has since then
killed Dong Zhuo over DIao Chan, a beautiful young woman, the adpoted daughter
of a high ranking minister, Wang Yun. Following victory, all of the members of
the Coalition returned to thier own little provinces, but some, such as Yuan
Shao and Cao Cao Lusted for more. Sun Jian had returned to Chai Sang only to
find his hometown in the control of another! Enraged he led an attack on his
rightful territory and was killed in the assault. Sun Ce, his eldest son has
since led from there, and has abandoned Chai Sang to take Lu Jiang, earning him
the title "The Little Conquerer." Cao Cao has absorbed the remains of the
Yellow Turbans and has amassed great stregnth.

1.4-Guan Du and the Central Plains, Apr 200 AD

Background: Yuan Shao has defeated Gongsun Zan to become the largest force in
the land of China. Sun Ce has taken much more of Yang Province. Liu Bei settles
along with his brothers in the land of Xu. Cao Cao controls the Central Plains
and has begun to protect the Han Emperor. Zhou Yu and Sun Ce prepare to take
the rest of Yang Province. Cao Cao and Yuan Shao begin to face off at GuanDu
port.

1.5-The Battle of Chi Bi, Jan 207 AD

Background: Cao Cao defeats Yuan Shao at GuanDu, thanks to a vital piece of
information brought of Xu You, who had surrendered to Cao Cao. Cao Cao takes
control of Hua Bei and sees that Yuan Shao and his two sons, Yuan Shang and Tan
are all dead, then he begins to turn south. Liu Bei has been forced to flee Xu
to Liu Biao. Liu Biao grants Liu Bei control of Xin Ye. Sun Ce is assassinated
while he is out hunting. Sun Quan, 2nd son of Sun Jian takes control of his
forces.

1.6-The Revenge fo Ma Chao, Jul 211 AD

Background: Cao Cao sends his massive fleet down the Chang Jiang river. Zhou Yu
waited for a South-Easterly wind to blow, and the ordered the fire attack. With
little naval experience, Cao Cao was torn to shreds. His forces were massacred,
and he was forced to withdraw. He quickly rebuilt his forces and assassinated
Ma Teng. Ma Teng's son, Ma Chao, was furious with rage and sent his forces to
attack Cao Cao. He captured Chang An, and prepares for a showdown at Tong Gate.
Liu Bei gains control of part of Jing Province, thanks to Zhuge Liang, though
he loses Pang Tong in the attempt.

1.7-King Liu Bei of Huang Zhong, Jul 219 AD

Background: This is right before Lu Meng and Lu Xun ambnush and kill Guan Yu
who is currently campaigning against Cao Cao in Liu Bei's portion of Jing
province. Under the alliance of the Battle of Chi Bi, there lay a heated battle
for Jing province, though it was not open warfare. Liu Bei captures Huang Zhong
and proclaims himself King. The Five Tiger Generals, Liu Bei's most famous
and couragous generals, are Guan Yu, who is leader, Zhang Fei, Zhao Yun, Huang
Zhong, and Ma Chao, due to his defeat at Tong Gate, he had joined Liu Bei to
fight Cao Cao.

1.8-The Southern Campaign, Jul 225 AD

Background: Lu Xun and Lu Meng kill Guan Yu and Guan Ping during thier surprise
attack into Jing province. Liu Bei learns that Guan Yu had petitioned Liu Feng,
Liu Bei's adopted son into reinforcements, but had declined. Liu Bei, in a rage
of fury, executes Liu Feng. Zhang Fei, after a torrent of drinking and anger,
is assassinated in his sleep by his fellow troops. During this time, Cao Cao is
sent Guan Yu's head, and dies of illness shortly thereafter. Lu Meng is
assassinated, but no one is linked to the plot. Cao Cao's four living sons, Cao
Pi, Cao Zhang, Cao Zhi, and Cao Zhong are now arguing the rightful heirship.
Sun Shang Xiang, who is Liu Bei's wife and the sister to Sun Quan is sent back
to the Sun family's kingdom. Liu Bei ignores his most trusted advisors, and all
peace treaties from Sun Quan are rejected. He marches for Sun Quan's territory.
Lu Xun waits for Liu Bei to make camp at Yi Ling. He initiates a fire attack,
and, with already low morale due to the long march, Liu Bei's forces are routed
with a minimal amount of effort. Liu Bei's dying words to Zhuge Liang are, "If
my son is not fit to rule the country, you are to take command." Cao Pi is
named heir due to him being the eldest, and forms the Wei empire. Liu Chan, Liu
Bei's son counters by forming Shu-Han, to show thier intent to restore the Han.
Meng Huo, leader of the Nanman tribes tot he south, begins to raise troops in
Yun Nan. Zhuge Liang prepares to "Attack thier spirits" to quell this
rebellion.

1.9-The Death of Zhuge Liang, Apr 234 AD

Background: Cao Rong has taken command of Wei. Zhuge Liang perpares his fifth
campaign against Wei. Sima Yi, Zhuge Liang's arch rival, leads the Wei army.
Sun Quan establishes Wu, and Lu Xun still leads the army. Zhuge Liang works to
fix relations between Wu and Shu-Han, in order to concentrate on the campaign.
The Three Kingdoms are now formed, and the battle of Wu Zhang Plains is about
to begin.

1.10-The Fall of Shu, Jul 263 AD

Background: Zhuge Liang falls on the plains of Wu Zhang and teaches Jiang Wei
everything he knows as he dies. Sima Yi's children now have total control over
Wei. Jiang Wei leads many campaigns, unintentionally weakening Shu with each.
Sima Zhao orders Zhong Hui and Deng Ai to invade Shu. Wu is going to dispatch
reinforcements, but they must reach in time.

2. If Scenarios (Note: I do not have all of them, and you may not either, so
take the numbering of them all with some salt.)

2.1-Sun Jian in the Central Plains, Feb 191 AD

Background: Historically, Sun Jian was the only coalition member able to take
Luo Yang from Dong Zhuo. He then found the Imperial Seal and left for Chang
Sha. In this scenario, Sun Jian stays in Luo Yang.

2.2-The White Riders, Jul 191 AD

Background: During the time of the Anti-Dong Zhuo Coalition, there were only 4
truly powerful people: Yuan Shao, who commanded Cao Cao, Yuan Shu, who
commanded Sun Jian, Dong Zhuo, and Gongsun Zan, better known as leader of the
"White Riders". He had such officers as Liu Bei and his brothers, as well as
Zhao Yun. In this scenario, all of the smaller forces of the Coalition under
these 4 are now under thier direct command.

2.3-Emperor Lu Bu, Jun 197 AD

Background: Sun Ce had given the Imperial Seal to Yuan Shu in exchange for
troops with which he could take the Jiang Dong region. Historically, Yuan Shu
is forced to surrender, and the Imperial Seal is lost again. In this scenario,
just after Yuan SHu recives the Seal, he dies. His heir...Lu Bu.

2.4-Long Live the Han, Jan 200 AD

Background: Emperor Xian had become frightened at Cao Cao's power.
Historically, he asked for Cao Cao's assassination, but the plot is found out,
and unsuccessful. In this scenario, the plot could become successful. Liu Bei
and Ma Teng join forces and protect the emperor. This is just 6 months before
the famous Battle of Guan Du.

2.5-Yuan Shao, The Victorious, Oct 200 AD

Background: In the Battle of Guan Du, Yuan Shao had been on the brink of
victory before Xu You surrendered to Cao Cao and gave him a piece of
information to change China forever-"Yuan Shao's storehouse is at Wu Chao." Cao
Cao burnt up all of Yuan Shao's food and finishing him off took only a few more
years. In this scenario, that information is never brought to Cao Cao's
knowledge. After losing Guan Du, he also loses Luo Yang and Xu Chang. Liu Bei
meets Guan Yu at Ru Nan, as well as Zhao Yun. Due to the conditions in the Hua
Bei region, Sun Ce's assassination never occurs.

2.6-Zhou Yu's Divided County, Oct 210 AD

Background: Zhou Yu had a plan after Chi Bi to divide the country along the
Chang Jiang river. He called this his "Two Kingdoms" strategy. Then he and Sun
Ce could conquer Cao Cao and soon be unrivaled. In reality, the Sleeping Dragon
(Zhuge Liang) foils this plot. In this scenario, Liu Bei is pushed all the way
to the most southern tip of Jing. Zhou Yu succeeds on dividing the country.
He now fights with Sun Quan, in order to restore peace.

2.7-The House of Cao, Jan 220 AD

Background: In reality, Cao Pi was named heir to Cao Cao after much dispute. In
this scenario, dispute gives way to armed conflict between the 4 Cao brothers.
Cao Pi is the rightful heir, but Cao Zhang, The most skillful in war, takes
control of the Ji region. Also, Cao Zhi, the most intelligent son, takes
control of Xu and Pu Yang and Chen Liu. Also, Cao Xiong, takes Ru Nan. Just
like the esteemed Yuan family was destroyed due to inheritance wars, Wei is
being destroyed form the inside out.

2.8-Confusion in Shu, Jan 264 AD

Background: After Deng Ai and Zhong Hui conquered Liu Chan's territory, Jiang
Wei along with Zhong Hui conspired in a rebellion but are both killed in the
attempt. Deng Ai was taken prisoner by them and after the rebellion was sent to
Luo Yang to pass judgement. He is assassinated on the way there. In this
scenario, Deng Ai and Zhong Hui both declare independance in Shu successfully.

2.9-Three Kingdoms Super, Jan 208 AD

Background: Historically, the Three Kingdoms didn't come be until around 215.
In this scenario, Liu Bei recieves Jing as well as Ma Teng's forces. Liu Bei
now has the Five Tigers, Zhuge Liang, Pang Tong, and Xu Shu. Jiang Wei and
Zhuge Zhan will appear also.

2.10-A History of Heros, Jan 281 AD

Background: Time and Age play no role in this one. Use any force to dominate
the land, one city at a time.


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