hide results

    FAQ/Strategy Guide by admtanaka

    Version: 1.22 | Updated: 04/23/06 | Search Guide | Bookmark Guide

    123456789012345678901234567890123456789012345678901234567890123456789012
    ****************************************
    Romance of the Three Kingdoms II
    
    A Guide by Greg Hartman
    
    Contact: good_catholic_boy /at/ yahoo /dot/ com
             aolim: goodcatholicboy9
    
    -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 experience is teaching me that this method
    is very inefficient, so it is generally better to send me an email.
    -i find it weird to say this, but 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 1.0 (6/25/03)
    Version 1.1 (7/10/03)
         -fixed minor error in "threat" command section
         -fixed many typos, syntax, and other annoying errors
         -added more misc tips/strategies
    Version 1.11 (8/03/03)
         -several very minor syntax errors corrected
         -error in "trust" section corrected 
         -(very) brief credits section added
    Version 1.12 (1/03/04)
         -correction about adviser intel (section V, 7)
         -addition to credits section
         -minor typographical corrections
         -minor correction about difficulty levels
         -yet one more refinement on the 'threat' section
    Version 1.13 (1/04/04)
         -glaring typo corrected
    Version 1.14 (1/12/04)
         -change in legal stuff
    Version 1.15 (2/07/04)
         -change in contact info
    Version 1.16 (2/09/04)
         -change in legal
         -some clarifications made throughout
    Version 1.2 (2/26/04)
         -rewrote that god awful intro, removing the word "playability"
    Version 1.21 (2/12/06)
         -minor correction regarding surrendering
    Version 1.22 (4/23/06)
         -added a point regarding a new ruler with no follower.
    
    
    ****************************************
    
    Contents:
    
    I. Intro, etc
    II. Setting up a game
    III. The Command Screen
    IV. War
    V. Misc tips and tricks
    VI. Credits
    
    ****************************************
    
    
    I. Intro
    
    
         In my opinion, RoTK2 is probably the best version of Romance that
    was released for the SNES. Although the series added a great deal of new
    features in the third and fourth installments, I have never found them
    as enjoyable as the second.  Romance 2 does have it's faults, notably in
    AI (the computer is not very aggressive at all, with the exception of a
    few rulers) and in gameplay (battles are too skewed towards the defenders,
    most significantly in the fact that they have the ability to field twice
    as many soldiers as the attackers, assuming no allied support on either
    side).  Nevertheless, as I look back, I realize that I don't like 
    Romance 3, and I never really got into 4.  Maybe it's the game's 
    simplicity, maybe it's something else, but I prefer it just the same.
    
         This, incidentally, is my first ever faq/walkthrough/etc, so I 
    would greatly appreciate any feedback (even if it's "this faq stinks"),
    so long as it is honest.  If you have any additional info to share, 
    send it to me and I will post it in the guide, with proper credit of
    course.
    
         Having said that, Romance of the Three Kingdoms Two lets a player
    control a faction in 2nd or 3rd century China in an effort to reunite
    the country during the Three Kingdoms Period.  All facets of whichever
    kingdom you choose will be under your control.
    
    
    
    
    *****************************************
    
    II.  Setting up a Game
    
    There are Six Scenarios from which you can choose to play. 
    
    1. Dong Zhuo Triumphs in Louyang - 189 AD
         Probably the scenario with the most parity between rulers.  Sun 
    Jian (province 21), Cao Cao (pr 9), and Yuan Shao (pr 6) all are 
    probably the most powerful from the opening of the scenario and are 
    the most suitable choice for beginners.  Although Dong Zhuo 
    (pr 10, 11, 12), starts with the most overall soldiers and lands he can 
    be somewhat of a challenge due to his generally crummy followers
    and low charm rating.  Liu Yan (pr 33, 30, 32) is also good for a 
    beginner because he starts out quite powerful and far away from any 
    other major opponent.  Liu Biao (pr 20), Tao Quian (pr 16), and Yuan
    Shu (pr 19) are on somewhat of a middle ground, while Gongsun Zan (pr 3)
    Liu Bei (pr 4) and Ma Teng (pr 14) are the scenario's challenges.  Of
    these three, however, the only one who is really hard to play as is 
    Gongsun Zan; Ma Teng starts off completely isolated and unthreatened and
    Liu Bei isn't threatened by anyone powerful off the start and begins 
    with Guan Yu and Zhang Fei, two of the best warriors in the game. Hain 
    Fu (pr 7, called Han Fu in all other Romance games), Kong Rong (pr 8),
    Wang Lang (pr 24), and Liu Yong (pr 28) are all unplayable in this 
    scenario, although i'm not sure why.  They all pretty much stink, so 
    I guess only someone who was a real veteran would want to play as them
    anyway. 
    
    2. Rivals Struggle for Power - 194 AD
         Another reasonably balanced scenario, although less so than the
    first.  Cao Cao (pr 10,11) is probably the most powerful overall and 
    thus the easiest ruler to be.  Sun Ce (pr 24) is another good strong 
    choice. Yuan Shao (pr 6,7) is reasonably strong but many of his officers
    suffer from mediocrity.  Liu Zhang (pr 33,32,34) is in basically the 
    same position that Liu Yan was in last scenario and is yet another 
    strong choice, as is Ma Teng (pr. 14) who has gained a ton of followers
    since the first scenario.  Liu Biao (pr 20,21), Liu Bei (pr 16) and Yuan
    Shu (pr 19, 17) are pretty much in the middle of the road. Lu Bu (pr 9)
    starts decent, but stinks as a ruler and is hard to do much with.  Li
    Jue (pr 12) is pretty much awful and makes a very tough game.  Gongsun
    Zan (pr. 3) is tough too, but at least he starts with Zhao Yun, another
    of the best generals in the game.  Zhang Lu (pr 29), Kong Rong (pr 8),
    Yang Feng (pr 5), and Liu Yong (pr 28) are all unplayable.  This is 
    somewhat disappointing because Zhang Lu could make an interesting 
    (but challenging) play.  Again this scenario is balanced, so if you play
    well it is completely possible to win with just about any ruler.
    
    3. Aged Liu Bei Hides - 201 AD
        This scenario is actually still relatively balanced, although all
    the major rulers have quite a lot of power.  Once again, Cao Cao 
    (purple) is the strongest on the map and the best choice for an easy
    game.  After him, Sun Quan (red) is probably the next strongest.  Liu 
    Bei (green) has only one province, but it is pretty stacked with good
    officers and is, overall, not a bad choice either.  Liu Zhang (orange)
    and Ma Teng (purple spotted blue) are still good choices, as they can't
    really get threatened from the start.  Liu Biao (blue spotted green) has
    4 provinces, but they're not that awesome.  He's still easily as good a
    choice as Liu Bei though.  Yuan Shao (yellow) might look tempting, but 
    he's actually pretty crummy in this scenario.  He personally won't live
    very long, and Cao Cao usually let's him have it fairly early into the
    game.  His officers are still pretty weak compared to the other rulers.
    Zhang Lu is selectable in this scenario and is good for a challenge
    that is more or less doable.
    
    4. Cao Cao Covets Control of China - 208 AD
         This scenario throws parity out the window.  Completely.  Cao Cao
    is by far the most powerful ruler, ruling essentially all of northern
    China.  After him Sun Quan (red) is probably the most powerful, followed
    by Liu Zhang (orange) and Ma Teng (purple/blue).  Liu Bei still only
    has one province (19) but it's full of generals and has a bunch of good
    hidden officers, making him a reasonable choice.  Liu Biao has been 
    replaced in this scenario by Han Xuan (pr 21), Zhao Fan (pr 22), Liu Du
    (pr 23), and Jin Xuan (pr 20).  All of these rulers stink, although some
    do have decent officers (especially Han Xuan, who has Huang Zhong).
    Incidentally, if you want a challenge (and i mean a challenge) try 
    playing as Jin Xuan.  It's next to impossible to win with him. Zhang Lu 
    (pr 29, still) is tough, but still a little better than the chumps in Liu 
    Biao's old lands. 
    
    5. Nation Breaks into Three Divisions - 215 AD
         Well this scenario goes back to relative parity once again.  Cao 
    Cao (purple) is still clearly the strongest, but Liu Bei and Sun Quan
    (green and red, respectively) are still reasonably close to him.  Just
    by looking at the map you should be able to tell that Meng Huo (yellow)
    is going to be a tough play.  I prefer playing this scenario to the next
    because the conflict that takes place around the central province (19)
    is actually relatively interesting.  
    
    6. The Three-Way Contest - 220 AD
         This scenario is really very similar to the last one.  Cao Pi has
    succeeded Cao Cao and gained control of provinces 19 and 20.  Sun 
    Quan is still more powerful than Liu Bei, and probably an easier choice
    Meng Huo remains in the south, still very weak compared to the other 
    rulers.  In all honesty i almost never play this scenario, it just 
    doesn't do it for me.
    
         Once you pick your scenario and ruler you'll be asked for a 
    difficulty level (1-3).  The differences between difficulties can be 
    subtle, yet they are definitely significant.  Firstly, I notice almost
    no difference in AI between difficulty levels.  This does not 
    necessarily mean, however, that the computer controlled rulers don't get
    soldiers faster on the higher difficulty levels (they might, it's been
    a long time since i've played an entire game on 1, so i don't know). 
    I suspect though that their armies get bigger more quickly on higher 
    levels, but this probably comes from getting larger bonuses from the
    game randomly.
         What's this about bonuses, you might ask?  Well, basically, the 
    game cheats.  Computer rulers gain either gold or rice at the game's 
    discrection throughout the game.  The amount of these bonuses varies 
    depending on the ruler.  For example, Cao Cao, whom the computer plays
    the best, gets the largest bonuses.  Dong Zhuo, whom the computer plays
    quite poorly, gets a low bonus (so low it might actually be negative).
    Regardless, the game is always awful about buying arms, even on the 
    highest difficulty levels, so use this to your advantage in war.  I 
    notice no difference in diplomacy based on difficulty either.
         So what are the differences then?  The biggest difference that I 
    can see takes place in battle.  Generally, it would seem that your
    troops become less and less effective as the difficulty level raises.
    My own belief is that on the lowest difficulty, your troops are given
    a mild advantage independent of all other factors, on the middle 
    difficulty, no advantage is assigned to either you or the computer, and
    that on the highest difficulty, the computer is assigned an advantage.
    This is a huge pain on the highest difficulty level, especially when
    you are conquering a ruler that has a high war ability. Taking Lu Bu
    off of the defending castle, for example, will likely take at least 500
    men, and that's if they are really good generals attacking 
    simultaneously.  On the other hand if you have a really good general
    defending a castle on the lowest difficulty level you will probably
    never lose the city.  Another significant disparity between the skill 
    levels is how quickly and efficiently the computer rulers train their
    troops.  On the lowest level, they tend not to do a very good job; on the
    higher levels, the computer's troops get trained almost as quickly as the
    players.
         There are also other more subtle differences.  Domestic qualities
    of your province (land value, flood control, people's loyalty) go up 
    much more slowly on the third level than they do on the first.  I also
    find it generally more difficult to recruit generals from other rulers
    on a difficulty that isn't 1.  Finally, the chances of successfully 
    using the spy commands, especially 'tiger-wolf,' seem to be lower on 
    the higher levels.  In total, changing the difficulty seems to change
    very little besides a multiplier here and there.  I guess it's the 
    easiest way to program varying difficulties without expending too much
    effort.
    
         Lastly, you will be asked if you want to view other province's 
    wars.  I generally always set this to yes, because, of course, the 
    results of the wars are different when they are simulated.  The biggest
    single change you'll notice is that damage done to units is much less
    averaged off.  For example, if Cao Cao conquers Kong Rong and you watch
    the battle, one unit might take 30 damage, another 20, and another 10.
    If you simulated the battle they would all take 20 damage.  In all 
    reality, it's not too critical if you view battles or not, it's simply
    a matter of personal preference.
    
    
    ***************************************
    
    III.  The Command Screen
    
         The game turns progress in months, with each province being able
    to strategize once a month.  All the leaders go in a particular order
    that is closely based on total troop strength that is calculated in the
    beginning of the month.  The ruler with the lowest strength plots his
    strategy first, the ruler with the most plots his last.  There are
    other factors that influence this order, such as total officers and 
    total provinces (i think), but troop totals play the largest role.  It 
    is a big advantage to go last, by the way, especially in the later
    scenarios where many of the rulers have many provinces.  This is because
    of how the 'tiger-wolf' spy tactic works.  If you go first, for example,
    you might incite a rebellion successfully against one of your rivals
    (that is, trick one of his governors to become a ruler in his own right)
    but if he goes after you, he can (and occasionally will) just switch the
    governor to get around your plot.  If your turn of the month is after
    the ruler whom you plotted against, he won't go again until the next month,
    and his governor will have already rebelled before he can transfer him out.
         Regardless, once it is your turn to go you'll be greeted by the 
    command screen, which has all of your province's info in a little box in
    the center of the screen and all of your possible commands listed at the
    top.
    
    
    A. Explanation of Provincial Info
    
    1. In the upper left corner of the screen is a little yellow crown with
    a name next to it.  This is the name of the ruler of your empire.
    
    2. Just below your ruler's name is a little blue symbol that is 
    apparently a kind of hat (it looks more like a box to me).  Regardless, 
    this is the name of the governor of the particular province.  If this
    is your capital (home province) the names for both ruler and governor
    will be the same.
    
    3. To the right of the governor and ruler's names will be a picture of
    the governor of this particular province.  If this is your capital, it
    will be a picture of your ruler (obviously).  As a side note, it is
    possible to generally tell if an officer is "good" based on his picture.
    The game comes with several generic looking faces that go with many
    of the mediocre officers in the game.  Most of the really talented
    officers have their own unique mug shots.  Of course, some of the really
    lousy officers have pictures too (Cao Bao comes to mind) so this method
    isn't foolproof, but it's still a good general gauge.
    
    4. To the right of the governor's picture will be the date and season,
    the province number and name (really only the number is important) and,
    if you have your advisor in this province, a picture of a scroll and
    his name.  Note that in this game, unlike other Romance of the Three
    Kingdoms games, you can only have one advisor throughout your entire
    empire.  He absolutely should be in your capital.  Keep your advisor and
    ruler together at all times, because most of the commands you need an 
    advisor for can only be used in your home province anyway.
    
    The following info is in that large tan box in the middle of the screen
    
    5. Pop. stands for the population of the province divided by 100.  3500
    thus becomes 350,000, in real numbers.  Generally, the higher this
    number the better. The more people you have, the more taxes you collect.
    Drafting, the plague, warfare, and floods will decrease your province's 
    population. Every January it will increase (by a percentage, i think).
    Most of the really high population provinces are in central China. (19
    20, 10, 21). There are, however, other high population cities in other 
    places (23 and 22, for example).  Population matters a lot, so try and 
    get large provinces. Incidentally, when i talk about populations or 
    soldiers or rice, i will be using the onscreen numbers, and not the 
    actual numbers; don't be confused.
    
    6. Soldr. - The amount of soldiers divided by 100.  Early in a scenario
    (i mean like the first year or two) you are reasonably safe from attack
    and sometimes ready to expand, with 300 soldiers.  Of course this varies
    depending on who is bordering you, but early in the game 300 is a lot.
    Because of the way battles work, if you have more than 500, you are
    very safe from invasion, because the attackers can never bring more than
    5 generals/500 troops unless they arrange a joint attack.  The computer
    will almost never attack a city with more than 500 troops because of this. 
    
    7. Gold - Amount of gold in the province.  Gold is used to hire troops,
    buy arms/food/horses, reward/recruit officers, etc.  You gain gold from
    taxes in January.
    
    8. Rice - barrels of food in the province.  For every month of warfare
    1 soldier needs 1 barrel of rice.  Therefore if you have 500 troops and
    100 rice in a city you are in a lot of trouble if someone attacks you.
    The computer will exploit a situation like this, so make sure that you
    always, always, always have at least much rice as soldiers in a city.
    You gain rice from your harvest in July.
    
    9. PL - people's loyalty.  The most important of the domestic qualities
    in a city, it is also the easiest to raise.  Giving food to the people 
    will raise it; drafting, getting attacked, collecting a special tax, or
    a disaster will lower it.  Do not let it fall below like 30, because if
    it does your people might riot (especially if your governor's charm or
    your ruler's trust are low).  Generally, get this value to at least the
    high 80s by july of the first year of your scenario and keep it around 
    100 the rest of the game (not hard at all).  It affects how much rice
    you collect in tax in July and how much gold you collect in January.
    
    10. Gnls - Total number of generals in the province, counting the ruler
    and advisor, but not free generals.
    
    11. Land - Land value in the province.  This increases when you invest
    money into the land value under the internal affairs command group, and
    decreases when you are attacked or a natural disaster befalls your 
    province, such as locusts.  I lost the manual a long time ago, but I 
    seem to remember it claiming that this only affected your harvest in 
    July, and, well, that's wrong. High land value also yields high gold
    collections in January.  It maxes out at 100, and you should have no
    problem reaching that within a year or two, depending on how many troops
    you are hiring and your difficulty level.
    
    12. FlCl - Flood Control (great abbreviation guys).  This basically
    functions the same as land value, except that it also controls how much
    damage your province takes as a result of floods or typhoons.  For some
    reason it also increases both your harvest and gold collection.
    Keep it high, but it's not super super critical.
    
    13. Hrse - amount of horses in your province.  Horses are not used for
    warfare, but are given to individual generals either to reward them or
    to persuade them to join your army.  Horses cost exactly 100 gold to 
    buy and cannot be transferred from one province to another.  Generally,
    I use them to reward officers early in the game to save money, but 
    then never buy them again for reasons i'll describe later.  There are
    better things to spend 100 gold on.
    
    14. Trst - Trust in your ruler.  This number is the same for all of your
    lands, and is complicated to explain.  It starts at 50 for all rulers.
    This value affects a lot of different things.  Most importantly, it 
    affects how your officers think of you.  If this value is low, their 
    loyalties will drop just about every turn, even if they have high
    compatibility with your leader (i'll get to compatibility later). You 
    will also find it much harder to recruit officers from other leaders
    and very difficult to form alliances with anyone (not as important as it
    sounds).  When trust reaches about 75 all your officers loyalty will not
    go down.  Ever.  I shouldn't say that.  They won't go down unless 
    another ruler uses some type of spy plot against you, which is rare.
    The problem with trust is that it goes down really easily and is hard
    to increase.  The only actions that will increase trust are sending
    reinforcements to an ally when he is attacked (fairly big increase, 
    especially if you send a lot of troops and succeed in defending the
    province) or being part of a joint invasion that another ruler has set
    up.  Let me repeat this.  If you ask someone to help you by joining your
    attack on another province your trust will *not* go up.  Only if he asks
    you and you actually come through on your word.  You'll also get a three
    point trust increase if you choose not even to read a message intercepted
    through your province, provided the messenger is from your ally.  This,
    of course, requires you to trust either that your ally isn't trying to
    plot against you or that all your followers are loyal enough not to be
    affected by a plot.
         A ton of things make trust go down.  Collecting a special tax will
    always drop it.  Never, ever collect a special tax; it's essentially
    selling your trust for pennies.  Anytime someone sends you a diplomatic
    messenger, you'll have the option of accept, refuse and capture.  If
    you ever choose capture you will lose trust (not much, like 3 or 4 - 
    sometimes it's still worth it to try and capture someone if you know
    they are a good officer with very low war ability).  Generally, if you
    don't want to ally with someone, show some restraint and just refuse.
    If someone is going through your province and gets intercepted by you and
    he is an officer of your ally you can't try and capture him without 
    losing trust, even if he is attempting to recruit one of your officers!
    In this case, just seize the letter.  If your ally is caught trying to
    recruit your enemies' followers, you can't do anything except ignore it
    without losing trust.  If the messenger does not belong to your ally, 
    there is more flexibility - you can capture those that are going after
    your followers and seize the letter from those recruiting elsewhere (you
    might even be able to try and capture him, i'm not sure) without a trust
    penalty.
         Many diplomatic actions reduce trust.  Attacking someone you are
    allied with obviously lowers it a lot, as does betraying your ally in
    combat (again, show some restraint).  Unfortunately, all these rules
    (including the ones above) apply to both rulers you are allied with and
    those with whom you have marriages with, whether or not you initiated 
    it.  On top of this, all marriages are permanent, and cannot be 
    cancelled for any reason.  In short, if you have a marriage with 
    someone, you will never be able to conquer them without destroying
    your trust rating. This means that you won't be able to win the game 
    without ruining your trust.  This means don't agree to marriages ever.
    No matter what.  Finally, recruiting from your allies excessively or
    carrying out spy missions against them (especially against their 
    governors) lowers your trust.  The same applies for rulers you have 
    arranged marriages with.  Stinks, doesn't it?  Well there is one good 
    part about trust, and that is that if you find the hereditary seal your 
    trust will automatically max out at 100.  Unfortunately you won't find 
    the seal until you've conquered at least half of China, so you still 
    have to behave yourself for most of the game.
    
    15. Cost - This is the number of barrels of rice you have to sell in
    order get 100 gold.  When selling a lower number is obviously better, 
    when buying a larger one is better.  The highest i've ever seen it is
    88.  The lowest i've seen it ever is like 15, which is amazingly
    good if you have a lot of rice in your territory. "Good" prices for
    selling are the 30s.  "Fair" selling prices are in the 40s.  Keep in 
    mind that even if you have an awesome rate, there still might be no
    merchants in your territory.  To my knowledge prices are random, but 
    they tend to hover around one number for a while before changing more
    dramatically.
    
    16. FrGl - Free Generals that are in your province.  A Free general is a 
    general that is not currently serving any particular ruler.  A free 
    general can appear in your province in three ways.  First, he can be
    uncovered by using the search command.  Other times free generals from
    other provinces will wander into your land.  Finally, sometimes the 
    computer will hide a general in your province to act as a spy.  They 
    only do this when they really hate you, and it is not hard at all to 
    figure out what they are doing if you know what followers he has 
    (oftentimes they'll send someone that is so obviously their follower that
    it's funny).  If you are uncomfortable about recruiting someone you can
    always wait a few turns.  Hidden generals never move from province to
    province, whereas free generals will move after a certain number of 
    turns.  Of course, if you don't trust someone and then he wanders 
    somewhere else you can't recruit him.  It's almost always safe to recruit
    these guys, unless of course the general happens to be your hated enemy's
    son.
    
    B. The Commands
    
    1. View Commands
    
    1a. Province - views another province.  If you are viewing one of your
    own provinces, it won't expend an officer's turn.  If you are viewing an
    enemy's province, it will expend a turn.  Everyone views a province 
    equally well, so use your worst general to view if you can.
    
    1b. General - views a general in this city, bringing up a list of 
    officers and finally the general info box.  This never uses up a turn. 
    Some quick notes on what each of the numbers mean:
    
    lylty - how loyal the officer is to you.  Generally, an officer is very
    unlikely to leave you if his loyalty rating is higher than 90.  It is
    still reasonably likely that someone will leave you if their loyalty is
    in the 80s, so make sure to reward often.  Incidentally, you should 
    never attack anywhere with officers whose loyalties are not in the 90s,
    because the game is extremely proficient at bribing them.  Finally, it
    is also not advised to attack anywhere with either Lu Bu or Wei Yan 
    (especially Lu Bu) because these two clowns will desert you like it's
    their job once they get into a battle.  If loyalty ever falls to around
    30 there is a good chance the officer will just leave you and become a 
    free general.  If loyalty sits around 60 for a while eventually one of
    the computer rulers will recruit him from you.  Reward often.
    
    arms - the arms rating of his unit.  If he has no soldiers at all this
    will be 100.  Basically this is the percentage of soldiers in his unit
    that have arms.  It is really easy to keep this at 100, just send him
    to the market one turn and have him buy the maximum amount of arms.  The
    only way it goes down is if soldiers die in combat.  The computer tends
    not to buy arms until quite late in the game, so use this to your 
    advantage in war.
    
    skill - the training level of his soldiers.  Never attack unless this is
    100.  Skill is generally pretty easy to raise with the train command,
    so make sure to max it out as soon as possible.
    
    soldr - the number of soldiers assigned to this general's unit. The max
    is 100.
    
    intel - the officer's intelligence.  An intel of 80 or above allows 
    the general to become your state's advisor.  High intel also makes
    improving land or flood control of a state go more quickly.
    
    war - how effective your general is at leading troops in the field and
    also how good he is at personal combat.  War ability also affects how
    effective your officer is at training soldiers or moving goods between
    provinces.  
    
    charm - how charming your officer is.  Charm is used for giving to the 
    people and for rewarding or recruiting officers.  Most of the time, 
    officers with high intel also have reasonably high charm, but this does
    not hold true always.
    
    age - the officer's age.  Officers have a high chance of passing away
    when they are older, although many officers die in specific years due
    to "evil omens."
    
    Years of service seems mostly irrelevant and is probably just for your
    own personal reference.  It would seem that more years of service would
    lead to the officer being more loyal, but i don't notice any direct
    correlation myself.  Years of service only count from the start of the
    scenario you are playing.  Thus even though Xiahou Dun has been serving
    Cao Cao for 5 years by 194 AD, if you start playing the second scenario
    his years of service will start at 1.
    
    1c. Summary One - lists all the officers in the province and displays
    their loyalty, intel, war ability, and charm.  It never uses up someone's
    turn to use it.
    
    1d. Summary Two - lists all the officers in the province and displays
    their years of service, arms level, training level, and number of 
    soldiers.  Very useful, and never uses up anyone's turn to view it.
    
    1e. Territory - lists all the provinces in your empire, their governors,
    the amount of rice and food, how many soldiers are stationed there,
    the people's loyalty and the number of your officers present.  Provinces
    with an asterick by their number are delegated to the control of their
    governor.  This is another free command.
    
    2. Army Commands
    
    2a. Hire - hires soldiers in the current province.  It uses up one 
    officer's turn; his abilities do not affect how well he drafts the
    troops. Every soldier you hire costs 10 gold and 1 rice, and lowers both
    the population and the people's loyalty.  After you hire the soldiers
    you will be brought to the assign screen.  The total amount of troops in
    a province can never outnumber the population.  This means if there are
    only 750 people living in a province, you can't draft any soldiers that 
    would raise your army's size to over 750.  The only exception to this 
    rule is if you move an army into a really small province (ie. move 1000 
    soldiers into a province with 500 civilians).  You can have this large of
    an army present, but you won't be able to draft any new recruits.
    
    2b. Assign - reassigns soldiers amongst your officers.  Generally it is
    best to assign the most soldiers to your most loyal followers first (use
    the buttons on the right to sort the generals however you see fit).  If
    all your officers are very loyal (or at least equally loyal) give 
    soldiers to the men with the highest war ability, as they are by far
    the most effective fighters.  Having one unit led by an officer with a 
    high intel is also a good idea, because these officers excel at fire 
    tricks. This command uses an officer's turn and any general is as good as
    the next at reassigning.
    
    2c. Train - trains the soldiers that are in your province.  You do not
    need to have officers assigned to a general in order for him to train.
    The more officers you have training and the higher their war abilities,
    the greater the resulting increase in skill. All officers who participate
    in the training will have used up their turn.
    
    2d. War - invade a neighboring province. First select a province to 
    attack, then who will go.  You will then be asked to pick someone to 
    command the unit.  Generally you want someone with at least decent war
    ability to command because if your commanding unit gets badly beaten and
    has to retreat you will lose the battle.  Do not let Lu Bu or Wei Yan
    command  your army, ever.  Also do not let anyone whose loyalty is not
    very high command, because if the enemy bribes him you automatically
    lose the battle.  For more on war see the battle section. Obviously, 
    going to war uses up the officer's turn.
    
    3. "Person" Commands
    
    3a. Recruit - this command attempts to recruit an officer to join your
    ruler's army.  If this is the home province you can recruit any officer
    from any other ruler, if this is not your capital you can only
    recruit free officers who are in your province.  Obviously, officers with
    lower loyalties are easier to recruit.  I usually don't even try to 
    recruit someone unless his loyalty is in the lower 80s or less, as the
    success rate will be quite low.  After you pick the officer you want to
    recruit you will be asked which method you will use to recruit him.  
    'Personal Appeal' requires sending your ruler, 'horse' requires having at 
    least one horse to give, 'gold' requires having 100 gold to give the
    officer, and 'letter' requires nothing. The manual claims (i think) that
    using a horse is better if the person you are trying to recruit has a 
    high war ability, that personal appeal is better if he has high intel, 
    and that letter is better if he has high charm.  Some other guides agree
    with this.  I do not.  I notice no difference in success rate at all
    between any of the different methods, so I always use a letter. 
          Many factors seem to affect whether or not your attempt to recruit
    an officer is successful.  The officer's loyalty is obviously the major
    factor, but others seem to be important.  The messenger plays a role, and
    although they are sorted by charm, I have noticed that the guy with the
    highest charm is not always the best at recruiting officers, so if
    you are serious about recruiting somebody you should try sending several
    different messengers. Compatibility is also very important.
    
    ***A Quick note about compatibility:
         Compatibility affects a lot of different factors when it comes to
    personel in this game.  Unfortunately, there is no onscreen number that
    shows any particular officer's compatibility with your ruler or other
    officers, so you'll have to figure it out mostly through trial and error.
    Compatibility greatly affects how loyal officers are to you. Example: Guan
    Yu, who has very high compatibility with Liu Bei is captured by Dong
    Zhuo (fairly unlikely).  Cao Cao then recruits Guan Yu from Dong Zhuo, 
    since his loyalty is probably about 20.  Guan Yu has poor compatibility
    with Cao Cao, so his loyalty is very likely low (probably about 60).  Ma
    Teng then recruits Guan Yu off of Cao Cao.  Ma Teng and Guan Yu are very
    compatible, so Guan Yu's loyalty will probably start either in the high
    80s or low 90s with Ma Teng.  Compatibility also affects how often a
    general's loyalty decreases, and how much it decreases when it does.  
    Officers with very low compatibility towards their current rulers tend to
    decrease in loyalty very quickly.
         So how can you tell who is compatible with whom?  This is slightly
    more complicated.  As far as I can tell every general in the game leans
    at least slighty towards one of the three kingdoms: Shu (Liu Bei), Wu
    (Sun Jian/Ce/Quan) or Wei (Cao Cao/Pi).  Guan Yu, for example, is very
    strongly Shu, so any other leader who is strongly Shu, like Ma Teng, is 
    a ruler Guan Yu will get along with.  Someone who is less strongly tied
    to a particular kingdom, Ji Ling, for example, won't have a high loyalty
    immediately after being recruited with any leader, but it won't be low
    either.  Yuan Shao, Liu Biao, and Dong Zhuo are probably the most 
    important "neutral" compatibility rulers, although Liu Biao is somewhat
    pulled between both Wei and Shu.  In the long run, once you know who to
    recruit, it is an advantage to be a ruler that is strongly either Wei, 
    Wu, or Shu.  Most of the best generals are strongly tied to one of the
    three kingdoms, and if you can recruit the right ones you will have to
    worry less about loyalties.
         I still haven't answered the question.  The best way to check an
    officer's compatibility is to play scenario 5 or 6 and see who he ends 
    up with at the end of the game.  For example, if you play as Liu Bei in
    scenario 5, you'll notice that he has many of Liu Zhang's old followers.
    It is safe to assume, then, that these officers are compatible with Liu
    Bei in all other scenarios, and, also, that Liu Zhang, as a ruler, is
    fairly strongly Shu.  Thus Liu Zhang's followers would be loyal to Liu
    Bei, and people that are supposed to follow Liu Bei in later scenarios
    (like Zhuge Liang) will be loyal to Liu Zhang, whether or not there is
    historical reason for them to do so.
    
    
         Anyway, back to recruiting; compatibility with your ruler will play
    a large role in how successful you are in recruiting any given general.
    I suspect that the messenger's compatibility may also play a role, but
    I am less sure about this.  Trust also plays a major role in your 
    chances, but it might only be your trust relative to the other ruler.
    This is actually usually bad, because the game also cheats with trust,
    giving the best rulers, like Cao Cao, trust bonuses as time goes on.  He
    will still be penalized for breaking treaties and the like, of course,
    but in times of peace his trust will go up seemingly for no reason.
         Recruiting always uses an officer's turn, even if after hearing your
    adviser's advice you decide not to send your messenger.  For best
    results, be fairly persistent while recruiting, try using several
    different generals. Whew.
    
    3b. Search - searches the province for free generals that are in hiding.
    I'm pretty sure that new generals go into hiding every January, so it's
    probably best to search then.  Searching doesn't use a turn if, after
    hearing your adviser's opinion on the matter, you decide not to search;
    otherwise it will use the selected general's turn.  For the most part, 
    any general will do.
    
    3c Appoint
       1. Governor - appoints someone the governor of a province.  When you
    conquer a new province the commander automatically becomes the governor;
    this command will let you appoint someone else to replace him.  Charm
    and war ability are the only abilities that matter for a governor for
    the most part.  If the province can't get attacked and you are only
    going to have one officer in the province, however, intel is more 
    important than war ability.  If the province gets attacked the governor
    will be the commander on the defensive side and will almost always be
    guarding the castle, so he should be at least competant at war if you 
    are in danger of being attacked.
       2. Advisor - appoints someone the advisor of your empire.  You can
    only have one advisor, and it usually should be the person who has the
    highest intel throughout your state.  Your advisor should always be
    in the same province as your ruler, as it will make recruiting and spying
    much easier.  You can appoint anyone with an intel of 80 or higher
    advisor, and even if 80 is the highest intel anyone has, you should 
    definitely have an advisor, because even if you never listen to him he
    can still let you know if one of your governors has a tendency towards
    rebelling or if a spy is in your midst.  At 80 though, don't bother
    listening to much of what your advisor has to say otherwise, as it's
    mostly random garbage.  A useful advisor will have an intel of at least 
    90, probably better 95. If an advisor doesn't have an intel of at least 
    90 he will be wrong so often so as not to be useful.  Even with very high
    intels advisors can still be wrong several times consecutively (i've seen
    Pang Tong be wrong 4 times in a row and his intel is 98).  Zhuge Liang is
    the only officer in the game with a perfect 100 in intel, and he is never 
    wrong.  Get him if at all possible. Neither of these commands requires 
    you to expend a turn.
    
    3d Dismiss
       1. General - fires a general from your service.  He will become a 
    free general in either your province or a neighboring one. The only time
    you will ever really fire a general is if your advisor has alerted you
    that he can no longer be trusted (usually because he is actually a spy
    for one of the other rulers).  You can also fire someone with really low
    loyalty in hopes of recruiting them again, but this is rarely worth it
    unless their loyalty is somewhere around 20 or 30.
       2. Advisor - relieves your advisor of his duties.  This command is
    essentially useless; you don't need to fire your current advisor to 
    appoint a new one, and if you don't have someone else to appoint you 
    shouldn't be dismissing your current advisor. Neither of these commands
    require you to expend someone's turn.
    
    3e. Delegate
       1. Delegate - Delegates a province to be ruled by the governor.  You
    will no longer have to control the province.  This is useful when you 
    have a lot of provinces that can't be attacked where you'd only be
    hitting done anyway.  Generally, i delegate all the provinces that can't
    be attacked and only control the ones that border my enemies.  You have
    four choices for policies "full command" (which in this game is the same
    as "balanced"), "internal" (focuses on improving the province), 
    "personel"(focuses on getting/rewarding officers), and "military" (self-
    explanatory).  If you have just one officer in the province it doesn't
    much matter which one you pick.  If you think that you'll save yourself
    a ton of time by sending a bunch of disloyal generals into one province
    and delegating it on "personel" you're going to be disappointed.  Even
    on this setting the delegated governor is still terrible about keeping
    your loyalties decent.  I usually just pick "full command."  You can 
    also order the province to send goods to a particular state (useful) or
    to attack an enemy territory (not useful -  you won't be impressed by
    their performance).
       2. Cancel - ends delegated orders for a province.  You will regain
    control of it.  The only way to change policies is to cancel and 
    redelegate it. Neither of these commands requires a turn to be spent.
    
    3f. Reward (uses governor/ruler's turn) - you have two basic choices 
    (three if you have an advisor).  Gold allows you to give up to 100 gold
    to one of your officers.  How much their loyalty goes up is based on
    your governor's charm and how much money you choose to give.  Horse is 
    very similar to gold.  Giving a horse does about the same thing as giving
    100 gold.  Giving writings to a follower does not affect his loyalty at
    all, but it will increase his intel by one point, up to the level of your
    advisor (minus one).  Thus if you have Zhuge Liang as your advisor 
    (intel 100) you could in theory raise Cao Bao's (or any other officer's)
    intel to 99.  Rewarding is probably what you will be doing more often
    than anything else.  Unless you need your ruler to do something else that
    turn (like buy arms) he should probably be rewarding someone, unless of
    course everyone's loyalty is 100.  Rewarding with writings is more or 
    less a waste of time, as intel is not really worth raising (after all,
    you already have an advisor that is better than you could make someone
    else).
    
    4. Trade
    
    4a. Sell Rice - Sells rice for gold at the rate displayed as "cost." A 
    rate of 50 means that you have to sell 50 rice to make 100 gold. Uses
    an officer's turn, anyone will do.
    
    4b. Buy Rice - Buys rice for gold at the rate displayed as "cost." A 
    rate of 50 means that you will have to pay 100 gold for 50 rice.  This 
    also uses an officer's turn, anyone will do.
    
    4c. Buy Horse - Buys horses at 100 gold/horse.  In my opinion it's not
    worth it since I don't see any advantage in buying horses, but some
    may disagree. It uses someone's turn, anyone will do.
    
    4d. Buy Arms - Buys arms at the price of 1 arm/1 gold. You have to send
    the person you want to have the arms to the store to buy them himself.
    This is very important, as it adds a lot to your unit's ability to fight
    in a war.  It uses your turn to buy your unit arms.
    
    5. Int. Afrs
    
    5a. Land - invest money into developing the land value of your province.
    This is important for both your harvest and your tax collection in 
    January.  The higher the intel of the person investing, the more 
    successful it will be.  All officers involved in developing land use
    their turns.
    
    5b. Flood - invest money into developing the flood control of your
    province.  This is important for harvests, tax collection, and actually
    controlling damage due to floods.  The higher the intel of the people
    investing, the more successful it will be.  All officers involved
    use their turns.
    
    5c. Give - gives food to the people in order to raise their loyalty to
    your ruler.  This increases both harvest and tax collections in 
    January.  The charm of the officers giving food as well as the charm of
    your governor will determine how big of an increase the people's loyalty
    will experience.  Officers that give food will use their turns.
    
    5d. Tax - collect a special tax from your people.  This will lower your
    people's loyalty and also your trust.  Never, ever, ever do this.  It's
    not worth sacraficing your trust for a few hundred gold and a few hundred
    rice.
    
    
    6. Diplomacy
    
    6a. Ally - attempt to ally with another ruler.  Allies are less likely
    to attack you (to varying degrees depending on the other ruler), and 
    can assist you in battle either by helping you invade another province
    or by sending reinforcements to you should you be attacked.  Alliances 
    are most helpful when you are trying to build your trust, relatively 
    weak (overall or on a particular front), or need some help to invade a
    particularly nasty province, such as Liu Biao's capital, which always
    seems to have at least 1000 troops.  Alliances can be broken at any time
    with no penalty to trust, provided that you use the Cancel command,
    rather than simply attacking your former ally. The officer you choose as
    envoy will use his turn.
    
    6b. Joint - attempt to plan a joint attack on a third ruler's province.
    Even if the ruler agrees to help you he might decide at the last second
    not to send any men.  Remember when you do attack that you'll need to 
    send enough food to supply both your men as well as his.  Assuming
    your victory, you will give him 10% of the gold and rice in the conquered
    province in appreciation for his support.  He will gain trust, you will
    not.  Your envoy will use his turn.  You must already be allied with the
    ruler you plan on asking to help in your invasion.  After getting an 
    acceptance from the other ruler, you can either attack the same turn or
    the next.  After your next turn has passed, the agreement will expire.
    There is no penalty for planning a joint invasion and not actually
    launching the attack.
    
    6c. Marry - attempt to set up a marriage between your family and the 
    family of another ruler.  This is almost always a terrible idea.  A
    marriage seems to function as a permanent alliance with the ruler without
    any of the benefits, such as joint attacks.  Your trust will reduce as if
    you were allied with the ruler if you were to attack him.  Marriages
    are permanent and cannot be cancelled. Your envoy will lose his turn.
    If you seal the marriage, the other ruler's hostility towards you will
    drop dramatically, but it's really not worth it.
    
    6d. Gift - offer a gift to a ruler.  It will always be accepted.  Gifts
    are anywhere between 100 and 1000 gold.  The higher the charm of your 
    messenger, the lower the ruler's hostility towards you will become.  
    Although this is a good (and more or less the only) way of reducing a
    rival ruler's hostility towards you, it's not especially useful.  If you
    are powerful enough the computer rulers will probably ask you to ally,
    and if you aren't powerful enough you're better off spending money on
    making yourself powerful rather than giving it to your rival so he can 
    hire troops to invade you.  The deliverer of the gift will use his turn.
    It is occasionally useful to give gifts in order to secure a strong ally
    for use in a joint attack, but otherwise try to avoid giving gifts.
    
    6e. Cancel - cancel an alliance with a ruler.  There is no penalty for
    doing this at all, besides his hostility increasing.  There is no
    penalty in trust if you cancel an alliance and attack your former ally
    in the same turn.  This is the only way to cancel an alliance without
    losing trust.  You don't need to use an officer to cancel an alliance.
    
    6f. Threat - Threaten a ruler in hopes that they will surrender to you.
    This almost never works unless your trust is high, the ruler is 
    pathetically weak and you are super powerful. It also seems to work well
    if the other ruler has almost no provisions.  I imagine compatibility is
    also a factor, since you are essentially recruiting another ruler.  If he
    surrenders, his province becomes yours and he becomes your officer.  If
    you fail, he's likely to try and capture the envoy.  The envoy will lose
    his turn.  The only reason to do this is if you are just dying to have 
    Liu Yong (or equivalent) as an officer.  I have heard (although i haven't
    really looked into it) that none of the three kingdoms rulers will ever
    surrender, no matter how bad their situation is.  Finally, if a ruler
    does surrender to you, make sure not to make him a governor, since they
    always seem to be apt to rebel.
    
    **Thanks to the email from ProZe.  Apparently Liu Bei will surrender if he
    is weak enough.
    
    7. Spy
    
    7a. Hide General - This command allows you to hide a general who has 100
    loyalty in one of your rival's provinces.  The hidden general becomes a 
    free general in the other ruler's province and will probably be recruited
    in a few turns.  Hiding a general is actually a very good way to weaken
    an opponent.  Hidden generals lower all of the loyalties in the other
    ruler's province very quickly.  On top of this, if you invade an enemy
    and he assigns soldiers to your spy, your spy can immediately change 
    sides, just bribe him with 0 gold.  Don't be stupid and hide a general
    who already has troops assigned to him.  The computer will just hire him
    anyway and resassign the soldiers, making you look like a dummy.  The 
    verify option allows you to send a message to the general to make sure
    he's still going along with the plot.  Withdraw allows you to remove the
    general without invading.  Rulers that are "good" or have an advisor with
    a high intel are more likely to figure out what is going on and dismiss
    your general.  In this case he'll just return to your province.  The only
    problem with hiding a general is that sometimes another computer warlord
    will just recruit him off the first ruler.  This is stupid and should 
    have been accounted for somehow, but it isn't.  Oh well. Rarely, but
    occasionally, your general will like it better where he's hidden and just 
    stay there as an officer.  Make sure you hide someone you have high
    compatibility with.
    
    7b. Rival Tigers - This plot is supposed to raise hostilities between
    two enemy rulers, in hopes that they will attack each other.  It's more 
    or less pointless.  Even if it works on both leaders, their hostilities
    barely move, and the game so rarely attacks after a certain point that
    you'll probably never use this.  I can't remember the last time I even
    bothered to try it.  There are better things to do with your time. 
    Especially since it takes up two officers' turns.
    
    7c. Tiger Wolf - This is probably the most rewarding spy tactic in the
    game.  Basically you find one of your rival's governors and trick him 
    into rebelling against his ruler and establishing his own empire.  Now,
    very rarely do these new rulers ever do much of anything, but they are
    very annoying, especially if they occur in the middle of someone's 
    territory.  Given enough effort on your part to persuade them, you can
    get a lot of officers to actually rebel.  Scenario 4 is perfect for this
    because Cao Cao has so many provinces compared to the other rulers.  The
    rules for this are very similar to recruiting, once you get your 
    advisor's opinion on the success of you mission, your general will have
    used his turn whether or not you send him.  Definitely worth trying 
    though.
    
    7d. Betrayal - This is an attempt to convince one of your rival's
    officers to switch to your side upon your invasion of his ruler's land.
    It is reasonably successful and also relatively powerful, especially if
    you are attacking a province with more than 700 soldiers.  It is fairly
    tricky to get someone with a loyalty higher than the 70s to agree to do
    it.  Unless of course it's Lu Bu or Wei Yan.  But if it's them you 
    can probably just bribe them without bothering with the plot.  It uses
    officers turns the same way as tiger-wolf.
    
    7e. Forgery - Here you send a forged letter to an officer in an attempt
    to lower his loyalty with the ruler.  This is most effective if done 
    several times a month for several consecutive months, then either 
    recruiting the officer or arranging a betrayal.  On difficulty 1 or 2 
    it's not really worth the effort as it takes a lot of time and manpower
    to work effectively and it's usually easier just to capture the general
    in battle.  On 3 it might be more worth it, especially if he is an 
    officer with a very high war ability.  It also uses officers' turns like
    tiger-wolf.
    
    8. Move Commands
    
    8a. Move General - moves a general and all soldiers assigned to him to
    another province.  If you move into an empty province you will gain 
    control of it and have to appoint a governor.
    
    8b. Move Goods - transports money and/or rice to another friendly
    province.  If you select a general with poor war ability to do it, the
    chances for the goods to be stolen by either bandits or another ruler 
    (assuming, of course that you are going through his territory) raises
    dramatically.  The computer chooses the path your general will take, and
    it seems to be pretty much the fastest way, even if it is through an 
    enemy's territory.  
    
    
    **********************************
    
    IV. War
    
    A. The Commands
    
    1. Move
       1a. Normal - moves your unit in the desired direction.  You stop 
    moving no matter how much mobility remains if you move adjacent to an
    enemy unit or get ambushed.  Your mobility depends on the training
    level of your men, and maxes out at 6 (100 skill).  Fields take two
    mobility; forests, hills, and the castle three; and water five.  If you
    rest a turn (by not using any command at all) you will gain one mobility
    point.  When attacking, moving a unit on the defending castle means
    instant victory.
       1b. Move Enemy - attempts to move an enemy to the square you are going
    to vacate as you move elsewhere.  The enemy must be adjacent to you in 
    order to do it.  It is useful if your unit is in a square that is on 
    fire, otherwise it's pretty pointless unless you are being especially
    clever in a battle.  Officers with a high intel are the best to do it, 
    and it works most effectively against officers with low intels.
    
    2. Attack
       2a. Simult. - Begin an attack where every other unit also adjacent to
    the target will join in.  Casualties are generally very low on the 
    attacking side, unless the unit you are attacking is especially powerful.
    This is the most efficient and best way to eliminate a strong opponent.
       2b. Normal - Engage the enemy unit with your unit only.  Generally
    one normal attack is more powerful than any single attack from a simult.
    attack, but the attacker's casualties will be noticeably higher. This is
    really only good when you can't do a simult. attack because no other unit
    is nearby or on the map at all.
       2c. Fire - attempt to set the ground or an adjacent unit on fire.  
    Units that become trapped in the fire (ie have no available move out of
    it) will take heavy casualties that are surprisingly random.  If the unit
    has about 20 soldiers left it will usually opt to retreat.  If a unit
    has less than 1 soldier (ie 0 and change) and can't retreat or move out
    of the fire, the leader of that unit will perish in the flames.  Fire 
    can be very effective if used properly.  The castle is very hard to
    set on fire.  The higher your unit's leader's intel, the higher the 
    chances of him successfully setting the unit on fire. (i have a hunch
    that war ability may also play a role, but again, i can't be sure).
       2d. Charge - charge at the enemy unit.  Both units will take heavy 
    casualties, but if your unit is overpowering, it is definitely worth it.
    Most of the time you will break through to the other side of the enemy
    unit.  The times you don't you'll probably wish you didn't charge, 
    because you will very likely take a lot of casualties.  Charging is good
    for eliminating a weak unit and capturing its leader.  Occasionally, 
    however, eliminating a unit by charging will cause the leader to perish.
    I'm not even sure if the leader dies randomly, because it seems to be
    the same people who perish all the time, but this could be my 
    imagination.
    
    3. Flee - withdraws your unit from the battlefield.  If this is your 
    commanding unit you must also withdraw your entire army; you can't change
    your commander mid battle.  The only exception is when you send your
    ruler as reinforcements after a month has already passed in combat.  In
    this case your ruler will become the new commander of your forces.  This
    is a useful trick for extending conflict while attacking a very powerful
    enemy province. Units that flee have a chance of being captured, 
    especially if they are close to many other enemy units.
    
    4. View - very useful, very cheap.  Costs 10 gold and you will get info 
    on one enemy unit - loyalty, skill, arm level, war ability, and intel.
    Make sure you bring some money along to do this.
    
    5. Tactics
        5a. Bribe - Attempt to bribe an enemy unit to join your side.  You
    can bribe with up to 99 gold per attempt, and i'd advise you to use the
    max, because even then the chances of success are quite low.  The officer
    you are attempting to bribe keeps the money if you fail, so if you intend
    on bribing a lot bring several thousand dollars.  Try to bribe generals 
    that are either low in loyalty or naturally jerks as you'll have the
    most success. If you are bribing someone you have a pact with, you can
    bribe with 0 gold and they will still switch sides.  As with recruiting,
    compatibility plays a role, both in your chances of success, as well as
    in the loyalty the follower will have to you after he switches sides.
    Attempting to bribe someone with a loyalty higher than 90 is almost 
    always a waste of time, with very few exceptions.  Lu Bu and Wei Yan
    can (and will) be bribed even if their loyalty is 100.  Other times you
    can get someone with a loyalty in the 90s to switch sides if they have
    very high compatibilty with your ruler and very poor compatibility with
    your opponent (for example: Guan Yu is serving Dong Zhuo and Liu Bei 
    attacks him, given enough effort Guan Yu might be successfully bribed).
        5b. Reinforce - This is only available if you are defending.  You
    can leave extra units inside the castle and bring them out later with
    this command.  Generally, you don't have to leave any units inside unless
    you already have 10 that you want to deploy.
    
    B. Progression of the Battle
    
          Battles are fought for 30 days, at the end of which either side
    can send additional reinforcements.  The first day of the battle both 
    sides will have the option of sending an officer out for personal combat.
    Occasionally a powerful officer will volunteer and challenge the enemy
    without you doing anything.  Regardless if the enemy accepts the 
    challenge the two officers will fight until one falls or the match is
    called a draw.  If you refuse personal combat a small amount of soldiers
    will desert from your forces (about 8% +/- 1%).  The same thing will
    happen to the computer if they refuse your challenge.  If neither side
    proposes personal combat the battle continues without it.  The loser of
    personal combat (and his unit) are immediately captured and removed from
    the field of battle.
    
    ***A quick note about personal combat
         If a general with a lower war ability defeats a general with a 
    higher war ability, his ability will raise to the average of the two
    numbers, rounded down.  This is a somewhat risky maneouver, but it can
    raise a general's ability if you decide it's worth it.  The biggest 
    upset I've ever seen is Jin Xuan (war 43) defeating Yang Huai (war 77).
    
    
         So how exactly do you win a battle?  The attakcers win if they
    eliminate the enemies commander, move a unit on the castle, or if the 
    defenders run out of rice.  The defenders win only if the defenders run
    out or rice or their commander is captured.  Once a battle is decided the
    victor can either recruit, release, or behead any officers he has 
    captured.  Officers that were captured by the losing side automatically
    are released back to the victors.  There is absolutely no point in 
    releasing any officers, so never do it.  If you don't want to recruit an 
    officer for some reason (maybe he's ugly, maybe you just don't like him)
    you can behead him, and that will eliminate him from the game immediately.
    If you capture the enemy ruler your choices are a little more restricted.
    You can never recruit a ruler after besting him in battle.  As long as 
    there is a province he can flee to, you can release him; otherwise you're
    gonna have to give him the axe.  If you are the attacker you will gain the
    province you were attempting to conquer, and you will have a chance of 
    getting war spoils in the form of an item that will raise an officer's
    abilities and max out his loyalty. Province 10 will always give you some
    spoil of war.
    
    ********************************************
    
    V. Misc tricks and tips
    
    1.  All of the Spy commands, and all of the diplomacy commands besides
    'gift' can only be used in your home province, so make sure to keep some
    officers there.  Because of this limitation, even if your leader is lousy
    you're going to have to use him a lot.  Of course you could always try to
    get him beheaded by attacking an enemy province with 0 troops until they
    have him killed, but you'll suffer from horrible loyalties when you 
    replace him.
    
    2. While I'm thinking about it, if your ruler dies the most important 
    thing to do is pick a good successor.  Charm is the single most 
    important stat to watch out for, but often overlooked is compatibility.
    Suppose that you're playing as Sun Ce, and he dies.  Let's also say that
    somehow you have Simi Yi in your service.  Now Simi Yi would make a good
    successor, but his compatibility is probably quite poor with most of 
    your good officers.  When you replace a ruler with his successor, all of
    the loyalties throughout your empire get replaced with loyalties as if
    you had recruited all of your followers that turn.  This means that all
    of your former generals, all strongly Wu, would have loyalties that 
    reflect them being recruited by a ruler strongly Wei.  They'd have very
    poor loyalty.  Now, sometimes you won't have a choice as to who will
    succeed, because there will be only one clear choice, but if there is
    a decision to make, try to keep compatibility in mind.  Either way, 
    replacing your ruler makes you loyalties plummet and, depending on how
    large your empire is, it may take years to recover them.
    
    3. Take advantage of the fact that you can cancel alliances and attack
    in the same turn.
    
    4. A good way to get your trust up without actually getting the 
    hereditary seal is to ally with a weak province and continually help it
    repel invasions.  I played as Liu Bei once and defended Hain Fu
    from Cao Cao several times and got my trust up into the 70s.  Having
    very high trust early in the game makes a huge difference, trust me.
    
    5. If you are playing as a weak ruler with fairly neutral compatibility
    (like Li Jue, for example) you are going to have a hard time recruiting
    generals.  A good method is to watch who nearby rulers recruit and then
    try and get these officers before the computer has a chance to reward 
    them.  This works especially well if the ruler and the officer have a 
    poor compatibility.
    
    6. If possible try to eliminate Cao Cao and Liu Biao early, especially
    in scenarios one and two.  Cao Cao becomes very powerful very quickly
    and Liu Biao almost never leaves province 20. If you leave Liu Biao alone
    all game by the time you get to attacking him he'll have more than 1000
    soldiers, and it will be a pain to take the castle.
    
    7.  When giving an item to an officer, there are a few things that you
    should consider before selecting him.  The first of these is whether or
    not giving him the item is going to actually make him better.  Obviously
    do not waste your time trying to turn Cao Bao into the ultimate fighting
    machine, you'll just end up wasting all of your items (and he'll still
    stink).  Also, keep in mind that most of the items raise a specific
    ability by a random number between 7 and 14.  This means you probably
    shouldn't give someone an item if the ability in question is already
    in the high 90s (he's already good enough and no ability can raise past
    100).  Ideally, you want to use an item to make a good general great.  
    Officers with their war ablity in the high 80s, then, become excellent
    people to give swords to, as it can raise their war to 100, making them
    really valuable.  If you raise an advisor's intel to 100 they *will* get
    Zhuge Liang's special ability of never giving incorrect advice. (thanks
    to Mark Liu for correcting me on this point).
    
    8. For creating a new ruler:
    
    8a. As far as abilities go, intel is more or less pointless for a ruler,
    so you should concentrate on war ability and charm.  Usually I max out
    charm rather than war ability, but this is just a matter of personal
    preference.  Definitely max out war ability if you are choosing a 
    province that will be difficult to defend.
    
    8b. Your follower will always be average.  I generally just assign all
    the points to war ability, as if you are only going to have one follower,
    it makes more sense to have him good at war.  Again, I wouldn't bother
    assigning the points to intel, as the highest you can get it will be 80,
    barely enough to become an advisor (and a really crummy one at that).
    
    8c. If you are going to be a new ruler, it is obviously better to choose
    one of the earlier scenarios as they provide more of an even playing
    field for a less powerful ruler.  If you choose scenario 1, pick province
    17, even though it is right next to Dong Zhuo and Cao Cao's capitals; it
    is literally full of officers you can recruit easily by searching. Just 
    make sure to build your army up quickly so you don't get smashed.
    
    9.  In scenario 1 Lu Bu starts with 50 troops assigned to him, and a low
    loyalty to Dong Zhuo.  Recruit him the first turn of the game and you'll
    gain these soldiers (reassign them to someone else).  Incidentally, Lu
    Bu's compatibility alignment is fairly strongly Shu, although this
    doesn't matter much as he will still betray anyone quite willingly.
    
    10. Use the plague to your advantage.  When a province is hit by the
    plague, many of their officers will become injured and unable to take the
    field in battle.  This gives you a good opportunity to attack and fight
    about half of the province's army, capturing the other half.  Definitely
    worth it.
    
    11. I've said this before, but the most important thing to do is keep
    your loyalties high.  Don't trust delegated provinces to do this for you,
    because very often they will not (of course, if your trust is high enough
    it won't matter because your loyalties won't go down).  Generally, always
    reward if you have followers in your province whose loyalty is not 100.
    
    12. Province 29 really stinks.  Locusts hit it almost every year in some
    scenarios.  This makes it very hard to play as Zhang Lu.
    
    13. You'll probably catch on to this fairly quickly, but surnames in this
    game precede the name.  Thus Cao Cao and Cao Ang are related. Not all the
    officers in the game who have the same surname are related, however; Cao
    Cao and Cao Bao, for example, have no relation.  Officers that are related
    to their ruler almost always have 100 loyalty, and it usually won't go 
    down (unless their ruler has _very_ low trust).
    
    14. From TheCount:
    "When making a custom leader and getting a follower, that follower will 
    always have 100 loyalty while that leader is still ruling the clan. But,
    if you choose to have no follower, the first person you recruit will have 
    those loyalty benefits. This becomes very useful when recruiting Lu Bu, as
    it can terminate the betrayal issues."
    
    ******************************************************************
    
    VI. Credits
    
    Thanks to bgardn7, DragonAtma, and tcs5384@aol.com for the information
    on trust.  I had never known that not reading a letter would raise trust.
    
    Thanks to Mark Liu for correcting me about increasing intelligence.
    
    Thanks to Nicole Xhilone (pronounced X-ill-on) for being the only person 
    i know who will read this without making fun of me in some way. 
    (she's cute too).
    
    Thanks to Wendy "action" Jackson for bugging me about the phoney word
    "playability."
    
    Thanks to ProZe for the email about Liu Bei surrendering.
    
    Thanks to TheCount for the information about not choosing to have a 
    created follower.
    
    And, finally, thanks to the people who have sent me emails and im's about
    this guide. I have been very pleasantly surprised with the amount of 
    feedback I've been given for this guide, especially considering the age
    of the game.  
    
    ******************************************************************
    
    This guide is Copyright 2003-2006 by Greg Hartman
    
    The game is copyrighted by Koei
    
    The only sites that are allowed to post this guide are:
    
    http://www.gamefaqs.com
    http://kongming.net
    http://www.cheats.de
    http://faqs.ign.com
    http://www.neoseeker.com
    
    If you are interested in posting this guide on your website, just contact
    me and I will entertain your request.  It is illegal to post this guide 
    without permission and only a jerk would do so.
    

    View in: