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    FAQ by VideoZ

    Version: 1.6 | Updated: 04/21/04 | Search Guide | Bookmark Guide

    Romance of the Three Kingdoms IX
    General FAQ v1.6
    March 30th, 2004
    by: Video Z
    Adding information on endings if I can recieve very accurate
    information on them.
    I'd also like to add challenge scenario pointers.  So anyone
    who feels confident in their challenge skills would be
    welcome to help out.
    Whatever is brought to my attention.
    Table of Contents
    1.) Territories/Provinces
    2.) Ruler Ranks
    3.) Officer Ranks
    4.) Tactics
    5.) Unit Formation
    6.) Training, TP, and you
    7.) City Commands
    8.) Strategies and information
    --Luring forces
    --Effective use of officers
    --Having a mallet
    --Taking facilities
    --Economic development
    --Using Employ
    --Playing defense
    --Assigning ranks
    --Infinite TP trick
    --Releasing prisoners
    9.) Endings
    10.) General FAQ
    1.) Territories/Pronvinces
    Q: What significance is a territory?
    A: To get anywhere as a powerful force in Romance of the Three Kingdoms IX you
    will have to attain rank for your ruler.  The first rank that you have to get
    is Lt. Governer.  You can get this initial rank by having conquered, and held,
    an entire territory/province (each city in it) and at the end of the season
    the Emperor will pay you a visit and bestow upon you the important rank you
    have to get first.
    Q: Are some territories better than others?
    A: Most certainly for the purpose of getting rank.  If you want to become
    Lt. Governer fast you can take Si Li, Qing, or Jiao because they each have one
    city. Jing is a horrible province because it's huge.
    Q:  Hey, I got the entire province but I'm not promoted, what gives?
    A:  You have to wait until the end of the season.  At the end of the season
    you will be paid a visit by the esteemed Emperor Xian (or at least his envoy)
    and he will promote you.
    Quick List
    1) Bing
    --Jin Yang
    --Shang Dang
    2) Ji
    --Nan Pi
    --Ping Yuan
    3) Jiao
    --Jiao Zhi
    4) Jing
    --Chang Sha
    --Gui Yang
    --Jiang Ling
    --Jiang Xia
    --Ling Ling
    --Wu Ling
    --Xi Cheng
    --Xiang Yiang
    --Xin Ye
    5) Liang
    --Wu Wei
    --Xi Ping
    6) Qing
    --Bei Hai
    7) Si Li
    --Luo Yang
    8) Yan
    --Chen Liu
    --Pu Yang
    9) Yang
    --Chai Sang
    --Hui Ji
    --Lu Jiang
    --Mo Ling
    --Shou Chun
    10) Yi
    --Cheng Du
    --Han Zhong
    --Jian Ning
    --Jiang Zhou
    --Yong An
    --Yun Nan
    --Zi Tong
    11) Yong
    --An Ding
    --Chang An
    --Tian Shui
    12) You
    --Bei Ping
    --Xiang Ping
    13) Yu
    --Ru Nan
    --Xu Chang
    14) Xu
    --Xia Pi
    --Xiao Pei
    2.)  Ruler Ranks
    To get the first rank, which you must get before any others, you
    need to have a whole province under your control for a season.
    Granted ranks are what you will be able to assign subordinates.
    You keep the ability to use all previous ranks on promotion.
    Rank:  Lt. Governor
    Repute: 0
    Granted Ranks:  Lv. 7 Minister x 4
                    Lv. 7 General x 4
    Rank: Governor
    Repute: 200
    Granted Ranks: Lv. 6 Minister x 4
                   Lv. 6 General x 4
    Rank: Regent
    Repute: 300
    Granted Ranks: Lv. 5 Minster x 4
                   Lv. 5 General x 4
    Rank: Grand General
    Repute: 500
    Granted Ranks: Lv. 4 Minister x 4
                   Lv. 4 General x 4
    Rank: Chancellor
    Repute: 600
    Granted Ranks: Lv. 3 Minister x 4
                   Lv. 3 General x 4
    Rank: Duke
    Repute: 800
    Granted Ranks: Lv. 2 Minister x 4
                   Lv. 2 General x 4
    Rank: King
    Repute: 900
    Granted Ranks: Lv. 1 Minister x 4
                   Lv. 1 General x 4
    Rank: Emperor
    Repute: 1000
    Granted Ranks:  Prime Minister
                    Minister of Exterior
                    Grand Commander
                    Supreme Commander
                    Foreign Minister
                    Knight General
                    Vice General
                    Minister of Interior
    3.) Officer Ranks
    Stipend is the officer salary paid every 10 days
    Rank             Troops   Stipend   Pol/Int adjust
    --------         ------   -------   --------------
    Lv. 8 General     15,000     4
    Lv. 8 Minister    10,000     4            +1
    Lv. 7 General     20,000     8
    Lv. 7 Minister    10,000     8            +2
    Lv. 6 General     25,000    12
    Lv. 6 Minister    10,000    12            +2
    Lv. 5 General     30,000    16
    Lv. 5 Minister    10,000    16            +2
    Lv. 4 General     35,000    20
    Lv. 4 Minister    10,000    20            +3
    Lv. 3 General     40,000    24
    Lv. 3 Minister    10,000    24            +3
    Lv. 2 General     45,000    28
    Lv. 2 Minister    10,000    28            +4
    Lv. 1 General     50,000    32
    Lv. 1 Minister    10,000    32            +4
    Prime Minister    55,000    36            +5 (to all)
    Minister of Ext   55,000    36            +5
    Grand Commander   55,000    36
    Supreme Command   55,000    36
    Foreign Minist    55,000    36            +5
    Knight General    55,000    36
    Vice General      55,000    36
    Minister of Int   55,000    36            +5
    Increasing an officer's rank will make him more loyal
    Decreasing obviously has the opposite effect
    Promote automatically increases the rank of officers who have
    existing ranks
    Individual lets you do it yourself
    Vacancies fill in what isn't used for you
    4.) Tactics
    High exp helps tactics to succeed.
    Compatibility helps tactics chain together for higher damage.
    Type:  Foot
    Will Trigger On Facility?:  No
    Tactics:  Strike
    Notes:  Something I don't use too often unless I happen to be Liu Bei.
    Guan Yu and Zhang Fei are incredible when paired with melee tactics.  In
    my opinion this isn't too useful when compared to others.  It's not bad,
    and will certainly save your life if you have experienced officers in
    the category, but I'd use it only if you had no other avenue.
    Palleon says: Wu has a lot of good foot tactic officers, Lu Meng, Sun Jian,
    Zhou Yu, etc. Almost none of them are proficient with horse tactics, so if
    you play Wu, you will get a lot of use out of the lure formation.
    Type: Horse
    Will Trigger On Facility?:  No
    Tactics:  Sortie
    Notes:  Highly useful.  Why?  Mallet formation.  Put a few powerful
    officers in this formation, add in onslaught, and you have a death
    machine that is nearly unstoppable.  Onslaught is also the highest
    damaging tactic of the four 'attack' tactics (Foot/Horse/Horsebow/bow).
    Type: Horse Bow
    Will Trigger on Facility?: Yes
    Tactics:  Mounted
    Notes: Its ability to attack facilities is a saving grace, otherwise not a
    jaw dropper.  I do; however, suppose you could master this branch to not
    be countered as not many generals have that great of exp in this category.
    In a wedge formation this can be put to good use as a unit with two purposes.
    Cover and attack.  Tactics that trigger on facilities can win wars quickly.
    Type: Bow
    Will Trigger on Facility?:  You know it, baby.
    Tactics:  Volley
    Notes:  The king of assisted sentry-siege tactics.  This thing will fire
    out of and into facilities.  It fires from tower and wing formations with
    ease.  Arrowstorm will also trigger from gates even if you don't have it!
    It should be noted that bow tactics will only trigger from those built
    facilities that specifically say it allows volley or barrage use.
    Type: Navy
    Tactics:  Ramship
    Notes: Ok, so it's very limited where you can use it, and you won't
    be taking cities with it, but if your officers have insane Navy exp (Wu
    comes to mind) you can certainly be a terror on the high seas, holding
    ports with very little effort.  A chained warship Steel Ram is certainly
    something to behold :)
    Types: Siege
    Tactics: Tower
    Notes:  Tower and Ram should be your main tactics when you want to take
    a city.  They should be accompanied as well, personally I like Wing units
    to be with my babies.  Tower with several arrowstorms is something that
    will certainly see a city brought to its last lags within a few days.
    Also, don't be afraid to use Rams, if you take a city defense to 0 you
    will automatically gain about 120 defense to that city and all its troops.
    Type: Protect
    Tactics: Bargain
    Notes:  To be honest, I've never even used Golems or Dismantle.  However,
    bargain is quite an asset considering its exceptionally low cost to learn
    and it is a huge money saver.  They even stack!  So if you send several
    officers in a unit with bargain to build, you can drop the price of any
    structure heavily.  5 officers with bargain can make a 2000 gold fort
    become a 571 gold fort.  And it's a passive tactic, so you don't have to
    'use' it.  Shield is also -very- awesome.  It makes
    you immune to confuse, mislead, and disrupt.
    Type: Scheme
    Tactics: Confuse
    Notes: A branch I often feel is overlooked.  Trap does some pretty heavy
    damage to units, and can be used on water, confuse is just plain ownage,
    and illusion is really good as it is a chance of confusion + damage.
    Cajole.. eh.. it's just overshadowed by the other -- better -- tactics.
    It's really good when it works, though, because it makes the enemy
    soldiers defect which you can more or less think of as causing them damage
    and healing you at the same time.  Confuse can also be used in a ship.
    Type: Ploy
    Tactics: Taunt
    Notes: Taunt will lower enemy morale, but not nearly as much as if
    you won a duel.  Rally can give you a hefty morale bonus at the times
    when you'll most need it but I can't seem to find a way to trigger
    it as often as I'd like.  Magic is an area effect attack that does
    ok damage with a nice side effect of morale dropping.  Heal can give
    a rather large recharge to your wounded soldiers giving back ~4500
    or so of them.  All in all, I'm always more concerned with having
    something else like a scheme, so my experience mainly comes from
    these being used on me.  Rally and Heal can be used on ships.
    5.) Unit Formation
    Makes all the difference in effectiveness of your unit.
    Formation - Cross
    Unit: 15
    Sentry: 10
    Walls: 10
    Defense: 10
    Move: 12
    "Foot tactics trigger easily"
    Notes:  I'm not much a fan of the infantry tactics.  Someone
    should send some information in.  Hint hint. Again, if you have
    people such as Zhang Fei and Guan Yu, you can put this formation to use.
    Wu officers apparently have good foot exp as well.
    Formation - Lure
    Unit: 12
    Sentry: 10
    Walls: 10
    Defense: 12
    Move: 10
    "Foot tactics trigger easily
    Easier to capture enemy officers"
    Notes: A formation I've used maybe twice.  I don't favor the
    capturing officers in this fashion.  It's also slow, so if you're using
    it to hunt down a unit, he's probably going to get away if you use this.
    I don't use foot tactics either (obvious enough yet?).
    Formation - Wedge
    Unit: 13
    Sentry: 10
    Walls: 10
    Defense: 12
    Move: 16
    "Horse and Horse Bow tactics trigger easily
    Allied tactics trigger easily"
    Notes: My second favorite formation.  Having horse tactics
    trigger often, high movement, good unit damage, chaining occurs
    often, good defense and it is all in one neat little package.
    Sign me up, man.  This can be sent with horsebow tactics as well
    which can crush forces with efficiency, and can then join sieges
    because horsebow can trigger on sentries!  Good stuff.
    Formation - Mallet
    Unit: 15
    Sentry: 8
    Walls: 10
    Defense: 9
    Move: 14
    "Horse tactics trigger easily
    Duels trigger easily"
    Notes:  My personal favorite.  I love this damn thing.  This
    particular tactic is very blitzkrieg style with its 9 defense.
    Why would I use it?  Extreme damage output.  Putting high WAR
    officers with horse tactics will make you unstoppable because
    you will be lowering morale of all enemies, and pounding them
    into the ground.
    Formation - Wing
    Unit: 11
    Sentry: 15
    Walls: 10
    Defense: 11
    Move: 10
    "Bow tactics trigger easily"
    Notes:  A great support to towers.  Fires off bows good and
    has good built in sentry damage.  Stable alone if you're
    trying to take a city without siege.
    Formation - Sniper
    Unit: 12
    Sentry: 12
    Walls: 10
    Defense: 12
    Move: 10
    "Bow and Horse Bow tactics trigger easily
    Sniping triggers easily"
    Notes:  Never used it.  Having the ability to snipe officers
    doesn't feel worth the pretty average stats of this formation.
    If you're wondering what snipe does, it is like an instant
    wounding of an enemy officer.
    Palleon says: Wounding officers gives you a big advantage in
    taking a city, if you get the commander, you will do even more
    damage to the troops inside.  Also Palleon seems to like
    taking snipers in place of towers and using horsebow in this
    Formation - Quick
    Unit: 9
    Sentry: 9
    Walls: 10
    Defense: 7
    Move: 20
    Notes:  As its name suggests, its fast.  I don't use this a
    great deal either.  I prefer transport.  This will find a
    good use when you really need the officer to make it to the
    desired location along with his troops, that's all.
    GeneralGuan officers this advice: I use it to pick off retreating
    units from other battles.  Another use for quick is if you engage a unit
    (you're defending) with a slow formation (lure, cross) and the attacker
    was in something fast like wedge, you can send out a unit in quick
    formation from the city to catch up with him if he retreats before his
    unit is destroyed, or from another city that's close by. Pulling back
    and changing formations will waste a lot of time.
    Formation - Guard
    Unit: 9
    Sentry: 10
    Walls: 10
    Defense: 15
    Move: 8
    "Low chance of confusion
    survival rate increases."
    Notes:  I have no idea.  I've never even considered it.
    GeneralGuan offers this advice:  Guard is good for defending
    (its slower than siege). You would use this when you are using all
    advisor type officers (that way nobody has to be in front to be at
    risk for a duel)
    Formation - Tower
    Unit: 10
    Sentry: 40
    Walls: 10
    Defense: 7
    Move: 9
    Notes:  Pure ownage against sentries.  Bow tactics work
    very well in this too.  Use it on cities with low numbers
    of troops inside.  GIVE IT AN ESCORT UNIT TOO.
    Formation - Ram
    Unit: 10
    Sentry: 10
    Walls: 40
    Defense: 8
    Move: 9
    Notes:  Opposite of tower, except use it on cities with
    low defense, and no easy to trigger bows.  This puppy
    will need you to escort it as well.
    Formation - Catapault
    Unit: 15
    Sentry: 20
    Walls: 20
    Defense: You're already dead.
    Move: 9
    Notes:  Pathetic defense.  The only time this even seemed
    within the remote vicinity of appealing was sieging the tribes
    and I needed a little more firepower.  To get a catapault
    to not try and charge the enemy and actually fire from range
    you will need a calm officer.
    Formation - Elephant
    Unit: 20
    Sentry: 10
    Walls: 30
    Defense: 12
    Move: 9
    Notes:  Hard to get, expensive, and will be destroyed by foot
    tactics, yet, it actually isn't so bad.  It's a siege formation
    that will defend itself.  Not too bad.. if you have it.
    Formation - Ship
    Unit: 10
    Sentry: 10
    Walls: 10
    Defense: 10
    Move: 12
    Special Tactic:  Arrowrain
    Notes: Can use the arrowrain tactic, but you likely won't be
    seeing it often because if you're in this ship I'm not so
    sure that you even have good navy exp.  I'd suggest using it
    for transportation only if you have people with higher exp.
    Formation - Ramship
    Unit: 15
    Sentry: 10
    Walls: 30
    Defense: 9
    Move: 13
    Special Tactic:  Wood Ram
    Notes:  A few of these will acquire you any port you set your
    heart on.  Ports have very low defense as it is, so as long
    as you have officers who will listen to you when you tell them
    to JUST attack the port you'll win the fight quickly.  Though,
    in truth, it's pretty damn good in unit to unit combat too.
    Formation - Arrowship
    Unit: 13
    Sentry: 10
    Walls: 10
    Defense: 12
    Move: 10
    Special Tactic:  Arrowgale
    Notes:  Its arrowgale tactic will fire into cities, which would
    be real nice if you could actually attack a city, but you can't.
    Best you can do is hope you do a drive-by on them.  I generally
    prefer the Ramship to this, it's better at taking ports, faster
    and with more unit damage.
    Formation - Warship
    Unit: 15
    Sentry: 20
    Walls: 20
    Defense: 12
    Move: 11
    Special Tactic: Steel Ram and Arrowgale
    Notes: Really really high stats.  Not really a jack of all trades
    though, because it is better than Ramship at unit combat.  Steel
    Ram is something you don't ever want to get hit by, much less get
    chained on.  If I'm taking a port with lots of troops I try not to
    use this too much, because it'll arrowgale into the port killing
    all my would-be soldiers.  You may like it though, if you don't
    really care about taking enemy soldiers as your own.
    6.) Training, TP, and you
    An officer must gain experience before he will be able to train;
    experience can be gained through combat and drilling.
    Leadership experience will increase by fighting battles in general,
    repairing, drafting, and using the Rescue plot.
    War experience will increase by fighting duels, by triggering foot,
    horsebow, horse, bow, and navy tactics, using drill, raze, and raid.
    Intelligence experience will increase by using ploys and schemes,
    as well as patrolling, alienating, mislead, disrupt, and rescue.
    Politics experience will increase when you use trade, farm, buy,
    sell, search, employ, and any Diplomacy command.
    Facilities you take, with the exception of man-made facilities, will
    earn you TP.  Causing economic damage to a city when you take it
    will lower the amount of TP you gain when it falls.  Try to keep
    your sieges short and deadly.  A long drawn out battle will cause
    heavy damage to trade, trust, and farming, which isn't just bad for
    you because now you have a crappy destroyed city, but you also didn't
    get much TP for it.
    Palleon offers this tip:  As for TP, if you take a city and do not get max TP
    from it (you can see on the city information), repairing the city will
    RAISE your TP, up to the cities maximum. If you take a city with 200/800
    defense, you'll get say 50/150 TP.
    Anubis offers this tip: I would like to correct that if you take a city and
    do not receive full TP for it, you DO NOT get the TP as you repair the city.
    I know this for a fact as I've taken a city and gotten 0 TP for it and had
    0 TP to begin with (after having used it all), and I didn't get any TP until
    I started using tactics and took a different city.
    Also, I have taken all five barbarian cities in one game and gotten less
    than 100 TP each time due to demolishing the walls on each, and although all
    five eventually made it back up to 500, I never ever gained those TP.
    Basically, when you take a city, you gain its current value in TP, and if you
    lose a city, you lose its current value in TP. One nasty trick you can do,
    though, is force an enemy to siege you long enough to drop city TP to 0, wait
    for it to be restored, lure their units out, and take it back with Towers; you
    then gain over 100 TP most of the time because you lose none and gain some upon
    taking the city back. The only way to get close to full TP for barbarian cities
    is to lose it to one of the other rulers after using all your TP and then taking
    it back, gaining the TP back again.
    I should add that what I've said here is for the PS2 version. It may be different
    in the PC version. At any rate, in the PC version, you don't get the TP as you
    repair the city. There are other strange things you do get TP for.
    First off, I think you gain TP as you improve it domestically and/or whenever you
    get a "super" increase when developing. I've seen this because I can start as
    Nan Man with 10 TP (and the city starts with full TP), and without ever fighting
    once, I'll have over 20 TP in a few turns. You also gain TP for using tactics and
    even more for combos. I think it's 1 for each person who uses a tactic, meaning
    an "Ultra" combo with 5 people nets 5 TP. Other than that, the single best way to
    gain TP is to recruit city commanders, as you get a bonus for taking the city
    from another ruler and recruiting and getting a commander and getting the city
    at the same time. I think I've gotten 180 from a 150 city before doing that.
    TP is then used to teach officers abilities and tactics.  When you
    teach an officer a tactic, it can be as cheap as 8 TP for confuse
    and as expensive as 120 for Onslaught or any third tier tactic.  TP
    can also be spent to raise an ability point of an officer by 1 to a
    maximum of 100.  To raise an ability point by 1 it costs 10 TP.
    You can have up to 1000 TP at which point it won't increase.  You
    will also lose TP for losing cities, gates, etc.  So spend your TP
    quickly and wisely.
    Charms will triple the amount of ability and tactic exp gained.
    7.)  City Commands
    All facility actions can be performed by a maximum of 5 officers
    per 10 days.
    Patrol:  Increases trust and repute.  Trust will increase population
    which will also increase your draft pool size.  50 gold per officer
    who you send to patrol.  Intelligence based.
    Trade:  Increases trade.  Trade will raise the monetary income of
    the city.  Politics based.  50 gold per officer.
    Farm:  Increases your harvest.  Harvest happens in July, and ONLY
    in July.  50 gold per officer.  Politics based.
    Repair:  Increases defense.  50 gold per officer.  Leadership based.
    Draft:  Increases army size.  Leadership based.
    Drill:  Increases morale of army.  War based.
    Buy:  Buys food if merchant is in the area.  Politics based.
    Sell:  Sell food to a merchant.  Politics based.
    March:  Order troops to move, or attack, your chosen destination
    Build:  Order officer to build a structure.  Lit up areas show
    where building a structure is possible.  Bargain will reduce
    the cost of all structures.
    Transport:  Send troops at high speed to another location. The
    officer in charge of the unit returns to where he was originally
    after successful delivery.
    Call:  Choose an officer from another location to move to this one
    Move:  Choose an officer at this location to move to another one
    Search:  Selected officer searches target.  Will yield results such
    as finding another officer, gold, items, people in need.  Something
    for your officers to do when you don't have anything else.
    Employ:  Attempt to enlist another officer. Something to get real
    familiar with.  (see - "Using Employ")
    Alienate:  Lowers loyalty of an opposing officer.  Very hard to do
    against a smart officer.  If you see you're successful against
    someone with 100 loyalty, and they dont' drop, don't be at all
    discouraged.  100 loyalty is a pain to get out of 100, and you can
    probably be sure the ruler is rewarding him if he's really a great
    officer too.
    Raze:  A war based plot that lowers defense by setting the target
    ablaze.  Can be wounded if you fail.  Countered by a commander
    with high leadership.
    Raid:  Steals gold from a facility.  You can free prisoners of
    yours as well.  War based.  Countered by a commander with high
    leadership.  Can be wounded if you fail.
    Rumor:  Countered by intellingence.  Lowers the relations of two
    forces other than your own.  Useful for instigating wars, and
    getting people off your back.
    Mislead:  Send a unit back to its main base with misinformation.
    This can be used to buy plenty of time to prepare for an attack.
    Countered by intelligence and shield.
    Disrupt:  Makes the enemy lose formation and basically renders them
    helpless.  Disrupt removes the use of tactics from the disrupted unit,
    and they can't receive new orders. Countered by leadership and shield.
    Great to use anytime.
    Rally:  Raise morale, and give the excited condition to your own
    unit.  If the excited condition wears off, you will be hit with
    a huge morale drop.  Use with caution.
    Rescue:  Raise one of your own units by 3000 troops.  The facility
    that you use this from must have 3000 troops.  Very good to use
    on the field.
    Gift:  Send another force a gift to raise relations.  You can send
    food or gold.  Politics based.  If the gift is not accepted you will
    have worsened relations.  Don't use carelessly.
    Request:  Ask ruler to launch an attack at the desired location.
    Will have better success if allied with the forces that you are
    asking for aid.  Use when in need of support.
    Exchange:  Politics based act that will ask to release a prisoner in
    turn for a prisoner of their own.
    Warn:  Politics based act that demands the surrender of an opposing
    force.  Depends on repute as well.  Difficult to get to work, but
    worth it if you can.  You receive all remaining territory of the force
    as well as everyone employed by him.
    District - Set a viceroy to rule a city in your stead.  Used when
    you just can't be hassled to worry about cities not even at war.
    Warlord - Set your advisor.  High intelligence is extremely important
    in the accuracy of his remarks.
    Rank - Promote or demote officers.
    Reward - Spend 100 gold to raise the loyalty of 1 general.  Additional
    100 gold can be spent to raise loyalty of multiple officers.
    Award - Give an item to a general for a healthy stat and loyalty boost
    Seize - Take an item from a prisoner or general.  They will have
    a grudge against you and a loyalty drop.
    Execute - Send a prisoner to the axe.  HANG HIS BODY ON THE FOUR
    Dismiss - Get rid of Liu Chan, Liu Zhang, Cao Xun or any other ignorant
    fool who thinks he can serve under you.
    8.) Strategies and information
    Luring forces
    If you've ever advanced on a facility and thought to yourself "Man, only
    if they'd attack me first it'd be easier." then this tactic is for you.
    This is a strategy that has always worked for me. Also some opponents seem
    smarter than others, so this may not work on everyone, but it's worked on
    Ma Teng, Zhang Jiao, Yan Baihu, Liu Zhang, and Yuan Shao.
    When advancing on a heavily defended city, you need to have 3 facilities in
    fairly close range. A good example of what will work is if the enemy has
    Pu Yang, and you have Guandu + Chen Liu or Hulao.
    Let's say for instance there are 70,000 men in Pu Yang, and you only have
    100,000 and don't want to take potentially heavy losses, or even face
    reinforcements and lose. Use Hulao (or Chen Liu) as bait. Consolidate most of
    your forces in Guandu, leaving maybe 10,000 at the other facilities. More than
    likely the computer will launch an assault on your "opening" which is right by
    your main force. You can easily intercept and wipe them out now since they'll be
    in some kind of siege formation.
    I'm sure you see the point. Let the AI see a breach in your defense, and they'll
    try and capitalize on it if they can.. but the trick is to have a nearby
    facility  they have to pass by to ambush them with.  Lowers sentries of
    defenders drastically.
    Effective use of officers
    Never put a general in a unit "just because".  It's a waste of resources.  You
    need to always have a reason for putting an officer in a unit.  Try to keep
    officers together who were historically compatible with one another, and that
    also have similar tactics.
    Guan Yu + Zhang Fei
    Zhang Liao + Lu Bu + Gao Shun
    Yu Jin + Yue Jin
    Sun Ce + Zhou Yu + Sun Quan
    Lu Meng + Zhou Tai + Gan Ning
    Liu Pi + Zhou Cang
    There are a few examples of generals whom get along well and will be effective
    in the same unit.  Generally people who belong historically to the same faction
    will have a match within the faction, and generally good compatibility with
    everyone who also naturally belongs to the faction.
    Also, father/son/brother relationships automatically make for great compatibility
    so use that information well.
    Don't spread out what tactics you have.  Consolidate.  Don't put random generals
    and give them all tactics such as volley, sortie, shield, onslaught.  Put generals
    who at least have the same tactics so they can chain together for incredible
    Also, in the early game, don't have an officer do nothing.  You can always let
    a general search a city.  Even one with low politics has a chance of doing
    something helpful such as raising repute by beating on some thugs.
    Having a mallet unit
    Actually, having a unit in the formation of mallet isn't going to win the war alone.
    But it is probably the best support unit I can think of.  Putting only generals
    with high war, and horse tactics will cause many duels and damage.  Duels will
    crush the opposing forces morale, then allow you to curb stomp them accordingly.
    Putting a high intelligence general with confuse really makes this shine.
    Taking facilities
    The only way you're going to unify China is by taking cities of the other forces.
    Use siege formations.  You will not get anywhere fast without using any type of
    siege.  In fact, if you do manage it, you're going to take heavy losses and
    will not be able to continue war very well.
    The most favorable thing I do is take two tower units, one wing unit, and one
    mallet unit.  Put anyone with bow tactics in the tower unit and wing unit, and
    your absolute strongest generals in the mallet - with horse tactcis if you are
    able.  Make sure your two non-siege units are set to attack on site.  So they
    will provide cover to the towers.  Adding in confuse and shield tactics to
    the mix will increase overall effectiveness.
    This is by far not the only thing you can do.  Maybe even more effective if you
    have the officer base to do it is to use wedge unit of horsebow tactics instead
    of wing.  Your lower sentry damage is offset by the fact that you can use
    the tactics on the facility itself, and you're still capable cover.
    If you're having trouble facing massive reinforcements you're going to have to
    get in close with a facility of your own.  Building one near the enemy causes
    them to come out, and try to counter you, at which point you can launch a
    counter attack when your facility finishes.  Now they have lessened defenders,
    and you're closer to your destination (hopefully).  If you cause a city to
    fall before reinforcements arrive they will generally retreat.
    Ports fall easily to rams due to their lack of significant defense.
    Confuse will trigger on facilities -- very useful.
    If there's a whole ton of troops in a single city, and you build a
    facility and counter the first wave.  They'll probably keep trying to remove
    you from their territory as time goes on.  It's one way to wear them down.
    If you're feeling slightly more underhanded you can build a facility or take
    a port.  When the AI decides to try and evict you don't try and intercept.
    Instead wait for the defense of the facility (ports and camps are really low)
    to hit a low value.  The lowest possible you can get without losing it.
    Then bail.  Leave the facility.  Then attack it yourself.  You should get
    it back soon, along with all enemy troops that were occupying it.
    It's rather cheap but it can be a lifesaver.  It won't work if the enemy
    brings a tower unit though.  You'll take too many losses in troops.
    Economic Development
    First and foremost, it's really a waste to attempt to max farm and trade
    from the start of the game.  You don't really see the benefit in the short
    game, and by the time you would see a benefit, you probably have so many
    cities that you're so rich you can't spend it all.  The closer a city gets
    to reaching peak value in a stat, the slower it goes up, so you start
    spending way more money than you're getting back (for about a year).
    A good idea is to get the trade/farm within about 100 of maximum and stop.
    I personally believe this will get you the best return for what you put in.
    Trust is another story.  I like to get trust as high as absoultely possible.
    It will increase draft pool and repute.  Two highly important things for war.
    You can't wage war effectively without an army and generals with high ranks,
    after all.
    Using Employ
    If you want to be effective, you gotta have talent.  Talent isn't always
    easy to come by, especially in later scenarios.  It really makes it loads
    easier to recruit people whom you are compatibile with.  Hell.  Sometimes
    they'll even come knocking on your door.  High politics isn't always
    going to get you whoever you want.  Listen to your warlords advice on
    who you send.  Try everybody and see if your warlord gives you a nice
    and positive response.
    Having high repute, especially the highest in the game, can be an
    unbelievable asset in recruiting anyone.  Officers flock towards those who
    are famous throughout the land.
    Recruiting prisoners will take some time if they have high loyalty,
    which will drop over time.  Also they have a high chance of escaping
    at pretty much any time.  As for my experience goes, don't try and
    recruit children of a ruler.  I haven't been succesful with it. I'm
    not entirely convinced that you will be either.
    Killing a ruler will often make everyone under him nearly unrecruitable.
    You should be cautious like that.  Executing has the wonderful effect of
    pretty much shattering loyalty, but the officers under the ruler seem
    to develop this hidden 'grudge' against you that you can't see.  The same
    thing if an officer leaves your force or defects, or if you steal an
    item from a prisoner.  These all seem to develop a sort of hidden factor
    of hate.  Over time this goes down, so all is not lost forever.
    Also, recruit anyone even mediocre EVEN IF YOU DON'T WANT THEM.  It
    won't penalize you to have them, and it stops the enemy from getting
    Playing defense
    Speaking in general, it's usually much smarter to play defense and wait
    for your enemy to exhaust himself before you make your move.  If only
    for the simple fact that he won't have as many troops to defend himself
    The AI will not attack facilities way stronger than its own.  If you want
    to have forces at the ready, but they have tons too, use my luring
    forces strategy to your advantage.
    Another way to lure enemies is to build a facility in their range.  It
    seems that nothing will piss them off more than building a camp near
    their city.
    AI -will- ignore the possibility of reinforcements arriving to aid you.
    As logic as it may sound, don't use guard to defend.  You want to wipe
    out all opposing forces, not get into a slap fight that lasts 2 months.
    So use your strongest tactics and formations.
    DON'T LEAVE A FLANK EXPOSED -- EVEN TO AN ALLY.  Allies aren't always
    going to be allies.  Enemies go after weak facilities and will even
    march for months to get to flanks that are available.  You can remove
    all forces from a city that has no hope of being attacked with no
    worry, but at least leave a capable defense force on all front lines.
    A unit with low morale is a dead unit.  This goes for you and the
    other forces in the game.  If you lose a duel, rally quickly or
    pull that unit out of there.  They're deadweight now.  Duels are
    important because they will raise your morale, and cripple the unit
    who lost.  Morale drains over time, but drains slowly for people
    who have an officer with high leadership.  You -cannot- offset the
    low morale of your troops with more troops.  You'd have to have at
    least 6 times their number to beat them at 20 morale versus 100.
    And even then I'd be awful surprised.
    Palleon offers this rough estimate:
    80+ - Above average chance of triggering tactics
    60-79 - average chance of triggering tactics
    Sub 60 - little to no chance of triggering tactics.
    The lower it goes, the less tactics trigger, the less damage you
    will do in general, and the more damage you will take.
    Morale isn't the only thing that factors into when and how often
    a tactic will trigger.  But it is an important one.
    Assigning ranks
    The ranks your officers are given affect many things throughout the
    course of the game.  Most importantly it determines who becomes the
    commanding officer in a unit, city, port, gate, or man-made structure.
    Trust me.  It's not an arbitrary function that was thrown into the
    game with no real purpose.  When determining if a unit or facility
    can resist an attack like mislead, disrupt, raze, or raid the stats of
    your commanding officer and ONLY the commanding officer are counted.
    Leadership also doesn't stack when determining the morale drain or
    general combat effectiveness of your army.  Only the commander counts.
    General ranks take priority over Minister ranks when determining the
    commander of anything.  For example, a level 8 general will be a
    commander before a level 7 minister would be.  I imagine it's like
    this because people who you'd typically give general ranks in the
    first place would have much higher leadership than a politician.
    Your ruler is always the commander of anything he takes part in.
    Minister ranks you don't need to be so careful about.  The thing
    they help the most is high ranking ministers get a nice intelligence
    and politics boost, so naturally you'll want your warlord to have
    the highest available Minister rank.
    So, with these things in mind, be as wise as you can when handing
    out promotions.  It could hamper you more than help you to have
    certain people wielding the rank of Supreme Commander.
    Infinite TP trick
    TopperCop offers this trick:
    Infinite TP trick (for 2P or against a tribe):
    Build a few forts or hold a few ports between your cities and a tribe
    (or a second player force) at maximum defense. If its a tribe you need
    to make them hostile (fastest way is to repeatedly make gifts of like
    1 gold or 1 food, which they will reject). The point is to make them
    attack you frequently. As they march towards you, use up all your TP.
    When they are within 1 turn of reaching your facility, have the officer
    march out of the target facility with all troops. In the next turn the
    tribe will take over the facility and retreat. Now have the officer march
    right back into the facility and you'll get the full TP worth of that
    facility, as there's no fighting the defense of the facility will remain
    at maximum during the takeovers. Use up this TP before the next wave
    arrives. If you can get the tribe (or the second player) to attack a fort
    and at least one other facility, the TP you get from recovering them both
    will easily allow you to learn tactics like Melee or Onslaught if they can
    be learned. Repeat this as much as you want to build up your officers.
    The easiest to do this is against Shanyue or Nanman, as there's plenty of
    time for them to march before they reach you. On the other hand, you can do
    this far more often (and earn TP quicker) against Qiang or Wuwan if you get
    the timing down. In my experience it's most difficult to use against Wo.
    Releasing prisoners
    If you so chose to return a prisoner to their force, and not try to
    recruit them into your own, there's a few things you should take into
    Asking for gold for an officer is a waste.  You can never get that much
    and you can't put a price on the repute you get for no demands.
    Releasing with no demands will raise repute.  You can get quite an amount
    like this if you keep releasing one after another.  You can generally make
    about 4 or 5 repute per prisoner.  I'm fairly sure the more valuable the
    officer the more repute you get for the release.
    Also, items. You can ask for items from the opposing ruler.  This will
    only work with valuable officers.  If you try and get the Seven Star
    Sword because you captured Sun Lang, Huang Hao, or any other completly
    useless officer -- you're going to get laughed at.  You'll have to be
    holding Guan Yu hostage for something like that.
    It's really up to you if something like that is worth it.  Do you let
    the dangerous general back into his liege's service?  Or do you strip
    the opposition of a valued item and claim it for your own?  Both have
    advantages, both have disadvantages.  It really depends on the
    situation that you are in.  I can't tell you which is better.
    The most important thing to remember about tribes is that they are
    superhuman.  Not only do they start with immense numbers of men, but
    they'll continue growing (albeit at a slow pace because they never
    raise trust) for the remainder of the game.  Tribes will still go
    to war with you if you're trusted, and you cannot recruit their
    officers away from them.
    Tribes march in the "---" formation which more than likey has a stat
    of 20 for everything, greater chance of allied tactic for everything,
    and triggers everything quickly.  While I can't prove that, just watch how
    fast the tribe moves, how little damage they take, and how unbelievably
    frequent tactics go off.
    Well, as many people wonder, how do you beat such a monstrosity?  Well,
    you don't.  Not unless you're already some kind of superpower yourself.
    The trick is to not fight the officers in their formation, and just send
    everything you have and more at their city.
    An easy way to accomplish this is gather in a bordering city. I'm
    just going to use the Nan Man as an example to take down.  Put all
    you can muster in Jian Ning (Hopefully at least 140,000 men) while at
    the same time having about 25,000 in Yun Nan.  Send about 12,000 men
    to build a decent defense structure at Yongchang which is slightly to
    the southwest of Yun Nan.  This should piss the Nan Man off if you're
    neutral, and they'll declare war and send all 5 officers to attack
    Yongchang, Yun Nan, or both.  After they do this send absolutely every
    last man from Jian Ning in a Ram or Catapault formation.  Pray that
    the structures that are being used as bait hold out long enough for
    you to take down the city.  Send units that are hopefully above 20,000
    men too.. because a city with 300,000 sentries is going to sting -- bad.
    This strategy can be applied to almost anywhere.  Building a facility
    is what is going to make them angry and come after you, and without
    officers to defend the city you won't have the problem of them coming
    to intercept, or the problem of your officers disobeying orders and
    ignoring the city to fight the units themselves.  Two rams and two
    catapaults can level the city in under a month.  Hope that helps.
    9.) Endings
    What I know about endings is very guess and check and is hardly all
    that informative.  What I can do is tell you a few things that might help
    along your way.
    Wu, to me, is the absolute easiest to accomplish great ending results.  No
    you don't have to be Wu, just have Wu officers.  (The Sun familiy is Wu)
    The reason is you need good relations, great navy experience, and on top of
    that great protect experience.  The Wu dynasty excels at navy tactics.  Almost
    all of them are gods on the sea.  Zhou Yu and Sun Quan have good protect exp
    or can be trained to have good protect exp.
    Zhou Yu as your minister, Xu Sheng And Lu Meng as your war and leadership
    generals (pump them up with items if possible), and Sun Quan as your heir
    will be a wonderful quartet to rule your kingdom after your untimely death.
    You can mix and match as long as you can get about 99 or above of the stat
    that is required for the position.  Just make sure you use Wu officers, and
    if you have any knowledge on history make sure that the heir and the prime
    minster weren't bitter enemies.
    The things that the soldiers, children, and old men tell you throughout the
    course of the game -- such as to develop Yi, Jing, Liang, or whatever province
     -- or to subdue Shan Yue or Nan Man -- is a requirement.  You will not get
    the best ending if you do not meet those goals.
    I hope Huang Ding doesn't mind too much, but he said this on the GameFAQs
    "In order to get the best ending you must do the following:
    1. Beat 4 tribes
    2. Found Wo (Japan) and beat it
    3. Developed all the cities in the South to their maximum
    4. Choose the correct Ministers and Heir. For the expansion ending, I chose:
    Zhou Yu as Prime Minister
    Lu Meng as War Minister
    Xu Sheng as Foreign Minister
    Sun Quan as Heir.
    NOTE: Before winning the game, you must train Zhou Yu, Lu Meng, and Xu Sheng.
    Make them learn as many tactics as possible. Also, give Zhou Yu the Sword that
    teaches Illusion (obtained from Wo); give Lu Meng the Whip that teaches
    Elephant (obtained from Nanman); you can give any +10 War item to Xu Sheng.
    The best development ending contains:
    1. Emperor successfully rebuilt the Great Wall.
    2. Cities flourished
    3. Defeated the Xian Bei from invading.
    4. Birth of the culture of [your country].
    Prime Minister: Zhuge Liang
    War Minister & Foreign Minister: Any one with high Lds & War
    Heir: Liu Bei"
    It's good advice that pretty much covers it all.
    10.) General FAQ
    Q:  Is it better to have one large unit of 30,000, or three small
    units of 10,000?
    A:  I think the great Genghis Khan pointed out that you can be far
    more effective in small groups than in large ones, the same will
    hold true here.  Troops don't really affect damage output of tactics
    so the more the merrier.  Think of your soldiers as HP more than anything
    else.  Don't get overzealous though, units try not to occupy the same
    space -- So the phrase "cluster f***" might take on a new meaning.
    Q:  My prisoners keep escaping!  Help!
    A:  To be honest, it's hard to determine what helps you keep a prisoner
    captive.  Even with max defense they're going to get out, just with
    less apparent frequency.  The best you can do is repair.  Sorry.
    Q:  I was on trusted, and I still got attacked, what gives?
    A:  Well, then it must either have been a tribe or that prick Cao Cao.
    Tribes will only attack you less if you're trusted, but they still
    will have a chance of declaring war.  And Cao Cao?  He's Cao Cao.
    You could never trust him in any Romance game.
    Q:  Enthrone?  Dethrone?
    A:  Enthrone will net you a hefty 100 repute gain, and dethrone I've
    heard can only screw you over.  Always enthrone the emperor.
    Q:  Can I marry/play as an officer/swear an oath of brotherhood.
    A:  No.  You cannot marry with a command.  You cannot play as an officer.
    Q:  How do I get game data for Dynasty Warriors 4 and XL to trigger
    and get me my secret characters!
    A:  Use the same memory card.  It happens automatically at New Officer
    Creation.  No, I don't think there's any other way to get Da Qiao or
    Xiao Qiao either.
    Q:  Where is the "Wo" tribe?
    A:  Search Langxie at 700 repute.  It's the "Gazing past the seas" event
    that should trigger.  Look in the Event FAQ :P
    Q:  I have too many troops, why can't I dismiss them?!
    A:  There's something like dismiss.  If you build a camp and withdrawl, all
    the troops that were there vanish.  Useful if you're pushing two million
    This FAQ is copyright me, Video Z, but I couldn't care less what you do
    with it so long as you credit me, or at least don't credit yourself for
    my work.
    My email is video(-at-)arcknights(-dot-)com.  Trying to keep spam down
    so replace with proper symbols. Email me questions you might have that
    ARE NOT answered in this FAQ and I might add it in as well.  Always
    looking for information as well.
    Well, a few companies have been kind enough to email me anyway for use of
    my guides so here's an authorized list:
    http://Anyone else that wants to host this with no charge to the reader
    The most updated version of this guide will always be at GameFAQs.com
    Also, I think the GameFAQs officer stat guide, item FAQ, scenario FAQ,
    and secret characters are already covered well, so I don't see a need to
    include them here.
    I hang out at the Romance IX board at GameFAQs, you can find me there
    if nowhere else.

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