Romance of the Three Kingdoms X Walkthrough :
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Walkthrough - FAQ/Strategy Guide************************************************* Romance of the Three Kingdoms X A Guide by Greg Hartman Contact: good_catholic_boy /at/ yahoo /dot/ com aolim: goodcatholicboy9 Some caveats for contacting me: -Please do not contact me if you are lame. -If you are emailing me, please put something in the topic to indicate that you are asking about this faq. I am very wary of emails from people I don't know (you should be also). You may also feel free to contact me via my im name, but I have found that I don't use instant messanger nearly as much as I used to, so email is probably the surest way to reach me. -The only language I can speak with any degree of clarity is English. Please, if you are contacting me, do so in English (although if you require an answer that is only half-intelligible, German might work also). Definitely do not bother emailing me in any other language; I won't even respond. ************************************************* Version History Version .5 (8/11/2005) -first version - about halfway done with the 1st, unproofread version of the guide. -submitted to GameFAQs Version .55 (8/13/05) -finished the section on debates. Version .75 (8/16/05) -completed the section on the council -added several frequent questions Version .90 (8/25/05) -completed the section on battles -added an faq or two Version 1.00 (8/30/05) -completed the campaign section, only the appendices to go -added some details in the officer interaction section Version 1.01 (9/6/05) -mostly a proofreading update, some minor additions Version 1.02 (1/15/06) -added a famous wives section Version 1.03 (7/26/06) -i reworked some writing at a critic's request. ************************************************* Table of Contents: I. An Introductory Word II. Starting a Game III. Your Character IV. The Town V. Interacting with Other Officers VI. The Council VII. Battles and Units VIII. Campaigns IX. FAQs X. Appendices XI. Credits XII. Legal ************************************************* I. Introduction Romance of the Three Kingdoms 10, like many of the games before it in the series, can be both frustrating and enjoyable to play. I say frustrating mainly because the Romance series has a tendency to throw so many things at a player at once, whether it be a huge amount of officer names, menus, or cities. I intend this guide to be used as a means of becoming better acquainted with the game without having to learn everything on the fly. Unlike the game immediately preceding it, Romance 10 allows the player to control a single officer throughout the Three Kingdoms period of Chinese History. There are many new additions since this style of gameplay was last attempted by KOEI (Romance 8), and many, although not all, of these aspects were done really well. I'd recommend the game to anyone who has really any interest at all in an rpg-styled strategy game. Finally, I'd like to say a word about this guide in general. Although the game is technically a strategy game, some of the information given here could be considered a spoiler, so be warned if you are reading this before even picking up the game. I don't plan on including any item, portrait, etc lists in this guide in the near future, as these have already been covered by other writers on this site. Any other suggestions for additions will be warmly received. This guide is based on the American PS2 version of Romance 10. ************************************************ II. Starting the Game There are 9 different scenarios that are available to play. The 9th, which is the usual "everybody is alive at the same time" fictional scenario is unlocked by completing a game as an officer serving the force that eventually unites China. Unlike previous games in the series, however, there are a large amount of historical events that take place throughout the game to make the scenarios flow together. The scenarios are, in order: 1. February 184: "Revolt Awakens Heroric Ambitions" - The game opens with the Yellow Turban rebellion breaking out and He Jin raising an army to defeat them. Liu Bei's force starts out as a rogue army in Ji, while Sun Jian, Dong Zhuo, Liu Yan, and Ma Teng all have their own cities. From the standpoint of troop strength, however, no one comes close to matching either the Yellow Turbans or He Jin. 2. September 189: "Dark Clouds over the Capital" - Here, Dong Zhuo has seized the capital and rival lords have sprung up throughout the rest of China in opposition. When playing on historical, this scenario is very event heavy, but there are many different forces to serve or command, so there can still be a lot of variety. This is generally my favorite to play, although I think it is at its best with events turned off. 3. March 194: "Thunder Rolls from the Central Plains" - Relatively similar to the prior scenario, the biggest single difference is that Dong Zhuo has been murdered prior to this scenario and that Lu Bu and Sun Ce are rogue armies. With events enabled and barring your own interference, both will quickly seize cities and establish their forces. Both Cao Cao and Yuan Shao are quite powerful, and Liu Bei is set to succeed Tao Quian. Again, like the scenario before it, this time period sees a great deal of parity between the rulers. 4. June 200: "Two Powers Collide at Guan Du" - This scenario really is the turning point in the game from relatively many weak rulers to relatively few powerfuls ones. Cao Cao and Yuan Shao both share a great deal of power and are posed to strike at one another (to Yuan Shao's great disadvantage, if you have events enabled), and Sun Ce has carved out a little empire in Yangzhou. Although Liu Bei has a couple cities under his control, they are both weak and won't last long against Cao Cao's powerful army, especially with events enabled. 5. May 207: "A Dragon Rises as Chi Bi Burns" - Probably one of the best scenarios if playing to see animated events, as several occur quite early in the scenario. Cao Cao has conquered the entire north and has set his eyes on Jingzhou. Liu Bei meanwhile searches for an advisor that will be able to lead his army against such a force, while Sun Quan debates whether to oppose Cao Cao's army or submit to it. 6. July 217: "Tremors of War Shake Han Zhong" - This is really the first "Three Kingdoms" proper scenario. Liu Bei, having defeated Cao Cao at Chi Bi, has since conquered Liu Zhang's territory and set his sights on the north, while both Cao Cao and Sun Quan have their eye set on northern Jing, defended by Guan Yu. 7. April 227: "A Struggle between Old Enemies" - The now obligatory Zhuge Liang vs Sima Yi scenario. Having lost the Jing province to Wu, Shu's warlord now turns to the north in an attempt to capture the central plains. Sun Quan, although he has gained territory, is relatively equal in power with where he was last scenario. 8. August 253: "The Lonely Legacy of the Dead" - The final historical scenario sees Shu on the brink of disaster. Zhuge Liang's successor, Jiang Wei, makes his final attempts to push north to seize the central plains while Shu whithers from within due to Liu Shan's poor rule. Wei, although strong militarily, also suffers from internal strife and is not long for the world. 9. January 250: "Heroes Across Time" - The only fictional scenario in this installment places every officer from the entire period into a single game with unlimited lifespans. The only way an officer will die is if he is beheaded by another ruler. A fun scenario, but also one that sees many rulers unable to manage such large armies with little resources. Cao Cao is also difficult to defeat. There are several ways you can choose to select your character. The most straightforward is to simply select the scenario you wish to play and then pick an officer from that scenario. Alternatively, you can answer a series of questions and the game will suggest a character for you based on your own personality. Finally, the game has several important officers prepackaged with scenarios from which you can select. The final decisions to make are with regard to the games options. Almost all of these are self explanatory, so I'll only mention the really important ones: Difficulty (advanced or beginner) - On advanced, the AI controlled empires are more aggressive, build armies more quickly, and generally slaughter prefects you control. The manual mentions that playing on advanced also reduces revenue in your cities, but this is harder to notice. It also hides the loyalty ratings of enemy officers, which I think is a very cool option. Mode (historic or fictional) - Historical allows officers to behave as they did in the Romance of the Three Kingdoms novel, whereas fictional randomizes AI control. Playing with Historical mode on but events off maintains historial relations between rulers and officers, but disables events that would normally occur. Events (on or off) - With this turned on, important events from the novel that could not be duplicated with gameplay will occur if specific conditions are met (for example, Tao Qian falling ill and leaving his territory to Liu Bei). This cannot be set to "On" if the game mode is in fictional. Leaving this enabled will result in Cao Cao dominating many of the early scenarios (unless of course you interfere with the events yourself). ? (Lifespan extensions on or off) - Enabling this command will lengthen all the officers in the game's lifespans by a good amount. This can be unlocked by completing scenario 9 as an officer or ruler of the force that unites China. After confirming options, the game will begin. ************************************************** III. Your character Probably the most important part of the game is understanding your own officer's abilities. All of this information can be accessed any time during the game by pressing circle and picking "self." The information is broken up into several different subcategories. The following information, however, is always present: 1. Your officer's portrait 2. The force which you serve, and, below it, the district to which you report. Every force is organized first into districts, ruled by viceroys, and then into cities, ruled by prefects. The first district is always ruled by the sovereign of the force, and subsequent districts can have any officer of class 2 or higher appointed to govern as viceroy. An individual officer reports first to his prefect, who reports to the viceroy, who in turn reports to the ruler. Of course, every officer owes his allegiance first to the ruler. 3. Your officer's rank. As I mentioned above, the ranks go in order from vassal -> prefect -> viceroy -> ruler. If your officer is free, he will have no rank. 4. Your officer's class. This is on a scale of 1-9, with 9 being the lowest. Class affects seasonal salary, with class 1 officers obviously earning the most. It also determines how many troops you can command in the field, using the algorithm 11 - (class) = (number of units to command). Officers with rank 5 or higher can be promoted to prefect, and officers with rank 2 or higher can be promoted to viceroy. 5. Your officer's deeds. Deeds determine your class. Your officer gains deeds by satisfactorily performing duties, regardless of whether he is a vassal or a viceroy. The better you are at completing your duties, the more deeds you will gain when you report your successes. The max is 60000. The following is listed when you select the corresponding box from the top of the screen: 1. Abilities (all abilities are from 1-100, before the application of any special items.) A. LDR - How well an officer leads troops in the fields. Among the most important of the stats, leadership primarily determines how effective your troops are in the field, whether it be in a regular battle or a campaign. It also affects the drill and order commands in your city. B. WAR - How well an officer can fight/how strong he is. Helps the most in duels, but also effects how well you can repair the city gates. The manual claims this also affects how often you are injured in battle, but I haven't noticed a very strong correlation there. If you can avoid duels (which is actually pretty difficult), this stat is not as critical as you might expect. c. INT - Arguably the most important stat. The higher your INT, the more commands you get when debating, the less susceptible your character is to tactics in battle, and the more often your own tactics succeed. It also effects your action points in battle, as well as how well you can use the diplomacy commands and improve technology in your city. d. POL - Probably the least important stat. Political ability affects how well an officer develops the farmland or marketplace. e. CHR - How well an officer interacts with other officers. This ability affects many of the non-battle tactics, as well as the diplomacy commands. It also affects your ability to debate and improves your chances of building a friendship with another officer. f. LDR exp - Your experience in Leadership. Raises by training at a school or by being instructed by another officer. Gaining 100 experience causes your stat to raise by one point. g. WAR exp - Your experience in War. Raises by training at a school or by being instructed by another officer. Gaining 100 experience causes your stat to raise by one point. h. INT exp - Your experience in Intelligence. Raises by training at a school or by being instructed by another officer. Gaining 100 experience causes your stat to raise by one point. i. POL exp - Your experience in Politics. Raises by training at a school or by being instructed by another officer. Gaining 100 experience causes your stat to raise by one point. j. CHR exp - Your experience in Charisma. Raises by training at a school or by being instructed by another officer. Gaining 100 experience causes your stat to raise by one point. k. Health - Your officer's health. Decreases from Good -> Weakened -> Struggling -> Dying -> (officer dies). As your health decreases, your abilities lower. Unless your officer is very old, he will eventually recover from injuries; otherwise he will die. Your officer can treat injuries at a city with an Infirmary or with the doctor skill. 2. Skills - Skills are divided into 6 Categories: Domestics, Battle, Tactics, Duel, Debate, and Renown. A skill that is highlighted is a skill your officer currently has; a skill that has its name outlined in blue is a skill your officer has the ability to learn. Since there are so many skills, I'll use the following format to describe them: NAME: (Name of the skill) EFFECT: (What the skill allows you to do) LEARNED: (How you learned the skill) RATING: (is the skill worth learning) --------------- Domestic Skills --------------- NAME: Farm EFFECT: Allows your character to work at the farms for up to 50 days at a a time, theoretically increasing his ability to improve farmland. LEARNED: Acquire 200 farm experience, befriend an officer who has the skill, ask him to teach you about politics, and he may teach you the skill. Cai Yan, the poetess, also teaches the Domestic skills if you build up your relation with her and have the experience. RATING: Crap. There is never a reason to develop for more than 10 days at a time. Just do the task for ten days, report to your prefect, then get more money and repeat. NAME: Trade EFFECT: Allows your character to trade for up to 50 days at a time, theoretically increasing his ability to improve trade. LEARNED: Acquire 200 trade experience, befriend an officer who has the skill, ask him to teach you about politics, and he may teach you the skill. Cai Yan, the poetess, also teaches the Domestic skills if you build up your relation with her and have the experience. RATING: Crap. There is never a reason to develop for more than 10 days at a time. Just do the task for ten days, report to your prefect, then get more money and repeat. NAME: Tech EFFECT: Allows your character to work at the blacksmith for up to 50 days at a time, theoretically increasing his ability to improve the city's tech rating. LEARNED: Acquire 200 tech experience, befriend an officer who has the skill, ask him to teach you about politics, and he may teach you the skill. Cai Yan, the poetess, also teaches the Domestic skills if you build up your relation with her and have the experience. RATING: Crap. There is never a reason to develop for more than 10 days at a time. Just do the task for ten days, report to your prefect, then get more money and repeat. NAME: Repair EFFECT: Allows your character to repair the gate for up to 50 days at a time, theoretically increasing his ability to improve the city's defense rating. LEARNED: Acquire 200 repair experience, befriend an officer who has the skill, ask him to teach you about politics, and he may teach you the skill. Cai Yan, the poetess, also teaches the Domestic skills if you build up your relation with her and have the experience. RATING: Crap. There is never a reason to develop for more than 10 days at a time. Just do the task for ten days, report to your prefect, then get more money and repeat. NAME: Order EFFECT: Allows your character to raise the city's order for up to 50 days at a time, theoretically increasing his ability to improve the city's order. LEARNED: Acquire 200 order experience, befriend an officer who has the skill, ask him to teach you about politics, and he may teach you the skill. Cai Yan, the poetess, also teaches the Domestic skills if you build up your relation with her and have the experience. RATING: Crap. There is never a reason to develop for more than 10 days at a time. Just do the task for ten days, report to your prefect, then get more money and repeat. *Note that although these skills are essentially worthless for your character, if you are a prefect they are quite useful for your subordinates. When the computer simulates how well an officer does a task, having the correct domestic ability greatly improves his success. NAME: Hire EFFECT: Hired soldiers come with 50 experience and 50 morale, instead of 30. LEARNED: Acquire 100 each of Foot, Horse, and Bow units experience, befriend an officer who has the skill, ask him to teach you about politics, and he may teach you the skill. Cai Yan, the poetess, also teaches the Domestic skills if you build up your relation with her and have the experience. RATING: Pretty useful, especially if you need to supplement units with high experience ratings but maintain a high skill level. NAME: Drill EFFECT: Training units raises morale and experience above 100. LEARNED: Acquire 200 each of Foot, Horse, and Bow units experience, befriend an officer who has the skill, ask him to teach you about politics, and he may teach you the skill. Cai Yan, the poetess, also teaches the Domestic skills if you build up your relation with her and have the experience. RATING: Well, it's the only way to raise experience and morale above 100 besides fighting in a battle, so it's pretty valuable. ------------- Battle Skills ------------- NAME: Charge EFFECT: Allows your officer to use the charge tactic in battle. Charging the enemy will sometimes push them back a square (common), sometimes confuse them (rarely), and sometimes force a duel (almost never). It always raises your unit's morale and lowers the morale of the target. LEARNED: Acquire 500 Horse experience and ask a friend to teach you. Huang Cheng Yan also teaches these skills. RATING: Charge is somewhat useful, but really doesn't do much more damage than a regular attack and takes more action points to use. Still, this skill is worth learning. NAME: Missle EFFECT: Allows your unit to shoot fire arrows in battle. Fire arrows do more damage than regular arrows and have a reasonable chance of setting the target terrain on fire, causing additional damage. LEARNED: Acquire 500 bow experience and learn it from another officer. Huang Cheng Yan also teaches it. RATING: Among the best skills in the game. Fire arrows are very powerful, as are the flames they cause. NAME: Unison EFFECT: Allows your unit to bring other allied units when attacking an enemy unit. The assisting unit will take no damage. LEARNED: Acquire 500 foot experience and learn it from another officer or Huang Cheng Yan. RATING: Better than charge. Unison attacks are worth the action points they require. This is one of the better battle skills. NAME: Settle EFFECT: Allows your unit to calm a unit that is confused or agitated. In a campaign, it allows you to use "calm," which does the same thing. LEARNED: Take part in 5 battles and learn it from another officer or Huang Cheng Yan. RATING: Useful in some situations, but hardly essential. Most units rally themselves fairly quickly without going out of your way to rescue them with this tactic. It's really easy to meet the learning requirements though, so it's one you're likely to get just by playing anyway. NAME: Surprise EFFECT: Allows your unit to attack a unit anywhere on the battlefield, but only during inclement weather. In a campaign, it allows you to use "raid," which does essentially the same thing. LEARNED: Win 20 battles and learn it from an officer or Huang Cheng Yan. RATING: Not really worth learning. In a regular battle, the tactic really only works on a unit that is confused or agitated; otherwise you will suffer some relatively high casualties. I've never seen it work in a campaign. NAME: Rally EFFECT: Allows your unit to rally an adjacent unit and raise their morale. In a campaign it allows you to use "encourage," which does essentially the same thing. LEARNED: Fight in 10 battles and learn it from another officer or Huang Cheng Yan. RATING: Effective and easy to learn. If you use it several times in a row you can really have a big effect on your unit's morale. NAME: Distract EFFECT: Allows your unit to use the 'sneak' command in battle and the 'distract' command in a campaign. I've not had much experience with the campaign tactic, as I've never seen it work. Sneak prevents your unit from being ambushed and ignores zone of control rules. LEARNED: 10 victories in battle. RATING: Sneaking is only worth the huge points cost if you absolutely need to be in a particular spot at a particular time. This situation rarely arises. You won't use this tactic very much. ------------ Tactics ------------ NAME: Blunder EFFECT: Use in battle to trick two adjacent enemy units to attack one another. LEARNED: Gain 200 tactics experience and learn it from another officer or Huang Cheng Yan. RATING: Among the best skills in the game, especially when defending. Blunder does a huge amount of damage on both units and you can use it several times per turn. It really is a must have skill. NAME: Stun EFFECT: Allows you to use the scare tactic in battle, which delays an enemy unit's turn and lowers their morale. The "stun" battle skill does the same thing in a campaign. LEARNED: Gain 300 tactics experience and learn it from another officer or Huang Cheng Yan. RATING: Although the computer loves to use the scare tactic in battle, it is not terribly effective. It uses many action points, so you are essentially wasting half your turn for the chance to delay your opponents. There are some instances where it is useful, but not too many. NAME: Entice EFFECT: In battle, entice agitates an enemy unit so the commander disobeys all orders and beelines for the commander that taunted him. It also makes his unit very vulnerable to the confuse tactic. A taunted commander will usually accept an offer to duel. This skill also allows the lure tactic in campaigns, which does essentially the same thing, but works less often. LEARNED: Gain 400 tactics experience and learn it from another officer or Huang Cheng Yan. RATING: If you happen to be playing as an officer that has high WAR and high INT, this skill is among the best. Entice, confuse, duel; or even entice, duel - both are very effective, assuming of course you win the duel. Even if you do not have a high war officer, it is useful to use this tactic often because it makes the enemy unit vulnerable to other tactics as well. This is one of the better skills. NAME: Confuse EFFECT: Allows you to confuse the enemy troop in battle, which prevents them from moving or acting. The unit will remain that way until it is either settled by another enemy unit or until the commander regains control, which usually takes a few days. During this time the commander will be very likely to accept a duel. It also lets you use 'discourage' in a campaign, which, like all campaign commands, almost never works. LEARNED: Gain 500 tactics experience and learn it from another officer or Huang Cheng Yan. RATING: A pretty good tactic, but hardly an essential one. Unless you have very high INT and the enemy unit is has pretty low INT, this will rarely work unless his unit is already enticed. It also uses a lot of action points to use. When it works though you are likely to crush the enemy unit before he can pull it back together. NAME: Aero EFFECT: Allows your officer to control the weather and wind. LEARNED: Gain 600 tactics experience and 400 tech experience and learn it from another officer or Huang Cheng Yan. RATING: Fairly useful. If you don't mind exploiting the AI, change the weather to fog and move a ram next to their gate and you can level it quickly. You can also use it to set fires when defending, then change the wind to point towards the enemy. This is also one of the few ways to gain wizadry experience without performing a request at the tavern. NAME: Geomancy EFFECT: Allows your officer to use the terrain to his advantage in battle (ie the "pit" and "boulder" commands). When carrying out search requests at the tavern, this command reveals the location of the treasure, bandit, etc for which you are searching when you move the cursor over it. LEARNED: Gain 600 tactics experience and 400 inspect experience and learn it from another officer or Huang Cheng Yan. RATING: Among the best tactics in the game. Pit and boulder are both excellent tactics to use against enemies, and the ability to quickly find your goal in searches will save you plenty of frustration and time. NAME: Maze EFFECT: Build mazes during campaigns or by marching to a base. Mazes confuse enemy units that approach them. LEARNED: Gain 700 tactics and 400 repair experience and learn it from another officer or Huang Cheng Yan. RATING: Not very good. I usually build camps, forts, etc instead of mazes. ------------- Duel Commands ------------- NAME: Recover EFFECT: Use 3 evades to gain health in a duel. LEARNED: Fight in 5 duels and learn from an officer or Huang Cheng Yan. RATING: Probably the worst duel skill. Evades are more useful for, well, evading powerful attacks. NAME: Shout EFFECT: Use 3 slices to gain musou in a duel. LEARNED: Fight in 15 duels and learn from an officer or Huang Cheng Yan. RATING: Pretty decent, but only because it trumps all other duel skills. NAME: Scare EFFECT: Use 3 slashes to gain musuo and deplete your opponent's in a duel. LEARNED: Fight in 30 duels and learn from an officer or Huang Cheng Yan. RATING: Slightly better than shout. NAME: Crush EFFECT: Use three stabs to hit your opponent pretty hard. LEARNED: Win 10 duels and learn from another officer or Huang Cheng Yan. RATING: Pretty good, but gets trumped by any other duel special besides the generic skills. NAME: Maul EFFECT: Use 3 strikes to inflict a ton of damage on your opponent. LEARNED: Win 30 duels and learn from another officer or Huang Cheng Yan. RATING: Better than Crush, but still trumped by almost anything. NAME: Parry EFFECT: Use 3 swings to counter your opponent's attacks for a round. LEARNED: Win 10 duels in a row and learn from another officer or Huang Cheng Yan. RATING: The second best duel skill. Trumps everying besides the shout and scare tactics, and will destroy someone that uses maul or crush on you. NAME: Counter EFFECT: Use 3 swipes to strongly counter your opponent's attacks for a round. LEARNED: Win 30 duels in a row and learn from another officer or Huang Cheng Yan. RATING: The best duel skill, but a hard one to learn. Will mutilate anyone that thinks about using any attack special on you. ------------- Debate Skills ------------- NAME: Awe EFFECT: Damages the enemy in a debate every turn it is on the board. LEARNED: Take place in 15 debates and learn it from another officer. RATING: A pretty decent debate skill, especially if you know your opponent is likely to use incite, since even if he uses it and you won't be able to act, you will still be doing some damage while you wait. NAME: Plead EFFECT: Prevents the enemy from using an attack command in a debate when held in your hand. If you use it as a regular command it will disarm your opponent's plead/refute cards. LEARNED: Win 10 debates and learn it from another officer. RATING: Also good, especially if your opponent has a lot of attack commands. NAME: Fault EFFECT: An attack command that trumps all regular commands. LEARNED: Take place in 5 debates and learn it from another officer. RATING: Relatively useful, but hardly the best command in debates. NAME: Argue EFFECT: A stronger version of fault. LEARNED: Take place in 30 debates and learn it from another officer. RATING: Slightly better than fault. NAME: Refute EFFECT: Counters an enemy's attack command in a debate when held in your hand. Disarms the enemy's refute commands when used as a regular card. LEARNED: Win 30 debates and learn it from another officer. RATING: If it isn't the best debate skill, it is pretty close. If your opponent uses a very strong attack skill and you're holding this card you will likely defeat him immediately. NAME: Incite EFFECT: Trumps argue/fault and makes your opponent inactive for 2 turns. LEARNED: Win 10 debates and learn it from another officer. RATING: Among the best debate skills, unless of course your opponent has a refute card. Generally with 2 free hits on your opponent you can do some serious damage. NAME: Taunt EFFECT: Trumps every other command, makes your opponent inactive for 2 turns, and inflicts strong damage in a debate. LEARNED: Win 30 straight debates (no easy task) and then defeat either Zuo Ci or Mi Heng in a debate (also not easy). Zuo Ci frequents the Ba- Shu area, while Mi Heng tends to stick to the Qingzhou area. RATING: The only card that comes close to matching it is refute, and that's because refute could potentially turn an opponent's taunt right back on them. Generally, one use of this bad boy will mean disaster for your opponent, unless they refute it in your face. ------------- Renown Skills ------------- NAME: Warlord EFFECT: Allows your officer to use the agitate and destroy tactics against an enemy city, regardless of your rank and current orders. Allows you to use the direct command in battle, which allows you to control another unit out of turn. A subordinate who has this skill will offer you advice during the council if you are a prefect. LEARNED: Automatically learned if you have 70 Intelligence and 700 tactics experience. RATING: Well, most of the renown skills are good, and warlord is no exception. The direct command is very powerful, and it's always nice to be able to freely destroy a neighboring city. NAME: Hero EFFECT: Private units are free, since any peon would willingly die for such a charismatic leader. As a vassal, you can freely recruit any free officer you see, regardless of your orders. As a rogue army, you can simply persuade a vacant city rather than besiege it. When entering a hostile city, you can challenge the guard to a debate rather than dueling him. LEARNED: Earn 700 fame and then build up a relationship with Qiao Xuan or Xu Shao and they will teach you the skill. RATING: A must have skill, especially for an officer with very low war ability, since it will save you plenty of money bribing guards who would wipe the floor with you in a duel. It's also very useful not to have to be ordered to recruit someone as a vassal. One of the best skills. NAME: Admiral EFFECT: Your officer is a better fighter on water, cannot be swept away by the current, and has double mobility when commanding any naval unit. LEARNED: Automatically learned when you achieve 500 naval experience. RATING: Hardly the best renown skill, but very useful if you are fighting in the south. NAME: Spy EFFECT: Your officer leaves a permanent spy in any city he surveys. Also allows your officer to attempt to sneak into an enemy city or escape capture from a bandit. LEARNED: Automatically learned when you achieve 700 inspect experience. RATING: Very good skill if you routinely are forced to investigate cities yourself. If you are playing as a prefect, however, it is much easier just to send a subordinate with the skill to do your surveying for you. Interestingly, if you have the SPY command and a friend gives you information about an enemy city the game assumes that you have planted a spy there and the information will be permanent. NAME: Host EFFECT: Allows the use of the banquet command in the tavern. Banquets raise friendship with all the officers who attend by a good deal, but cost money and take 10 days. LEARNED: Automatically learned when you achieve 200 drinking experience. RATING: Not bad, but hardly an essential skill. It's not that hard to build friendships just through talking, especially since officers don't hang out at the tavern too much. NAME: Doctor EFFECT: Lets you use the heal command in battle, which heals some wounded troops for a small use of action points. Allows you to heal injured officers, and makes your own officer recover more quickly from illnesses. LEARNED: Acquire 400 farm, trade, and order experience and talk to Hua Tuo. Yu Ji can also give you a book that teaches the skill, but you must meet the requirements first. RATING: Healing soldiers in battle is pretty useful, but the other abilities given by this skill rarely come in use. It's not essential, but nice to have if you have met the requirements anyway. NAME: Wizard EFFECT: Allows you to baffle the guards of hostile cities with your amazing magical abilities, allowing you to enter the city freely. In battle, it allows you to use the lightning command, presupposing that you have the Geo and Aero skills. LEARNED: Acquire 500 Wizard experience and learn it from either Yu Ji or Zuo Ci. RATING: Overrated, although not if you have no other way to enter cities. Lightning is good, but cheesy. 3. Individual A. Gender/Age - relatively self explanatory. B. Years served - the number of years you have served your ruler. This has really no effect on your character, but when viewing other officers, the longer they have served a ruler, the less likely they are to betray him. C. Loyalty - loyalty to current force. Obviously, this does not display for the controlled character, since you decide how loyal he is. On advanced, this also does not appear for enemy officers. D. Fame - how famous your officer is on a scale of 1-1000. The higher this is, the more likely an ruler is likely to employ you if you apply. If this is high, there is also a higher chance of the townspeople assisting you with any developmental task. It increases as you complete requests for the townspeople at the tavern, capture enemy cities, recruit officers for your lord, or go out of your way and use your own money to improve your city. E. Friendship - This also obviously only displays for other officers, and it shows your current friendship level with the displayed officer. Friendships go from nemesis -> stranger -> aware -> acquainted -> friend -> trusted -> close -> oath. See the section on interacting with other officers for more information. F. Orders - Displays if you currently have any active orders. This is much more efficiently displayed by pressing the L2 button. G. Progress - Again, this info is better displayed by pressing L2. If you are viewing another officer, it will say either "preparing" or "active," depending on his progress. H. Spouse - Lists the spouse of the officer. There is no way to marry during the game, but if you create a new female officer, you can set her as your wife and vice versa. If your wife is not an officer in the game, she will be located at your house. I. Oath - Lists the oath brothers of another officer or yourself. You can have up to 3. An oath brother will always join you if he is not currently employed and will declare anyone who kills you his nemesis. If your character is to die, you can continue the game as one of your oath brothers. Officers can ask to make an oath anytime you are drinking with them. 4. Biography - Displays your character's biography from the Romance of the Three Kingdoms novel. 5. Experience - Lists all your experience levels, which are used for learning skills. This does not display for other officers. 6. Private Unit - Displays info on your private unit. Note that you can only have a private unit as a free officer. A. Type - The type of unit. See the section on battles for more info. B. Exp. - The experience of your unit. Generally, the more the better. This can be raised by training your unit at the barracks. Recruiting will lower it. C. Morale - The morale of your private unit. D. Pay - An essentially boolean indicator that shows whether or not you have to pay your private unit. A private unit costs 30 gold per month unless you have the Hero skill. ------------------------------------------- Some tips on having a succcessful character ------------------------------------------- 1. In most circumstances, stats are more important than skills. The most notable exception to this, however, is in debates, where you can and will get demolished even with 100 INT if you don't have any skills. This is somewhat less of a problem in duels, but skills are still important. 2. Focus on learning skills that are worth the time and gold investments. Most of the domestic skills, for example, are pretty much useless and not worth actively pursuing unless you are attempting to learn all the skills in one playthrough. 3. It is very, very time consuming to build stats in this game. If a major part of your game is going to be devoted to character development, I would recommend an officer with abilities relatively close to what you'd be satisfied with, but relatively few skills. 4. Generally, I find it more fulfilling to play through the game with a relatively balanced character and trying not to pick up too many skills throughout the game, but that is personal preference. 5. If your officer has a very poor war but many debate skills, the HERO skill is practically essential, because it will get you out of some sticky situations when traveling through China. With the skill, you can debate ruffians who would otherwise rob you blind. There is nothing worse than losing 100,000 gold to a bandit because you were too cheap to offer him more than 100 gold not to hurt you (it has happened to me). 6. Choose oath brothers whom you wouldn't mind controlling. It's not unheard of for your officer to get beheaded by another ruler, especially if you switch rulers often. This is especially true if your officer has no relatives that are worth while. 7. Learning a debate or duel skill from another officer requires that you can beat them in either of these tests. It is best to learn from an officer you are fairly confident you can defeat, otherwise it will take a very long time. If you are trying to defeat Mi Heng or Zuo Ci for the taunt skill, there isn't much I can say but "good luck." REFUTE is completely essential. ********************************************************** IV. The Town Regardless of your character's rank, he will spend the majority of his time around his home city completing various tasks. The following are the facilities present in the various cities in Romance 10: (Facilities with a * before the name are present in every city. Those without the * are only available in certain cities. See the apendix section for a chart of facilities and in which cities they are present. When listing commands, those in parentheses are commands that can only be caried out by a vassal when he is ordered. Commands that are in brackets can only be carried out by the city's prefect. Certain commands can also only be used on an enemy city. In these circumstances, I will indicate as such). -------------------- Military Facilities -------------------- *Barracks - Present in every city, the barracks are where soldiers gather and train for combat. The following commands are selectable at the barracks: 1. (Establish) - Draft soldiers to form a new unit. The cost to form the unit is twice what it would be to supplement an existing unit with new troops. Unless there are special facilities present in the city, you will only be able create Foot, Horse, or Bow units. The higher the acting officer's charisma and fame, the more troops will gather at his command. A city of size S can hold 5 units, of size M can hold 10, of size L can hold 15, and of size XL can hold 20. (Takes 10 days) 2. (Drill) - Drill a unit at the barracks. Unless the acting officer has the DRILL skill, the max morale and experience through training is 100. If your officer has high fame, there is a chance that the troops will be especially well motivated and the increase will be larger. The higher your officer's leadership, the better the results. (Takes 10 days). 3. (Recruit) - Supplement an existing unit's number of troops with new "volunteers." If your officer has the HIRE skill, he will manage to enlist better recruits. In any case, new soldiers require training before they are effective on the battlefield. The higher your officer's charisma, the more effective he will be at recruiting. (Takes 10 days). 4. [Edit] - Merge or disband current units. Merging units will average the morale and skill of the two units. Obviously, you can only merge units of the same type. Disbanded units return to the city's population. (Takes 1 day). 5. [Upgrade] - Upgrade a unit to the next higher type. Only certain units can be upgraded, and require a minimum experience level to do so. See the section on battles and units for more info. Upgrading costs nothing and takes place instantly. 6. Interact - Speak with another officer who is at the barracks. See the section on interactions for more info. 7. Observe - Listen to rumors that are circulating the facility. You may learn about a city in the region's specialty, about the presence of a free but undiscovered officer, or you may get a hint about gameplay. If a hidden officer is present, you will uncover him and be given the chance to hire him. (Takes 1 day). Garrison (Foot) - A facility relatively common throughout China, the Foot Garrison allows you to upgrade units from Foot to Infantry when they reach 300 experience. There are only two commands present here: 1. Interact - Speak with an officer present at the Garrison. 2. Observe - Listen to rumors and/or search the area for undiscovered officers. (Takes 1 day). Garrison (Bow) - A facility relatively common throughout China, the Bow Garrison allows you to upgrade units from Bow to Crossbow when they reach 300 experience. There are only two commands present here: 1. Interact - Speak with another officer present at the Garrison. 2. Observe - Listen to rumors and/or search the area for undiscovered officers. (Takes 1 day). Garrison (Horse) - A facility relatively common throughout the land, the Horse Garrison allows you to upgrade units from Horse to Cavalry when they reach 300 experience. There are only two commands present here: 1. Interact - Speak with another officer present at the Garrison. 2. Observe - Listen to rumors and/or search the area for undiscovered officers. (Takes 1 day). Garrison (Horsebow) - A relatively rare facility, found only in the more northern regions of China, the Horsebow Garrison allows you to establish the powerful horsebow unit. Like all the Garrisons, your only options are: 1. Interact - Speak with another officer present at the Garrison. 2. Observe - Listen to rumors and/or search the area for undiscovered officers. (Takes 1 day). Garrison (Savage) - Another relatively rare facility found primarily in the southwestern provinces of China, the Savage Garrison allows you to establish Savage units. The two possible commands are: 1. Interact - Speak with another officer present at the Garrison. 2. Observe - Listen to rumors and/or search the area for undiscovered officers. (Takes 1 day). Garrison (Elephant) - A quite rare facility found only in the extreme southwestern cities of China, the Elephant Garrison allows you to establish the powerful but unpredictable Elephant units. The two possible commands here are: 1. Interact - Speak with another officer present at the Garrison. 2. Observe - Listen to rumors and/or search the area for undiscovered officers. (Takes 1 day). Garrison (Armored) - Another rare facility found only in the southwestern regions of China, the Armored Garrison allows the establishment of Armored units (formerly called Nanman soldiers, or Rattan Armored soldiers). The only two commands are: 1. Interact - Speak with another officer present at the Garrison. 2. Observe - Listen to rumors and/or search the area for undiscovered officers. (Takes 1 day). Machine Yard - Allows the construction of various war machines depending on the cities tech level. There are quite a few cities that have this facility. The higher the technology level of the city, the more weapons that can be created. The following commands are present. 1. Interact - Speak with another officer present at the Garrison. 2. Observe - Listen to rumors and/or search the area for undiscovered officers. (takes 1 day) 3. (Weapon) - Outfit a unit with a specific unit. The cost varies depending on the weapon being build. (Takes 20 days). Shipyard - Allows the construction of either ramships or warships, which make units fight much more effectively on water. Relatively common in the southeast area of China near the Yangtze River, but only in a few cities elsewhere. The following commands are present there: 1. Interact - Speak with another officer present at the Garrison. 2. Observe - Listen to rumors and/or search the area for undiscovered officers. (takes 1 day) 3. (Ship) - Outfit a unit with either a ramship or a warship. (Takes 20 days). Foundry - Improves the ability of other facilities to improve units or build weapons. The following combinations exist: Foundry + Foot Garrison = Sentinel upgrades at 500 unit experience. Foundry + Horse Garrison = Tiger upgrades at 500 unit experience. Foundry + Bow Garrison = Marksmen upgrades at 500 unit experience. Foundry + Machine Yard = Juggernauts and wood oxen can be built. Foundry + Shipyard = Warships can be built. The following commands are available: 1. Interact - Speak with another officer present at the Garrison. 2. Observe - Listen to rumors and/or search the area for undiscovered officers. (Takes 1 day). -------------------- Civilian Facilities -------------------- Home - Your officer's home. This obviously only appears in the city in which your character lives. Visiting your home will occasionally cause your friends to drop by for some conversation, a debate, drink, or a duel. Also, forces hostile to your force will periodically send messengers to your house in an attempt to recruit you or arrange for your betrayal. The following commands are available in your house: 1. Wait - Stand by idle for anywhere between 1 and 90 days. 2. Resign - Abandon your current force and become a free officer. 3. Interact - Speak with your wife. Only characters set to have wives |
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