FAQ/Strategy Guide - Guide for Romance of the Three Kingdoms VII

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Romance of the Three Kingdoms VII FAQ/Strategy Guide (PS2)
Version 1.1
August 8, 2002
By Brian Nii ([email protected])

Table of Contents

I.	 Introduction
II.	 Version History
III.	 Officer Information
IV.	 Officer Skills
V.	 City Information
VI.	 Character Types
VII.	 Life as a Ronin
VIII.	 Life as an Officer
IX.	 Life as a Prefect
X.	 Life as a Warlord
XI.	 Life as a Liege
XII.	 Military Strategy
XIII.	 The Art of War
XIV.	 Items
XV.	 Sites
XVI.	 Poetry of the Three Kingdoms
XVII.	 Tournaments
XVIII. Scenarios: Observations of a Ronin
XIV.   Endings
XX.	 Secret Characters
XXI.	 Dynasty Warriors
XXII.	 Frequently Asked Questions
XXIII. Strangeness in the Three Kingdoms
XXIV.	 Special Events
XXV.   Acknowledgements

---------------
I. Introduction
---------------

"Domains under heaven, after a long period of division, tends to unite; after 
a long period of union, tends to divide."

Having played ROTTK7 for the Playstation, I can say that this version is 
leaps and bounds above its predecessor. The game is much more pleasing to the 
eyes and ears, and features many improvements and new features overall. 
However, like all ROTTK games from Koei, this game is still quite complex and 
can overwhelm most people with the plethora of options available to you. 
Unfortunately, the instruction manual is just that. It tells you about the 
commands you can use in the game, but is rather incomplete in how to actually 
play the game. On the other hand, due to the open nature of the game it can 
be said that there isn't really any particular way to play the game. You can 
choose to just stand to the side and watch history pass you by. Or you can 
take matters into your own hand and personally conquer China yourself. It's 
all up to you. This FAQ will hopefully shed some light on some aspects of the 
game that aren't covered in the manual, or vaguely touched on by the in game 
help files.

-------------------
II. Version History
-------------------

"And he bade them make a note on the overlap of their robes so that they 
should remember."

Version 1.1 (8/8/02) - Added information on Titles and Rank in the Officer 
Information section. Added more tips to the "Life as a Liege" section. Added 
ratings for the Tactics and Ploys. Added more tips and corrections to various 
sections.
Version 1.0 (8/6/02) - First completed version of this FAQ. Finished all ten 
scenarios. Added a whole lot of information in the City Information section. 
Redid the Endings section. Adjusted Dynasty Warriors section to take into 
consideration Item adjustments to abilities.
Version 0.9 (8/5/02) - Finished 9 out of the 10 scenarios. Major update to 
Officer Skills and Character Types sections. Updated Poetry, Scenario, FAQ, 
and Special Events sections. Minor updates and corrections to various 
sections. Reformatted some sections.
Version 0.8 (7/26/02) - Added a new officer (George_ Patton) to the secret 
characters section. Added Strangeness in the Three Kingdoms and Special 
Events section. Updated and reformatted all sections.
Version 0.7 (7/19/02) - Completed Items and Sites section. Updated Poetry 
section. Fixed some information in the Dynasty Warriors section. Revising 
Scenarios section.
Version 0.6 (7/18/02) - Updated Items, Sites, Poetry, and Tournament 
sections. Added revisions and corrections to all other sections. Restarting 
the Scenarios section.
Version 0.5 (7/13/02) - Added "Life as a Liege". Revised the Military 
Strategy and The Art of War sections. Updated Sites, Scenario, and Endings 
sections.
Version 0.4 (7/12/02) - Added "Life as a Prefect", "Life as a Warlord", and 
Dynasty Warriors section. Updated "Life as a Ronin", Items, Sites, Poetry, 
and Scenario sections. Added quotes from the novel to each section. =) 
Corrected information in some sections.
Version 0.3 (7/10/02) - Added "Life as an Officer". Created a FAQ section. =) 
Updated Officer Information, Military Strategy, The Art of War, Items, Sites, 
Poetry, and Endings Sections. Revisions of everything else.
Version 0.2 (7/8/02) - Added "Life as a Ronin", Military Strategy, and The 
Art of War. Started on the scenario section. Updated items, sites, poetry, 
and various sections.
Version 0.1 (7/5/02) - First version of this FAQ.

------------------------
III. Officer Information
------------------------

"In peace you are an able subject; in chaos you are a crafty hero!"
                                       - Xu Shao to Cao Cao

Status: Indicates the current status of the character. They are Ronin, Common 
(Officer), Prefect, and Liege. This also determines the commands available to 
that character as well as the amount of AP they receive each turn.

LOY: Indicates the current loyalty of the officer to his or her Liege. Ronin 
and Lieges do not have this. Officers with low loyalty may choose to defect 
to other Lieges or participate in revolutions or coup attempts. Ranges from 0 
(no loyalty) to 100 (absolute loyalty). This value is not shown in expert 
diffculty.

Wage: The amount of money the Officer receives. Officers are paid this amount 
every January, April, July, and October. If a Liege cannot pay his officers 
their loyalty will decrease. Wages are increased when Class is increased, 
from winning poetry contests or tournaments, or as a reward from a Liege. The 
maximum Wage for an Officer is 250.

Deeds: The measure of an officer's service with their Liege. High amount of 
Deeds leads to an increase of Class with that Liege. Deeds only apply to the 
current Liege the Officer is serving.

Fame: The measure of the officer's fame throughout the land. A high level of 
Fame increases the chance of Lieges hiring you. It also determines the Rank 
assigned to an Officer by his Liege.

Title: Indicates the current Title of the Liege. A Liege can gain higher 
Titles by increasing his Imperial Favor via audiences with the Emperor. The 
Liege's Title determines the ranks that Liege can bestow upon his Officers.

Title               Imperial Favor
-----               --------------
Emperor              250 Minimum
King                 230 Minimum
Archduke             200 Minimum
Prime Minister           220
Lord Grand Marshal       210
Grand Commander          200
Minister of Interior     190
Minister of Exterior     180
Palace Minister          160
Capitol Minster          150
Defense Minister         140
Marquis                  140
Earl of the Left         130
Earl of the Right        120
Earl of the South        110
Earl of the North        100
Tiger Escort Captain     90
Royal Guard Captain      80
Governor                 70
Lieutenant Governor      50

Class: Indicates an officer's status within society. A higher Class allows 
for an increase in the maximum number of Troops and minimum Wage for the 
Officer. Officers increase in Class by accumulating Deeds.

- 1st Class: 20,000 Troops     Wage 150
- 2nd Class: 17,000 Troops     Wage 100
- 3rd Class: 15,000 Troops     Wage 60
- 4th Class: 12,000 Troops     Wage 30
- 5th Class: 10,000 Troops     Wage 10

Rank: Indicates an officer's position within the country. Higher Rank 
increases effectiveness in battle by increasing Tactic Points. Ranks apply 
only to the current Liege the Officer is serving. Officers with high WAR and 
INT are most likely to increase in Rank quickly.

Rank          TP Bonus     Rank          TP Bonus     Rank          TP Bonus
----          --------     ----          --------     ----          --------
?             +100         Conquest      +40          Horse         +10
?             +100         Pacifier      +40          Foot          +10
?             +100         Border        +40
?             +100         Relief        +40
Dragon        +90          3rd East      +35
Tiger         +90          3rd South     +35
Peacock       +90          3rd West      +35
Tortoise      +90          3rd North     +35
Fire          +80          4th East      +30
Water         +80          4th South     +30
Wind          +80          4th West      +30
Earth         +80          4th North     +30
1st East      +70          Vanguard      +25
1st South     +70          Warrior       +25
1st West      +70          Scribe        +25
1st North     +70          Campaign      +25
2nd East      +60          Kingdom       +20
2nd South     +60          River         +20
2nd West      +60          Defense       +20
2nd North     +60          Tactical      +20
Left          +50          Catapult      +15
Right         +50          Tower         +15
Front         +50          Armor         +15
Rear          +50          Crossbow      +15

Bond: Indicates the level of trust and friendship between this officer and 
yourself. Ranges from 0 (officer doesn't know you) to 100 (officer trusts you 
completely).

WAR: War ability. Determines effectiveness in combat. Officers with high WAR 
deal and receive less damage in battle both on the field and in duels. They 
are also skilled in fortifying city defenses.

INT: Intelligence. Determines effectiveness in using Ploys. Officers with 
high INT can use Ploys and Tactics more effectively, and have a higher 
resistance to enemy Ploys and Tactics used against them. They are also 
skilled in increasing the technology level of cities.

POL: Politics. Determines effectiveness in domestics. Officers with high POL 
are very effective in increasing a city's Safety, Commerce, and Land levels.

CHAR: Charisma. Determines effectiveness in dealing with others. Officers 
with high CHA can conscript a high number of Troops and are good at 
diplomatic functions.

IP: Influence points. Required by a Warlord in order to influence others. 
Warlords use IP whenever they request any Personnel, Military, Domestic, or 
Plot command. IP is also used to influence decisions made by their Liege. IP 
is regained by accumulating more Deeds.

Age: Current age of the officer. When an Officer reaches a certain age there 
is a chance that they will die. Officers near death can be revealed by 
visiting an Officer with the Oracle skill. Players that die of old age can 
continue playing with an Officer that has a high Bond with them under their 
Liege.

Health: Current health of the character. Injured characters have penalties to 
abilities until healed. Health ranges from Good, Fair, and Poor. Officers are 
injured as the result of the Assassin Ploy, a pursuit after a battle, or a 
plague. Health can be returned to Good in a single month if the Officer has 
the Doctor skill or visits someone that has it. Otherwise, the Officer will 
recover slowly over time.

Years: Current number of years serving current Liege. Rewards are given to 
Officers from the Liege for every 5 years of service for loyalty.

Unit: Type of military unit assigned to the officer. Types are Foot, 
Crossbow, Teng Jia, Catapult, Horse, Calvary, Tower, and Elephant. Each unit 
has different levels of effectiveness against each other, as well as varying 
movement ranges depending on the terrain.

Troops: Number of troops in the officer's unit. As Troops are lost in battle 
the amount of damage the unit can deal will decrease.

Drill: Measure of the unit's training and effectiveness in battle. Ranges 
from 50 (untrained) to 100 (elite). Drill level reduces when troops are 
conscripted to the unit. Drill determines the amount of damage the unit deals 
and receives, as well as how far the unit can move in battle.

Injured: The number of injured soldiers in the Officer's unit. Indicates the 
maximum number of Troops that can be revived using the Heal Tactic.

Glory: Measure of deeds performed when winning a battle. The top three 
Officers with the most Glory on the victorious side in battle gain a portion 
of Deeds based on the Glory won. Glory is gained primarily by defeating enemy 
soldiers.

------------------
IV. Officer Skills
------------------

"I have no great talent but I have had to do with humans of no ordinary gifts 
from whom I have received certain magical books called 'Concealing Method'. I 
can call the winds and summon the rains."
                                       - Zhuge Liang to Zhou Yu

*     - Not very useful. A situational skill.
**    - Somewhat useful. A nice skill to have.
***   - Useful. A helpful skill if you can get it.
****  - Very useful. Get this skill if at all possible.
***** - Extremely useful. A must have skill.

Spy (**)
--- 
Increases the effectiveness of the Spy command. Information on cities near 
the target city can sometimes be obtained.

Comments: As Sun Tzu said, know the enemy and know yourself and you can win 
any battle. This will at least help with the former. The information on 
additional cities is an added bonus. This is a good skill to have if you want 
to expand your Officer contacts in other cities.

Invent (****)
------
Allows the officer to create advanced weapons when using the Forge command. 
This skill is required to create the Arbalest, Fireball, Tower, Catapult, and 
Wood Ox Arms. The city must have the required Tech level and access to the 
materials needed in order to invent new Arms.

Comments: In the later battles of the game, the enemy will have Arbalests 
available to them, along with Officers with the Missile and Volley skills. 
This means that a unit with an Arbalest can use an arrow attack up to ten 
times in a single turn with a lucky shot (I've done it myself once or twice). 
The best way to counter that is to have Arbalests of your own (and the 
Counter skill, he he he). If you have this skill, you are going to be very 
popular with your Prefect when Arbalests, Towers, and Catapults become 
available.

Tame (**)
----
Allows the creation of Elephant units (Only available in Yong Chang).

Comments: While Elephant units are indeed powerful, the fact that you can 
only obtain them in one city somewhat limits the usefulness of this skill.

Trade (***)
-----
Gives discounts when buying items or food from the merchant.

Comments: Items can be incredibly helpful when you're starting out, and are 
essential in the later stages of the game. Depending on the scenario you can 
obtain +10 Items fairly early in the game from the merchants. Having this 
skill makes your shopping sprees a bit easier on your funds.

Counter (***)
-------
Enables an Officer to counterattack against certain attacks that normally 
cannot be countered such as Arrow, Missile, and Volley. Officer must have a 
missile weapon to counter attack.

Comments: The value of this skill depends on how frequently you are assigned 
a Crossbow unit (or Foot with Bow) and how frequently the enemy uses archers 
in battle. Late in the game most countries produce Crossbow units en masse. 
This skill makes you a formidable opponent against enemy archers on the field 
of battle, especially if you have an Arbalest.

Reversal (****)
--------
Enables an Officer to redirect certain ploys used against his or her unit in 
battle such as Fire, Confusion, Stop, and Taunt back to the enemy Officer.

Comments: This skill doesn't work all the time, but when it does it can be a 
real lifesaver. It seems to work well against fire attacks.

Aid (***)
---
Allows the Officer to use the Aid Tactic in battle. Aid removes status 
effects from units that have been affected by ploys such as Confuse, Taunt, 
and Stop.

Comments: Many of your fellow Officers in battle will have high WAR but low 
INT. As a result, they are easy targets for Tactics such as Confuse and 
Taunt. If you're not in a position to attack the enemy, you might as well 
help out where you can. Aid is invaluable in such situations. Remember that 
you can use this Tactic on yourself as well. Aid is great for recovering from 
the Chain Ploy.

Scout (***)
-----
Officers with this skill have a field on view in battle unaffected by 
weather. During Probe movement traps are discovered 100% of the time.

Comments: Running into the enemy due to bad weather not only ends your 
movement for the turn, but gives them a free attack as well. Having an 
increased sight radius is very helpful in poor field conditions. 
Automatically discovering traps during Probe movement is an added bonus.

Valor (*****)
-----
Officers with this skill do not take additional damage from being surrounded 
by enemy units in battle.

Comments: One of the best skills in the game. Enemy units love to surround 
you in battle often. If you don't have this skill you can be cut to pieces in 
one or two turns, especially if you're facing strong opponents. Enemy units 
with this skill are true nightmares, usually tying up your advance single 
handedly while you try to whittle their Troops down with repeated attacks.

Charge (****)
------
Allows Officer to make a charge attack against an enemy in battle. Charge 
attacks may hit an enemy multiple times, and may push the target unit back 
one square as well.

Comments: This is a great skill to have, especially when you have an enemy 
surrounded, or if you want to knock a unit out of their outpost. Just 
remember that sometimes it is better to use a direct attack rather than a 
charge. Otherwise you may end up knocking an enemy away from being 
surrounded, or allow a unit to slip past through to your outpost. Note that 
Officers that are using Horse, Calvary, or Elephant units can use charge 
attacks even without this skill.

Duel (* or *****)
----
Allows Officer to challenge opposing officers to a duel in battle. Officers 
without this ability are at a serious disadvantage in a duel.

Comments: The value of this skill depends on the combat abilities of your 
Officer. If your Officer doesn't go hunting often or is never invited to 
tournaments, this skill is only average in value since most Officers will 
refuse to duel with you, and if you're not the fighting type you won't be 
dueling Officers anyway. If you're an Officer with high WAR, odds are you 
will encounter many tigers during your hunting trips, and will often be 
invited to tournaments. If this is the case, then this skill is invaluable. 
If you don't have this skill you are going to be beaten fairly badly even if 
your WAR is fairly high.

Dash (****)
----
Allows an Officer to use the Dash ability in battle. Dash movement allows for 
a much longer range of movement for the turn, but reduces the Officer's Troop 
level.

Comments: This skill can be incredibly helpful in many situations. Just don't 
abuse it or you will face the consequences. The movement advantage gained in 
a single turn can mean the difference between victory and defeat. Remember 
that when you dash you cannot probe for traps.

Repair (*)
------
Allows an Officer to repair the city wall during a siege battle.

Comments: You're usually better off attacking the enemy at your gates rather 
than trying to repair the walls. Could be useful if you just need to buy just 
a little more time.

Navy (***)
----
Officers with this skill are at an advantage when fighting on water.

Comments: Warriors should learn this skill if they can, as it gives them an 
advantage in naval conflicts. Note that this skill helps when fighting on 
rivers and lakes as well. This does not affect movement rates on water 
however.

Missile (***)
-------
Allows an Officer to make a fire arrow attack. Fire arrow attacks are 
stronger than regular arrow attacks, and may set a fire in the target square. 
This attack cannot be used during Rain, Storm, or Snow weather.

Comments: This skill is great if you are assigned archery units regularly. If 
you have an Arbalest it gets even better.

Volley (***)
------
Allows an officer to make a volley attack in battle hitting multiple targets 
at long range. All squares adjacent to the target square are hit. Friendly 
units within range are hit as well. The firing Officer's unit will not be hit 
if it is within range.

Comments: Once again the value of this skill is dependent on how often you 
are assigned archery units. Just remember that if one of your own units is in 
the line of fire, be sure to weigh the advantages of making a volley attack. 
It goes without saying that you should try to hit as many of the enemy as 
possible without hitting your own units.

Riot (*)
----
Allows the officer to use the Riot Ploy.

Comments: Riot isn't a very effective Ploy, so you can pass on this one.

Wile (*)
---- 
Allows the officer to use the Chain, Discord, and Lure Ploys.

Comments: Chain is very useful in battles where there are large bodies of 
water. Other than that the rest of the Ploys are only marginally useful.

Rumor (****)
-----
Allows the officer to use the Rumor and Falsify Ploys.

Comments: While Rumor is very powerful, there are some things you should 
remember. Officers that leave the field are still available to defend the 
city during a siege battle. And Rumor can drive off an Officer with 1,000 
Foot that was about to be defeated anyway, instead of driving off an Officer 
with 20,000 Calvary. But even despite of this, Rumor is an excellent Ploy to 
even out the battlefield.

Chart (*)
-----
Allows the officer to use the Wind, Weather, and Lightning Ploys.

Comments: None of these Ploys are very effective so you can pass on this one.

Flood (*)
-----
Allows the officer to use the Flood Ploy.

Comments: Good for siege battles and not much else.

Rally (**)
-----
Allows the officer to use the Rally Ploy.

Comments: Remember that Rally not only increases your Morale, but also 
removes all status effects from your units. If you are losing badly though 
this won't help very much.

Jeer (**)
----
Allows the officer to use the Jeer Ploy.

Comments: Jeer isn't too effective unless the enemy Morale was low to begin 
with. It can be useful in some close battles though.

Sap (*)
---
Allows the officer to use the Sap Ploy.

Comments: Good for siege battles and not much else.

Mystic (***)
------
Allows the officer to use the Haste, Lightning, Revive, Illusion, Lure, and 
Falsify Ploys. This skill cannot be learned.

Comments: This is a very useful skill to have for the Haste and Revive Ploys. 
If you're not a Tactician this skill can be useful when patrolling and the 
peasants want you to pray for rain. If you have this skill you will be 
successful 100% of the time.

Bless (***)
-----
Allows the use of Creatures in battle. The Officer must have the Creature 
Item in order to use this. This skill is only given to those chosen by the 
Southern and Northern Mystics. The Officer must be in the top ten of the 
Heroes Ranking and have at least four units available. 

Comments: This skill is more for show than anything else. While having the 
ability to use Creatures can definitely turn the tide of battle, you do have 
to hunt for them again each time you use them. 

Zeal (*****)
----
Increases the amount of AP recovered each month.

Comments: This one is a no-brainer. Get this skill as soon as humanly 
possible.

Study (*****)
-----
Increases the effectiveness of the Train and Tutor commands.

Comments: This one is also a no-brainer. Get this skill as soon as humanly 
possible.

Doctor (***)
------
Officers with this skill fully recover health when injured in the next month. 
They can also heal injured visiting Officers and use the Revive Ploy. This 
skill cannot be learned.

Comments: This is a useful skill to have when the plague runs rampant. The 
ability to use the Revive Ploy is also invaluable.

Oracle (*)
------
This skill has random effects when invoked on the battlefield. Officers with 
this skill can also foresee other Officers who are nearing the end of their 
lifespan. This skill cannot be learned.

Comments: It's fun to visit Officers with this skill, but other than that 
this skill is definitely more for amusement than anything else. 

Critic (*)
------
Officers with this skill will occasionally evaluate visitors, sometimes 
increasing their Fame. This skill cannot be learned.

Comments: This skill does nothing for you personally, but it's fun to visit 
other Officers with this skill.

Wealth (***)
------
Increases the amount an officer receives for his wages each month. This 
officer will also give money to visitors occasionally. This skill cannot be 
learned.

Comments: More money is always good. If you have this and the Trade skill you 
can rack up an impressive Item collection in record time.

-------------------
V. City Information
-------------------

"Zhuge Liang is always most careful and runs no risks. Those open gates 
undoubtedly mean an ambush. If our force enters the city, they will fall 
victims to his guile. How can you know? No, our course is to retire."
                                       - Sima Yi to Sima Zhao

Type: There are five types of cities: Academy, City, Metropolis, Port, and 
Ranch. Determines availability of skills learnable in the city.

Land: Measure of food production in the city. Determines how much food is 
harvested in July.

Comm: Measure of commerce in the city. Determines how much money is collected 
for the city in January, April, July, and October. High commerce also 
increases the chances of having a merchant visit the city.

Sfty: Measure of city safety. Cities with high safety increase population at 
a higher rate. Also attracts merchants to the city. Low safety increases the 
success rate of Plots against the city.

Tech: Measure of technical achievement in the city. Determines if certain 
Arms can be forged.

Defense: Measure of the city's defensive wall strength. If the Defense of the 
city wall is reduced to 0 in a siege, the attackers win the battle.

Merchant: Determines if a merchant is available to purchase food and items in 
the city. Otherwise, the Buy command is not available. Some cities always 
have a merchant available. You can see merchant activity on the map screen.

Gold: Amount of gold available to the city. Increases every January, April, 
July, and October based on the city's Commerce level.

Food: Amount of food available to the city. Increases every July based on the 
city's Land level. Troops in the city are also compensated with Food in July. 

Pop: The population of the city. Increases based on the city's Safety level.

Troops: The number of troops stationed in the city.

Reserve: The number of conscripts available to draft into units.

Trust: The city's level of trust in the officer. A high Trust makes Domestic 
commands more effective. A low trust increases the chances of riot or revolt 
in the city.

Product: Each city usually has a product available to manufacture Arms. 
Products available are Lumber, Rattan, Leather, Ore, Horse, Sulfur, and 
Nitrate. You can check the products of each city on the map screen using the 
square button and selecting the Product option.

---------
City List
---------

    City          Type        Product     Merchant     Land Max    Comm Max
    ----          ----        -------     --------     --------    --------
1.  An Ding       City        Horse          x           600         500
2.  Bei Hai       Academy     Nitrate        x           600         800
3.  Bei Ping      Ranch       Horse          x           700         500
4.  Chai Sang     Port           x           x           600         600
5.  Chang An      Metropolis  Ore          Always        900         900
6.  Chang Sha     City           x           x           700         500
7.  Chen Liu      City        Leather        x           800         600
8.  Cheng Du      Metropolis  Nitrate      Always        900         800
9.  Cheng Yang    City        Ore            x           600         700
10. Gui Yang      City        Ore            x           600         300
11. Han Zhong     City        Lumber         x           600         500
12. He Nei        City        Lumber         x           700         600
13. Hong Nong     City        Lumber         x           400         600
14. Hui Ji        Port           x           x           800         500
15. Ji            Academy     Horse          x           700         700
16. Jian An       City        Lumber         x           500         400
17. Jian Ning     City        Ore            x           600         400
18. Jian Ye       Port        Ore          Always        1000        800
19. Jiang Ling    Port        Lumber         x           800         600
20. Jiang Xia     City        Ore            x           600         600
21. Jiang Zhou    City           x           x           700         500
22. Jiao Zhi      City        Lumber       Always        600         300
23. Jin Yang      City        Horse          x           400         600
24. Ling Ling     City        Sulfur         x           600         300
25. Lu Jiang      Port        Ore            x           600         600
26. Luo Yang      Metropolis     x         Always        800         1000
27. Nan Hai       Port        Ore            x           600         400
28. Nan Pi        City        Ore          Always        700         800
29. Ping Yuan     City        Leather        x           600         500
30. Pu Yang       City        Lumber         x           800         600
31. Qiao          Academy     Leather        x           600         700
32. Ru Nan        City        Leather        x           700         700
33. Shang Dang    Ranch       Nitrate        x           500         600
34. Shang Yong    City           x           x           400         400
35. Shou Chun     City           x           x           800         800
36. Tian Shui     Ranch       Horse          x           500         500
37. Wan           City        Ore            x           700         800
38. Wu            Port           x           x           700         500
39. Wu Du         City        Ore            x           500         500
40. Wu Ling       City        Lumber         x           600         300
41. Wu Wei        Ranch       Horse          x           500         500
42. Xi Ping       City        Leather        x           500         500
43. Xia Pi        City        Ore          Always        900         700  
44. Xiang Ping    Ranch       Ore            x           600         800
45. Xiang Yang    Academy     Leather      Always        800         800
46. Xiao Pei      City           x           x           800         600
47. Xin Ye        City           x           x           400         500
48. Xu Chang      Metropolis  Ore          Always        1000        800
49. Ye            Metropolis  Lumber         x           900         800
50. Yong An       City        Lumber         x           500         500
51. Yong Chang    City        Sulfur         x           500         400
52. Yue Ling      City        Lumber         x           500         400
53. Yun Nan       City        Rattan         x           500         400
54. Zi Tong       Academy     Leather        x           600         500

----------
City Types
----------

The following is a list of the types of cities in the game as well as the 
skills available to learn in each. Special thanks to gr1mm for posting this 
information on the GameFAQs ROTTK7 message board.

The following skills can be learned at any city regardless of type:

WAR - Volley
INT - Rally, Jeer, Sap
POL - Zeal, Study
CHA - Study

Training at cities is more effective if your level of Trust is high.

Type: Academy
Cities: Bei Hai, Ji, Qiao, Xiang Yang, Zi Tong
Exclusive skills: Repair, Rumor, Chart, Invent
Skills available:
WAR - Repair, Volley
INT - Repair, Rumor, Chart, Rally, Jeer, Sap
POL - Invent, Repair, Zeal, Study
CHA - Chart, Study

Type: City
Cities: An Ding, Chang Sha, Chen Liu, Cheng Yang, Gui Yang, Han Zhong, He 
Nei, Hong Nong, Jian An, Jian Ning, Jiang Xia, Jiang Zhou, Jiao Zhi, Jin 
Yang, Ling Ling Nan Pi, Ping Yuan, Pu Yang, Ru Nan, Shang Yong, Shou Chun, 
Wan, Wu Du, Wu Ling, Xi Ping, Xia Pi, Xiao Pei, Xin Ye, Yong An, Yong Chang, 
Yue Ling, Yun Nan 
Exclusive skills: None
Skills available:
WAR - Volley
INT - Rally, Jeer, Sap
POL - Zeal, Study
CHA - Study

Type: Metropolis
Cities: Chang An, Cheng Du, Luo Yang, Xu Chang, Ye
Exclusive skills: Counter, Reversal, Aid, Scout, Valor, Riot, Wile, Spy
Skills available: 
WAR - Counter, Reversal, Aid, Scout, Valor, Volley
INT - Aid, Riot, Wile, Rally, Jeer, Sap
POL - Spy, Aid, Scout, Zeal, Study
CHA - Study

Type: Port
Cities: Chai Sang, Hui Ji, Jian Ye, Jiang Ling, Lu Jiang, Nan Hai, Wu
Exclusive skills: Navy, Missile, Flood
Skills available:
WAR - Navy, Missile, Volley
INT - Flood, Rally, Jeer, Sap
POL - Zeal, Study
CHA - Study

Type: Ranch
Cities: Bei Ping, Shang Dang, Tian Shui, Wu Wei, Xiang Ping 
Exclusive skills: Charge, Duel, Dash
Skills available:
WAR - Charge, Duel, Dash, Volley 
INT - Rally, Jeer, Sap 
POL - Zeal, Study 
CHA - Study

--------
Products
--------

Horse
-----
A large hoofed mammal having a shorthaired coat, a long mane, and a long 
tail, domesticated since ancient times and used for riding and for carrying 
loads. Horses are required to forge the Arm Horse, and are necessary to form 
the Horse and Calvary units.

Available at: An Ding, Bei Ping, Ji, Jin Yang, Tian Shui, Wu Wei

Leather
-------
The dressed or tanned hide of an animal, usually with the hair removed. 
Leather is required for to forge the Arms Armor, Catapult, and Tower.

Available at: Chen Liu, Ping Yuan, Qiao, Ru Nan, Xi Ping, Xiang Yang, Zi Tong

Lumber
------
Timber sawed into boards, planks, or other structural members of standard or 
specified length. Lumber is required to forge the Arms Arbalest, Bow, 
Catapult, Crossbow, Tower, and Wood Ox.

Available at: Han Zhong, He Nei, Hong Nong, Jian An, Jiang Ling, Jiao Zhi, Pu 
Yang, Wu Ling, Ye, Yong An, Yue Ling

Nitrate
-------
Fertilizer consisting of sodium nitrate or potassium nitrate. Nitrate is 
required to forge the Arms Fireball and Wood Ox.

Available at: Bei Hai, Cheng Du, Shang Dang

Ore
---
A mineral or an aggregate of minerals from which a valuable constituent, 
especially a metal, can be profitably mined or extracted. Ore is required to 
forge the Arms Armor, Elephant, Harness and Wood Ox.

Available at: Chang An, Cheng Yang, Gui Yang, Jian Ning, Jian Ye, Jiang Xia, 
Lu Jiang, Nan Hai, Nan Pi, Wan, Wu Du, Xia Pi, Xiang Ping, Xu Chang

Rattan
------
Any of various climbing palms of the genera Calamus, Daemonorops, or 
Plectomia of tropical Asia, having long, tough, slender stems. Rattan is 
required to forge the Arms Elephant and Teng Jia.

Available at: Yun Nan

Sulfur
------
A pale yellow nonmetallic element occurring widely in nature in several free 
and combined allotropic forms. It is used in black gunpowder. Sulfur is 
required to form the Arms Fireball and Wood Ox.

Available at: Ling Ling, Yong Chang

---------
Disasters
---------

Occasionally one of several disasters can occur during the year to any number 
of cities. Some of these disasters occur only once while others such as 
Locusts and Plague can spread to other cities as time progresses. It's always 
amusing when this happens to your enemies, but it's less amusing when it 
happens only to your country. 

Blizzard - Usually occurs in northern provinces in October. Reduces Commerce 
and Land in affected cities. Roads are blocked for a period of time.

Bounty - Not really a disaster. Greatly increases Food harvest in affected 
cities.

Flood - Usually occurs in April or after a typhoon. Reduces Commerce, Land, 
and Defense in affected cities. Roads are flooded and become unusable for a 
period of time.

Locusts - Reduces Land in affected cities. Can spread to other cities over 
time.

Plague - Reduces Population in affected cities. All Officers in the city are 
reduced in Health. Can spread to other cities over time.

Riot - Usually occurs in cities with low Safety. Reduces Safety in affected 
cities.

Typhoon - Usually occurs in April. Reduces Commerce and Land in affected 
cities.

-------------------
VI. Character Types
-------------------

"In these days of disorder a good soldier can make a name for himself."
                                       - Guan Yu to Guo Chang

-----
Ronin
-----

Technically speaking Ronin are wandering samurai, but in the context of the 
game they are wandering officers that are not serving any Liege. Ronins have 
the least amount of options available to them of any class, and have very 
little power as a result. On the other hand they are usually unaffected by 
events around them and don't have to worry about administrative duties. 
Unfortunately, this also limits their opportunities to obtain Fame as well. 
Eventually you may decide to join a Liege, establish your own country, or 
remain a wanderer for the rest of your life.

Strengths: Flexibility.

Weaknesses: Limited power. Little opportunities to increase Fame.

---------------------------
Tips for the aspiring Ronin
---------------------------

- Use letters and visits frequently to increase your Bond with powerful 
Officers. Not only will this allow you to get tutorage from them, but you 
will also become acquainted with a wide variety of other Officers in the 
process. 

- Learn the Study and Zeal skills as soon as possible.

- Remember that while being tutored increases your abilities faster, you will 
rarely, if ever, learn new skills.

- Skills learned while training depends on the type of city you are in. 
Training is also more effective if your Trust in that city is high.

- If some of your abilities are low, you may want to consider remaining a 
Ronin until you can train those abilities to acceptable levels. Ronin don't 
have to worry about being captured or executed like Officers do, nor do they 
have to carry out tasks dictated by the Prefect each month. Unfortunately, 
they also have the fewest Action Points available so they improve abilities 
relatively slowly compared to Officers.

- WAR and INT are important if you enlist in a city near a heavily contested 
border. If these abilities aren't very high, consider enlisting in a city 
relatively far away from most of the action.

- While POL is important for Officers, Ronin don't have access to Domestic 
commands and therefore don't really need it.

- Don't bother training CHA. Your CHA experience increases every time you 
send a letter or visit someone. And because Ronin don't recruit or conscript, 
there's really no point in having a high CHA. At least for now.

- If you don't have the Duel skill, don't bother fighting tigers you 
encounter during hunts, even if you have high WAR. Even the weak tigers will 
tear you to shreds. This goes for Officers as well.

For more details on being a Ronin please refer to the "Life as a Ronin" 
section.

-------
Officer
-------

Officers are the foundation of the game, and are therefore the most common 
character type. They are usually assigned domestic tasks by the Prefect in 
times of peace, and are frequently sent to the front lines in times of war. 
Depending on their abilities they can advance in Class and Rank rather 
quickly. They may even be promoted to Prefect, Warlord, or as a successor to 
a Liege himself if they are skilled enough. Some Officers change allegiances 
on a whim. Others are faithful unto death. While an officer's life may be a 
hard one, it can most certainly be rewarding in many ways.

Strengths: Great opportunities to advance in Class, Rank, and Fame.

Weaknesses: May be overruled by the Prefect during certain commands.

-----------------------------
Tips for the aspiring Officer
-----------------------------

- Get your Bond with your Liege to 100 as soon as possible.

- Get your Bond with your Prefect to 100 as soon as possible.

- Get your Trust with your base city up to 100 as soon as possible.

- Always follow the suggestions made by your Prefect, Warlord, or Liege, 
unless doing so will be absolutely detrimental to the well being of the city. 
Your superiors will usually know what the best course of action for the city 
is for the current situation. Even if their suggestion is a bit silly 
(searching a city for talent that has already been searched, or trying to 
recruit an Officer that has repeatedly refused), agree to do it anyway. It's 
best to stay on their good side whenever possible.

- Keep making acquaintances with other Officers, even enemy Officers.

- Always try to suggest a task to your Prefect if you haven't been assigned 
one for the month. Not only will this increase your experience, but your 
Deeds and Fame as well.

- Try to train rather than tutor as much as possible, unless a particular 
ability is dismally low. As an Officer you'll need skills now more than ever 
before. Study and Zeal are a must have. If you're in a heavily contested 
region, it would be a good idea to get combat skills such as Valor, Charge, 
and Dash.

- Try to increase your abilities evenly if possible. Remember that the higher 
your abilities, the less amount of experience you gain from training. If you 
concentrate on WAR, you will be formidable in combat, but will be very 
susceptible to Plots and Tactics. If you concentrate on INT, the opposite 
will be true.

- If you have high WAR, you will usually be mobilized in the event of an 
invasion (of your city or another one) or as reinforcements. You will also 
usually be invited to annual tournaments your Liege holds in July. Officers 
with high WAR are excellent at fortifying city defenses.

- If you have high INT, you will be often assigned as a Tactician in the 
event of an invasion (of your city or another one). You will also usually be 
invited to annual poetry contests your Liege holds in July. Officers with 
high INT are excellent at increasing a city's technology level. If your INT 
is high enough, you may even be appointed as Warlord.

- If you have high POL, your Prefect will often assign you duties every 
month. Officers with high POL are excellent at increasing Safety, Commerce 
and Land levels in a city. If your POL is high enough, you may be appointed 
as a Prefect when the opportunity presents itself.

- If you have high CHA, you will most likely be asked to gather conscripts or 
serve as an envoy to another Liege. Officers with high CHA are excellent at 
conscripting and diplomatic functions.

For more details on being an Officer please refer to the "Life as an Officer" 
section.

-------
Prefect
-------

Prefects are assigned by the Liege to run a certain province in the country. 
They are made up of the cream of the crop from the Officers under the Liege, 
and are frequently assigned the position when new cities are claimed during 
invasions. A Prefect has complete control of the city and the officers in it, 
but must follow the city's policy set by the Liege. If the policy is set to 
Auto, then the Prefect is allowed to pretty much do as he or she sees fit. 
The Prefect is often asked by the Liege to do certain tasks for the month. If 
the city policy is not being followed, the Liege will demote the Prefect to 
an Officer, no matter how well they were running the city.

Strengths: Same as Officer, only greater.

Weaknesses: Must follow policy set by the Liege.

-----------------------------
Tips for the aspiring Prefect
-----------------------------

- Get your Bond with your Liege to 100 if it isn't there already.

- Get your Trust with your city to 100 as soon as possible.

- Follow your city's Policy as much as possible if it isn't Auto. Remember 
that increasing Safety can always be done regardless of Policy.

- Your Liege and Warlord may request that you perform tasks for them during 
the month. While this may seem inconvenient while you are managing your city, 
you should accept when requested to do so.

- Keep your city's Safety as high as possible.

- Check the budget of your city in the information screen when you become 
Prefect. If Gold or Food income is shown as a negative value, work to correct 
the problem as soon as possible. If you are on good relations with your 
Liege, he may decide to help you out by sending shipments of Gold or Food.

- Use all your Officers for tasks each month. You can check the relevant 
ability used by your Officers for the task in the command menu. It goes 
without saying that the Officers with the highest abilities should be used 
for those tasks. Even if an Officer doesn't contribute much to the task he 
should be assigned anyway. Every little bit helps when it comes to developing 
your city. If you don't have enough Gold to maximize Officer use each month, 
increase your city's Commerce levels until you do.

- If you are seriously low on Officers for your city, try to recruit Ronin. 
Ronin who have not previously served any Liege and have high POL are worth 
their weight in gold when it comes to developing a city. Be sure to have a 
Bond of 100 before trying to recruit them. Officers serving other Lieges are 
not likely to be persuaded to join your city unless their LOY is dismally low 
(70 or less).

- If your Policy is Auto, assign tasks that match the situation. If your city 
is bordering an aggressive country, and you are just starting out, conscript 
until your Officers have their maximum number of Troops, and Drill them 
constantly. If you have strong Officers (WAR 80+) you might want to Forge a 
Crossbow or Horse Arms for them if possible. If your city is remote from any 
conflict, work on maximizing Commerce and Land values. Such cities are 
perfect for supplying your Liege with Gold and Food for his campaigns.

- If your Policy is Offense, Conscript and Drill your Officers to maximum 
levels. Give Crossbows and Horses to all your Officers if they don't already. 
For your strong Officers you may want to consider giving them advanced arms 
such as Armor and Harness for Calvary units, or even an Arbalest, Catapult, 
or Tower if possible. This Policy is common in border cities.

- If your Policy is Defense, do the same tasks as you would if your Policy 
was Offense. Don't bother fortifying your city until your Officers Troops and 
Drill are all at maximum, and you've forged them the best weapons available.

- If your Policy is Tech, concentrate solely on increasing your Tech levels. 
Increasing Tech doesn't drop Safety so you don't have to worry as you would 
when conscripting Troops or working on domestics. Eventually your Liege will 
change your city's policy once the city reaches a certain technology level. 
This is a fairly rare Policy.

- If your Policy is Domestic, concentrate on increasing Commerce and Land. If 
your city is experiencing a shortfall, work on correcting the problem area 
first. Don't forget to increase Safety occasionally. This Policy is common in 
cities deep within the Liege's territory.

For more details on being a Prefect please refer to the "Life as a Prefect" 
section.

-------
Warlord
-------

Warlords are the personal advisors to the Liege himself, and as such they 
have incredible powers of influence. By using this influence they can pretty 
much do as they please, but constant use of their powers will reduce their 
ability to influence others. A Warlord position is assigned only to the 
greatest Officer or Prefect in the Liege's domain. Intelligence is a key 
factor, but others are important as well. Because of their wisdom Warlords 
are often asked for advice from their Liege as well as other Prefects. Giving 
wise answers will increase a Warlord's influence, while giving bad advice 
will reduce it.

Strengths: Ability to do as they please as long as they have Influence.

Weaknesses: Little power if their Influence runs out.

-----------------------------
Tips for the Aspiring Warlord
-----------------------------

- Don't request Personnel, Military, Domestic, or Plot commands unless you 
really have to. Wait for your Liege or the Prefect to request them for you so 
you don't have to use any IP.

- Always have IP available.

- Whenever your Liege receives a visit from an Imperial envoy, always agree 
to their request no matter how outlandish it may be. In the long run having a 
Liege with a high Title more than makes up for any inconveniences made by the 
demands of the Emperor.

- Always support your Liege when the Officers request that he takes the title 
of Archduke/King/Emperor.

- Agree to alliances with other countries often, particularly if the country 
is a buffer between you and another large country, or if many aggressive 
countries surround you. One allied country is one less country to worry about 
for the time being.

- Remember that even if you send/receive Gold as a gift to/from another 
Liege, that doesn't mean they will remain friendly. On the contrary, it seems 
Lieges enjoy attacking the Liege that sent them the gift on the turn they 
received it!

For more details on being a Warlord please refer to the "Life as a Warlord" 
section.

-----
Liege
-----

Lieges control an entire an entire kingdom, whether made up of one province 
or ten. Depending on their leadership they can be just and righteous rulers, 
or bloodthirsty tyrants. Lieges have absolute control over every aspect of 
their kingdom, but usually assign Prefects to manage the various provinces. 
The life of a Liege is certainly the most rewarding, but also the most 
challenging. Not only must you deal with challenges from outside of the 
kingdom, but internal conflicts as well. The road to the unification of China 
is not an easy one.

Strengths: Complete control of a kingdom.

Weaknesses: None

For more details on being a Liege please refer to the "Life as a Liege" 
section.

--------------------
VII. Life as a Ronin
--------------------

"I shall pack up my few garments and my alms bowl and take to the road, vague 
in my wanderings as the clouds in the sky."
                                       - Transverse Peace to Guan Yu

Once you've decided your base of operations, one of the first steps you 
should do is introduce yourself to the people around you. Chances are you've 
started in a city with a Prefect or a Liege. If not, well, I guess you're 
really not the social type and should skip to the part on improving yourself. 
Send letters of introduction to the Prefect or Liege.

---------------
Social Commands
---------------

Social-Letter (10 AP)
-------------
Who can use: All
This social command sends a letter to another officer. If their Bond is 0, it 
serves as an introduction between the two of you. If their Bond is 1 or 
greater, it will increase their Bond. This command also increases the 
Officer's CHA experience. If their bond is high enough, they may occasionally 
send a reply back. Their Bond can only be increased to a maximum of 50 using 
letters. The better the response the higher the Bond increase. Some possible 
outcomes are as follows:

- Introduction: Officer learns about you for the first time.

- Interest 1: Officer shows some interest in you.

- Interest 2: Officer wants to share information if you come and visit.

- Remark: Officer remarks on your thinking.

- Reply 1: Officer writes a reply back thanking you.

- Reply 2: Officer writes a reply back saying he wants you to visit him.

Keep sending letters until they say something along the lines that it may be 
worthwhile to meet with you. Then you should use the Social-Visit command. If 
you are an Officer and want to visit an enemy Officer, you should wait until 
they actually mention that they would like to meet you (Interest 2 or Reply 
2).

Social-Visit (40 AP)
------------
Who can use: All
This social command lets you visit a person for a social call. This increases 
their Bond more so than a letter. It also increases an Officer's CHA 
experience. Occasionally they will introduce other Officers in their city to 
you when you visit, increasing their Bond with you as well. If they have 
expressed interest in you an event may occur among the following: 

- Strategy: Officer shares a strategy for domestic affairs.

- Reconnaissance: Officer shares information on a city as if you had used the 
Spy command on it.

- Hidden talent: Officer tells of a city that has hidden talent available.

- Officer information: Officer shares information on a certain officer.

- Hunting expedition: Officer offers to go hunting with you. Tiger encounter 
may occur. Bond increases greatly after hunt.

- Visit site: Officer takes you to visit an exotic site. This is saved in the 
Sites visited in the start menu. The city the Officer is in must have an 
exotic site present.

- Healing: Officer heals you back to full health. Visited Officer must have 
the Doctor skill.

- Critique: Officer critiques you, which raises your Fame. Visited Officer 
must have the Critic skill.

- Donation: Officer gives you a gift of money. Visited Officer must have the 
Wealth skill. Funds must be low

- Recruitment: Officer asks you to join his or her Liege.

- New skill: Officer teaches you a new skill.

- Tutoring: Officer tutors you as if you had requested them to.

- Life extension: Officer offers to extend your lifespan for gold. Visited 
officer must have the Oracle skill.

- Party (non Ronin): Officer gets drunk. Occurs during January.

- Assassination (non Ronin): Officer lets his guard down, giving you a chance 
to assassinate him. Note: This option occurs when your Bond with the Officer 
is exactly at 42. This doesn't happen all the time, but it usually occurs. 
Thanks to Ahjenta on the GameFAQs ROTTK7 message board for sharing that 
information with us.

If your Bond is low you may be refused to visit the Officer. Also if an 
Officer attempts to recruit you and you refuse, you will not be able to visit 
the Officer again for a while. Note that Officers can visit other Officers 
under their Liege anytime they wish, but it's a good idea to write a letter 
to them first to introduce yourself, otherwise you will get a message saying 
they are too busy to see you.

The main reason you want to increase your Bonds right now is to make as many 
contacts as possible. If your abilities are high enough you may even be able 
to join a Liege in the process. But most important is that the higher Bond 
you have with an Officer, the more likely they will be willing to Tutor you. 
If you want to get information about more people you can always try to find 
them yourself.

-----------------
Personal Commands
-----------------

Personal-Spy (20 AP)
------------
Who can use: Ronin, Officer
This personal command allows you to obtain information about a city and its 
current officers. The higher the character's INT the greater chance of 
success. Characters with the Spy skill can learn about adjoining cities as 
well. For countries not under your Liege, the information obtained on them 
lasts for a period of months equal to the Spy Limit on that country.

Now that you've made some acquaintances, it's time to get to the business of 
improving yourself. The higher your abilities, the more likely you are of 
getting recruited by a Liege. Improving yourself can be done in many ways, 
but as a Ronin your choices are limited. Using Social commands can raise your 
CHA over time, but you're probably going to want to improve some other areas 
as well.

Personal-Train (30 AP)
--------------
Who can use: All
This allows you to gain some experience in improving your abilities. When 
experience reaches 100 in that ability, it is increased by 1. Having the 
Study skill increases the effectiveness of this command. Occasionally you can 
learn new skills using this command depending on the location of the city you 
are at and which ability is being trained. The higher the ability value, the 
lower the amount of experience gained using this command.

Training by yourself is good because it allows you to develop skills you 
would normally not obtain from a tutor. However, there is the tradeoff that 
raising abilities in this fashion is a rather lengthy process. A faster way 
is to get tutoring from another Officer.

Personal-Tutor (30 AP)
--------------
Who can use: All
This allows you to gain experience in improving your abilities by studying 
under an Officer. If the Officer's Bond is low you may be refused training. 
The Officer must have a higher level of ability than you in the ability you 
are training. Having the Study skill increases the effectiveness of this 
command. The amount of experience gained is depended on the Officer's ability 
level in the ability being trained.

The down side to tutoring is that you won't be able to learn new skills. But 
at this point in your career improving your abilities should be the focus of 
your attention. When you've trained hard enough you can try to join a Liege.

Personal-Enlist (20 AP)
---------------
Who can use: Ronin
This allows you to request to a Liege to join their service. The chance of 
acceptance is dependent on the Liege's Bond level.

If you're successful, congratulations! You can move on to the "Life as an 
Officer" section. If not, well, try to increase the Bond with that Liege. If 
that still doesn't work then start building up your abilities.

If for some reason joining a Liege isn't in your foreseeable future, then you 
might as well make yourself useful and patrol your city. The Patrol command 
is hands down the most important command for the full time Ronin. Its 
benefits are important for all characters, but since Ronin have very few 
commands it's their bread and butter of their existence.

Personal-Patrol (30 AP)
---------------
Who can use: All
This allows you to patrol the city and talk to the people. During a patrol 
several events can happen. Depending on your responses several things may 
occur:

- People tell you of a rumor. Trust increases.
- People tell you information about another city. Trust increases.
- People request to be taught characters. If taught Trust increases.
- People request aid from bandits. If helped Trust and Fame increases. WAR 
experience increases.
- People tell of a corrupt government official. If investigated Trust and 
Fame increases.
- Peasant asks for money for food/medicine. If given Trust increases.
- People ask for your attendance at a festival. If attended Trust increases.
- People give you money as a reward. If accepted Money increases. If declined 
Trust increases.
- People ask you for help from expensive shrine offerings. If shrines are 
destroyed Trust increases.
- People ask you to pray for rain. If successful Trust increases as does 
Fame. If failed Trust decreases. With Mystic skill is always successful.
- People present you with an item.
- People ask you to aid the sick. If successful, Trust increases.
- People ask to join your army (non Ronin). If accepted troops are added to 
your unit. Trust increases.

Obviously the best outcomes for Ronin are getting money or items. Chances of 
this occurring are highest when Trust is being increased. Trust in a city has 
a maximum of 100, so when things are good in the city it's time to move on.

Wander-Move (50 AP)
-----------
Who can use: Ronin
This moves the Ronin to another city.

If you're really crazy you can try to take over the city you're currently in.

Personal-Coup (40 AP)
-------------
Who can use: Ronin, Officer, Warlord
This allows you to attempt a coup in the city you are in. If successful, you 
become Liege of that city. If the city is where the Liege resides, you take 
over his entire country. Officers with low loyalty and high Bond are likely 
to join you. Officers not affected will attempt to suppress you. If Trust is 
high and Safety is low, the people may support you. If you are unsuccessful 
and are caught you will be executed. If you manage to flee, you become a 
Ronin.

This is usually a bad idea unless the city itself is on the verge of 
collapse. Even then it can be quite risky. A safer way to become a Liege 
outright is to try to claim a free city.

Personal-Claim (40 AP)
--------------
Who can use: Ronin
This allows you to claim a free city and become its Liege. You can attempt to 
enlist the Ronin of the city to become your officers. The success of 
enlistment is based on the Liege's CHA ability and the Ronin's Bond level. If 
the city's trust is high, the people may donate Food and Gold to you.

This is a much safer way to become a Liege. Unfortunately, your neighbors may 
object to your presence and decide to make your rule woefully short. If this 
is the case you had better start diplomatic relations with your nearest 
neighbors as soon as possible. If you've taken a city away from a Liege, you 
can expect some bad feelings from him and an army shortly thereafter (unless 
you took over the Liege's own city). In either case, congratulations! You can 
move on to the "Life as a Liege" section. Good luck! 

------------------------
VIII. Life as an Officer
------------------------

"To serve one's chief with unswerving fidelity is a proof of the highest 
principle of all."
                                       - Cao Cao, on Guan Yu

The duty of an Officer is to serve the Prefect assigned to their city by 
their Liege. Each month the Prefect (or Warlord/Liege were applicable) will 
assign you a task based on the policy of the city. Accepting a request from a 
Prefect will increase your Bond with him. While you can refuse to do a task, 
doing so will decrease your Bond with the Prefect. If the Prefect does not 
assign a task, you can suggest that you do one for him. If the task goes with 
the policy of the city the Prefect will usually agree to it. If it does not, 
or if your Bond with the Prefect is low, you will be refused. If this is the 
case the Prefect will refuse all such requests of that type for the rest of 
the month. An Officer can only perform one Military or Domestic command per 
month. The primary reason to perform tasks each month is not only to follow 
your Prefect's orders to improve the city, but to also increase your 
abilities, Fame, and Deeds as well. One of the first things an Officer should 
do in their city is use the Personal-Patrol command to build up their Trust 
to 100. If the city has a high level of Trust for the Officer, the more 
effective Domestic commands carried out by the officer will be.

If an Officer requests that a command be done, it will use up more AP than if 
they were requested to do that action. The cost of requesting that action 
increases by 10 AP for each Officer requested to participate in that action. 
Officers can only be assigned to a request if they had not been previously 
assigned a task for that turn, up to a maximum of ten Officers. Officers 
assigned to the task will receive the benefits of the task as if they had 
followed a request from the Prefect, and their Bond will increase. The cost 
for a domestic task (except safety) is 10 Gold per Officer assigned to the 
action. If you are assigned a task with an Officer who has a high Bond, the 
effectiveness of the command is increased. Completing a task that you 
requested increases your Fame and Deeds, as will completing one that was 
requested of you. You do not receive Fame or Deeds if you request other 
Officers to complete a task. The requests that can be made by an Officer are 
as follows:

--------------------------
Military/Domestic Commands
--------------------------

Military-Drill (50 AP if commanding, 10 AP if acting)
--------------
Who can use: Officer, Prefect, Warlord, Liege
Note: Officers can only do this for their own Troops.
This raises the Drill level of the Officer's units. Units with high Drill do 
more damage and move farther in battle. The higher the Officer's WAR and the 
fewer Troops the unit has, the more effective this command will be. The 
acting Officer's WAR experience will also increase.

Note: You can see your Troops training in the northwest corner of the city.

Domestic-Fortify (50 AP if commanding, 10 AP if acting)
----------------
Who can use: Officer, Prefect, Warlord, Liege
Note: Officers can only do this by themselves.
This raises the Defense of the city, increasing the strength of the city wall 
during a siege. The higher the Officer's WAR and Trust, the more effective 
this command will be. The acting Officer's WAR experience will also increase.

Note: You can see the workers fortifying the walls near the city gate. Also 
as the Defense of the city increases, the walls will become larger.

Domestic-Tech (50 AP if commanding, 10 AP if acting)
-------------
Who can use: Officer, Prefect, Warlord, Liege
This raises the Tech level of the city, allowing Officers to forge more types 
of Arms. The higher the Officer's INT and Trust, the more effective this 
command will be. The acting Officer's INT experience will also increase.

Domestic-Forge (50 AP if commanding, 10 AP if acting)
--------------
Who can use: Officer, Prefect, Warlord, Liege
This allows you to forge a new Arm for an Officer, increasing the types of 
units they can use in battle or increasing their effectiveness. The acting 
Officer's INT experience will also increase.

Domestic-Safety (50 AP if commanding, 10 AP if acting)
---------------
Who can use: Officer, Prefect, Warlord, Liege
This raises the Safety level of the city, which increases the city's 
population each month, attracts merchants, and makes the city more resistant 
to Plots such as Rumor or Destroy. The acting Officer's POL experience will 
also increase.

Note: You can see the guards patrolling near the gate of the city.

Domestic-Commerce (50 AP if commanding, 10 AP if acting)
-----------------
Who can use: Officer, Prefect, Warlord, Liege
Note: Officers can only do this by themselves.
This raises the Commerce level of a city, increasing the amount of Gold 
collected in January, April, July, and October, and increasing the chances of 
merchants visiting the city. The city's Safety drops. The higher the 
Officer's POL and Trust, the more effective this command will be. The acting 
Officer's POL experience will also increase.

Note: You can see merchants at work west of the city.

Domestic-Cultivate (50 AP is commanding, 10 AP if acting)
------------------
Who can use: Officer, Prefect, Warlord, Liege
Note: Officers can only do this by themselves.
This raises the Land level of a city, increasing the amount of Food harvested 
in July. The city's Safety drops. The higher the Officer's POL and Trust, the 
more effective this command will be. The acting Officer's POL experience will 
also increase.

Note: You can see the farmers at work in the fields to the northwest of the 
city.

After you have finished your task for the month, you can use your remaining 
AP for Social or Personal commands. If you have established high Bonds with 
other Officers, you may receive visits from them from time to time. In July 
you may also be asked to participate in a poetry contest or martial arts 
tournament, depending on your character's type. Your Prefect/Warlord/Liege 
may also begin a march against a neighboring city, or your own city may be 
invaded. For more details on these events see the "Military Strategy" and 
"Art of War" sections below. As an Officer you will have little say in such 
military matters, but you may be assigned to a Tactician position if you have 
the highest INT of the Officers in the city.

There are some other commands an Officer can use during their turn.

-----------------------------------
Personnel/Finance/Personal Commands
-----------------------------------

Personnel-Move (50 AP if commanding, 10 AP if acting)
--------------
Who can use: Officer, Prefect, Warlord, Liege
Note: Officers can only move themselves. If a Prefect moves to another city, 
they become an Officer.
This moves Officers to another city of your own country that is linked by 
roads. Gold, Food, and Reserves can also be moved.

Personnel-Transport (50 AP if commanding, 10 AP if acting)
-------------------
Who can use: Officer, Prefect, Warlord, Liege
This moves Gold, Food, and Reserves to another city of your own country that 
is linked by roads. Occasionally goods will be stolen. The higher the acting 
Officer's INT the less chance of goods being stolen. The higher the acting 
Officer's WAR the smaller number of goods are stolen.

Plot-Defection
Plot-Rumor
Plot-Mole
Plot-Destroy

See "Military Strategy" for details on these war oriented activities.

Finance-Buy (20 AP)
-----------
Who can use: All
If a merchant is present in the city, you can buy Items from them. If the 
Officer has the Trade skill, you receive discounts on Items.

Finance-Sell (20 AP)
------------
Who can use: All
If a merchant is present in the city, you can sell Items to them for money. 

Finance-Donate (10 AP)
--------------
Who can use: Officer, Prefect, Warlord, Liege
This donates money from your funds to the city. Your Fame and Deeds will 
increase based on the amount of money donated (except for Lieges). If you are 
a Warlord your IP will increase.

Personal-Explore (40 AP)
----------------
Who can use: Ronin, Officer, Prefect, Warlord
This explores a city to search for undiscovered talent. The higher the acting 
Officer's CHA, the more likely they are to find someone. Discovered Officers 
are available to recruit using the Personal-Recruit command.

Personal-Recruit (40 AP)
----------------
Who can use: Officer, Prefect, Warlord
This suggests to your Liege that a Ronin or Officer of another country should 
be hired. You can only recruit Officers you have a Bond of 1 or greater. The 
lower the target's LOY, and the higher the acting Officer's CHA and Bond, the 
greater chance of success.

Of these commands, your Prefect may ask you to transport goods, explore cites 
for talent, or attempt to hire someone.

As you increase in Deeds, your Liege may decide to reward you by increasing 
your Rank, Class, or Wages, or give you one of his personal Items. If you do 
poorly or fail to follow your Prefect's orders you may be reduced in Rank or 
even released from service. If your Class and Rank are high enough, you may 
be promoted to a Prefect when a city is captured or an opening becomes 
available. If that is the case, congratulations! You can now move to the 
"Life as a Prefect" section. If you train hard enough and raise your INT to 
high levels, you may even be promoted to Warlord if your ability exceeds that 
of the current one. If that is the case, congratulations! You can now move on 
to the "Life as a Warlord" section.

If by any chance you are dissatisfied with your Prefect/Warlord/Liege and 
believe you can do better, but don't want to kowtow to your superiors and get 
a position the old fashioned way, you can always try to pull off a coup as 
described in the "Life as a Ronin" section. This will usually end up failing 
unless your Liege owns only one or two countries in the first place, and his 
domain is in total disarray to begin with. In which case you should seriously 
question yourself for serving that Liege in the first place (unless you were 
planning to take over all along, you sneaky devil you). If you're successful, 
congratulations! You can move on to the "Life as a Liege" section. Otherwise 
you can simply wait for your country to be overrun and join another Liege, or 
just back your bags and get out while the going is good.

Personal-Resign (10 AP)
---------------
Who can use: Officer, Prefect, Warlord, Liege
This command allows you to leave your Liege's service and become a Ronin. You 
will be stripped of your Class and Rank, and your Troops will enter the 
city's reserves. If a Liege resigns, a successor will be chosen from the 
remaining Officers. For Prefects and Lieges, the city's Trust drops.

Leaving a Liege before he is overrun has one major advantage: You keep 
possession of all your Items. When the enemy captures you all of your Items 
will be given to the enemy's Liege. If you have quite a bit of Items in your 
possession and are in imminent danger of being captured when the enemy comes 
a knocking on the capitol walls, it might be a good idea to skip town before 
that happens. That might seem to be the dishonorable thing to do, especially 
if all said Items were given to you by your Liege in the first place, but 
all's fair in Items and war.

If you are captured as the result of a coup, well, sucks to be you. You can 
expect to have your head removed from your neck shortly. If you are captured 
as a result of battle or invasion, you will be most likely given an 
opportunity to join the enemy Liege or die. If you accept, you will become an 
Officer of that Liege at the lowest Class. If you refuse, you will either be 
released or executed. If your Fame is low, the chances of being executed 
increases. If your Fame is high the chances of release increases greatly. If 
your Bond is high with that Liege, you will almost certainly be let go. Note 
that the odds of an Officer joining a Liege when captured depends on their 
Bond with that Liege and their LOY to their former Liege. If released, a 
captured Officer becomes a Ronin and can attempt to reenlist with their 
former Liege. A captured Liege with low Fame is most likely to be executed, 
so keep that in mind if you try and take over a city.

---------------------
IX. Life as a Prefect
---------------------

"A very tiger of a leader! I must get him alive."
                                       - Cao Cao, on Zhao Yun

Prefects are assigned to city by their Liege, and are responsible for 
managing it and carrying out the city's policy. They have total command over 
the Officers in the city, but are still under the direct command of the 
Warlord and Liege. The Warlord/Liege can ask that a Prefect perform a task 
for the month, but the Prefect can refuse the request if they choose to, 
decreasing their Bond as a result. Prefects cannot refuse an order from the 
Warlord/Liege to march on an enemy city, or to send reinforcements. A Prefect 
can be relieved of duty and be demoted back to an Officer if they do not 
follow the city policy. Other than that, Prefects are pretty much given 
freedom to do as they see fit, as long as they do not go against their Liege. 
The following are some policies that can be set by the Liege to a city.

-------------
City Policies
-------------

- Offense: The Prefect should prepare to march on another city. Troops should 
be conscripted and units drilled. Arms should be forged for the Officers. If 
necessary, technology should be researched.

- Defense: The Prefect should prepare for invasions from bordering cities. 
Troops should be conscripted and units drilled. Arms should be forged for the 
Officers. The walls should be fortified against attack. If necessary, 
technology should be researched.

- Domestic: The Prefect should concentrate on domestic affairs in the city. 
Commerce should be encouraged, as should cultivation of the land. Safety 
should also be increased.

- Tech: Technology should be researched in the city. If possible, new Arms 
should be forged for the Officers. 

- Auto: The Prefect can act as they see fit.

Each month the Prefect must decide which Officers should do what duties as 
dictated by the city's policy. Unlike Officer commands, Prefects can assign 
as many Officers to a task as they want. An Officer can only perform one task 
per month, and will be unavailable for other tasks until the next month.

When you first start out in your city, check the budget of the city in the 
city menu. If either the Gold or Food output shows a negative value, start 
working on Commerce or Cultivation as soon as possible to correct the 
problem. Also just because a policy is set to Auto doesn't mean you should do 
exactly what you feel like doing. If the city is in rather poor condition, it 
would be a wise idea to concentrate on building up Commerce or Cultivation. 
If you are bordering an enemy city, and that city's Liege is very aggressive, 
you may want to Conscript and Drill a few times to discourage invasion.

Becoming a Prefect allows you to issue Diplomacy commands from the following:

------------------
Diplomacy Commands
------------------

Diplomacy-Envoy (50 AP if commanding, 10 AP if acting)
---------------
Who can use: Prefect, Warlord, Liege
This allows you to send an envoy to another Liege to increase their Relation 
with your country by giving them a gift of Gold. A higher level of Relation 
makes it difficult for other countries to attack you. It also increases the 
chances of them accepting proposals for alliance and joint attacks. Over 1000 
gold is required. The higher the envoy's POL and the greater the amount of 
Gold given, the higher the increase in Relation.

Diplomacy-Treaty (50 AP if commanding, 10 AP if acting)
----------------
Who can use: Prefect, Warlord, Liege
This allows you to join in alliance with another country. Allied countries 
cannot attack you, nor can you attack them. Over 1000 gold is required. If an 
alliance is already in place, this will extend the period of the alliance. 
The higher the envoy's POL, the Relation between the two countries, the Bond 
between the Lieges, and the amount of Gold given, the greater chance of 
success. 

Diplomacy-Joint
---------------
See Military Strategy for details.

Diplomacy-Annex (50 AP if commanding, 10 AP if acting)
---------------
Who can use: Prefect, Warlord, Liege
This allows you to suggest to another country to surrender to you, adding 
their cities and Officers to your own country. The higher the envoy's POL and 
the Bond with the target country's Liege, and the greater the number of 
cities, Officers, and Troops in your country, the higher the chance of 
success. Countries with low Relations will refuse to be annexed.

Diplomacy-Annul (50 AP if commanding, 10 AP if acting)
---------------
Who can use: Prefect, Warlord, Liege
This allows you to annul a treaty with another country. Relations between the 
two countries drop. The LOY of your Officers may drop as well.

Diplomacy-Audience (50 AP if commanding, 10 AP if acting)
------------------
Who can use: Prefect, Warlord, Liege
This allows you to donate Gold to the Imperial Court and raise your favor 
with the Emperor. The higher the Liege's Imperial Favor, the more likely the 
Emperor will raise the title of that Liege. Requires at least 1000 Gold. The 
higher the envoy's POL and the more Gold donated, the higher the Favor 
increases. This command has a greater effect if the Han Emperor is within 
your territory.

Prefects also have access to new Military commands such as the following:

---------------------------------------
Prefect/Warlord/Liege Military Commands
---------------------------------------

Military-March (50 AP if commanding, 10 AP if acting)
--------------
Who can use: Prefect, Warlord, Liege
This allows you to attack another country's city or a free city. If the 
Prefect or Liege goes on the march, they become the Commanding Officer. If at 
least two Officers are in the army, a Tactician can be selected. Unit types 
can be selected only from the Officer's available Arms. Food is taken from 
the city for the army. If a country has a city connecting to the target city 
you may ask for reinforcements. If the city does not have Prefect, they can 
only send reinforcements if their city is connected to the city of their 
Liege. A Liege or a Prefect cannot join reinforcements.

Military-Conscript (50 AP if commanding, 10 AP if acting)
------------------
Who can use: Prefect, Warlord, Liege
This allows you to conscript soldiers from the population and distribute them 
to units in the city. You can also organize Troop distribution without 
conscripting as well. Each 10 men you draft costs 1 Gold and 1 Food. You can 
only draft once a month. The city's Population is reduced by the amount of 
Troops conscripted. Safety also drops. The higher the acting Officer's CHA 
and Trust, the more conscripts can be drafted. The Officer's Class determines 
the number of maximum Troop size for a unit. Any excess Troops drafted are 
added to the city's Reserves. The acting Officer's CHA experience will also 
increase.

Military-Buy (50 AP if commanding, 10 AP if acting)
------------
Who can use: Prefect, Warlord, Liege
This allows you to purchase Food from a merchant if one is available. If you 
have the Trade skill, you get a discount. The acting Officer's CHA experience 
will also increase.

Military-Sell (50 AP if commanding, 10 AP if acting)
-------------
Who can use: Prefect, Warlord, Liege
This allows you to sell Food to a merchant if one is available. The acting 
Officer's CHA experience will also increase.

Some exclusive Personal commands are available for Prefects, both of a 
dishonorable nature:

-------------------------
Prefect Personal Commands
-------------------------

Personal-Revolt (40 AP)
---------------
Who can use: Prefect
This allows you to raise a rebellion in your city and form your own country. 
You can invite Ronin to join you that have a Bond of 1 or higher. The higher 
the Officer's CHA and Bond the greater the chances of Ronin joining you. 
Officers with low LOY may also join you. The higher the acting Officer's CHA 
and Bond with the Officer, the more likely they are to join you. Officers who 
do not join you will move to another city in that country.

Personal-Betray (30 AP)
---------------
Who can use: Prefect
This allows you to betray your Liege and offer your city to another Liege. If 
the Liege is allied with the Officer's Liege and their Relation is high, the 
Liege may refuse. Other Officers may join the betraying Officer if their LOY 
is low and the Officer's CHA and Bond is high. Officers that do not join you 
will move to another city in that country.

If you mange to stage a revolt successfully, congratulations! You can move on 
to the "Life as a Liege" section. If during your tenure as Prefect you manage 
to train your INT to a level greater than the current Warlord's INT, you may 
be asked by your Liege to take over his position. If so, congratulations! You 
can now move on to the "Life as a Warlord" section.

--------------------
X. Life as a Warlord
--------------------

"Do you think Ma Su is clever?"
"He is one of the ablest people in the empire."
"I do not think so. I think his words exceed his deeds."
                                       - Liu Bei to Zhuge Liang

---------------------
Influence Points (IP)
---------------------

The Warlord is the right hand man (or woman) of a Liege. They are selected 
from only the most intelligent of the country's Officers and Prefects. Second 
only to the Liege in power, the Warlord can issue orders to all of the 
Officers and Prefects in the country and cannot be disobeyed. The Warlord can 
even influence the Liege himself into taking certain courses of action. While 
this gives the Warlord a great deal of power, it can over time lessen his 
influence over a period of time. A clever Warlord must ensure that he has 
enough influence so he can advise the Liege to the proper course of action at 
all times. The amount of influence a Warlord has is indicated by his 
Influence Points (IP), which is used in addition to AP whenever requests are 
made to other Officers.

Whenever a Warlord makes a request, whether it is Personnel, Diplomatic, 
Military, or Commerce in nature, IP is used. If a Warlord runs out of IP they 
can no longer issue orders until they regain more IP. IP can also be used to 
influence the Liege when making decisions such as whether to accept 
enlistment from a Ronin, or accepting requests from envoys. IP is essential 
to a Warlord's powers, and they should have adequate IP available to ensure 
that their Liege makes the correct decisions in any situation. A Warlord 
without IP is truly a viper without venom.

IP is regained primarily whenever the Warlord increases his Deeds. Warlords 
gain Deeds by performing commands given to him by the Liege/Prefect, by 
attaining large amounts of Glory in battle, or by winning contests. Donating 
personal funds to the city also increases Deeds. 

-----------------------
Advice On Giving Advice
-----------------------

The best way to gain IP is to give correct advice to the Prefect or Liege. 
Occasionally the Prefect/Liege will ask a question of the Warlord pertaining 
to the disposition of certain characters, or who is better suited for a task. 
Answering the question to their satisfaction will gain you a large amount of 
IP. If they disagree, you gain no IP. Your ability to answer these questions 
depends on how well you know the Officers in your Liege's country. If there 
is an Officer famous for a certain trait, the question certainly becomes 
easier. If you have no idea about the personalities the Officers listed, then 
it becomes a bit of a crapshoot. If you get an answer incorrect, try to 
remember the Officer's name in case they ask the same question again a later 
time. Some advice on giving advice follows:

- Officers who are loyal, brave, and reliable are usually the most famous 
generals such as Guan Yu, Zhao Yun, Xiahou Dun, and the like. These Officers 
are prime candidates for Prefect positions as well.

- Officers who should perform recruitment, conscripting, or diplomacy should 
be wise and charismatic such as Zhuge Liang or Sima Yi. Note that characters 
that are related to each other or have high Bonds should be used for 
recruitment, such as Ma Dai for recruiting Ma Chao.

- Officers who are temperamental and easily riled by the enemy have famous 
tempers such as Zhang Fei and Xu Zhu.

- Officers who are unreliable, greedy, or self-serving have low LOY or CHA. 
Lu Bu comes to mind.

- Officers who should fortify should have high WAR.

- Officers who should improve technology should have high INT.

Because a Warlord's Turn precedes that of the Prefect, the Prefect cannot 
request tasks for the Warlord unless the Warlord is available and has enough 
AP available to do the task after his turn. A Warlord can request tasks for 
himself during his turn, but the IP used to request the action will negate 
the Deeds earned for the action. If a Warlord performs a task requested of 
him by the Prefect/Liege, he will gain Deeds without having to expend IP 
points for the action. If you are low on IP it may be wise to end your turn 
without having made any requests and have some AP remaining, so that you can 
be available if the Prefect/Liege needs your skills.

New Personnel commands are available to the Warlord. Note that a Warlord 
cannot perform Personnel or Diplomacy commands if his city is cut off from 
his Liege's city.

--------------------------------
Warlord/Liege Personnel Commands
--------------------------------

Personnel-Hire (50 AP if commanding, 10 AP if acting)
--------------
Who can use: Warlord, Liege
This allows you to invite a Ronin or an Officer of another country to serve 
you. You can hire Ronin in your base city, Officers in other cities you have 
information on, or any Officer you have a Bond greater than 1 other than a 
Liege. The higher the acting Officer's CHA and Bond, and the lower the target 
Officer's LOY, the greater chance of them joining you.

Personnel-Search (50 AP if commanding, 10 AP if acting)
----------------
Who can use: Warlord, Liege
This allows you to search for hidden Ronin in your base city. If any are 
found a hire attempt will be made. The higher the acting Officer's CHA the 
higher the chance of them joining you.

Personnel-Summon (50 AP if commanding, 10 AP if acting)
----------------
Who can use: Warlord, Liege
This allows you to summon Officers from cities of your own country that are 
linked. You can move Gold, Food, Reserves as well. Summoning a Prefect to a 
city with a Liege or Prefect will change that Prefect's status to Officer.

-------------
Giving Advice
-------------

From time to time you will be asked for advice on certain matters, either by 
the Prefect or the Liege himself. Some examples follow:

Opinion on Officers: The Prefect/Liege will ask about the disposition of 
certain Officers.

Opinion on Tasks: The Prefect/Liege will ask who is best suited for a 
particular task.

Opinion on Policy: The Liege will ask you what the policy of a certain city 
should be. Offense is usually the correct answer.

Opinion of Prefect Candidates: The Liege will ask you which Officer is most 
suited for a Prefect position.

Opinion on Attack: The Prefect/Liege will ask which city to attack next.

Evaluation of Enlisting Ronin: All Ronin who attempt to enlist with a Liege 
are evaluated by the Warlord first. You can either accept or refuse a Ronin 
(both costs 100 IP) or let the Liege decide personally. If a Ronin has great 
abilities in one area (or many), or is well known (you know that person well 
from the novel, or he is listed in the Dynasty Warriors section), it is a 
good idea to accept. If the Ronin has dismal abilities (and I mean dismal) it 
is a good idea to refuse. If the Ronin has average abilities and you can't 
make up your mind, you should let the Liege decide. Unfortunately, some 
rejected Ronins refuse to get the message and will pester you continuously to 
accept them. If refusing them constantly is draining your IP it may be a good 
idea to the Liege decide instead.

---------------
Attending Court
---------------

When attending the Liege's court you may be called upon for advice in special 
situations. Some examples include the following:

Meeting Envoys: Whenever another country sends an envoy, you must attend your 
Liege's court. The envoy will give a gift of Gold to your Liege, and the 
Relation between your two countries will increase. Ad infinitum. This happens 
quite frequently in the game, especially if your Liege controls a rather 
large country. And no, you can't refuse to attend court. One of the few 
annoying perks of being a Warlord.

Diplomatic Advice: If an envoy from another country requests an alliance with 
your Liege, or joint attack on another country, you will be asked your 
opinion on the matter. If you wish you can either accept or refuse the 
proposal (both costs 100 IP). You should always refuse a joint attack against 
an allied country.

Imperial Envoys: If your Liege's Imperial Relation is high enough, the 
Emperor will send an envoy to your Liege, usually with a request in mind. 
Such requests include donating Gold, Food, or Items to the Imperial treasury, 
making alliances with another country, raising an Officer's wages, giving up 
a Title, finding a shrubbery, constructing a Death Star, or whatever inane 
fancy strikes the Emperor at the current moment. You can, of course, 
influence your Liege to accept or decline (both costs 100 IP). Refusal gets 
you nothing except the satisfaction of putting the Emperor in his place. 
Accepting gets your Liege a higher Title from the Emperor himself. The higher 
the Title of your Liege, the higher Ranks he can assign to your Officers 
(including yourself). So no matter how outrageous the Emperor's requests, it 
is in your best interest to accept, unless doing so will seriously put your 
country in jeopardy.

----------------
Obtaining Titles
----------------

One of the most important tasks of the Warlord is to increase their Liege's 
Title. If your Liege's Title is high enough (i.e. Prime Minister), and his 
Fame great enough, the Officers under your Liege may request that he accept 
an even higher Title such as Archduke, King, or even Emperor. Of course, you 
can also influence his decision (costs 100 IP either way). As to why you 
wouldn't support your Liege in this manner is beyond me, but if you do your 
Liege will accept the new Title and become Archduke/King/Emperor of his 
country. Having your Liege accept the Title of King/Emperor usually sets off 
a wave of copycats from the other countries, and before you know it there are 
Kings/Emperors everywhere. Note that if your Liege controls the Han Emperor 
within his territory when he declares himself Emperor, the old Emperor will 
abdicate his position. No more Imperial visits. Woo hoo! Note that there is a 
glitch in the game here when you make your decision. The current amount of IP 
listed for you is around over 6 million! Either that's a bug or you must have 
the influence of the entire country behind you. 

It is possible to obtain Titles up to Prime Minster simply by increasing your 
Imperial Favor to certain levels. However, the Titles of Archduke and above 
can only be obtained in certain situations. Here's a listing of the 
requirements for obtaining the highest Titles. Note that if Emperor Xian 
abdicates, control of the Emperor is no longer necessary for the Titles that 
require it. A Liege must have a minimum of five Officers to obtain these 
Titles.

Title: Archduke
Fame Required: 16,000
Title Required: Prime Minister
Control Emperor: Yes
Imp Favor Required: 200

Title: King (bestowed by Emperor Xian)
Fame Required: 18,000
Title Required: Archduke
Control Emperor: Yes
Imp Favor Required: 230

Title: King (self declared)
Fame Required: 18,000
Title Required: Prime Minister or lower
Control Emperor: Yes
Imp Favor Required: None
Note: Requires that another Liege is already a King or Emperor.

Title: Emperor (via abdication of Emperor Xian)
Fame Required: 20,000
Title Required: King
Control Emperor: Yes
Imp Favor Required: 250
Note: Obviously Emperor Xian cannot have previously abdicated for this to 
occur.

Title: Emperor (self declared)
Fame Required: 20,000
Title Required: King
Control Emperor: No
Imp Favor Required: None
Note: Emperor Xian must have abdicated.

Title: Emperor (non Kings)
Fame Required: 20,000
Title Required: Archduke or lower
Control Emperor: No
Imp Favor Required: None
Note: Requires control of 35 cities (30 with the Imperial Seal). Emperor Xian 
must have less than ten Lieges with Imperial Titles.

-----------------------
Determining a Successor
-----------------------

The other important task of the Warlord is to determine the successor of a 
Liege when they die. Five of the greatest Officers under the former Liege 
(including yourself) will cast one vote on who should be the next Liege. If a 
relative of the former Liege is still alive, chances are good that they will 
be nominated unanimously. If there are no relatives left, a capable successor 
is selected from the ranks of the Officers available. This includes you. If 
you receive at least two votes, you can automatically become the successor if 
you place a vote for yourself. If this is the case, congratulations! Your 
hard work has paid off and you are now the new Liege of the kingdom. You can 
now move on to the "Life as a Liege" section.

-------------------
XI. Life as a Liege
-------------------

"The Hans are sinking: Designing ministers steal away their authority. I am 
weak, yet I desire to restore the state to its right mind. But my ignorance 
is too vast, my means are too slender, and I know not where to turn."
                                       - Liu Bei to Zhuge Liang

Lieges are the rulers of a country, and as such have complete power over 
their subjects. A Liege must have a wise Warlord to advice him, talented 
Prefects to manage his cities, and loyal Officers to defend his kingdom. The 
life of a Liege can be most difficult, but also the most rewarding. A Liege 
can come to power violently either as a Ronin claiming a free city, an 
Officer or Warlord staging a coup, or as a Prefect leading a revolt. Or they 
can become one via natural means by being named successor to a previous one. 
In either case, total control of the country lies in the hands of the Liege.

Being a Liege is similar to being a Prefect or Warlord, except that you can 
issue orders to everyone and expect them to be followed to the letter. The 
Warlord can refuse an order, but this rarely happens. A Liege has access to 
several exclusive ruler commands. Using them effectively is the key to being 
a successful Liege.

First off you need to decide on your Warlord and Prefects. A Warlord should 
have the highest INT out of all your subjects, but other abilities are 
important as well. Prefects should be assigned based on overall abilities, 
with POL being the most important. Remember that coups are not unheard of so 
LOY is also an important factor.

--------------
Ruler Commands
--------------

Ruler-Warlord (10 AP)
-------------
Who can use: Liege
This appoints an Officer to the position of Warlord. Warlords advise the 
Liege concerning his commands. The selected Officer's LOY increases. If an 
Officer is relieved of the Warlord position, his LOY decreases.

Warlords are usually selected for their INT and LOY values.

Ruler-Prefect (10 AP)
-------------
Who can use: Liege
This appoints an Officer to the position of Prefect. Prefects govern a city 
on behalf of their Liege. Only one Prefect can be assigned to a city. 
Prefects can only be selected from Officers that are able to move to the 
city. If the Prefect moves to another city, or if his Liege moves to his 
city, he becomes an Officer. If the Prefect is relieved of his position his 
LOY drops. An Officer's LOY will not decrease if he loses this position as 
the result of movement.

Prefects are usually selected for their POL and LOY values.

After assigning your Warlord and Prefects, you should assign policies to the 
various cities under your control.

Ruler-Council (10 AP)
-------------
Who can use: Liege
This calls a council to determine the policy of each city. For all policies 
except Idle, the Prefect will govern the city on behalf of the Liege. If the 
city of the Prefect is linked to the city of the Liege, the Liege can still 
issue orders directly to the city even if a policy has been assigned.

The type of policy to assign to a city should be based on the current 
conditions. If you are unsure of which policy to set, use the Auto policy. If 
you want your Prefects to aggressively attack neighboring cities, use the 
Offense policy. If you want to secure a border with another city, use the 
Defense policy. If you want to increase the productivity of a city, use the 
domestic policy. You can assign policies to individual cities, to all border 
cities, or to all cities with your border.

To ensure high LOY among his Officers, a Liege should use the following ruler 
commands to reward exceptional service:

Ruler-Wages (10 AP)
-----------
Who can use: Liege
This allows you to raise the Wages of your Officers. This will also increase 
their LOY. If a city does not have enough Gold to pay their Wages, the 
Officer's LOY will decrease.

Ruler-Rank (10 AP)
----------
Who can use: Liege
This allows you to appoint an Officer to a Rank. Only a Liege with a Title 
can appoint Ranks. The Ranks available to appoint depend on the Title of the 
Liege. Officers who are appointed to a Rank or promoted have their LOY 
increased, as well as additional TP to use in battle. Officers who are 
stripped of Rank or demoted lose LOY and have less TP to use in battle.

Be sure to update the Ranks of your Officers when you obtain a new Title. 
Most Lieges will want to give their Warlord the highest Rank available, and 
assign the remaining Ranks on the basic of WAR and INT ability.

Ruler-Reward (10 AP)
------------
Who can use: Liege
This allows you to give one of your personal Items to an Officer as a reward. 
The Officer's LOY increases, and they gain all benefits of the Item.

For those Officers whose words exceed their deeds, the following commands can 
be used:

Ruler-Seize (10 AP)
-----------
Who can use: Liege
This allows you to take an Item away from an Officer. The Officer's LOY 
decreases, and they lose all benefits of that Item.

Ruler-Release (10 AP)
-------------
Who can use: Liege
This allows you to release an Officer from service. The Officer becomes a 
Ronin, and his Troops join the city's Reserves.

As a general rule of thumb, you should reward Officers that perform well 
greater Rank and higher Wages. For those who perform exceptionally well you 
may want to give them an Item. When a new city becomes available, assign a 
new Prefect as soon as possible from your most capable Officers. Do not give 
Officers high positions if their LOY are low, as they are most likely to 
betray you and join your enemies.

------------
Liege Advice
------------

The following are additional advice for aspiring rulers:

- Unlike computer controlled Lieges, you can ignore advice that your Warlord 
gives you during diplomatic meetings. You can also refuse any requests made 
by the Warlord. If your Warlord gives advice you deem is bad, do not hesitate 
to ignore him.

- Don't be a Yuan Shao. Listen to your Warlord and Prefects. Unless doing so 
would seriously jeopardize your country, approve the requests of your Warlord 
and Prefects when they ask to do certain tasks. The Prefects serve as your 
eyes and ears and usually know what's going on in their cities better than 
you do.

- Hire Ronin as much as possible.

- Hire Officers as much as possible.

- If you want to gain higher Titles, be sure to use the Diplomacy-Audience 
command frequently and increase your Imperial Favor. Make sure the Officer 
doing so has a high POL or your Imperial Favor will barely increase. The 
maximum favor you can obtain from one visit (with POL 110 and a donation of 
10,000 Gold) is 22.

- If a city is low on Gold or Food, be sure to use the Personnel-Transport 
command to send goods there from more prosperous cities. Be sure the acting 
Officer has high INT or you may lose quite a bit of goods. Most Prefects will 
ask to transport goods for you.

- Cities on the borders of other countries should have their policies set 
depending on how strong and aggressive they are. If the country is weak but 
aggressive, Offense is a good choice to quell their attacks. If the country 
is very strong and aggressive, Defense may be a better choice. If the country 
is passive or allied, Auto is the best choice.

- Cities safely within your country should always be set to Domestic policy. 
These cities will be the primary supply lines for your war effort.

- When planning to invade other cities, be sure to have a have an Officer 
ready to appoint as Prefect when you take over. Also be sure to have strong 
Officers available to station there in case the enemy decides to try to take 
back the city in the following months. Do not rely on Officers that have 
surrendered, as they will most likely defect shortly after your occupation.

- When facing a country with superior forces, make use of the Diplomacy-Envoy 
with the other countries nearby. The last thing you need is to be fighting 
each other while the mega kingdom crushes each of you one at a time. If 
possible try to arrange a joint attack with another country. If you're going 
up against impossible odds, you need all the help you can get.

- Keep an adequate garrison force in border cities when you invade an enemy 
city. If you use too much Officers from your base city in the attack, you are 
almost guaranteed a counter attack against that city when your forces are 
away.

- Lieges get all the Items from Officers that are captured in battle. Don't 
be a treasure hoarder and keep all of them to yourself. Give excess Items to 
your Prefects or Officers that have considerable skill. Doing so increases 
not only their abilities, but also their loyalty.

- Unless an Officer's LOY is 90+, there is always a chance that they will 
defect to another Liege. If you want to ensure that Officers are loyal, make 
sure their Bond with you is at 100 before you try to recruit them. Ronins are 
much easier to recruit than Officers so start bonding with them early when 
you find one with great talent.

- Remember that Lieges can no longer use the Explore command to search for 
hidden Ronin.

- Lieges can only move Officers to other cities if they are present in their 
current city. Use the Summon command to move an Officer to your city, and 
then use the Move command on the next turn.

- Executing problematic enemy Officers may save you a lot of grief down the 
road, but it will definitely affect your ending in a negative way if you are 
constantly executing people.

- Hold Poetry contests or Tournaments whenever possible.

----------------------
XII. Military Strategy
----------------------

"This Guan Yu lacks neither cunning nor valor. You are to be most cautious in 
engaging him. If you can conquer, then conquer; but if there be any doubt, 
remain on the defensive."
                                       - Cao Cao to Pang De

-----------------
Offensive Battles
-----------------

A Prefect, Warlord, or Liege can give an order to march on a nearby city to 
attempt to occupy it in an offensive attack. An attack force is made up of 
three parts: Commanding Officer, Tactician, and Officers.

Commanding Officer (CO)

This is the Officer who has ordered the march. The CO is responsible for 
assigning the type of arms to be used by each unit in the attack. If the CO 
is the Liege himself and is defeated or retreats, the battle immediately 
ends. The CO should have high WAR and INT values, as they will be leading the 
offensive and therefore be taking the brunt of the enemy's attacks. If you 
are the CO, you will control all the units in the battle yourself unless you 
use the Auto command, in which you can choose to have units controlled 
automatically. I would highly recommend manually controlling your units if 
the battle is an important one. The CO is the one who approves the Strategy 
of the Tactician and his selection of Ploys. If the CO disagrees with the 
Tactician he can make changes to them. If the Tactician is not available 
certain Ploys cannot be used during sieges.

Tactician (TA)

The TA is responsible for determining the strategy to be used in the battle. 
There are four types of strategy: Penetrate, Flank Left, Flank Right, and 
Surround. The effectiveness of each strategy is dependent on the number of 
troops in the battle and the geography of the battlefield. 

- Penetrate: Attempt to occupy all enemy outposts en route towards the enemy 
HQ. Morale effect: +/- 40
- Flank Left: Attempt to occupy all enemy outposts to the left en route to 
the enemy HQ. Morale effect: +/- 60
- Flank Right: Attempt to occupy all enemy outposts to the right en route to 
the enemy HQ. Morale effect: +/- 60
- Surround: Attempt to occupy all enemy outposts surrounding the enemy HQ.
Morale effect: +/- 80

For each strategy (other than surround) occupying the enemy HQ after 
completing the other objectives will result in an increase of your army's 
morale and a decrease in the enemy's morale. The exact gain/loss depends on 
the Strategy completed. If the strategy is not completed in a certain amount 
of days (indicated by Strategy on screen), the effects are reduced. If you're 
having trouble remember which outposts you're supposed to occupy, they are 
indicated with a gold mark on the flags. Note that you can complete a 
strategy other than the one planned if you occupy the relevant outposts 
during the battle.

The TA is also responsible for the use of Ploys during the battle. The TA 
before the battle selects the Ploys that he will use. The TA will brief the 
army on the reconnaissance gathered on the enemy. If the TA has a high enough 
INT, the enemy army's CO and TA will be revealed, as will any possible 
reinforcements they may have. The number of traps on the field may also be 
revealed. If the TA is really good, the Strategy of the enemy army may be 
revealed. The TA should have a high INT value, as this will increase the 
amount of information gathered on the enemy as well as increasing the 
effectiveness of Ploys. If you are the TA, you will be responsible for 
determining the strategy for the battle, as well as the selection of Ploys to 
be used.

My personal recommendations for the TA are as follows:

- If you have only a few units and no reinforcements, Penetrate is usually 
the best option. Trying to maneuver around or surround the enemy will only 
thin your forces out making them easy targets for attacks.

- If you have a large number of units and no reinforcements, Surround can be 
more effective since you can hit the enemy from all sides. If the enemy is 
large and/or expecting reinforcements, Penetrate may be a better option.

- If the enemy is defending a central area with limited approaches (such as a 
mountain pass), a Flank strategy may be in order, as sending all your troops 
through the center will only end up stalling your advance.

- If you have a large number of units and a large number of reinforcements, 
and the reinforcements are arriving to the side of the enemy HQ, try to Flank 
in their direction so you can meet up with them in a coordinated attack 
against the enemy.

- If you are expecting reinforcements, always choose at least one Rush Ploy, 
and use it as soon as the battle begins. Having your backup arrive one turn 
sooner can make or break an attack. If your reinforcements are 4 or more days 
away, or if you really need those reinforcements, having 2 or more Rush Ploys 
is a good idea in case the first one fails. The only exception to this rule 
is if the reinforcements are pitifully small, in which case having them come 
on the first turn isn't going to do much except buy you some time. If the 
reinforcements are large and coming from behind the enemy, you might want to 
wait for them to arrive so that you can trap the enemy in a pincer movement.

- The most powerful Ploy in the game is Rumor. If your TA has an INT of 100 
or higher, you can sometimes win battles without even fighting by making the 
Commanding Officer retreat (Sun Tzu would be proud!). Sometimes you can end 
the battle in the first round! If your TA has high INT I would wholeheartedly 
recommend choosing one Rush (if you have reinforcements coming) and spending 
all your remaining SP on Rumor. Rumor doesn't work all the time, but when it 
does it can certainly make your life easier, if not turn the entire tide of 
battle around. Even if a unit resists Rumor the first time, they may be 
affected on another try. Most of the strongest Officers in the game (WAR 90+) 
have low INT scores, making them very vulnerable to this Ploy. Just remember 
that the enemy TA can use this Ploy as well. You will cackle with glee when 
you send your enemies scurrying away, but will curse their name when they do 
the same to you. Be aware though that units driven away by rumor can still 
defend the city during a siege. Then again it may be much easier to destroy 
the city's walls than to destroy each enemy unit one at a time.

Officers

The Officers compose the main offensive force. Their duty is to carry out the 
strategy assigned by the TA. The Officers should have high WAR values, but 
high INT values will prove just as valuable as this will increase their 
resistance to enemy Ploys and Tactics. The most valuable skills for Officers 
in battle are Charge, Valor, and Reversal. If you are an Officer, your main 
duty is to carry out the strategy assigned by the TA, and backup your fellow 
Officers by joining your attacks or supporting them with Tactics. Up to ten 
Officers can be assigned to an attack force.

--------------------
Preparing for Attack
--------------------

It may be a good idea to use the Spy command on the target city in advance to 
see how many officers are present, the arms used by their units, the number 
of troops stationed there, and the strength of their defensive wall. If 
you're outnumbered 2 to 1 you may want to increase the number of officers in 
the attack. If they have heavy units such as Horses and Calvary and you have 
Foot, it would be wise to forge better arms if at all possible. If their 
Defense is high, you might consider trying to use the Destroy Plot a few 
times. Planting a Mole in their army or attempting to get an Officer to 
defect in battle are also some possible options.

-------------
Plot Commands
-------------

Plot-Spy (50 AP if commanding, 10 AP if acting)
--------
Who can use: Prefect, Warlord, Liege
Like the Personal-Spy command, this allows you to obtain information on a 
city and the Officers stationed there. Effectiveness is based on the acting 
Officer's INT and Trust. If the Officer has the Spy skill, information on 
adjacent cities may be obtained.

Plot-Defection (50 AP if commanding, 10 AP if acting)
--------------
Who can use: Officer, Prefect, Warlord, Liege
Note: Officers can only do this by themselves.
This allows you to convince an enemy Officer to defect to your side. If 
successful, the Officer will defect to your side during a battle if you 
attack their city within 6 months. Otherwise this effect is cancelled. The 
chance of success increases if the acting Officer's INT is high, and the 
target Officer's LOY is low and Bond is high. The Tactics-Defect command must 
be used on the target Officer in battle.

Plot-Rumor (50 AP if commanding, 10 AP if acting)
----------
Who can use: Officer, Prefect, Warlord, Liege
Note: Officers can only do this by themselves.
This allows you to spread a rumor in the target city, reducing its Safety 
level. The LOY of the officers in the city may drop as well. The chance of 
success increases if the acting Officer's INT and Trust of the target city 
are high, and the Safety of the target city is low. Enemy Officers are 
effected depending on their INT.

Plot-Mole (50 AP if commanding, 10 AP if acting)
---------
Who can use: Officer, Prefect, Warlord, Liege
Note: Officers can only do this by themselves.
This allows you to send a mole to infiltrate an enemy Officer's unit. If 
successful, the Officer's unit can be confused during battle. The battle must 
occur within 6 months or the mole will return. The chance of success 
increases if the acting Officer's INT is high and the target Officer's INT is 
low. The Tactics-Mole command must be used on the target Officer in battle.

Plot-Destroy (50 AP if commanding, 10 AP if acting)
------------
Who can use: Officer, Prefect, Warlord, Liege
Note: Officers can only do this by themselves.
This allows you to destroy the wall of an enemy city reducing its Defense. 
The chance of success increases if the acting Officer's INT and Trust of the 
target city is high, and the city's Safety is low.

If the enemy is really strong, you may want to request a joint attack with a 
neighboring country.

Diplomacy-Joint (50 AP if commanding, 10 AP if acting)
---------------
Who can use: Prefect, Warlord, Liege
This allows you to propose a joint attack on a city with a nearby allied 
country. If successful, the allied country will send reinforcements when you 
attack that city. 1000+ Gold is required as a gift. The chance of success 
increases if the envoy's POL is high, the relations between the two countries 
are high, the Bond between the Liege and envoy are high, and the more Gold 
offered. If the target country is allied to the allied country, they will 
refuse the proposal.

Before you attack make sure your unit's troop numbers are at maximum, their 
Drill levels are at maximum, and you have the best arms available. If another 
one of your cities is adjacent to the target city, you may request that 
reinforcements be sent from there. Cities with offensive policies make the 
best staging grounds for offensive attacks so keep that in mind. When 
deciding on a Tactician to bring along, make sure they have the highest INT 
available. You can march on a city without a Tactician, but you won't be able 
to use strategies or Ploys in the battle without one. Also the route taken to 
the target city will affect your initial army morale, so be sure to take that 
into consideration. Marching long distances over rough terrain will have an 
adverse effect on your army.

-----------------
Defensive Battles
-----------------

When your city is attacked, you will automatically begin a defensive battle. 
Defensive battles are similar to offensive battles. Before the battle begins 
the Tactician will determine the strategy to be used for the battle. The 
possible strategies are Field, Ambush, and Siege.

- Field: The defensive army will meet the attacking army on the field in 
battle.
- Ambush: The defensive army will attempt to set up an ambush for the 
attacking army. This strategy has a very low chance of success. If 
successful, the attacking army will become surrounded by your units and 
confused. If unsuccessful, the opposite will occur. Regardless of success, 
this will cancel the attacking army's strategy. Ambush has a higher chance of 
succeeding if the weather conditions are bad.
- Siege: The defensive army will stay in the city and prepare a defense 
against a siege.

Field is usually the best option in most cases. Deploying units automatically 
is usually the best choice as you will want your Troops close together where 
they can support each other, as opposed to being spread out all over the map 
and getting picked off one by one.

If you're short on units and troops, Siege is usually better option than 
Ambush. Ambushes are wonderful if you can get them to work, but you are 
usually guaranteed to lose if they don't, unless you have a large and 
powerful army in which case you should have chosen Field instead. I've only 
attempted Ambush twice and failed both times, which was more than enough to 
convince me never to use them again. If your Tactician should by any chance 
recommend Ambush, slap him on the head and choose either Field or Siege 
instead. It's wonderful when the enemy tries to do it, since it usually fails 
and you can attack them from all sides. If the enemy tries an ambush, it 
cancels your own strategy, so forget about occupying outposts and go for the 
enemy instead. Ambushes have a higher chance of succeeding if the weather is 
bad (i.e. Rain, Storm, or Snow conditions), but the chances of success are 
still dismally low. If you select Siege you choose to wait for the enemy in 
your castle. This is good if your city's Defense is high, but if they have a 
large army it may only delay the inevitable.

-----
Traps
-----

The Tactician is once again responsible for choosing Ploys, but also has the 
option of setting Traps on the battlefield as well. You can set as many Traps 
on the field as you have Strategy Points (SP), but remember that the more 
Traps you set, the less Ploys you can use in the battle. Enemy units can only 
trigger traps.

- Fire Trap (15 SP): When stepped on this trap ignites fire in the target 
square and all adjacent squares, dealing damage to the enemy. If fire touches 
another fire trap it will ignite causing a chain reaction. Can only be set on 
plain, forest, mountain, and bridge terrain.

- Water Trap (20 SP): When sailed on this trap causes a whirlpool to appear, 
damaging enemy units in that square. Can only be set on water terrain.

- Rockslide Trap (20 SP): When stepped on this trap causes a rockslide to 
fall, damaging enemy units in the target square. Can only be used on mountain 
terrain.

- Pit Trap (15 SP): When stepped on this trap opens up a pit, damaging enemy 
units in the target square and all adjacent squares. Can only be used on 
plain, flat, or road terrain.

- Poison Trap (15 SP): When stepped on this trap releases poison, damaging 
enemy units in the target square and all adjacent squares. Can only be used 
in marsh and bank terrain. If the poison trap hits another poison trap it 
will go off causing a chain reaction.

Traps can be detected if the enemy uses the Probe Tactic while moving, but 
there is still a chance a trap will go off unless they also have the Scout 
skill. Using traps can be fun, but I personally would prefer to spend my SP 
on Ploys. As for Ploy selection, once again I recommend at least one Rush (if 
reinforcements are coming) and as much Rumors as you can afford. Rumor is as 
effective in defensive battles as it is in offensive ones, even more so since 
you don't have to go through a siege after the field battle once you win.

--------------------
XIII. The Art of War
--------------------

"I have written a book in twenty-four chapters, 104,112 words, treating the 
Eight Needfuls, the Seven Cautions, the Six Fears, and the Five Dreads of 
war."
                                       - Zhuge Liang to Jiang Wei

At the start of field battles each force will be positioned according to the 
Tactician's strategy. The attacking army's units are colored red, while the 
defending army's units are colored blue. The order in which units act each 
turn is dependent on the type of unit and their leading Officer's INT. Each 
unit has a Drill value, Movement Points (MP), Tactic Points (TP), and Troops. 
MP is determined by the unit's Drill and type. TP is determined by the 
Officer's Rank. The attacking force's initial morale depends on the type of 
route that was taken to the target city. The default is usually 80, but rough 
terrain can drop morale to as low as 50. The defending force's initial morale 
is always 100. The time allotted for a battle (both field and siege) is 30 
days. If time runs out for the attacking side, the defenders automatically 
win.

----------------
Wind and Weather
----------------

In the upper right hand corner of the screen is an indicator of the current 
weather conditions and wind direction. The weather affects which Tactics or 
Ploys can be used, as well as the sight range of units on the field. The wind 
direction determines in which direction fire attacks can be used and the 
direction fire will spread. The following are the types of weather in the 
field. The weather can be changed using the Weather Ploy. Note that the 
ambush strategy has a better chance of succeeding in Rain, Storm or Snow 
conditions.

Clear - All units have their normal sight range.
Cloudy - Visibility is reduced.
Rainy - Fire attacks cannot be used. Poor visibility.
Storm - Fire attacks cannot be used. Very poor visibility.
Snow - Fire attacks cannot be used. Almost no visibility. Movement reduced.

-------
Terrain
-------

There are nine possible terrain types on the battlefield. Each terrain 
determines the movement rate of units passing through it as well as the 
possible types of traps that can be used.

Bridge/Flat/Road - Easy terrain to move in. Fire Traps are possible. Pit 
traps are possible only on flat terrain.
Grassland - Easy terrain to move in. Fire and Pit Traps are possible.
Forest - Somewhat difficult terrain to move in. Ambush Tactic is possible. 
Fire Trap is possible.
Lake/River - Difficult terrain to move in unless Officer has Ship. Water 
traps are possible. Units attacked take heavy damage unless Officer has Navy 
skill.
Mountains - Difficult terrain to move in. Ambush Tactic is possible. Fire and 
Rockslide traps are possible. Horse and Calvary units have low 
maneuverability. 
Ocean - Difficult terrain to move in unless Officer has Barge. Units attacked 
take heavy damage unless Officer has Navy skill.
Plains - Easy terrain to move in. Pit Traps are possible.
Shallow - Difficult terrain to move in unless Officer has Ship. Units 
attacked take heavy damage unless Officer has Navy skill.
Swamp - Difficult terrain to move in. Poison Traps are possible.

---------------------
Conditions of Victory
---------------------

The attacking army wins if they destroy all of the defender's non-
reinforcement units, reduces their morale to 0, or captures the enemy's 
Liege. If there are any other defenders left for the city, the battle will 
proceed to a siege battle. Note that if the enemy Liege is captured the city 
is automatically captured as well. The defending army wins if they destroy 
all of the attacker's non-reinforcement units, reduces their morale to 0, if 
the time allotted for the battle expires, or if they capture or cause the 
enemy Liege to retreat.

-------------
Move Commands
-------------

The following movement commands are available during a unit's turn.

Move-Normal: Moves the unit to another position. Movement range depends on 
unit type and Movement Points (MP).

Move-Probe (10 TP): Same as normal movement, but if a Trap is discovered it 
will be disarmed instead of going off. The chances of this happening is 
dependent on the Officer's INT. If the Officer has the Scout skill traps are 
disarmed 100% of the time using this. If this is used no other Tactics can be 
used for the remainder of the turn. 

Move-Dash (10 TP): Requires Dash skill. Increases the unit's MP allowing for 
extended movement for that turn. Reduces unit's Troop level. If this is used 
no other Tactics can be used for the remainder of the turn.

Wait: The unit ends its turn. If no other command was given to the unit this 
turn, MP increases by 1. Maximum MP is 15.

For most cases normal movement will suffice, as traps don't do too much 
serious damage, and the odds are low that you will run into one on the field. 
Traps will, however, end your unit's entire movement. Also if you run into an 
enemy unit outside your field of view while moving, your movement will end 
and the enemy unit can make a free attack without retaliation. Dash is a 
wonderful skill to have, as it increases your movement range tremendously. It 
can allow you to occupy an enemy structure or attack an enemy unit several 
turns before you could normally do so. It is also very useful if one of your 
allies is surrounded and needs your help immediately. The loss of troops is 
usually minor at best, but you don't want to abuse Dash or you will find your 
unit's strength seriously diminished by the time you encounter the enemy. 
Learn to use Dash effectively for the situation and you will be rewarded 
handsomely for your efforts.

---------------
Attack Commands
---------------

After movement or at the start of your turn you can attack an enemy unit 
within range.

Attack-Direct: Attacks an enemy adjacent to you. Damage is dependent on the 
attacker's unit type, Drill of the attacker, number of Troops in the 
attacking unit, and the type of the target unit. If a non-confused unit is 
adjacent to the target, the attack becomes stronger for each unit surrounding 
the target. If the target has the Valor skill the attack strength will be 
normal. The target gets a retaliatory attack.

Attack-Arrow: Requires Bow or Crossbow. Attacks an enemy with an arrow 
attack. Range is dependent on the arms. Bows can attack adjacent squares. 
Crossbows can attack two squares in a cardinal direction, or a diagonal 
square. Arrow attacks cannot be retaliated against unless an Officer has a 
Bow or Crossbow and the Counter skill. Surround cannot be used with an arrow 
attack.

Attack-Missile: Requires Missile skill. Attacks the enemy with a fire arrow. 
Fire arrows are stronger than regular arrow attacks, and may set fire to the 
target square. Missile can only be used on clear or cloudy days. Missile 
attacks can only be retaliated against if the target has the Counter skill. 
Surround cannot be use with a missile attack. Range is same as arrow.

Attack-Volley: Requires the Volley skill. Attacks the enemy and all units 
adjacent to them will an arrow attack. Friendly units in range will be hit 
with the attack. Friendly units will not retaliate. If the attacking unit is 
in range it will not be hit. Volley attacks can only be retaliated against if 
the target has the Counter skill. Surround cannot be used with a volley 
attack. Range is same as arrow. If a unit is not in your field of view it 
will not be hit.

Attack-Charge: Requires the Charge skill. Attacks the enemy with a charge 
attack. The charge attack may hit multiple times. The target is allowed a 
retaliatory attack after each hit. Sometimes the target will be driven back 
one square and the attacker will occupy the target's original position. If 
the target is destroyed, the attacker will occupy the target's original 
position. Surround can be used.

Attack-Duel: Challenges a unit's officer to a duel. The winner of the duel 
captures the other officer and their unit is scattered.

Note that if an Officer is defeated by a Direct or Charge attack, and does 
not have a Steed, he will be captured as a prisoner of war. If an Arrow, 
Missile, or Volley attack defeats an Officer, they will retreat instead.

-------------
Attack Advice
-------------

When attacking the enemy try using the following guidelines:

- Remember that moving adjacent to an enemy unit instantly ends your movement 
for that turn. This may block your approach to certain enemies on the field. 
The exception to this is if the enemy unit is confused, in which case you can 
sneak on by.

- Always attempt to surround the enemy if possible. Even if the enemy Officer 
has the Valor skill, it is best to try and eliminate them as soon as 
possible. Attack units that have the most units surrounding them. If an 
Officer with a high Bond participates in a surround attack, the attack will 
be more effective. Note that if an Officer with the Valor skill is confused, 
a surround attack can be used against him.

- Attack units that have the least amount of troops before teaming up against 
the larger units. Even small units can contribute to surround attacks. Not to 
mention they can still use Tactics. Eliminating weak units also reduces enemy 
morale faster. 

- If you can use arrow attacks do so. Missile attacks are even better. Volley 
attacks are the best, but try not to hit your allies with them unless the 
trade off is well worth it. Some Officers are notorious for hitting their own 
allies with Volley attacks (Huang Zhong *cough*). The only situations in 
which hitting your own Officers is permissible is if you can hit many more 
enemy units in return, or if you desperately need to hit a unit that is out 
of your normal range (using your own unit to extend the range).

- Try not to block off your allies and leave as much room around the enemy so 
that they can be surrounded. This goes doubly if you're a Crossbow unit.

- Use Charge attacks as much as possible, but be aware that doing so may push 
the enemy away from being surrounded. Sometimes using a normal attack is a 
better option. If the target has another unit behind it then it will stay in 
place. Charge can also knock units out of outposts.

- Although Charge attacks are useful, keep in mind that the enemy can counter 
attack after each charge. If you're doing a miniscule amount of damage to the 
enemy, and the enemy is doing severe damage to you, it may be a good idea not 
to use Charge attacks. 

- Challenging an Officer to a duel has a very low chance of success. Units 
that are confused or have low INT are more susceptible. 

- Eliminating the defending Liege ends a field battle for the attacking army, 
so if you are losing the battle try to use all your efforts to taking him 
out. While eliminating a Liege will also end the battle for the defending 
side.

- Each enemy unit you eliminate reduces the morale of the enemy army by 3%. 
Eliminating the enemy Tactician reduces enemy morale by 10%, while 
eliminating the enemy Commanding Officer reduces enemy morale by 15%. The 
same effects apply to your own army so be careful.

- The Commanding Officer is always located at the outpost furthest and 
directly opposite your starting position. The Tactician is usually, but not 
always, in front of the Commanding Officer. Eliminating the Tactician 
prevents the enemy from using Tactics for the remainder of the battle, 
including sieges.

- Officers that do not have the Navy skill are vulnerable to attacks while on 
water.

- The amount of damage a unit does decreases as their Troop level decreases. 
Even a powerful Officer will not do much damage when his unit is down to a 
thousand soldiers. The same thing applies to your forces as well so be 
careful.

--------
Outposts
--------

Outposts provide a field of view for the defending army. If a unit on the 
attacking army occupies an outpost you will lose this field of view.

If you start your turn or end your move on an enemy outpost and are on the 
offensive side, you can choose to occupy it. You cannot occupy and attack in 
the same turn.

Occupy: This weakens the defense of an enemy outpost. If the outpost's 
defense is reduced 0 the enemy's morale is decreased. If all the outposts in 
the Tactician's strategy are occupied, the morale of the defensive army will 
drop drastically, while the morale of the attacking army will increase. 
Occupying outposts that are not in the strategy plan has no effect.

If a unit ends their turn on an outpost that they control, their Troop number 
will increase by 500 at the start of the next turn if their Troop level is at 
less than maximum strength. This is helpful when you need to defend an 
outpost and are surrounded on all sides, or if your unit is seriously 
depleted after a battle and you need some serious reinforcements.

If you are on the defending army and end your turn on an outpost taken over 
by the enemy, you will cut off their supply line and at the start of the next 
turn the attacking army's morale will drop by 5. This effect is cumulative 
for multiple outposts. 

If you are on the offensive it is in your best interest to occupy all the 
outposts in your strategy. If you are on the defensive, cutting off supply 
lines won't make much of a difference unless the battle is dragging on and/or 
the morale of the enemy is low to begin with. Note that the enemy will often 
send one unit alone to occupy your initial starting base while you are busy 
attacking theirs. It won't make much of a difference if you're already 
winning by a landslide, but in close battles it can often be your downfall 
more often than not. It can be even worse if the unit is part of the enemy's 
main force as you will have to backtrack all the way back to the starting 
point in order to eliminate it, losing precious time and morale while doing 
so.

-------
Tactics
-------

"If he ran away at a yell of mine, think you he will dare return?"
                                       - Zhang Fei to Liu Bei

Instead of an attack during his turn, an Officer may use a Tactic instead. 
Officers can only use Tactics as long as they have TP available and the unit 
is in their range. The success of Tactics increases if the Officer's INT is 
high and the target Officer's INT is low. Here are the Tactics available and 
my personal observations of them.

*     - Useless Tactic. Not even enough to boil a pot of water.
**    - Situational Tactic. Now we have to wait for the fire to spread.
***   - Useful Tactic. This is how you set a fire.
****  - Great Tactic. Burn! Burn!
***** - Excellent Tactic. Learn from the master.

Tactics-Fire (10 AP) (**)
------------
If successful, this starts a fire in the target square. Units on fire lose 
troops and sometimes Officers and injured. Fires cannot be used in storm 
weather. If the wind is blowing fires can only be started in that direction. 
Fire will spread in the direction of the wind. Fires cannot be started on 
water but naval units can be burned. This Tactic can be turned back on the 
unit with the Reversal skill.

Comments: Burn Chi Bi! Burn! Oops. Wrong game. It's quite amusing how so many 
Officers in the game are pyromaniacs. Some of their responses are quite 
humorous as well. As for myself, trying to set someone on fire is nowhere 
near as useful as a normal attack. The one exception is when you're fighting 
Teng Jia units. Teng Jia units are very susceptible to fire.

Tactics-Confuse (10 AP) (***)
---------------
If successful, this confuses the target unit, making them unable to act for 
the turn. Sometimes units will be come confused when surrounded or receiving 
heavy damage. This Tactic can be turned back on the unit with the Reversal 
skill.

Comments: This can be a great Tactic if it works. If you're within Tactic 
range and can't attack the enemy directly, using this may be well worth it, 
especially on the larger units. Just be careful that the Officer doesn't have 
Reversal or you'll be the one with egg on your face. Officers frequently use 
this Tactic.

Tactics-Mislead (20 AP) (**)
---------------
If successful, the target unit will attack one of their own units adjacent to 
it. Both units must be in your field of view.

Comments: This is funny if it works, but you're better off using a normal 
attack. If they're out of attack range but in Tactic range, go ahead and 
knock yourself out (or knock themselves out). Works great if one unit is much 
stronger than the other.

Tactics-Stop (10 AP) (**)
------------
If successful, the target unit loses all MP and becomes unable to move. This 
Tactic can be turned back on the unit with the Reversal skill.

Comments: This is only useful if the enemy is running away from the battle 
and you're feeling bloodthirsty. Otherwise Confuse is a better option.

Tactics-Taunt (10 AP) (**)
-------------
If successful, the target unit will become enraged and will chase after and 
attack the unit. This Tactic can be turned back on the unit with the Reversal 
skill.

Comments: Officers love to use this one a lot. The best uses are for getting 
an Officer to leave an outpost or getting enemy units away from surrounded 
officers. Sometimes Officers simply use this to talk smack to other enemy 
Officers. =) If you're really clever you can use it to draw units into traps 
or even ambushes. Personally I don't use this one, but I'm sure you can find 
some good uses for it.

Tactics-Douse (5 AP) (**)
-------------
If successful, this puts out fires in the target square and the adjacent 
squares.

Comments: When your Officers are on fire, that doesn't mean it's in a good 
way. It's good to use if you're not in a position to attack and want to help 
out your allies. I personally enjoy watching them burn. >=)

Tactics-Hide (20 AP) (**)
------------
If successful, this hides the unit from view. This can only be done in forest 
or mountain terrain. If the enemy is nearby this will fail. If an enemy 
encounters the hidden unit while moving, the hidden unit will spring an 
ambush on them.

Comments: Some Officers use this, and then go and running head first into the 
enemy. =( I don't use this myself, but if you're going to use this make sure 
you don't move into areas that are out of your view. Otherwise if you run 
into the enemy the effect will be wasted.

Tactics-Defect (0 AP) (***)
--------------
Requires Plot-Defection for the target enemy Officer. If the unit has agreed 
to defect previously, it will defect to your side in battle when this Tactic 
is used on them.

Comments: I haven't used this one, but if you're planning to take over a 
heavily guarded city this could be very useful.

Tactics-Mole (0 AP) (**)
------------
Requires Plot-Mole for the target enemy Officer. If the mole is still in 
place, the Officer will become confused when this Tactic is used on them.

Comments: I haven't used this one either, but it certainly sounds fun. =)

Tactics-Aid (10 AP) (****)
-----------
Requires Aid skill. If successful, removes the Confuse, Stop, and Taunt 
conditions from the target unit.

Comments: This is great to use if one of your Officers is seriously confused. 
I've seen some units confused for several turns in a row, so this Tactic can 
be a real lifesaver. Note that you can use this Tactic on yourself, making it 
very handy indeed.

Tactics-Repair (20 AP) (**)
--------------
Requires Repair skill. This increases the city's Defense during a siege. 
Defense cannot be increased above the city's maximum defense.

Comments: I've never used this one. Either the city's Defense is high enough 
to withstand the siege, or it's low enough that having this skill won't make 
much of a difference. I suppose that if you had just a few days remaining and 
had to hold out just a little longer this could be useful.

Tactics-Heal (30 AP) (*****)
------------
Requires Doctor skill. Restores injured troops in the target unit to full 
health. Sometimes the Officer is restored to full health as well.

Comments: Officers with this skill are invaluable in battle. The number of 
injured in the Officer's status screen is the number of Troops you can 
restore to the target unit. Note that you can use this on your own unit as 
well. Think of it as a "heal" spell (or "cure" if you're a Final Fantasy 
fan).

Tactics-Oracle (20 AP) (*)
--------------
Requires Oracle skill. Has random effects in battle. Effects include 
increasing/decreasing lifespan or healing Officers.

Comments: I've never used this. Mostly because I'm scared to try. =)

Tactics-Creature (100 AP) (*****)
----------------
Requires Creature item. Summons a creature to use their ability in battle for 
you. Using this destroys the creature item.

Comments: Creatures can often turn the tide of battle and should be saved for 
situations that you must absolutely win.

-----
Ploys
-----

"Do not try to run away, O rebel! You have fallen into one of the Prime 
Minister's traps and had better stay!"
                                       - Jiang Wei to Sima Yi

At the start of every turn, the Tactician can choose to use one Ploy from the 
Ploys that he has selected at the start of the battle. Using Ploys does not 
require an additional cost, but the Ploys list cannot be changed when the 
battle has started.

*     - Useless Ploy. A waste of SP.
**    - Situational Ploy. Useful only in certain situations.
***   - Helpful Ploy. Useful in most battles.
****  - Great Ploy. Useful in any situation.
***** - Excellent Ploy. Sun Tzu would be proud of you.

Ploys-Chain (20 SP) (**)
-----------
Requires Wile skill. If successful, this chains the enemy's ship together, 
reducing the MP of all enemy units on water to 0. The chance of success is 
lessened if the target has the Navy skill.

Comments: Pretty worthless unless you know that you're going to be fighting 
mostly on water, and even then there are better options. It is pretty funny 
to watch though. It has a great chance of success if your enemies don't have 
the Naval skill. On a side note, sometimes Tacticians choose this Plot even 
if there's no water on the battlefield. =(

Ploys-Haste (30 SP) (****)
-----------
Requires Mystic skill. If successful, raises the MP of the Officer's entire 
army for one turn.

Comments: Useless if you're planning a defensive war, but godly if you're on 
the attack. This basically gives all of your units the Dash skill for a 
single turn without having to lose troops. If you want to jump-start your 
offensive this Ploy will do the trick.

Ploys-Rumor (30 SP) (*****)
-----------
Requires Rumor skill. If successful, causes one enemy unit to retreat from 
the battlefield. If unsuccessful, decreases the Troops of an enemy unit 
slightly. This Ploy cannot be used without a Tactician.

Comments: One of the most useful Ploys in the game. If your Tactician has 
100+ INT you can sometimes win battles in the first turn by scaring off the 
enemy Commanding Officer. I've driven off entire armies without fighting 
simply using this Ploy over and over. Use it. Abuse it. Love it. 
Unfortunately, the enemy can use this Ploy on your own forces, which will 
give you a taste of just how powerful this Ploy really is. After learning 
about the power of Rumor, I don't even bother setting up Traps on the field 
anymore. If you have a choice between setting Traps and Rumor, get Rumor. 
This Ploy doesn't work all the time, but when it does it makes a close battle 
better, and a great battle lopsided.

Ploys-Jeer (50 SP) (**)
----------
If successful, lowers the morale of the enemy army. Has a lesser effect if 
unsuccessful. This ploy cannot be used without a Tactician.

Comments: It's too expensive for its effect and pretty worthless unless the 
enemy's morale was low to begin with. But for some reason other Tacticians 
love using this one. It is amusing to watch though.

Ploys-Rally (30 SP) (**)
-----------
If successful, increases the moral of the Officer's army. It also removes all 
status effects from friendly Officers. Has a lesser effect if unsuccessful. 
This Ploy cannot be used without a Tactician.

Comments: It would be good if your army's morale was dangerously low and you 
were in a race to see whose morale would drop to 0 first. Otherwise I'd 
rather decrease my enemy's morale by occupying outposts and destroying units 
rather than increasing my own.

Ploys-Revive (40 SP) (*****)
------------
Requires Mystic or Doctor skill. This heals the injured troops of all 
friendly units. Wounded Officers may be restored back to full health. This 
Ploy cannot be used without a Tactician.

Comments: This is basically a Heal Tactic that affects your entire army. Can 
be useful in some grueling battles where casualties are heavy. If you have 
access to this Ploy, by all means take one or two for the added protection.

Ploys-Weather (20 SP) (*)
-------------
Requires Chart skill. Changes the weather of the battlefield. This Ploy 
cannot be used without a Tactician.

Comments: I guess if you really needed a certain weather condition to use a 
Ploy this would be helpful. I think there's better ways to spend your SP. 
Note that units have a much greater sight range on clear days.

Ploys-Wind (20 SP) (*)
----------
Requires Chart skill. If successful, the direction of the wind can be 
changed. This Ploy cannot be used without a Tactician.

Comments: Unless you're playing as Zhuge Liang at Chi Bi and want some 
nostalgia, skip this one.

Ploys-Lightning (50 SP) (*)
---------------
Requires Chart or Mystic skill. If successful, lightning randomly hits a unit 
on the battlefield, reducing it to 1/10 of its size. Officer hit will also 
lose Health. This can only be done in storm weather. This Ploy cannot be used 
without a Tactician.

Comments: This might have been useful if it did more damage and didn't 
randomly hit targets. I'll pass on this one.

Ploys-Illusion (50 SP) (**)
--------------
Requires Oracle skill. If successful, creates an illusion that confuses 
several enemy units and reduces their numbers. Can only be done in cloudy 
weather. This Ploy cannot be used without a Tactician.

Comments: More useful than lightning. I haven't used this one though.

Ploys-Discord (30 SP) (**)
-------------
Requires Wile skill. If an enemy allied country sends reinforcements and this 
is successful, the reinforcements all withdraw from battle. The chance of 
success increases if Relations between the two countries are low. This Ploy 
cannot be used without a Tactician.

Comments: This is a super version of Rumor, but only works under very 
particular conditions. As a result I haven't used this one at all.

Ploys-Rush (30 SP) (*****)
----------
If successful, the Officer's reinforcements will arrive on the next turn. The 
chance of success increases if the time to arrival is short. This Ploy cannot 
be used without a Tactician.

Comments: If you're expecting reinforcements, you need at least one Rush. If 
reinforcements are very far away and you really need them, get two or more. 
Having reinforcements now rather than several turns later can mean all the 
difference in the world. Enemy Tacticians almost always use this Ploy at the 
beginning of the turn, and you should too.

Ploys-Assassin (30 SP) (*)
--------------
If successful, an assassin will severely injure a random enemy Officer, 
causing their Health and WAR to drop. The lower the target Officer's WAR and 
INT, the greater chance of success. This Ploy cannot be used without a 
Tactician.

Comments: Enemy Tacticians often use this Ploy, but to no real effect. While 
this is amusing to watch, there are many better Ploys available. This Tactic 
rarely works unless the target is extremely weak, in which case sending an 
assassin after them is a bit counterproductive.

Ploys-Inspire (50 SP) (**)
-------------
Raises the TP of all friendly units. This Ploy cannot be used without a 
Tactician.

Comments: I guess during a drawn out battle this could be useful. Enemy 
Tacticians love to use this when you lay siege to their cities.

Ploys-Edict (200 SP) (**)
-----------
This obtains a Cease Hostilities Edict from the Emperor, forcing all 
attacking forces to withdraw from battle. This Ploy cannot be used without a 
Tactician. The higher the Liege's Imperial Bond, the higher chance of 
success. Cannot be used if the Emperor has abdicated, or if the enemy Liege 
is an Emperor.

Comments: Great if you can pull if off. Cao Cao once tried to use this on me. 
Too bad I didn't believe it was real. Ha ha ha ha ha ha ha ha!

-------------
Ploys (siege)
-------------

"Our enemies have camped in difficult ground instead of the open country and 
are crowded in the dangerous valley there. After some days of this rain, 
River Xiang will swell, and I shall send people to dam up all the outlets and 
so let the water rise very high. When at its highest, I shall open the dams 
and let the water out over Fancheng. That valley will be flooded too, and all 
the soldiers will become aquatic animals."
                                       - Guan Yu to Guan Ping

The following are siege specific Ploys that the Commanding Officer can have 
his Tactician use during a city siege. If the Tactician is not available then 
Ploys cannot be used during a siege. The higher the Officer's INT, the 
greater chance of success. Note that Ploys from the field battle carry over 
to the siege battle.

*     - Useless Ploy. A waste of SP.
**    - Marginal Ploy. Every little bit helps in a siege.
***   - Helpful Ploy. Useful in most sieges.
****  - Great Ploy. Useful in any siege.
***** - Excellent Ploy. Wall? What wall?

Ploys-Sap (20 SP) (Offense) (**)
---------
If successful, digs tunnels underneath the city's wall, reducing its Defense.

Comments: Every little bit helps in a siege. Cute animation.

Ploys-Flood (50 SP) (Offense) (**)
-----------
If successful, floods the city lowering its Defense as well as the enemy 
army's morale.

Comments: I haven't used this one yet.

Ploys-Riot (30 SP) (Offense) (**)
----------
If successful, causes the people in the city to riot, reducing the defending 
troops and lowering morale.

Comments: I've seen an Officer try this before but it didn't work. Too bad 
though. It would have been funny to watch.

Ploys-Loot (20 SP) (Offense) (*)
----------
Loots the vicinity of the city, lowering the city's Commerce, Land, and 
Safety. The higher the Officer's INT and number of troops in the offensive 
army, the more effective the looting is.

Comments: This one's great fun to use, but pointless. Amusing to watch. The 
enemy CO will think poorly of you if you use this. =)

Ploys-Tunnel (10 SP) (Offense) (**)
------------
If successful, digs tunnels under the city wall for a surprise attack.

Comments: It's pretty funny watching all those soldiers scurrying underneath 
the wall. =) Cute but not very effective.

Ploys-Feint (20 SP) (Offense) (**)
-----------
If successful, draws off the enemy with a feint leaving the wall open to 
attack, reducing the city's Defense. The more turns remaining in the siege 
the higher chance of success.

Comments: Not too bad if you can pull it off.

Ploys-Lure (100 SP) (Defense) (**)
----------
Requires Wile skill. If successful, lures the enemy into the city, lowering 
enemy morale and troop numbers. If unsuccessful, the Officer's army loses 
morale and troops.

Comments: Somewhat useful if you can pull it off.

Ploys-Falsify (200 SP) (Defense) (**)
-------------
Requires Mystic skill. Causes the entire attacking army to withdraw.

Comments: Great if you can pull it off. I haven't used this one yet.

Ploys-Raze (10 SP) (Defense) (**)
----------
If successful, burns the enemy's food supply, reducing their Food and morale. 
Cannot be done under storm conditions. Chances for success increases under 
clear or cloudy conditions, decreases under rain or snow conditions.

Comments: Fun but not very effective. This one rarely works against a smart 
Commanding Officer.

Ploys-Sally (10 SP) (Defense) (**)
-----------
If successful, performs an attack against the attacking forces without 
retaliation.

Comments: Cheap but not very effective.

Ploys-Conscript (50 SP) (Defense) (**)
---------------
Increases defending troop numbers through emergency conscripting. 
Conscripting is handled automatically. Cost is 3 Food per Troop and city 
Safety drops by 5.

Comments: Good if you need to hold out just a little while longer. Otherwise 
it's not going to make much of a difference.

Ploys-Raid (50 SP) (Defense) (**)
----------
If successful, confuses the enemy, making them fight one another.

Comments: Funny, but not very effective.

----------
Retreating
----------

If the battle is not going well in your favor, you can choose to retreat from 
battle. In a field battle you can only retreat if you are in your own staging 
area (indicated by the orange squares where you started). If a Prefect 
retreats to a city not his own, he becomes an Officer. If a Liege retreats to 
a city with a Prefect, the Prefect becomes an Officer. If you retreat in a 
battle, there is a chance you will be captured if the enemy pursues. The 
higher the Officer's WAR and INT, the less chance he has of being captured. 
Officers with Steeds always retreat safely. The winners of a field battle 
have the option of pursuing the retreating forces to attempt to capture 
Officers. If an Officer in the pursuit forces has high WAR he will 
occasionally injure an enemy Officer. Sometimes the retreating forces will 
counter attack, dealing damage to a pursuing Officer's unit.

------
Seiges
------

When an attacking army defeats a defending army, and the defending forces 
still have Officers available in the city, the battle moves to a siege. Note 
that the attacking army can choose to withdraw from the field after the 
battle rather than proceed to a siege. The defending army can also choose to 
withdraw from the city rather than prepare for a siege. If both sides are 
still willing to fight, the battle proceeds to a city siege.

------------
Siege Attack
------------

The attacking force wins a siege when all of the defending units are defeated 
or have retreated, the Defense of the city is reduced to 0, or the enemy's 
morale is reduced to 0. The attackers must win the siege before the number of 
turns reaches 0 or they will be forced to withdraw. If the attackers run out 
of food their morale will decrease each turn.

Before each turn, if the Commanding Officer and Tactician are present, they 
can use a Ploy on the city (if you have Ploys remaining). The Commanding 
Officer can then order a Full Attack, Full Ram, or direct each unit to act 
individually.

- Full Attack: Only available if the Commanding Officer is present. All of 
the attacking units attack the enemy together, reducing the enemy's Troops. 
There are five types attacks available: Arrow, Catapult, Fireball, Missiles, 
and Direct. Horse, Calvary, and Elephants cannot attack units on top of the 
walls, so they will attack the gates instead. Towers are especially effective 
for attacking units on the walls. Each unit will take damage from counter 
attack unless it is a Catapult or Tower.

- Full Ram: Only available if the Commanding Officer is present. All of the 
attacking units attack the wall together, reducing the city's Defense. There 
are three types of attacks available: Fireball, Catapults, and Direct. Each 
unit will attack with the most effective attack type available. Catapults are 
especially effective for attacking the city gate.

- Full Retreat: The entire attacking army withdraws from battle to the city 
they started from. Effects are the same as retreating from a field battle.

Unless they city has very little Troops protecting it, the best way to win a 
siege is to destroy the city wall. The best way to do that is with a Full Ram 
attack. If the Commanding Officer is not present, your units will act 
individually. If the rate of damage to the wall each turn is too low, you 
should consider withdrawing from the siege and coming back with stronger 
forces. It is possible to remove the entire city's defending units using the 
Rumor Ploy repeatedly.

------------
City Defense
------------

The defending force wins a siege when all of the attacking units are defeated 
or have retreated, the enemy's morale is reduced to 0, or the time allotted 
to the siege has run out. If the defenders run out of food their morale will 
decrease each turn.

Before each turn, if the Commanding Officer and Tactician are present, they 
can use a Ploy on the city (if you have Ploys remaining). The Commanding 
Officer can then order a Full Attack, Full Wait, or direct each unit to act 
individually.

- Full Attack: Only available if the Commanding Officer is present. All of 
the attacking units attack the enemy together, reducing the enemy's Troops. 
Enemy units that have a missile attack (Bow, Crossbow, Arbalest, Catapult, 
and Tower) can counter attack.

- Full Wait: All the troops end their turn without acting.

- Full Retreat: The entire defending army withdraws from battle. The 
retreating army must choose which city they wish to retreat to. Effects are 
the same as retreating from a field battle. A rear guard can be appointed to 
delay the enemy.

Resisting a siege depends on the number of troops in the city along with the 
city's Defense. If the city's Defense is low and the number of attackers is 
high, it is only a matter of time before they break through the walls, and 
you should consider a tactical retreat. If the city's Defense is high and the 
number of attackers is low, most of the time you can usually outlast the 
siege by waiting for time to expire. You can also make the attacking army 
withdraw using the Rumor Ploy.

----------
Unit Types
----------

"Then Cao Cao's troops watched for Yuan Shao's archers to ascend the towers. 
As soon as the archers began to shoot, all the catapults began to heave stone 
balls into the skies and they wrought great havoc. There was no shelter from 
the falling stones, and enormous numbers of the archers were killed."

The Commanding Officer decides before each battle which unit types each 
Officer will command. The types available to each Officer depends on the 
number of Arms they possess.

Foot: Each Officer begins with this unit type. Foot units are average in 
attack and defense, but can still be effective with high Drill levels and in 
large numbers. The have good mobility in rough terrain.

Teng Jia: Requires Teng Jia. Teng Jia units are equipped with special rattan 
armor that greatly increases their defense. Because Teng Jia armor is oil 
based it is highly flammable and vulnerable to fire. Strong against Foot and 
Crossbow units, weak against others, especially siege units (Tower and 
Catapult).

Horse: Requires Horse. Horse units have a greater movement range on flat 
terrain than Foot units and a higher attack and defense. Horse units can use 
the Charge attack whether the Officer has the skill or not.

Tower: Requires Tower. Tower units are able to perform Missile attacks while 
attacking cities, which cannot be retaliated against. This can only be 
performed on clear or cloudy days. In field battles, Tower units are the same 
as Foot units.

Crossbow: Requires Crossbow. Crossbow units are able to use arrow attacks at 
a much greater distance than Foot units with Bows. Crossbow units have low 
attack and defense. Arrow attacks deal more damage to Horse and Calvary.

Catapult: Requires Catapult. Catapult units are able to perform Catapult 
attacks while attacking cities, which cannot be retaliated against. In field 
battles, Catapult units are the same as Foot units.

Calvary: Requires Horse, Armor, and Harness. Calvary units have the highest 
land movement on flat terrain of any unit, and have high attack and defense. 
Like Horse units, Calvary units can use the Charge attack whether the Officer 
has the skill or not.

Elephant: Requires Elephant. Elephant units are slow in rough terrain and 
water, but have the highest attack and defense of any unit. Elephant units 
can use the Charge skill whether the Officer has the skill or not.

----
Arms
----

"I have also a plan for a multiple crossbow, which I have been unable to 
execute. The weapon shoots ten bolts of eight inches length at every 
discharge. The sketches are quite ready, and the weapons can be made 
according to them."
                                       - Zhuge Liang to Jiang Wei

Arms allow an officer to form new units in battle, or increase their unit's 
effectiveness. The type of Arms available in cities depends on the type of 
cities under their Liege's control as well as the available resources. City 
resources include lumber, rattan, horses, ore, leather, sulfur, and nitrate. 
Forging certain Arms requires that the Tech level of the city be a certain 
level, and the forging Officer has the Invent skill.

Teng Jia (1000 Gold, 200 Tech): Allows the creation of Teng Jia units. 
Requires rattan.

Horse (500 Gold): Allows the creation of Horse units. With Armor and Harness, 
allows the creation of Calvary units. Requires horse.

Harness (1000 Gold, 200 Tech): With Horse and Armor, allows the creation of 
Calvary units. Requires horse and ore.

Armor (800 Gold, 100 Tech): With Horse and Harness, allows the creation of 
Calvary units. Requires ore and leather.

Bow (300 Gold, 100 Tech): Allows Foot units to make an arrow attack. Requires 
lumber.

Arbalest (1200 Gold, 400 Tech): Allows Crossbow units to make two shots per 
attack. Requires Invent skill to forge. Requires lumber.

Fireball (3000 Gold, 900 Tech): Allows Catapult units to make Fireball 
attacks during a siege. Requires Invent skill to forge. Requires sulfur and 
nitrate.

Crossbow (500 Gold, 300 Tech): Allows the creation of Crossbow units. 
Requires lumber.

Tower (1500 Gold, 600 Tech): Allows the creation of Tower units. Requires 
Invent skill to forge. Requires leather and lumber.

Catapult (2000 Gold, 700 Tech): Allows the creation of Catapult units. 
Requires Invent skill to forge. Requires leather and lumber.

Elephant (10000 Gold): Allows the creation of Elephant units. Only available 
at Yong Chang. Requires the Tame skill. Requires ore and rattan.

Wood Ox (4000 Gold, 1000 Tech): Increases the effectiveness of Foot units 
against Elephants. Requires Invent skill to forge. Requires lumber, ore, 
sulfur, and nitrate.

Ship (1000 Gold): Increases Officer's movement in river terrain. Only 
available at port cities. If an army is attacking a city via a river route, 
the initial morale is decreased by 5% for each unit without a Ship.

Barge (2500 Gold, 500 Tech): Increases Officer's movement in ocean terrain. 
Only available at port cities. If an army is attacking a city via an ocean 
route, the initial morale is decreased by 5% for each unit without a Barge.

----------------------
Miscellaneous Strategy
----------------------

- If you need to heal yourself and don't have the Heal Tactic, find a nearby 
outpost that belongs to you. Each turn you spend on the outpost adds 500 
Troops to your unit. Enemy units that have been seriously damage tend to do 
this as well.

- Try to keep track of where the enemy is at all times. If there are 10 enemy 
units, and you can only see 5, you can rest assure that they're moving around 
somewhere, most likely attempting to surround your forces or capture one of 
your outposts. If you hear the enemy's footsteps and don't see any of their 
units for a while, you know that the enemy is up to no good.

- Although this one is pretty obvious, try to lay Traps in areas the enemy is 
most likely to use. Note that for both you and the computer using the Move 
command will automatically choose the shortest (most easiest) terrain to move 
in. This makes terrain such as Bridges and Roads ideal for Traps.

- If your unit is relatively weak (i.e. low WAR) and isn't very effective 
using direct attacks against the enemy, use arrow attacks or Tactics such as 
Fire instead. Every little bit helps.

- Taunt has a much higher chance of success than Confuse.

- Use the Rush Ploy if you're expecting reinforcements. Depending on the size 
and position of the reinforcements, it may be better sometimes to wait for 
them to arrive normally in order to catch the enemy in a pincer movement.

- If you're expecting a naval battle or terrain with a lot of water, equip 
your Officers with Ships and or Barges. This makes a huge difference in the 
movement rates of units in the water. Some Officers will barely move a square 
each turn.

- If you're the Commanding Officer ALWAYS check the Ploys selected by your 
Tactician. Tacticians with low INT tend to choose Ploys that are rather 
ineffective or useless for the situation (such as Chain when there is no 
water on the map, or not selecting Rush when you have reinforcements coming).

- Unless you are hopelessly outnumbered and have nowhere else to retreat to, 
NEVER let your Tactician select Ambush as a strategy. The odds of it working 
to your advantage are very low, even if the Commanding Officer and Tactician 
have god like WAR and INT abilities and the weather conditions are optimal 
(i.e. bad weather).

- Horse, Calvary, and Elephant units are incredibly slow in rough terrain and 
water. If you want to defend an area and mobility isn't a concern, these 
units are the best for the job however.

- Unless an Officer has the Navy skill, the Chain Ploy will always work if a 
unit is in water.

- Using Probe does not guarantee you will find a Trap unless the Officer has 
the Scout skill. Use your intelligent Officers to Probe ahead and clear a 
path for your less intelligent ones. 

- If things look hopeless for a defending army, try to cut off as many supply 
posts as you can and hold out for as long as possible. Even if you fail to 
reduce the enemy's morale to 0, you will waste precious time for the 
attacking army as they try to root you out.

- Rumor can work wonders on the battlefield if you're on the attack, but be 
warned that Officers that retreat are available to defend the city during a 
siege battle. Driving off an attacking force using Rumor can work well in the 
short run, but since you're not depleting their Troop levels it is only a 
matter of time before they try to attack your city again.

- If possible bring Catapult and Tower units instead of Foot. They come in 
very handy during siege battles, especially if you are attacking units on the 
walls. Catapult units are great siege defense units as well.

- During a siege it is best to follow the Commanding Officer's advice unless 
you are absolutely certain that defeat in imminent unless another action is 
taken (such as Repair). The Commanding Officer will usually order a full ram 
(offense) or full attack (defense).

- Horse, Calvary, and Elephants cannot participate in a full attack 
(offense). They will attack the gate instead. Note that these units cannot 
counter attack if the defending forces attack them.

- Unless the defending units are few in number and have very little Troops 
left, you are better off attacking the gate during a siege than the enemy 
themselves.

- Be aware that units with missile attacks can counter attack you if you 
attempt to attack them from the walls. Units such as Catapults and Towers can 
inflict serious damage so be careful.

----------
XIV. Items
----------

"This book is the Essential Arts of Peace. With the aid of these volumes, you 
can convert the world and rescue humankind. But you must be single-minded, 
or, rest assured, you will greatly suffer."
                        - Saint Hermit of the Southern Land to Zhang Jiao

Throughout the game you will have the opportunity to obtain items either by 
purchasing them from a merchant, receiving them from a Liege, or plundering 
it from another Officer. Items you personally receive or obtain are added to 
your item collection and can be viewed via the option on the title screen. 
Some items give bonuses to your attributes. Others grant additional skills. 
The best items give both. But regardless of which items you want to get there 
are a few things you should know about them beforehand.

- Items that increase abilities are not cumulative with one another. If you 
have two items that have INT +5 you will not get a +10 bonus. If you have two 
items that raise an attribute to different levels, say two weapons with WAR 
+7 and WAR +10, you will get the bonus of the higher of the two. You can only 
receive a maximum of +10 to any ability, which is noted in the parentheses to 
the right of your attributes in your officer's information screen.

- If another Liege's army captures you, that Liege gets all of your items. 
This can lead to some rather scary item collections in some scenarios.

- The easiest way to obtain items is from the merchants that visit your city. 
Item selection changes from month to month so check back regularly if they 
don't have anything you like. Some characters automatically begin the 
campaign with certain items. Also some items are only available during 
certain scenarios. If you have the Trade skill you get a discount price on 
items.

- If you really want to fill out your item collection there's a little trick 
you can use. Whenever you obtain an item it gets added to your item 
collection. The trick is that it doesn't have to stay in your possession. 
Simply buy items when the opportunity presents itself then sell them back. 
You've added an item to your collection at only a fraction of the cost. This 
trick works well if you have the Trade and/or Wealth skills.

Special thanks to kongming.net for the Item ordering.

Steeds - All Steeds allow their owner to always retreat safely and gives them 
the Dash skill.
1. Red Hare: Can always retreat safely. Skill: Dash
2. Hex Mark: Can always retreat safely. Skill: Dash
3. Grey Lightning: Can always retreat safely. Skill: Dash
4. Shadow Runner: Can always retreat safely. Skill: Dash
5. Firestar: Can always retreat safely. Skill: Dash

Weapons - All Weapons increase WAR ability.
6. Seven Star Sword: WAR +3
7. Sword of Heaven: WAR +10
8. Sword of Light: WAR +10
9. Crescent Halberd: WAR +8
10. Black Dragon: WAR +5
11. Viper Blade: WAR +5
12. Serpent Spear: WAR +2
13. Swords of Fate: WAR +7
14. Ancestral Sword: WAR +2
15. War Trident: WAR +2
16. Twin Crescent: WAR +2
17. Great Axe: WAR +2
18. Steel Flail: WAR +2
19. Thorned Mace: WAR +2
20. Shooting Star: WAR +2
21. Throwing Blade: WAR +1
22. Flying Swords: WAR +1
23. Hand Spear: WAR +1
24. Sleeve Darts: WAR +1

Maps - All Maps give the Scout skill.
25. Map of Western Shu: Skill: Scout
26. Map of Nanman: Skill: Scout

Medical Books - All Medical books give the Doctor skill.
27. Books of Healing: Skill: Doctor
28. Hua Tuo's Journal: Skill: Doctor

Mystic Scrolls - All Mystic Scrolls increase INT ability by 10 and gives the 
Mystic skill.
29. Book of Illusions: INT +10 Skill: Mystic
30. Way of Peace: INT + 10 Skill: Mystic

War Manuals - All War Manuals increase INT ability and gives a skill.
31. Art of War: INT +8 Skill: Flood
32. The 24 War Manuals: INT +8 Skill: Invent
33. Scroll of Taigong: INT +8 Skill: Wile
34. Meng De's War Manual: INT +3 Skill: Reversal

Scriptures - All Scriptures increase INT ability by 5.
35. Confucius: INT +5
36. Lao Tzu: INT + 5
37. Zhuang Zi: INT +5
38. Books of Poetry: INT +5
39. Book of History: INT +5
40. Book of Rites: INT +5
41. Book of Changes: INT +5

History Books - All History Books increase POL ability.
42. Chun Qiu Annals: POL +10
43. The Grand Histories: POL +10
44. History of the Han: POL +7
45. Warring States: POL +7

Treatises - All Treatises increase POL ability by 5.
46. The Commentaries: POL +5
47. Treatise on Society: POL +5
48. Treatise on Chance: POL +5
49. Treatise on Times: POL +5
50. Treatise on Policy: POL +5
51. Treatise on Magic: POL +5
52. Treatise on Seasons: POL +5
53. Classic of Filial Piety: POL +5
54. Treatise on War: POL +5

Seal - Raises its owner's CHA to 100.
55. Imperial Seal: CHA +100

Treasures - Treasures increase an officer's Loyalty.
56. Awards of Valor
57. Bronze Pheasant
58. Feather Fan
59. Kneeling Lady
60. Boshan Censer
61. Dragon Vase
62. Lacquered Kettle
63. Gold Vase
64. He's Jade
65. Bull Lantern
66. Faerie Stone
67. Dragon Ring
68. Lu's Mirror

Creatures - Creatures are a one-time use item that can be used in battle to 
attack the enemy.
69. Dragon
70. Kirin
71. Phoenix
72. Roc

---------
XV. Sites
---------

"The mountains were picturesque rather than grand, the water clear rather 
than profound, the plain was level rather than extensive, the woods luxuriant 
rather than thick. Gibbons ranged through the trees, and cranes waded in the 
shallow water. The pines and the bamboos vied with each other in verdure. It 
was a scene to linger upon."

If your Bond with another character is high enough, when you visit them 
occasionally they will ask if you would join them in a visit to an exotic 
site. The city where the Officer lives must have an exotic site present. When 
you do so a site is added to your sites list, which can be accessed via the 
option in the title screen. Here's a list of the sites I've been to so far.

Site                                   City

1. Great Wall of China                 Bei Ping
2. Peach Garden                        Ji
3. Mount Taishan                       Bei Hai
4. Confucian Garden                    Xiao Pei
5. Temple of the White Horse           Luo Yang
6. Shi Huangshi Mausoleum              Chang An
7. Jian Ge                             Zi Tong
8. Dong Ting Lake                      Chang Sha
9. Han Dan Long Tai                    Ye
10. Yang Ye Tai                        Cheng Yang
11. Xi Ma Tai                          Xia Pi
12. Mount Huang                        Jian Ye
13. San Men Gorge                      Hong Nong
14. Shu's Plankway                     Wu Du
15. Mount Zhong Nan                    Han Zhong
16. Du Jiang Embankment                Cheng Du
17. The Three Gorges                   Jiang Zhou
18. Bai Di Castle                      Yong An
19. Shi Lin                            Yun Nan
20. Mount Song                         Wan
21. Long Zhong                         Xiang Yang
22. Tan Rapids                         Xin Ye
23. Chi Bi                             Jian Xia
24. Yu Quan Temple                     Jiang Ling
25. Gui Lin                            Ling Ling
26. Mount Lu                           Lu Jiang
27. Gan Lu Temple                      Wu
28. Jie Ting                           An Ding
29. Qian Tang                          Hui Ji
30. Huang He Tower                     Chai Chang

Special thanks to Ahjenta from the GameFAQs ROTTK7 message board for the 
locations of Sites 7 & 9.

---------------------------------
XVI. Poetry of the Three Kingdoms
---------------------------------

"His words were those of a deep thinker."
                                       - Liu Bei, on Cui Zhouping

If your Officer is of the non-War type and has a high Bond with his or her 
Liege, you may be invited to participate in a poetry contest in July. You 
should take every opportunity to do so, even if you feel you don't have a 
good chance of winning. Each participant reads his or her poem and is judged 
by three court officials. The higher your INT, POL, and CHA abilities, the 
more likely you are to impress the judges. It is unlikely that you will win 
the first time, but keep trying and you will eventually win if your abilities 
are high enough. If you lose you still gain a small amount of Fame and Deeds 
just for participating, so there's nothing to lose. Participating in a poetry 
contest increases your INT experience as well. If you actually win you get a 
reward from your Liege ranging from an increase in wages to an item. You also 
gain 500 Fame and Deeds as well. Some the judge's scoring remarks are as 
follows:

Excellent
---------
This...! So moving!
A picture painted in words!
Ah...Wonderful!
What a beautiful poem!
Wonderful! You have gained my respect!
An excellent poem!

Good
----
A wonderful poem. It has penetrated my heart.
A beautiful use of meter.
Good, in its own way.
Hmm, pretty good.
In a high standard, for sure.

Fair
----
Hmm...Quite good, but it feels as if something is missing...
If the meter were a little better, it would be great.
More than I expected from ______.

Poor
----
I am not quite satisfied by this.
It sounds like something I heard before...
You should start studying from the basics again!

-----------------
Exceptional Poets
-----------------
Note that some Officers historically have exceptional skill in Poetry and are 
at a distinct advantage when competing. They will often win no matter how 
high your abilities are so don't feel too badly about losing to them.

Cao Zhi (The Saint of Poetry)
Chen Lin (Seven Poets of Jian An)
Kong Rong
Wang Can (Seven Poets of Jian An)

-----
Poems
-----

The king stands in the heavens
Ushering new life into the kingdom
Praying it will save many others

Blue waves peak and break
The pure clean water
Washes my feet

Like the wolf, like the tiger
Prowling in the wilderness
Men know no rest in war

A hundred years of life
Can bring a thousand years of sorrow
The day suffers through night

All day, all night
The face shows no change
Yet the spirit is in turmoil

Dreams are waves upon the sea
Children play on their shores
Oblivious to fate

Set free upon the winding field
The rain water plays with the river
Passing the border of the swamp

Clouds float by in the vast sky
My wishes go unfulfilled
For they wander not near

Drink not from a stolen spring
Seek not shade from an evil tree
An evil tree has no branches

Fresh grass near the banks
A willow tree in the garden
A somber mistress in the tower

Heros soar in the sky
Their wings beating over the land
Where shall their nest be?

At twilight, I lay awake
As I rise, I play a song
Drowning the silence of the night

An aging mother nears death
Debts to her unpaid, yet
A richer woman there was not

Thunder in winter, rumbles aloud
Snow in summer, blazing cold
Chaos envelops the master

Moon, what is they life?
The reflection of my valor
Great deeds that you reward

The world has become dull
Wherewith has it become muddied
That a wave must rise against it?

The tides of light and dark,
The years drying like morning dew
Renewal is at hand

The southern mountains bellow
The people flee, aimless
Only I shall remain

The beating of the drum
Songs of joy and sorrow
A brief reprieve from old age

Who can possess the earth?
It gives life and deals death
Can any own the master?

If today, we should be amused
What time is there for which to wait
For this day is in our grasp

The mighty pine grows tall and straight
Watching the wind blow through the valley
The wind blows forcefully

I know the wind through the dead leaves
I know the coolness of the ocean
All are joyous when the gates are opened

Foot soldiers lead wars
Slowly fighting onward
Giving no command

Battles to the south, death to the north
The dead are only greeted
By the pecking of crows

Greed engulfs all
With a plague of worldly goods
Cured only in death

The world is dull
I wake up alone
Drunk in public

Goings upon goings
Sadness follows you
Through the endless road ahead

Swimming a river of tears
Crossing an ocean of regret
Still no rest to be found

The melodies of a faded song
With every sip of sweet wine
Lifting me up to a place of heights

The last day of the storm
The crowing of the cock
Men celebrating without joy

A song of tragedy for a tear
A distant view for a memory
A thought of home for solace

The fires of rebellion rage
Burning all in its path
Scorching the earth

King, if here you wage your war
I will lend you my pike
That by blood we may ally

The aroma of food in the distance
Turn one's thoughts to home
Reaching out, to feel the warmth

Great words cannot herald loyalty
Show the flower of your seed
Pick the fruits of your labor

Thrown upon the tips of blades
Life is better left on the breast
Reaching ever homeward

The sword and the bow
Cowardice and might
Simply two means to a common end

Clouds in the northwest
Like a palanquin of the gods
Vacant in this time of despair

The sun knows not they who leave
And welcomes they who come
To leave the gate, is to face reality

My thoughts dwell in the great mountains
Where coming and going is scarce
And where the foundation is solid

Full moon shines on the tower
Flowing light shines about
Reflecting off the ornaments above

Western capital, fallen into disorder
The Great Tiger has released its plague
Leaving it for ruin

Sit up, guest
Take your fill!
The barrel of wine is not yet empty

A single step forward
Exerting courage daily
Great journeys lie ahead

There is none who know not hardship
As grass in the forest we desire growth
But in autumn burns the prairie fire

Spread cheer in the morning
For when night comes
It does not return

Abundance of words are beaten by deeds
But they are leaky containers
Anthills drowned by the river

Tie up your hair and endure
Satisfy your heart
Your pain lies in a remote place

Lead a horse to the Great Wall
The water is cold there
Now he can be rode into battle

No one works alone in politics
Each voice must harmonize
Else it rattles with death

Life is a hazard
The waking world a trap
Sleep cures all

Spring brings growth unfettered
Grass, trees, and the like
Follow the path to eternity

Autumn winds dance in the sky
The leaves fall frosted with dew
The swallows return south

To rear a boy
And to raise him to manhood
Is to shackle a woman

A child's youthful vigor
The calmness within my heart
The past and present serve as one

Tales of distant places
Leave the language of now behind
And become one with the land

I hold a bean
I could make paper, or sap
I crush it in my pot

Great Wall, in your majesty
Do you weep for your children dying
Far, far away?

Furious winds blow through the heights
Morning lights the northern groves
The long river flows into the deep

Water flows from the river mouth
As the windows of heaven
Nursing the thirsty world

My eyes lead me forward
Vision and foresight compel me
Can you pluck the flower, you cannot see

White horse, fashioned in gold
Laden with Northwestern forsythia
Who will claim this child?

-----------------
XVII. Tournaments
-----------------

"Xu Zhu rode forth whirling his sword and the duel began. They fought over a 
hundred bouts, and neither had the advantage. But then, their steeds being 
spent with galloping to and fro, each retired within his own lines and 
obtained a fresh mount. The contest was renewed, and a hundred more 
encounters took place, still without victory to either."

Like poetry contests, your Liege may decide to invite you to a combat 
tournament in July. Most of the time you're invited to watch, but if your 
Officer is of the War type you may actually be asked to participate. The 
winner of the tournament gets 500 Fame and Deeds, along with anything else 
the sponsoring Liege wants to award (most likely a Weapon). A prize also goes 
to second place. Chances are unless you have a WAR of 100 (or higher!) it is 
unlikely you will make it to the finals of the tournament, especially when 
said tournament involves people like Guan Yu and Lu Bu. Participating in a 
tournament increases your WAR experience. Some tips on tournaments (and duels 
in general) follow:

- Get your WAR ability to 100 as soon as possible. Enough said.

- Having the Duel skill gives you an advantage against those without it. 
Actually that's a lie. Having the duel skill gives a tremendous advantage 
over someone that doesn't. Most warriors in the tournament have this skill. 
If you don't have this skill, and someone does, 99 times out of 100 you will 
lose, and lose badly. Some tigers (the feline type, not Liu Bei's generals) 
also have this skill.

- Get a Weapon as soon as possible. Most warriors in the early tournaments 
don't usually have one, which gives you an advantage. If possible get a WAR 
+10 Weapon (Sword of Heaven/Light). It also seems that warriors with Weapons 
don't become as fatigued during combat (fatigued warriors have reduced WAR). 
In the later tournaments having a Weapon is a necessity.

- Don't bother with using anything less than Offensive for most fights. Most 
of your opponents will be using either Offensive or Aggressive against you. 
Adopting a defensive stance will reduce the damage you incur, but you won't 
be doing much damage either.

- Aggressive is somewhat of a gamble. If it fails you will be very vulnerable 
to attack and do little damage. If it succeeds, your attack will do more than 
50% damage to your opponent. The higher your WAR skill the higher the chances 
of special attacks succeeding. But even with a WAR of 110 it fails more often 
than not. Note that even special moves are ineffective if your WAR ability 
has been reduced to low levels.

- Duels last for only five rounds. If a duel goes longer than that, it is 
declared a draw and is started over again. If an opponent has an 
insurmountable advantage (especially after a special attack), you should 
switch to Protective and hope for the best. If your opponent is superior to 
you, you're only delaying the inevitable and may as well go Offensive.

------------
Duel Attacks
------------

Here are the types of attacks possible in a duel. Aggressive attempts to use 
a special attack. Offensive attempts to use mostly offensive attacks. Normal 
uses a mix of offensive and defensive attacks. Defensive uses mostly parry 
attacks. Protective uses parry attacks.

Focus - Focuses mental energy, indicated by a blue glint. Allows for 
combination attacks.
Charge Up - Focuses physical energy, indicated by a flaming aura. Increases 
attack damage.
Shout - A shout at the enemy. Usually the result of a failed special attack.
Vertical - A vertical slashing attack.
Horizontal - A horizontal slashing attack. Does more damage than the vertical 
attack.
Horizontal (Power) - A powerful horizontal slashing attack marked by a yellow 
aura. Does serious damage.
Thrust - A thrust attack.
Thrust (Power) - A powerful thrust attack marked by a gust of wind. Does 
serious damage.
Special Attack - A powerful special attack indicated by a red swirling aura. 
Does extreme damage.
Parry - Parries the incoming attack. Sometimes launches a counter attack.

-----------------------------------------
XVIII. Scenarios: Observations of a Ronin
-----------------------------------------

"A simple denizen of the mountain wilds is unfitted to discuss the affairs of 
empire. But you bade me speak and I have spoken---perhaps somewhat madly."
                                       - Cui Zhouping to Liu Bei

Here are some observations of a wandering Ronin from the various eras of the 
Three Kingdoms. Your mileage may vary. This section is under heavy 
construction.

-> = Indicates successor

---------------------------------------
1. 184 Mar. The Yellow Turban Rebellion
---------------------------------------

Ding Yuan (Blue Green) -> Wang Kuang
Dong Zhou (Grey) -> Niu Fu
Gongsun Zan (Orange) -> Gongsun Fan -> Gongsun Yue -> Gongsun Xu
Han Sui (Dark Red)
He Jin (Aqua) -> Lu Zhi
Qiu Liju (White)
Shi Xie (Mint Green)
Sun Jian (Red)
Zhang Jiao (Yellow) -> Zhang Bao -> Zhang Liang

The Yellow Turban Rebellion starts off with most of the countries in the 
north, with a large expanse of free cities to the south. Shi Xie is the only 
Liege to the south and will tend to sit there for most of the scenario all by 
his lonesome. Meanwhile up in the north, Zhang Jiao will begin his campaign 
in earnest, attacking anyone within arms reach. Gongsun Zan will most likely 
squash Qiu Liju early on, and will expand quickly in his position in the 
northeast. Han Sui will tangle with Dong Zhou in the west, while He Jin will 
have his hands full dealing with Zhang Jiao, Ding Yuan, and Sun Jian. Zhang 
Jiao will die early on, leaving the rebellion in the hands of his brother 
Zhang Bao. 

Eventually either He Jin or Gongsun Zan will demolish Ding Yuan. Zhang Bao 
and his brother Zhang Liang will be suppressed shortly after, thus ending the 
Yellow Turban Rebellion. Qiu Liju will likely capitulate when a powerful 
country comes into contact with him, most likely Sun Jian. This leaves five 
remaining countries vying for control. Han Sui will put up a strong defense 
in his northwest corner, while Dong Zhou will continue to spread across the 
southwest of China. He Jin and Gongsun Zan will be fighting each other to the 
north, occasionally battling with Sun Jian who by this time probably has most 
of southern China under his control. With a massive advantage in resources 
and Officers, it is only a matter of time before Sun Jian defeats the 
remaining Lieges one by one.

Top Lieges
----------
Dong Zhou
He Jin
Sun Jian <- Winner
Zhang Jiao

-------------------------------
2. 189 Dec. Dong Zhou's Tyranny
-------------------------------

Bao Xin (Medium Blue) -> Zheng Xuan
Cao Cao (Blue)
Dong Zhou (Grey) -> Niu Fu
Gongsun Du (Dull Orange)
Gongsun Zan (Orange)
Han Fu (Bright Red)
Han Sui (Dark Red)
Kong Rong (Light Grey) -> Yuan Yi
Kong Zhou (Peach)
Liu Bei (Green)
Liu Biao (Light Blue)
Liu Dai (Mustard Yellow)
Liu Yan (Purple) -> Liu Zhang
Liu Yu (Light Violet)
Ma Teng (Tan)
Shi Xie (Mint Green)
Sun Jian (Red)
Tao Qian (Light Green) -> Chen Gui
Wang Kuang (Blue Green)
Yuan Shao (Yellow)
Yuan Shu (Pink)
Zhang Yan (Bright Mustard Yellow)
Zhang Yang (Violet)

The fall of the Han Empire truly divides the land. The beginning of this 
scenario starts out with the land divided into no less than 23 countries. 
Most of them will be crushed early on or capitulate to their larger 
neighbors. Dong Zhou will start his campaign early, taking out most of his 
competition around him. Liu Yan will quickly expand to the southwest, while 
Tao Qian will expand unopposed to the southeast. Liu Bei will fall fairly 
early in the scenario, most likely to Yuan Shao. Yuan Shao and Cao Cao will 
engage each other with occasional skirmishes, a sign of things yet to come. 
Sun Jian will expand greatly to the south, but is opposed by the approach of 
Liu Biao from the north.

Eventually the minor countries will be eliminated, leaving only Cao Cao, Dong 
Zhou, Sun Jian, and Yuan Shao as the major powers. Sun Jian will gain control 
over southern China sooner or later, and from there it is only a matter of 
time before he takes out the three northern countries one by one.

Top Lieges
----------
Cao Cao
Dong Zhou
Sun Jian <- Winner
Yuan Shao

---------------------------
3. 194 Oct. A Land in Chaos
---------------------------

Cao Cao (Blue)
Gongsun Du (Dull Orange)
Gongsun Zan (Orange)
Kong Rong (Light Grey)
Li Jue (Grey) -> Yang Biao -> Zhang Ji
Liu Bei (Green)
Liu Biao (Light Blue)
Liu Yong (Mustard Yellow)
Liu Zhang (Purple) -> Liu Xun -> Pang Yi
Lu Bu (Brown)
Ma Teng (Tan) -> Ma Chao -> Ma Xiu -> Ma Dai
Shi Xie (Mint Green)
Sun Ce (Red)
Wang Lang (Light Green)
Yan Baihu (Dull White)
Yuan Shao (Yellow) -> Yuan Tan -> Yuan Xi
Yuan Shu (Pink)
Zhang Lu (Light Brown)
Zhang Yan (Bright Mustard Yellow)
Zhang Yang (Violet)

This scenario is similar to the second one, except now there are only 20 
countries instead of 23. Most of them will be eliminated early on. Liu Bei 
will survive and even prosper this time, thanks to the power of his mighty 
generals. Lu Bu will start out strong at first, but his lack of leadership 
skills will eventually be his downfall. Ma Teng will make a surprising push 
out from the northwest, but will be quickly fall and be replaced by Ma Chao. 
Cao Cao will contend with the growing forces of not only Yuan Shao, but of 
Liu Bei as well. Liu Zhang will expand unopposed to the southwest, while Liu 
Biao will expand in the center. Li Jue, the center of attention for this 
scenario, will expand aggressively with any and all neighboring states. Sun 
Ce still has a sizable amount of control over the south, but doesn't seem to 
have the aggressiveness of his father. He still is a formidable opponent 
however. 

After a decade or so, Cao Cao and Sun Ce both should have a large amount of 
territory, with Liu Bei and Yuan Shao fighting for second place. Li Jue 
should be barely getting by if he still exists at all. And Ma Chao is firmly 
entrenched in his northwest territory. Eventually Li Jue, Ma Chao, and Yuan 
Shao should fall, leaving Cao Cao, Liu Bei, and Sun Ce in a three way dance 
for control, a preview of the three kingdoms yet to come. Liu Bei will put up 
a valiant effort against Cao Cao, but Cao Cao's resource advantage will give 
him an edge over Liu Bei. Sun Ce will defend his territory fiercely, but Cao 
Cao will take each province one by one until he is the only one left 
standing.

Top Lieges
----------
Cao Cao <- Winner
Liu Bei
Sun Ce
Yuan Shao

---------------------------
4. 197 Jan. The Rise of Wei
---------------------------

Cao Cao (Blue)
Gongsun Du (Dull Orange) -> Gongsun Kang
Gongsun Zan (Orange) -> Gongsun Xu
Li Jue (Grey)
Liu Bei (Green)
Liu Biao (Light Blue)
Liu Zhang (Purple)
Lu Bu (Brown) -> Chen Gong -> Cao Xing
Ma Teng (Tan)
Shi Xie (Mint Green)
Sun Ce (Red)
Yuan Shao (Yellow) -> Yuan Tan
Yuan Shu (Pink) -> Yuan Jin
Zhang Lu (Light Brown)
Zhang Yan (Bright Mustard Yellow)
Zhang Yang (Violet)

This scenario signifies the rise of the Wei Empire and thus Cao Cao has a 
considerable territory over his neighbors. Early on several skirmishes will 
break out between the various powers, resulting in some being eliminated. 
Even a major power or two could fall depending on their rate of expansion. Lu 
Bu will aggressively expand early on, as will Sun Ce to the south. Ma Teng 
will quickly push to the east with a rapid early offensive. Meanwhile Yuan 
Shao will confront the Gongsun clans to the north, while Cao Cao will be 
harassed on all sides by his nosy neighbors, most likely by Liu Bei.

As the battles continue several forces should emerge dominantly on the map. 
Yuan Shao will have a hold over the north, Liu Zhang should be in control of 
the west, Cao Cao will have a grip in the east, and Sun Ce will have 
unequivocal power in the south. Eventually Cao Cao should vanquish Yuan Shao 
in the north, while Liu Zhang will be sandwiched between Cao Cao and Sun Ce. 
This leaves Cao Cao and Sun Ce as the two major powers in a winner take all 
battle for China. It will be a close battle all the way, but eventually Cao 
Cao will edge out Sun Ce and be victorious.

Top Lieges
----------
Cao Cao <- Winner
Sun Ce
Yuan Shao

-------------------------------
5. 200 Mar. Showdown at Guan Du
-------------------------------

Cao Cao (Blue)
Gongsun Du (Dull Orange) -> Gongsun Kang
Liu Bei (Green)
Liu Biao (Light Blue)
Liu Zhang (Purple) -> Liu Xun
Ma Teng (Tan)
Shi Xie (Mint Green)
Sun Ce (Red)
Yuan Shao (Yellow) -> Yuan Tan -> Yuan Xi
Zhang Lu (Light Brown) -> Zhang Wei
Zhang Yan (Bright Mustard Yellow)

Cao Cao and Yuan Shao will be going at it for most of the scenario as the 
name suggests. The field is much less crowded that previous scenarios, but 
that doesn't mean there won't be a fair amount of fighting for territory. It 
may appear that Liu Bei is in a vulnerable position, but he will quickly gain 
ground thanks to the fact that he starts out with three of his five Tiger 
Generals. Liu Biao and Liu Zhang both start out with comfortably sized 
territories, but once again the true threat for the scenario is Sun Ce, who 
will automatically create a nearly impregnable foothold to the south. To make 
matters worse for Cao Cao, Sun Ce will make allies with several of the 
countries surrounding him, ensuring that Cao Cao will have his hands full 
dealing with threats from all sides.

Cao Cao will have serious problems, as each country will splinter off into 
separate pockets of resistance, making establishing a solid foothold 
difficult. Meanwhile Sun Ce will keep using his allies to his advantage as 
long as it is profitable. But despite the initial setbacks, Cao Cao will 
eventually suppress the other countries long enough to begin a long and 
bloody campaign against Sun Ce. Once Sun Ce's power has been weakened it is 
only a matter of time before the remaining forces buckle under the power of 
Cao Cao's forces.

Top Lieges
----------
Cao Cao <- Winner
Liu Bei
Ma Teng
Sun Ce
Yuan Shao

-------------------------------
6. 207 Oct. The Dragon's Ascent
-------------------------------

Cao Cao (Blue)
Gongsun Kang (Dull Orange)
Liu Bei (Green)
Liu Biao (Light Blue)
Liu Zhang (Purple)
Ma Teng (Tan)
Shi Xie (Mint Green)
Sun Quan (Red)
Zhang Lu (Light Brown)

This scenario marks a significant change in the balance of power. Cao Cao has 
uncontested power to the north after the defeat of Yuan Shao, while Sun Quan 
has now replaced his brother Sun Ce to the south. Cao Cao will concentrate on 
eliminating his closest neighbors, most likely Liu Biao and Ma Teng to the 
south and west respectively. Liu Bei is likely to remain entrenched in the 
middle of the map, while Sun Quan will hold his position to his traditional 
south position.

Cao Cao will once again have his hands full dealing with the combined forces 
of Liu Zhang, Liu Biao, Liu Bei, and Sun Quan. Fortunately for Cao Cao, they 
will spend as much time fighting each other as they will with him. This gives 
Cao Cao the advantage and will enable him to conquer the southern kingdoms 
one by one.

Top Lieges
----------
Cao Cao <- Winner
Liu Bei
Sun Quan

---------------------------------------
7. 209 Feb. The Battle of Jing Province
---------------------------------------

Cao Cao (Blue)
Gongsun Kang (Dull Orange)
Han Xuan (Peach)
Jin Xuan (Light Green)
Liu Bei (Green)
Liu Du (Bright Blue)
Liu Zhang (Purple)
Ma Teng (Tan) -> Ma Chao
Shi Xie (Mint Green) -> Shi Di -> Shi Hui
Sun Quan (Red)
Zhang Lu (Light Brown)
Zhao Fan (Red Brown)

After Cao Cao's disastrous defeat at Chi Bi at the hands of Sun Quan and Liu 
Bei, Jing Province is up for grabs. This scenario is basically Cao Cao 
against the rest of the world. Liu Bei and Sun Quan will aggressively push 
their advantage against Cao Cao, resulting in a massive loss of territory for 
him. Not to be outdone, Ma Teng will swiftly strike from the west, followed 
shortly by Liu Zhang. Within a decade or so, Cao Cao's territory will be 
reduced to half its size, and unlike previous scenarios the other countries 
will prefer to fight him rather than amongst themselves for the most part. 
Cao Cao has a long battle ahead of him, but once he manages to regain his 
momentum it is only a matter of time before he takes out each country one by 
one.

Top Lieges
----------
Cao Cao <- Winner
Liu Bei
Sun Quan

------------------------------------------
8. 217 Feb. The Dawn of the Three Kingdoms
------------------------------------------

Cao Cao (Blue) -> Cao Pi
Gongsun Gong (Dull Orange)
Liu Bei (Green)
Sun Quan (Red)

Zhuge Liang's "heavenly triangle" has come to fruition and China is divided 
into the Three Kingdoms. Each of the three countries is relatively equal in 
size and power, with Cao Cao holding a slight advantage in sheer numbers. 
This is a three-way dance for the most part, with each country taking and 
losing territory almost every turn. Cao Cao will pass away early on, leaving 
his son Cao Pi in charge. It may seem like a major advantage for the other 
two Lieges, but Cao Pi still controls a formidable amount of Officers who 
will ensure that he remains a contender. It will be a bloody battle all the 
way, but once Cao Pi eliminates one Liege, it is only a matter of time before 
the other follows.

Top Lieges
----------
Cao Cao/Cao Pi <- Winner
Liu Bei
Sun Quan

----------------------------------
9. 225 Mar. Zhuge Liang's Campaign
----------------------------------

Cao Pi (Blue) -> Cao Rui
Gongsun Gong (Dull Orange)
Liu Chan (Green) -> Liu Li
Meng Huo (Lime Green)
Sun Quan (Red)

This scenario marks the beginning of the end for Shu Han. Not only is Liu Bei 
gone, but also his successor Liu Chan is not exactly what you would call 
Liege material. Fortunately, he has the services of Zhuge Liang and a host of 
loyal and capable Officers. Unfortunately, he also happens to be surrounded 
by all sides by both Cao Pi and Sun Quan. While Zhuge Liang is off on his 
merry campaign against the Man tribe to the southwest, Cao Pi and Sun Quan 
will be busy attacking him (and each other). Meng Huo will barely put up 
lukewarm resistance, so he's not a threat to anyone. After Meng Hou is 
crushed, Liu Chan will concentrate his efforts against Cao Pi, with 
occasional forays into Wu territory. Cao Pi will definitely have his hands 
full driving off attacks from both Shu Han and Wu. Once he manages to 
eliminate one of the two, Cao Pi will have enough critical mass to take on 
the remaining Liege. Once that happens it is only a matter of time before he 
is victorious.

Top Lieges
----------
Cao Pi <- Winner
Liu Chan
Sun Quan

---------------------------------
10. 257 Mar. Sima Shao's Ambition
---------------------------------

Cao Mao (Blue)
Liu Chan (Green) -> Liu Chen
Sun Liang (Red) -> Sun Xiu -> Sun Yi -> Sun Chen
Zhuge Dan (Bright Orange)

The Three Kingdoms are slowly dying out. Many of the most famous Officers 
have already died, and those that are left are not long for this world. Shu 
Han, Wei, and Wu alike are all experiencing severe shortages in manpower. 
Without any Officers to lead their armies, no one Liege seems to be able to 
unite our divided country. We must find one who is willing and able to fight 
for the people and unite China once and for all. If no one is willing to do 
so, I guess I will have to take matters into my own hands myself...

Top Lieges
----------
Cao Mao
Liu Chan
Sun Liang

------------
XIV. Endings
------------

"That is domains under heaven, after a long period of union, tends to divide; 
after a long period of division, tends to unite."

The ending you receive depends on many factors in the game, including your 
position, Fame, Bonds, and the current state of the cities under your 
control. Each ending details what happens to the Liege, Warlord, and yourself 
after uniting China, as well as the aftermath of the new empire.

Liege is an Emperor -> Establishes a new dynasty.
Liege is a King -> Refuses to become Emperor.
Liege's Title is lower that Prime Minister -> Liege becomes Prime Minister.
Liege kills many Officers who refuse to join him -> Becomes a tyrant.
Liege has aggressive expansion policy -> Chaos ensues after death.
Liege kills many Officers and is not an Emperor -> Empire is overthrown.

Warlord has high LOY, Bond, and Fame -> Warlord becomes Prime Minister.
Warlord has high Fame and WAR -> Minister becomes Grand Marshal.
Warlord has low Bond with Liege -> Warlord becomes Grand Tutor.
Warlord (?) -> Warlord leaves Liege to go on journey of self-discovery.

Prefect with high Fame -> Prefect becomes Minister of Interior.
Prefect with high Fame and WAR -> Prefect becomes Grand Marshal.

All cities have high Safety, Commerce, and Land levels -> 300 years of peace.
Cities have low Safety, Commerce, and Land levels -> Xianbei invasion.

---------------------
XX. Secret Characters
---------------------

"Really the man has power over the heavens and authority over the earth. His 
methods are incalculable, beyond the ken of god or devil. He cannot be 
allowed to live to be a danger to our land of the south. We must slay him 
soon to fend off later evils."
                                       - Zhou Yu, on Zhuge Liang

There are several secret characters available to play in the game. When 
creating a new officer simply enter the following names (first name in the 
last name box and vice versa) to unlock them. You will hear a tone if it 
worked correctly. Credit for these goes to Kayne0000's ROTTK7 Secret 
Character FAQ at gamefaqs.com and megamisama's posts from the ROTTK7 message 
boards. I've added bios for the characters since they don't seem to have any. 
=)

Name: Abe Lincoln (Officer, Prefect, Warlord, Liege)
Type: Balanced War: 79 Int: 82 Pol: 99 Cha: 95
Skills: Spy, Reversal, Aid, Scout, Charge, Dash, Repair, Missile, Riot, Wile, 
Rumor, Chart, Flood, Rally, Sap, Oracle  
Bio: The 16th President of the United States (1861-1865), who led the Union 
during the Civil War and emancipated slaves in the South (1863). He was 
assassinated shortly after the end of the war by John Wilkes Booth.
Comments: A true politician, honest Abe will surely charm the masses with his 
high POL and CHA skills. His other abilities are quite good as well. Mr. 
Lincoln's skills make him prime Warlord material, but he excels at any 
position given to him.

Name: Albert Einstein (Officer, Prefect, Warlord, Liege)
Type: Warlord War: 78 Int: 98 Pol: 89 Cha: 81
Skills: Reversal, Aid, Scout, Dash, Repair, Missile, Riot, Wile, Rumor, 
Flood, Rally, Sap, Mystic, Critic, Wealth
Bio: German-born American theoretical physicist whose special and general 
theories of relativity revolutionized modern thought on the nature of space 
and time and formed a theoretical base for the exploitation of atomic energy. 
He won a 1921 Nobel Prize for his explanation of the photoelectric effect.
Comments: A Warlord in the truest sense, Einstein's INT is one of the best in 
the game. His skills complement him well, making him a formidable tactician.

Name: Augustus Caesar (Officer, Prefect, Warlord, Liege)
Type: Balanced War: 80 Int: 84 Pol: 91 Cha: 99
Skills: Spy, Reversal, Aid, Scout, Charge, Dash, Repair, Missile, Riot, Wile, 
Rumor, Flood, Rally, Jeer, Sap, Mystic, Critic
Bio: Originally Octavian. First emperor of Rome (27 B.C.-A.D. 14) and grand-
nephew of Julius Caesar. He defeated Mark Antony and Cleopatra in 31 and 
subsequently gained control over the empire. In 29 he was named emperor, and 
in 27 he was given the honorary title Augustus.
Comments: Hail Caesar! While he's not as formidable in battle as Julius, he 
is much more balanced in abilities. Augustus will do well in just about any 
role he finds himself in.

Name: Ben Franklin (Officer, Prefect, Warlord)
Type: Warlord War: 30, Int: 86 Pol: 98 Cha: 77
Skills: Spy, Trade, Reversal, Aid, Scout, Dash, Missile, Riot, Wile, Rumor, 
Chart, Flood, Rally, Sap, Zeal, Critic
Bio: American public official, writer, scientist, and printer. After the 
success of his Poor Richard's Almanac (1732-1757), he entered politics and 
played a major part in the American Revolution. Franklin negotiated French 
support for the colonists, signed the Treaty of Paris (1783), and helped 
draft the Constitution (1787-1789). His numerous scientific and practical 
innovations include the lightning rod, bifocal spectacles, and a stove.
Comments: Ben makes a great Warlord with high INT and POL. But with a dismal 
WAR ability he should be kept far from the enemy lines.

Name: Benedict Arnold (Officer)
Type: War War: 98 Int: 11 Pol:12 Cha: 38
Skills: Valor, Charge, Duel, Dash, Rally, Jeer
Bio: American Revolutionary general and traitor whose plan to surrender West 
Point to the British for 20,000 pounds was foiled when his accomplice John 
Andre was captured (1780). Arnold fled to New York and then to England 
(1781).
Comments: Benedict is all about offense. He should be kept on the battle 
field where his skills can be put to good use.

Name: Betsy Ross (Officer)
Type: Cha War: 10 Int: 45 Pol:53 Cha: 92
Skills: Trade, Aid, Rally, Doctor, Oracle, Wealth
Bio: American seamstress who, according to tradition, made the first American 
flag (June 1776) at the request of George Washington.
Comments: Betsy is quite a charming individual. Unfortunately, high CHA is 
all she has going for her. In battle she can be quite useful with her Aid and 
Doctor skills, but with a dismally low WAR she won't be fighting much.

Name: Charles Darwin (Officer)
Type: Int War: 19 Int: 81 Pol: 52 Cha: 21
Skills: Spy, Mystic, Doctor
Bio: British naturalist who revolutionized the study of biology with his 
theory of evolution based on natural selection. His most famous works include 
Origin of Species (1859) and The Descent of Man (1871).
Comments: Darwin has high INT. That's about all he has going for him.

Name: Crazy Horse (Officer, Prefect)
Type: Rank War: 99 Int: 75 Pol: 68 Cha: 96
Skills: Aid, Scout, Valor, Charge, Duel, Dash, Navy, Rally
Bio: Real name Tashunca-Uitco. Sioux leader who militarily resisted the 
encroachment of whites in the Black Hills and joined Sitting Bull in the 
defeat of Gen. George A. Custer at Little Bighorn (1876).
Comments: Crazy Horse is crazy on the battlefield. He should be given a Horse 
or Calvary unit and get medieval on the enemy Officers.

Name: Daniel Boone (Officer, Prefect)
Type: War War: 97 Int: 70 Pol: 13 Cha: 77
Skills: Valor, Charge, Duel, Dash, Rally, Jeer
Bio: American frontiersman, folk hero, and central figure in the settlement 
of Kentucky.
Comments: Daniel Boone was a great man, and in battle he's even greater. He's 
got great WAR with the skills to match.

Name: Dynasty Warrior (Officer)
Type: War War: 94 Int: 35 Pol: 35 Cha: 94
Skills: Counter, Valor, Charge, Duel, Dash, Rally, Jeer
Comments: Not really a character. This is more of a generic warrior type from 
Koei's Dynasty Warriors series. Great WAR and combat skills.

Name: Genghis Khan (Officer, Prefect)
Type: Rank War: 96 Int: 89 Pol: 51 Cha: 88
Skills: Spy, Tame, Counter, Aid, Scout, Valor, Charge, Dash, Missile, Volley, 
Rally, Jeer, Zeal
Bio: Originally Temujin. Mongol conqueror that united the Mongol tribes and 
in 1206 took the name Genghis Khan ("supreme conqueror"). He annexed northern 
China, central Asia, Iran, and southern Russia.
Comments: As you might expect, good old Temujin is quite the general. Great 
WAR and INT backed with solid skills.

Name: George Patton (Note: Enter another space after George) (Officer, 
Prefect)
(Special thanks to Kevin Wong for finding this one.)
Type: Balanced War: 94 Int: 94 Pol: 69 Cha: 86
Skills: Spy, Reversal, Aid, Scout, Charge, Dash, Repair, Missile, Riot, Wile, 
Rumor, Flood, Rally, Sap, Mystic
Bio: American general. In World War II he led the Third Army's sweep across 
France and into Germany (1944-1945).
Comments: Another solid general with great WAR and INT. Make sure he learns 
Valor as soon as humanly possible.

Name: Gitaroo Man (Officer, Prefect, Warlord, Liege)
Type: Balanced War: 90 Int: 90 Pol: 90 Cha: 90
Skills: Spy, Invent, Trade, Dash, Zeal, Critic, Wealth
Bio: A guitar-wielding hero of the Koei game of the same name.
Note: He starts with Elephants. =)
Comments: Gitaroo Man is pretty much on par with Cao Cao in terms of overall 
abilities. His skills are quite useful and he can be customized to fill just 
about any role depending on the skills he learns. Did I mention he starts 
with Elephants?

Name: Harry Houdini (Officer)
Type: Int War: 15 Int: 90 Pol: 15 Cha: 70
Skills: Spy, Chart, Mystic, Oracle
Bio: American magician known for his escapes from chains, handcuffs, 
straitjackets, and padlocked containers.
Comments: Houdini has high INT but that's about all he has going for him. 
With a low WAR he's going to have to pull off a serious disappearing act in 
battle if he wants to survive.

Name: Jeanne Darc (Officer, Prefect, Warlord, Liege)
Type: Balanced War: 85 Int: 85 Pol: 85 Cha: 85
Skills: Spy, Invent, Trade, Charge, Zeal, Critic, Wealth
Bio: Saint. French name Jeanne d'Arc. Known as "the Maid of Orleans" and "La 
Pucelle." French military leader and heroine. Inspired and directed by 
religious visions, she organized the French resistance that forced the 
English to end their siege of Orleans (1429). The same year she led an army 
of 12,000 to Rheims and had the dauphin crowned Charles VII. Captured and 
sold to the English by the Burgundians (1430), she was later tried for heresy 
and sorcery and was burned at the stake in Rouen. She was canonized in 1920.
Comments: Balanced is the word. Joan starts out with slightly less abilities 
that Gitaroo Man, but with pretty much the same skills. But I guess Jeanne 
Darc sounds a lot less silly that Gitaroo Man.

Name: Julius Caesar (Officer, Prefect)
Type: Rank War: 100 Int: 74 Pol: 50 Cha: 90
Skills: Aid, Scout, Valor, Charge, Duel, Dash, Rally, Jeer
Bio: Roman general, statesman, and historian who invaded Britain (55), 
crushed the army of his political enemy Pompey (48), pursued other enemies to 
Egypt, where he installed Cleopatra as queen (47), returned to Rome, and was 
given a mandate by the people to rule as dictator for life (45). On March 15 
of the following year he was murdered by a group of republicans led by 
Cassius and Brutus, who feared he intended to establish a monarchy ruled by 
himself.
Comments: Julius is a war machine and should be kept busy attacking as much 
as possible. Great combat skills.

Name: Lady Diana (Officer, Prefect)
Type: Cha War: 8 Int: 72 Pol: 81 Cha: 97
Skills: Aid, Dash, Rally, Mystic, Zeal, Doctor, Oracle, Critic, Wealth
Bio: Princess of Wales. Title of Lady Diana Frances Spencer. Born 1961. 
Consort of Charles, Prince of Wales, heir to the British throne.
Comments: A great political figure. Just don't expect her to turn the enemy 
to mincemeat on the battlefield.

Name: Mahatma Gandhi (Officer, Prefect)
Type: Pol War: 20, Int: 83 Pol: 100 Cha: 94
Skills: Spy, Trade, Zeal, Critic, Wealth
Bio: Indian nationalist and spiritual leader who developed the practice of 
nonviolent disobedience that forced Great Britain to grant independence to 
India (1947). He was assassinated by a Hindu fanatic.
Comments: Gandhi has rock solid abilities in everything except WAR. Keep him 
working your cities and you will be pleased with the results.

Name: Mark Antony (Officer, Prefect, Warlord)
Type: Warlord War: 83 Int: 98 Pol: 79 Cha: 68
Skills: Reversal, Aid, Scout, Dash, Repair, Missile, Riot, Wile, Rumor, Chart 
Flood, Rally, Sap, Mystic, Critic
Bio: Roman orator, politician, and soldier. His love affair with Cleopatra 
split the triumvirate he had formed with Octavian and Lepidus and led to war. 
In 31 B.C. the forces of Antony and Cleopatra were defeated by Octavian at 
Actium, and both subsequently committed suicide.
Comments: Another solid Warlord. Great WAR and INT with the typical Warlord 
skills.

Name: Mother Theresa (Note: Enter another space after Mother) (Officer)
Type: Cha War: 5 Int: 77 Pol: 62 Cha: 99
Skills: Reversal, Aid, Wile, Rumor, Rally, Doctor, Oracle, Wealth
Bio: Saint. Known as "Theresa of Avila." Spanish nun and mystical writer who 
founded the reformed order of Carmelites (1562). Her works include The Way of 
Perfection, published posthumously.
Comments: Another charming character. She's primarily a support unit in 
battle. Don't expect her to win any fights.

Name: Nikola Tesla (Officer, Prefect, Warlord)
Type: Warlord War: 65 Int: 97 Pol: 81 Cha: 72
Skills: Spy, Trade, Reversal, Aid, Scout, Dash, Repair, Missile, Riot, Wile, 
Rumor, Flood, Rally, Sap, Zeal, Oracle
Bio: Serbian-born American electrical engineer and physicist who discovered 
the principles of alternating current (1881) and invented numerous devices 
and procedures that was essential to the development of radio and the 
harnessing of electricity.
Comments: He'd make a good Warlord, but his WAR ability needs work. Good INT 
and POL though.

Name: Norma Jean (Officer)
Type: Cha War: 3 Int: 33 Pol: 44 Cha: 100
Skills: Aid, Rally, Doctor, Oracle
Bio: Also known as Marilyn Monroe. American actress noted for her great sex 
appeal. She appeared in several motion pictures, including Some Like It Hot 
(1959) and The Misfits (1961).
Comments: I'm starting to see a pattern of women with high CHA and little 
else. Marilyn is yet another female Officer with Aid and Doctor and low WAR.

Name: Robert Lee (Officer, Prefect)
Type: Balanced War: 88 Int: 84 Pol: 67 Cha: 73
Skills: Counter, Aid, Scout, Charge, Dash, Repair, Missile, Volley, Riot, 
Rally, Jeer
Bio: American Confederate general in the Civil War. He won victories at Bull 
Run (1862), Fredericksburg (1862), and Chancellorsville (1863) before 
surrendering to Gen. Ulysses S. Grant at Appomattox (1865).
Comments: As you might expect, Lee makes a great general for your armies. 
Make sure he learns Valor quickly.

Name: Robin Hood (Officer, Prefect)
Type: Rank War: 95 Int: 79 Pol: 66 Cha: 93
Skills: Counter, Aid, Scout, Valor, Charge, Dash, Volley, Missile, Rally
Bio: A legendary English outlaw of the 12th century, famous for his courage, 
chivalry, and practice of robbing the rich to aid the poor.
Comments: Like Huang Zhong, Robin Hood should be given an Arbalest and sent 
to wreak havoc on enemy formations. In close combat he can acquit himself 
quite well with his fighting skills.  

Name: Sitting Bull (Officer, Prefect, Warlord, Liege)
Type: Balanced War: 82 Int: 99 Pol: 84 Cha: 79
Skills: Spy, Reversal, Aid, Scout, Charge, Dash, Repair, Riot, Wile, Rumor, 
Flood, Sap, Mystic, Oracle, 
Bio: Hunkpapa Sioux leader who guided his people to victory against Gen. 
George A. Custer's cavalry at the Battle of the Little Bighorn (1876).
Comments: A well-balanced individual. Prime Warlord candidate.

Name: Sun Tzu (Officer, Prefect, Warlord, Liege)
Type: Balanced War: 90 Int: 100 Pol: 74 Cha: 82
Skills: Spy, Reversal, Aid, Scout, Charge, Dash, Repair, Navy, Riot, Wile, 
Flood, Rally, Sap, Rumor, Mystic, Oracle
Bio: Legendary Chinese strategist famous for his treatise on philosophy, 
logistics, espionage, strategy, and tactics known as The Art of War. Best 
known for his saying that the best battle is the battle that is won without 
being fought.
Comments: The penultimate Warlord, Sun Tzu is on par with the likes Zhuge 
Liang and Sima Yi. He's also the only secret character with a Chinese name so 
you don't have to feel quite as silly for using him.

Name: Thomas Paine (Officer, Prefect)
Type: Pol War: 21 Int: 64 Pol: 86 Cha: 66
Skills: Spy, Zeal, Critic
Bio: British-born American writer and Revolutionary leader who wrote the 
pamphlet Common Sense (1776) arguing for American independence from Britain. 
In England he published The Rights of Man (1791-1792), a defense of the 
French Revolution.
Comments: He's a politician. That's all you need to know about him.

Name: U 1 (Officer)
(Special thanks to Wage Slave for finding this one!)
Type: Average War: 1 Int: 1 Pol: 1 Cha: 1
Skills: Zeal, Study
Bio: Gitaroo Man's alter ego (see Gitaroo Man).
Comments: U 1 is for die-hard ROTTK7 players only. If you want to use him, 
good luck! Even I won't touch this one.

Name: Ulysses Grant (Officer)
Type: War War: 91 Int: 51 Pol: 28 Cha: 62
Skills: Invent, Rally, Jeer
Bio: The 18th President of the United States (1869-1877) and a Civil War 
general. After his victorious Vicksburg campaign (1862-1863), he was made 
commander in chief of the Union Army (1864) and accepted the surrender of 
Gen. Robert E. Lee at Appomattox (1865). Grant's two-term presidency was 
marred by widespread graft and corruption.
Comments: As you might expect from reading the bio, Grant makes a great 
general but don't expect him to do much domestics wise. He needs to learn 
combat skills such as Valor, Charge, Duel, and Dash to realize his full 
potential.

Name: Wyatt Earp (Officer, Prefect)
Type: War War: 97 Int: 83 Pol: 57 Cha: 80
Skills: Valor, Charge, Duel, Dash, Navy, Rally, Jeer
Bio: American frontier law officer involved in the famous gunfight at the 
O.K. Corral in Tombstone, Arizona (1881).
Comments: Despite his gun fighting skills, Earp should be kept in close 
combat in battle. He makes a great Prefect.

---------------------
XXI. Dynasty Warriors
---------------------

"Really a god!"
                                       - Hu Ban, on Guan Yu

Want to play as your favorite Dynasty Warrior? Here's how they appear in 
ROTTK7.

----------
Shu Forces
----------

Guan Yu (Officer, Prefect, Warlord)
WAR: 95 INT: 81 POL: 72 CHA: 93
Skills: Trade, Aid, Scout, Valor, Duel, Dash, Navy, Missile, Flood, Rally
Items: Black Dragon (WAR +5), Red Hare
Comments: As you might expect, Guan Yu is a formidable force on the 
battlefield. His high WAR and INT make him an excellent choice to lead your 
armies to victory. He's not too bad in domestics either.

Huang Zhong (Officer)
WAR: 90 INT: 51 POL: 42 CHA: 64
Skills: Counter, Valor, Duel, Dash, Missile, Volley, Rally, Jeer
Comments: Huang Zhong should be assigned as a crossbow unit as much as 
possible to take advantage of his excellent archery skills, even if he does 
hit you with his own volleys from time to time.

Jiang Wei (Officer, Prefect, Warlord)
WAR: 86 INT: 89 POL: 62 CHA: 80
Skills: Counter, Valor, Duel, Dash, Wile, Study
Comments: As Zhuge Liang's successor, Jiang Wei does pretty well on the 
battlefield with his high WAR and INT. His Study skill allows him to develop 
even more.

Liu Bei (Officer, Prefect, Liege)
WAR: 82 INT: 80 POL: 76 CHA: 98
Skills: Aid, Scout, Dash, Missile, Rally
Items: Swords of Fate (WAR +7), Hex Mark
Comments: Liu Bei isn't too bad on the battlefield, but he excels at getting 
people to join him, as seen by his high CHA ability.

Ma Chao (Officer)
WAR: 91 INT: 48 POL: 33 CHA: 64
Skills: Counter, Valor, Charge, Duel, Missile, Jeer
Comments: Cao Cao once commented that Ma Chao is no less bold than Lu Bu. 
With his high WAR and formidable combat skills, Ma Chao is truly a force to 
be reckoned with in battle.

Pang Tong (Officer, Prefect, Warlord)
WAR: 71 INT: 95 POL: 90 CHA: 73
Skills: Spy, Reversal, Aid, Riot, Wile, Rumor, Flood, Sap, Mystic
Comments: Pang Tong has a high INT and makes an excellent Tactician for any 
battle. His Skills such as Aid and Rumor make him quite formidable in this 
respect. His high POL also gives him an advantage in domestic affairs as 
well.

Wei Yan (Officer)
WAR: 88 INT: 46 POL: 39 CHA: 36
Skills: Valor, Charge, Duel, Volley, Jeer
Comments: With his WAR and combat skills, Wei Yan should be kept in the front 
lines in most battles where he can use his offensive abilities to the 
fullest.

Zhang Fei (Officer)
WAR: 96 INT: 31 POL: 26 CHA: 38
Skills: Valor, Charge, Duel, Dash, Jeer, Study
Items: Viper Blade (WAR +5)
Comments: Like his blood brother Guan Yu, Zhang Fei can single-handedly drive 
back a small army. With his combat skills he should be sent directly into the 
enemy ranks to throw their forces into disarray. His low INT sometimes gets 
the better of him, which makes him a prime target for Ploys. His domestic 
abilities are somewhat lacking, but the Study skill goes a long way to help 
that.

Zhao Yun (Officer, Prefect)
WAR: 91 INT: 78 POL: 62 CHA: 84
Skills: Aid, Scout, Valor, Charge, Duel, Dash, Rally
Comments: Like his Tiger General brethren, Zhao Yun should be used as the 
primary attacker in any offensive battle. His skills complement this role 
well, and his high INT makes him less vulnerable to enemy Ploys. 

Zhuge Liang (Officer, Prefect, Warlord)
WAR: 78 INT: 92 POL: 98 CHA: 85
Skills: Spy, Invent, Reversal, Aid, Scout, Dash, Repair, Missile, Riot, Wile, 
Rumor, Chart, Flood, Rally, Jeer, Sap, Mystic
Items: Feather Fan, The 24 War Manuals (INT +8, Skill: Invent), Sleeve Darts 
(WAR +1)
Comments: Zhuge Liang is hands down the best Warlord in the game. While his 
domestic abilities are excellent, he makes the ultimate Tactician in battle 
with his godlike INT and huge selection of Ploys.

----------
Wei Forces
----------

Cao Cao (Officer, Prefect, Warlord, Liege)
WAR: 82 INT: 93 POL: 92 CHA: 97
Skills: Spy, Reversal, Aid, Scout, Dash, Repair, Riot, Rumor, Flood, Rally, 
Jeer, Sap, Zeal
Items: Sword of Heaven (WAR +10), Sword of Light (WAR +10), Meng De's War 
Manual (INT +3, Skill: Reversal), Shadow Runner
Comments: Statistically speaking, Cao Cao is the best character in the game. 
He starts with a treasury of Items that complement his already high 
abilities. Whether in domestics or combat, Cao Cao can handle the job in any 
situation.

Dian Wei (Officer)
WAR: 94 INT: 31 POL: 26 CHA: 45
Skills: Valor, Charge, Duel, Rally
Items: Twin Crescent (WAR +2), Throwing Blade (WAR +1)
Comments: Cao Cao's personal bodyguard Dian Wei has high WAR and excellent 
combat skills to match. His other skills are quite lacking, so he should be 
used as the offensive powerhouse that he is.

Sima Yi (Officer, Prefect, Warlord)
WAR: 86 INT: 91 POL: 90 CHA: 88
Skills: Spy, Reversal, Aid, Scout, Dash, Repair, Riot, Wile, Rumor, Flood
Comments: With abilities on par with Zhuge Liang, Sima Yi makes an excellent 
Warlord and Tactician. While his Skills aren't as numerous as Zhuge Liang's, 
they complement him well in battle.

Xiahou Dun (Officer, Prefect)
WAR: 91 INT: 72 POL: 74 CHA: 83
Skills: Valor, Duel, Repair, Rally, Jeer, Study
Comments: With higher abilities and better offensive skills, Dun is the 
better of the two Xiahous. Study allows him to become even better.

Xiahou Yuan (Officer, Prefect)
WAR: 88 INT: 53 POL: 49 CHA: 64
Skills: Counter, Charge, Duel, Dash, Missile, Volley
Comments: While not as skillful as Dun, Xiahou Yuan is still an excellent 
Officer in battle. His domestic skills need a bit of improvement though.

Xu Huang (Officer, Prefect)
WAR: 91 INT: 74 POL: 53 CHA: 72
Skills: Spy, Aid, Scout, Valor, Duel, Dash, Rally
Items: Great Axe (WAR +2)
Comments: Xu Huang was instrumental in Cao Cao's early campaigns. With high 
WAR and great combat skills it's easy to see why.

Xu Zhu (Officer)
WAR: 94 INT: 26 POL: 23 CHA: 41
Skills: Valor, Duel
Comments: There's not too much in the way for strategy with Xu Zhu. With only 
a high WAR and two combat skills going for him, Xu Zhu's only role is to 
destroy the enemy in combat.

Zhang He (Officer, Prefect)
WAR: 88 INT: 74 POL: 63 CHA: 75
Skills: Scout, Valor, Duel, Dash, Missile, Rally, Study
Comments: With well rounded abilities, Zhang He does equally well at home on 
or the march. Study makes him even better.

Zhang Liao (Officer, Prefect)
WAR: 91 INT: 84 POL: 72 CHA: 85
Skills: Aid, Scout, Charge, Duel, Dash, Rally
Comments: Zhang Liao is a very effective warrior on the battlefield with high 
WAR and INT. Try to learn Valor as soon as possible.

---------
Wu Forces
---------

Gan Ning (Officer)
WAR: 92 INT: 68 POL: 54 CHA: 56
Skills: Valor, Duel, Dash, Navy, Volley, Rally
Comments: Gan Ning should be used on the attack as much as possible. In naval 
battles he's nigh unstoppable.

Huang Gai (Officer)
WAR: 86 INT: 48 POL: 46 CHA: 80
Skills: Duel, Navy, Missile, Flood, Study
Items: Steel Flail (WAR +2)
Comments: Like Gan Ning, Huang Gai should be the backbone of any frontal 
assault. Study allows him to learn more combat skills faster.

Lu Meng (Officer)
WAR: 78 INT: 54 POL: 41 CHA: 79
Skills: Valor, Duel, Navy, Missile
Comments: Another solid naval warrior from Wu.

Lu Xun (Officer, Prefect, Warlord)
WAR: 89 INT: 95 POL: 93 CHA: 91
Skills: Spy, Reversal, Aid, Scout, Navy, Missile, Flood, Mystic
Comments: Lu Xun has the most well rounded abilities of the Wu Officers. This 
makes him prime material for a Warlord/Tactician position. His skills 
complement him well as a support unit in battle.

Sun Ce (Officer, Prefect, Liege)
WAR: 94 INT: 78 POL: 58 CHA: 90
Skills: Valor, Duel, Navy, Volley, Flood, Rally
Comments: Ce is as formidable in battle as his father Jian. With his skills 
he should lead by example during the attack.

Sun Jian (Officer, Prefect, Liege)
WAR: 90 INT: 76 POL: 61 CHA: 92
Skills: Aid, Scout, Duel, Dash, Navy, Flood, Rally
Items: Ancestral Sword (WAR +2), Art of War (INT +8 Skill: Flood)
Comments: The best warrior of the Sun family, Sun Jian has high WAR and INT, 
making him the centerpiece of any assault.

Sun Quan (Officer, Prefect, Liege)
WAR: 74 INT: 81 POL: 83 CHA: 85
Skills: Aid, Scout, Navy, Missile, Rally, Zeal
Comments: While not as combat oriented as his father and brother, Sun Quan 
nevertheless can handle himself in battle. One of the few characters to start 
with Zeal.

Taishi Ci (Officer)
WAR: 93 INT: 58 POL: 57 CHA: 67
Skills: Valor, Duel, Dash, Missile, Volley, Riot, Rally
Items: Hand Spear (WAR +1)
Comments: Perhaps one of the greatest of the Wu Officers in battle, Taishi Ci 
should wade into the ranks of the enemy and attack fearlessly.

Zhou Yu (Officer, Prefect, Warlord)
WAR: 89 INT: 97 POL: 78 CHA: 89
Skills: Reversal, Scout, Dash, Navy, Missile, Riot, Wile, Rumor, Flood, 
Rally, Jeer, Mystic
Comments: With high WAR and INT, Zhou Yu is another fine Warlord/Tactician 
available to Wu. His skills complement his role as Tactician nicely. 

------------
Other Forces
------------

Dong Zhou (Officer)
WAR: 80 INT: 73 POL: 41 CHA: 53
Skills: Counter, Scout, Valor, Duel, Dash, Missile, Volley
Items: Seven Star Sword (WAR +3)
Comments: Dong Zhou is a fine example of ruthless aggression. Good WAR and 
INT backed with fine combat skills make him ideally suited for stomping on 
his neighbors. He doesn't care too much for domestics though.

Lu Bu (Officer)
WAR: 98 INT: 26 POL: 18 CHA: 32
Skills: Counter, Valor, Charge, Duel, Dash, Missile, Volley, Rally
Items: Crescent Halberd (WAR +8), Red Hare
Comments: The greatest warrior of his era, with the skills to match. 
Unfortunately for him, his other abilities are severely lacking.

Meng Huo (Officer)
WAR: 72 INT: 34 POL: 36 CHA: 68
Skills: Charge, Duel, Rally, Jeer
Comments: He's pretty much average in most respects. Which makes me wonder 
how he became king of Nanman to begin with.

Yuan Shao (Officer, Prefect, Liege)
WAR: 80 INT: 76 POL: 72 CHA: 84
Skills: Riot, Rumor, Rally, Jeer
Comments: Yuan Shao has great abilities, but few skills. His lack of 
development may be his downfall.

Zhang Jiao (Officer, Prefect, Liege)
WAR: 63 INT: 83 POL: 87 CHA: 86
Skills: Spy, Invent, Aid, Repair, Riot, Mystic, Doctor, Oracle
Items: Way of Peace (INT +10, Skill: Mystic)
Comments: Zhang Jiao makes a great support unit in battle thanks to his high 
INT, along with his Aid and Doctor skills. He makes a great ruler with his 
high POL and CHA abilities. But will he be able to last?

Zhu Rong (Officer)
WAR: 70 INT: 24 POL: 19 CHA: 58
Skills: Counter, Valor, Duel, Rally, Jeer
Items: Flying Swords (WAR +1)
Comments: Zhu Rong has better combat skills than her husband, but with her 
low INT she's bound to run into problems on the battlefield.

-------------------------------
XXII. Frequently Asked Questions
-------------------------------

"The Teacher Mencius said, 'To try to see the sage without going his way is 
like barring a door you wish to enter.'"
                                       - Liu Bei to Zhang Fei

How do I get the Bless skill?
-----------------------------
The Bless skill is given to Officers that appear in the top ten of the fame 
rankings during the annual meeting between the Southern Mystic of Life and 
the Northern Mystic of Death. You must also have at least four types of units 
for that Officer and know at least 10 skills. A new Officer that is of the 
CHA type will also have it occasionally.

What does the Bless skill do?
-----------------------------
When you are invited to a hunt, you may occasionally encounter tigers. Upon 
defeat some tigers will bestow a person with a legendary Creature item that 
they can use in combat. This is a one-use item with powerful effects. The 
four Creatures and their effects are as follows:

- Dragon: Calls lightning to attack all enemies.
- Kirin: Restores Troop levels to maximum for all friendly units.
- Phoenix: Sets all enemies on fire and revives all friendly units.
- Roc: Confuses all enemies.

Note that once you use a Creature in battle, you will not be able to obtain 
it again via hunting unless you use the other Creatures in your possession.

Michael Xiao writes in to mention that it is possible to purchase a Creature 
for 500 gold from an Officer with the Tame skill when you visit them and have 
the Bless skill, but I haven't seen this happen yet. Can anyone confirm this?

How do I go hunting?
--------------------
Your Officer needs to be of the WAR type or combat oriented. When an Officer 
who has high WAR visits or is visited you may be given the opportunity to go 
hunting. Hunting with another Officer increases their Bond by a large amount. 
Tigers may also be encountered in cities with low safety. 

I keep getting beaten in battle!
--------------------------------
Try raising your WAR and INT. If you have a low INT you are going to be very 
vulnerable to the enemy's Tactics. Also be sure to raise your Drill to 
maximum and forge the best Arms available for your unit. Increasing your 
Class increases the maximum Troop size for your unit. Increasing your Rank 
increases your TP.

I got demoted/reduced in Rank!
------------------------------
If you are a Prefect and refuse to follow the city policy set by the Liege, 
the Liege may decide to demote you back to an Officer. A Warlord is usually 
not demoted unless there is another Officer with a higher INT available. 
Getting back to Prefect will usually require increasing your POL ability. 
When a new city becomes available there is a good chance you will be 
appointed as Prefect to that city. Getting back a Warlord position usually 
requires that you increase your INT above that of the current Warlord.

As for Rank, most Lieges will assign Rank to their Officers based on their 
WAR and INT ability. Sometimes they will reassign Rank when they gain a 
higher Title and have more Ranks available to them. In this case you may gain 
or lose a Rank due to this restructuring. The best way to ensure that you 
gain Rank steadily is to work on training your WAR and INT abilities.

My Prefect/Warlord/Liege keeps giving me stupid orders!
-------------------------------------------------------
Just like in real life, sometimes your superiors will give orders that are 
rather counterproductive. Your superior may ask you to look for new talent in 
a city that has repeatedly been searched, or ask you to lead a force to 
invade a city that has vastly superior units to yours. If such actions go 
against your better judgment, you can refuse, but your Bond with that Officer 
will decrease. In war situations, if you're an Officer you don't really have 
a choice if your Prefect goes to war. The same thing goes when a Prefect is 
asked by a Warlord to invade. A Warlord can always refuse an order, but again 
their Bond with that Officer will decrease. If things are becoming 
unacceptable, the final solution is to resign from your position and become a 
Ronin.

How do I choose my unit type in battle?
---------------------------------------
The type of unit you will be using for the battle is determined by the 
Commanding Officer based on the Arms you currently have and the battlefield 
conditions. If you are the Commanding Officer, you will personally decide the 
unit types of all the Officers for the battle. If someone else chooses you to 
be the Commanding Officer they will select the unit you will use for you. To 
ensure you have the best unit possible you should forge all the Arms 
available for your unit so that the Commanding Officer has a wide selection 
to choose from.

My abilities went down!
-----------------------
If your Officer receives damage as the result of a Tactic such as Fire, or a 
Ploy such as Assassin, their abilities will go down. Such penalties are 
temporary until the Officer's Health returns to normal. If an Officer has the 
Doctor skill their Health will return to normal the next month. Such 
characters can also heal Officers that come to visit them. If you are visited 
or visit an Officer with the Doctor skill they will also return you back to 
full health. Plague will reduce the Health of all Officers in the city.

How do I get more money?
------------------------
The money an Officer receives is based on their Wages. Officers receive Gold 
equal to their wages every January, April, July, and October. Officers can 
also receive money for winning contests or tournaments, from donations 
received while patrolling, or as a reward for loyal service from the Liege. 
Wages can be increased by increasing an Officer's Class or as a reward from 
the Liege for increasing Deeds.

I keep visiting people, but they never take me to visit sites!
--------------------------------------------------------------
First of all, if an Officer's city does not have a site to visit, you won't 
be seeing any no matter how many times you visit. Second, your Bond with that 
Officer needs to be at a very high level. And last, if an Officer insists on 
doing other things every time you visit (say hunting), you may have to find 
another Officer to build relations with in order to visit a site. It may take 
quite some time to find someone to take you to visit a site, so don't get 
discouraged and keep trying.

Do you get anything when you get 100% Items/Sites?
--------------------------------------------------
Michael Xiao writes in to explain the benefits of getting 100% of the Items 
and Sites:

"After you get all the items, all of your created officers get extra skills 
at creation. The WAR, INT, POL, CHA, BALANCED, GENERAL, and WARLORD types 
also can now get the ORACLE, DOCTOR, CRITIC, and WEALTH skills at creation 
(whereas only the AVERAGE type could before).

After you get all the sites, the maximum ability levels are improved for each 
character type. For the WAR, INT, POL, and CHA types, the respective 
abilities are automatically maxed out at 100. The maximum for the other 
ability levels are also raised by 5-20 points depending on the character type 
(for example, for BALANCED, it's now 90/90/90/90 and for AVERAGE it's
80/80/80/80). The bonus points max is also raised to 100."

How can I get Officers to join me?
----------------------------------
Ronin will often enlist under the Liege that they have the highest Bond with. 
Undiscovered Ronin will often enlist with Lieges whose Officers discover 
them. You can find the locations of hidden Ronin sometimes when you visit 
other people. Officers are more likely to join with another Liege if their 
LOY with their current Liege is low and their Bond is high with both the 
recruiting Officer and recruiting Liege. Officers captured by a Liege are 
more likely to join if they have previously served together. Prefects and 
Warlords will usually never join you when captured unless they have also 
previously served under that Liege. Note that some Officers will never serve 
under a certain Liege no matter what. This is especially true if they were 
historically enemies during the Romance saga.

How do I become a Prefect?
--------------------------
Usually new Prefects are selected when an old Prefect dies, a new city 
becomes available, or a current Prefect is mismanaging a city (which almost 
never happens to computer controlled Prefects). Lieges will select Officers 
with high POL values since they will be responsible for the management of the 
city. If POL values are similar between candidates, then LOY will be taken 
into consideration.

How do I become a Warlord?
--------------------------
Warlords are selected solely on the basis of INT ability. If an Officer has a 
higher INT than the current Warlord, the Liege is most likely to choose him 
as a replacement. If INT values are similar, then total Deeds will be taken 
into consideration.

How do I succeed a Liege?
-------------------------
If a Liege dies and there are no other relatives available as a successor, 
the Officer with the most Deeds is likely to be selected as a candidate. Note 
that the top four Officers under the Liege along with the Warlord determine 
the next successor for a Liege. If you are the Warlord and have at least two 
votes you can automatically name yourself successor.

What is IP?
-----------
IP stands for Influence Points and is a measure of the amount of influence 
that a Warlord has over his Liege and his Officers. Every time a Warlord 
performs a Personnel, Military, Domestic, or Plot command without being asked 
to do so by a Prefect or a Liege, he uses up IP. When the Warlord runs out of 
IP he is unable to do any of those commands (unless asked to) until he 
regains more IP.

How do I get more IP?
---------------------
A Warlord regains IP by obtaining Deeds. Deeds increase IP on a point-to-
point basis. The easiest way to get more Deeds is to perform duties that are 
requested of you (you can request to do tasks, but this uses up most of the 
IP you would normally gain). The following is a list of ways for Warlords to 
regain IP from fastest to slowest:

Donate money to the city (1 IP for every 10 Gold donated)
Rank in the top three Officers after a battle (IP regained depends on Glory)
Perform tasks (requested of you)
Perform tasks (that you requested)
Patrol city

For some strange reason Deeds accumulated via poetry contests or tournaments 
don't seem to increase your IP.

People are refusing to see me when I visit!
-------------------------------------------
Raise your Bond with them via letters. A faster way to increase Bond is to 
use the Social-Gift command but it's usually not necessary in most cases. 
Keep sending letters until you get a favorable response (varies depending on 
your class). If you are still refused admission and your Bond is high, just 
wait for a few months and come back again.

Ronin: Ronin have no problems visiting other Ronin, but usually have more 
difficulty visiting Officers unless their Bond is at least 20 or higher. Keep 
sending letters until the Officer says that they will share information if 
you visit or if they reply that they want to meet with you.

Officers: Officers usually can visit fellow Officers under their Liege 
without any problems, but visiting Prefects may require a bit more bonding. 
Visiting enemy Officers requires a much higher Bond level than usual.

Prefects: Prefects can easily visit Officers in their city and other Officers 
under their Liege. Visiting other Prefects may require some further bonding. 
As usual, visiting enemy Officers should wait until a favorable reply comes 
back.

Warlord/Liege: Warlords can usually visit any Officer under their Liege, even 
if their Bond with that person is 0. Prefects may occasionally be busy, but 
it is a rare occurrence. The same applies to Lieges. Visiting enemy Officers 
is the same for Warlords and Lieges as it is for Officers and Prefects. Keep 
sending letters until you get a favorable reply.

----------------------------------------
XXIII. Strangeness in the Three Kingdoms
----------------------------------------

This section is for the bizarre occurrences I've found while journeying 
throughout the Three Kingdoms.

What you say?

During duels you'll notice some rather interesting remarks such as "Ha ha ha! 
I'll cut into pieces!" and "I will not take you lightly. Let us begi!"

A whole lot of IP

If you're a Warlord and are advising your Liege to accept a high rank 
(Archduke or higher), you will notice that your current IP is stated at over 
six million (6,264,240 to be exact).

Let's be friends...Not!

You will notice in the game that envoys will frequently visit your Liege 
bearing gifts of friendship, and then immediately launch an attack against 
you afterwards. Maybe they're trying to lull you into a false sense of 
security? In addition Lieges are notorious for attacking countries that have 
just offered gifts to them in the same turn.

What are you aiming at?

While computer controlled units love to frequently use surround tactics, the 
AI is a bit screwy when it comes to arrow attacks. The computer will often 
neglect to attack even when a target is in range (and without the Counter 
skill). The computer also tends to hit its allies (yourself included) with 
volley attacks that could have all hit the enemy instead if it had been aimed 
correctly. Sometimes the AI will even fire volleys at one target, hitting you 
in the process (big surprise).

I'll make him an offer he can't refuse

Whenever a Liege asks a Warlord for advice on whether or not to accept a 
joint attack proposal, the first two options are Accept Proposal and the 
third is No Advice. Selecting the second option does work the same as Refuse 
Proposal however.

We're attacking where?

When a Prefect gets ready for invading another city, they will mention that 
they are preparing a campaign against their own city.

Where was it flying?

When a flood occurs, you get the message that "The river has overflown!" It 
should be "The river has overflowed!" =)

Where is everyone?

In the last scenario, after a decade or so there will be a serious lack of 
Officers everywhere. Many cities will have only a Prefect guarding them. Some 
cities won't have any Officers at all. I'm not sure what is up with that, but 
I'm guessing that there was a serious lack of historical Officers to populate 
that scenario. In any case, eventually there will be so little Officers left 
that the game will end in a draw because no one will attack anyone anymore 
(the computer won't attack a city if it ends up leaving no Officers left in 
the base city). The fact that Officers will be dying of old age right and 
left will not help matters any. Very strange indeed.

--------------------
XXIV. Special Events
--------------------

As you might have noticed, there are many special events can occur in the 
game if certain requirements are met. Unfortunately, these requirements are 
very specific and usually involve having certain Officers in certain cities, 
and/or certain Lieges being allied with one another during a certain period 
of time. Not to mention that some events require that certain events have 
take place before that. While these events are interesting to watch, in the 
course of a regular game you're probably not going to meet the requirements 
normally unless you try very hard to do so. I've found some events that occur 
relatively easily with a minimum of fuss. Here are some of them.

Bronze Pheasant Tower (Construction)
Requirements: Discovery of the Bronze Pheasant event must have occurred. A 
Liege controls Ye and has Emperor Xian within his territory. The Liege and 
his Warlord are in the same city that has more than 50,000 Gold.
Result: Construction for a tower for the Bronze Pheasant will begin.

Bronze Pheasant Tower (Completion)
Requirements: Bronze Pheasant Tower (Construction) event must have occurred. 
A Liege controls Ye and has Emperor Xian within his territory.
Result: Ye's Commerce will increase. The Liege's Fame will increase.

Chen Qun's Nine Class System
Requirements: Chen Qun must serve a Liege that controls the Emperor and has 
at least 12 cities, one of which must be Ye.
Result: Chen Qun outlines a Nine class system for that Liege. The safety of 
all the Liege's cities increases, as does the loyalty of all the Liege's 
Officers.

Cheng Yu Recommends Guo Jia
Requirements: Cheng Yu must serve a Liege. Guo Jia is not discovered yet.
Result: Cheng Yu will recommend his Liege hire Guo Jia. Guo Jia will enlist 
with that Liege.

Discovery of the Bronze Pheasant
Requirements: A Liege controls Ye and has Emperor Xian within his territory.
Result: The Liege will obtain the Bronze Pheasant Treasure.

Envoy from Japan
Requirements: A Liege controls at least 28 cities, two of which must be Luo 
Yang and Xiang Ping. The Liege and his Warlord must be in the same city.
Result: An envoy from Japan arrives to pay tribute to the Liege. That Liege's 
Fame increases.

Five Tiger Generals
Requirements: Liu Bei is a Liege and holds the title of King. Guan Yu, Huang 
Zhong, Ma Chao, Zhang Fei, and Zhao Yun serve Liu Bei.
Result: Liu Bei declares these five Officers his Tiger Generals.

Guo Jia Recommends Liu Ye
Requirements: Guo Jia must serve a Liege. Liu Ye is not discovered yet.
Result: Guo Jia will recommend that his Liege hire Liu Ye. Liu Ye will enlist 
with that Liege.

Han Hao's Commerce Plan
Requirements: Han Hao must serve a Liege that controls Xu Chang.
Result: Han Hao will suggest to your Liege that Troops be drafted to work the 
fields in order to increase commerce. As a result the population of Xu Chang 
will increase drastically.

Hex Mark
Requirements: Liu Bei is a Liege and owns Hex Mark.
Result: Yi Ji will visit Liu Bei and tell him that Hex Mark is cursed. Liu 
Bei and Yi Ji's Bond increases.

Liu Ye Recommends Lu Qian and Man Chong
Requirements: Liu Ye must serve a Liege. Lu Qian and Man Chong are not 
discovered yet.
Result: Liu Ye will recommend that his Liege hire Lu Qian and Man Chong. Lu 
Qian and Man Chong will enlist with that Liege.

Lu Qian and Man Chong Recommends Mao Jie
Requirements: Lu Qian and Man Chong must serve the same Liege. Mao Jie is not 
discovered yet.
Result: Lu Qian and Man Chong will recommend that their Liege hire Mao Jie. 
Mao Jie will enlist with that Liege.

Lu Su Recommends Zhuge Jin
Requirements: Lu Su must serve a Liege. Zhuge Jin is not discovered yet.
Result: Lu Su will recommend that his Liege hire Zhuge Jin. Zhuge Jin will 
enlist with that Liege.

Xiahou Dun Recommends Dian Wei
Requirements: Xiahou Dun must serve a Liege. Dian Wei is not discovered yet.
Result: Xiahou will recommend that his Liege hire Dian Wei. Dian Wei will 
enlist with that Liege.

Xun You and Xun Yu Recommends Cheng Yu
Requirements: Xun You and Xun Yu serve the same Liege. Cheng Yu is not 
discovered yet.
Result: The two Xuns will recommend that their Liege hire Cheng Yu. Cheng Yu 
will enlist with that Liege.

Yi Ji Recommends the Ma Brothers
Requirements: Yi Ji must serve a Liege. Ma Liang and Ma Su are not discovered 
yet.
Result: Yi Ji will recommend that his Liege hire Ma Liang and Ma Su. Ma Liang 
and Ma Su will enlist with that Liege.

Zhang Hong Recommends Gu Yong
Requirements: Zhang Hong must serve a Liege. Gu Yong is not discovered yet.
Result: Zhang Hong will recommend that his Liege hire Gu Yong. Gu Yong will 
enlist with that Liege.

Zhou Yu Recommends Lu Su
Requirements: Zhou Yu is a Warlord. Lu Su is not discovered yet.
Result: Zhou Yu will recommend that his Liege hire Lu Su. Lu Su will enlist 
with that Liege.

Zhuge Liang Becomes Liu Bei's Warlord
Requirements: Liu Bei is a Liege and controls Xin Ye.
Result: Zhuge Liang becomes Liu Bei's Warlord.

--------------------------------------------
Meeting of the Southern and Northern Mystics
--------------------------------------------

Every two years the Southern Mystic of Life and the Northern Mystic of Death 
will meet to discuss the most famous heroes in the land. The top ten Officers 
with the most Fame will be displayed, as will their previous ranking from 
before. If an Officer has at least four types of units and ten skills, the 
Mystics will give that Officer the Bless skill. If you place in the top ten, 
the Mystics will give you a gift of 3000 gold. If you increase your ranking 
in the top ten, the Mystics will give you 3000 gold every time you do so.

---------------------
XXV. Acknowledgements
---------------------

"Were I destroyed and ground into the earth, I should be unable to repay the 
kindness I have experienced."
                                       - Zhuge Liang to Liu Bei

Special thanks to:

Koei (www.koeigames.com) - The people that made such a great game and brought 
it over to the U.S. We're looking forward to Dynasty Tactics and Mystic 
Heroes. =)

GameFAQs (www.gamefaqs.com) - The best site for all your game FAQ needs.

Romance of the Three Kingdoms Online (www.threekingdoms.com) - This is online 
version of the novel on which this game is based on. Invaluable if you want 
to read the history behind the characters and events in the game. The quotes 
used in this FAQ were taken from the novel.

Kayne0000, megamisama, Wage Slave - For posting all the hidden characters in 
the game at the GameFAQs ROTTK7 message boards.

The American Heritage Dictionary - For information on historical characters.

Quatoria - For informing me that Normal Jean is Marilyn Monroe's original 
name. 

Ahjenta - For information on assassination visitation as well as the site 
locations.

gr1mm - For information on the various city types.

Kevin Wong - For information on the George Patton secret character.

Michael Xiao - For information on the effects of completing 100% of the 
Items/Sites.

You can find this FAQ posted at the following places:

GameFAQs (www.gamefaqs.com) - (most current version)
Cheat Code Central (www.cheatcc.com)
Kongming's Archives (kongming.net)

This document is Copyright 2002 Brian Nii. Feel free to distribute or post as 
long as you don't change my name or try and make any money off of it, okay? 
Letting me know about it would be good too. =)



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