San Goku Shi 9 - Strategy Guide (Page 01)
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Romance of the Three Kingdoms FAQ Table of Contents ------------------------------------------------------------------------------- 1. Version History I. Introduction II. Game Basics III. Basic Strategies IV. About Commands V. About Training VI. How to _____ VII. Advanced Strategies VIII. Micromanagement and Macromanagement IX. Scenario Overviews X. Disclaimer, Contact Info, Ect. ------------------------------------------------------------------------------- 1. Version History Version 1.00 11/8/04 Submitted today, accepted. Version 1.10 11/22/04 Updated FAQ. Added new Scenario Overviews section. Also added other various additional tips scattered about. Fixed some grammer and spelling problems. I. Introduction Hello all. Welcome to my FAQ on ROTK IX (Romance of the Three Kingdoms 9). This FAQ is intended to give you a good idea about how to gain victory in your battles throughout China. I'll give you my tips, strategems, and anything else you may need in your conquest run. So, Let's begin! Note: I am assuming you have read the book and perhaps played the tutorial. Some things I will review from that, and I will try to build upon them. II. Game Basics The following is a basic overview of the game concepts, and what you can do. 1. The Command Menu This isn't actually what they call it, (I think) but this is the menu that pops up when you click on a city, port, gate, ect. 1.1 The "Facility" Command (Note: Ports, Built structures, and Gates will not have all of these.) 1.1.1 "Patrol" Patrol lets you increase trust in that city. This helps you BIG time in almost every aspect of the game. Patrol has the following immediate benefits: 1) It will increase trust in the city, 2) it will raise your repute if this particular city has a good trust, 3) it will raise the amount of income you recieve from that city, 4) That city's draft pool will increase. All of these things are nice, but raising trust isn't always easy. Maximum Trust for every city is 1000. The amount a city has when you take it depends on many things. If you started your scenario with that city, it will begin at X amount of Trust. This is set by KOEI, depending on faction, which city, surroundings, ect. If you take a city, the population there will do one of two things. 1, they will not like you, and trust will start low, sometimes as low as 0. The second one is that they WILL like you, and thier trust will get a nice boost. I've had a city that belonged to no one with trust at 230. I took it and the trust there skyrocketed to almost 600! Obviously you want that to happen, right? That way you spend less money, since to raise trust costs 50 gold per officer who tries to raise trust. So, how does a city's trust go up like that, you ask? It's simple...Once your repute hits a certain level, I think its about 300-400, when you take a city, It will like you because you're such a good guy (High Repute). So, in the cities you do have, try and raise those trusts, too. The attirbute that determines how high you raise Trust is Intelligence (INT). 1.1.2 "Trade" Trade does not let you switch out Alex Rodriguez for Roger Clemens. No, what it does is let you increase the amount of gold that city will make each season. Well that's all nice and well, but do I use gold that much anyway? How do I use gold, let me count the ways: 1) Officer Pay-You don't pay them thier wages, they don't like you. 2) Buy prisoners from other armies-You like your officers, right? Don't you want them back? Then be willing to shell out some gold. 3) Officer pay for "Facility" Commands-Most cost 50 gold per officer, though some vary. 4) Building Encampments, Outposts, Barricades, Golems, Forts, Compounds, Obstacles, and Barriers-Having a Barricade or Fort in the right place can mean saving the city or losing it. They also help you take other cities. 5) Certain events when using the "Search" command-more on this later. 6) When using Siege formations or special Ship formations-Those better weapons cost money, right? You don't want 100,000 men with swords attacking a steel wall, So give them a Catapult to smash the wall, or Tower to climb OVER the wall. I think that's all of them. As you can see, money is important. The atrribute that determines how much you raise Trade is Politics (POL). The maximum Trade for a city is determined by what city it is. Cities toward the middle of the map tend to have the most. 1.1.3 "Farm" Before I explain this, some history. Before the invention of artificial preservatives, refrigerators, and Hamburgers, A granary held all the food. And there was only one time of year when they got the food too...In this case, July. So you get food once a year, you want to make sure you have enough right? This helps you out. It will increase the amount of food a city can cultivate every July. Well, what do I need food for, you ask? Your troops is the answer. Remember those guys? The ones who die for you? Yeah, they like to eat. If they can't eat, Morale drops. If morale drops, troops desert. If troops desert, you lose cities. If you lose all your cities you lose the game. So, having your troops happy and on full stomachs will definately help. The maximum amount of Farms a city can have depends on the city. Extreme Northern and Southern states tend to have the most. The attribute that determines how much Farms goes up by is Politics (POL). 1.1.4 "Repair" Get out your hammer and tool kit, we're going-a-Carpenteering. Yes, let's make our cities impregnable, we shall never lose, (Insert Evil Laugh Here). Well, 'never lose' is a bit of an overstatement...shall we say...Be hard to beat? Yes, Repair increases a cities' defenses, making it harder to take. The troops inside are harder to kill and Rams and Catapults have a harder time knocking down the walls. That's mainly what it does. Note that if a city's defense is reduced to 0, then the city falls under the control of the enemy army with about 200-300 defense given to the city. The maximum Defense a city can have depends on the city, but most hover between 600-800. Some have 1000 though. Also, the higher the city's defenses, the more Training Points (TP) you will gain from taking it. There's no real pattern for seeing which area has the most, you just take it city by city.The attirbute that affects how much your officer raises defense by is Leadership (LDR). 1.1.5 "Draft" Draft gives you green fatigues and then send you off to a foreign country to fight for yours. Well, in America anyway. In ROTK IX, you are drafted to fight other Chinese. Draft will increase your troop numbers in that city. Remember Patrol earlier? Having a higher amount of Trust will increase the draft pool, and give you more soldiers. Soldiers come in with a set amount of Morale, based on Repute. The maximum amount of people you can draft does stack, so if you go 3 years without drafting in the city, you're going to have a high count in that city. How much the Draft Pool grows by each season is determined by trust in that city. The Attribute that determines how many people an officer can draft is Leadership (LDR). 1.1.6 "Drill" This will increase the morale of your soldiers in that city. Remember our little talke about morale earlier? Low Morale=troops desert=cities fall=you lose. So High morale is very important. Not only for troops not dipersing, but they will fight better with higher morale. The maximum morale for a unit, marching or garrisoned, is 100. How much Morale goes up by is based on an officers' WAR (WAR) Ability. 1.1.7 "Buy" and "Sell" "But, buy and sell are two diffent options!" you cry out to me. Yes, I know, but once you've done one, you can't do the other, and besides, they're almost the same thing. First off, buying and selling refers to food and gold. This means that incase you forgot to raise your farms level, and July hit and now your food is in the red and you're freaking out cause your gonna lose now, this will save you. Before you can Buy or Sell, you have to have a merchant in the city. "Well how do I know if there's a merchant in the city or not?" If you have the game on, great, follow the instruction i'm about to give. If you don't have the game on, you don't have to turn it on, but listen carefully. Now, look at Xu Chang. It's a city almost right in the middle of the map. You see that little green thing next to it? There might be a orange face too, don't worry about him right now. But you see the green shield next to the repair and morale bars? That means there is a permanent merchant in that city. You can ALWAYS buy and sell there. If your city doesn't have it, don't fret. Sometimes merchants will travel from city to city, and stay there for a small while-10 to 20 days. You can buy then. The easier way to check is just go into facility, and see if you can buy or not. When you get into the Buy or Sell screen, it'll show you the current market price for food. It will be, X gold/food. This means for each food you sell, you will gain X amount of gold. Likewise, if you are buying, you will lose X amount of gold for each food you buy. Other than that, it looks like the drafting screen. 1.1.8 SPECIAL: The "Withdraw" Command The withdraw command can only be used on a camp, fort, outpost, or compound. It will remove the building from the map and all the troops inside will disappear. Officers will head toward the nearest facility under your control. 1.2 The "Military" Command Note: The Barriers, Golems, Barricades, and Obstacles will not have this command. All other structures should. 1.2.1 The "March" Command Please note that after the "March" command comes the "April" command. Kidding! OK, Marching does just what it sounds like. You take between 1-5 officers, and anywhere from 1-60,000 troops and go march to any facility of your choosing. Let's go through this step by step. The only command you can do right now is "Officer". You pick what officers go with your troops and direct them here. If you go into it, you will see a list of all officers who can march this 10-day period. You will see 6 columns: 1. Officer- The officer's name 2. Control- How many troops he can march with. 3. Ldr- The officer's Leadership. Affects how easy it is to fall to certain enemy plots, how quickly morale drops while marching and how well the unit can fight. 4. War- Affects how much damage one can inflict with certain tactics (More on tactics later). Also affects how well he will perform in duels. 5. Int- Intelligence affect how effective certain tactics are, and also how easy it is to fall to certain enemy plots. 6. Loy- How Loyal that officer is to your force. Scale of 100. You can use up to five officers in your march. Once you're done click OK. You can hit R1 and L1 to see information on what tactics those officers can use. The next option is "Formation". This lets you choose your formation. Go on in. Everyone can use the following formations: Cross, Lure, Wedge, Mallet, Wing, Sniper, Quick, and Guard. The Siege formations can only be used if ANY officer in your unit has learned that siege tactic. They are: Tower, Ram, Catapult, and Elephants. Pick a formation based on what the unit will be doing. The stats of formations are as follows: Unit: How well this formation fights against other units in the field. Sentry: How well this formation can fight troops in buildings. Walls: How well this formation can destroy walls of a facility. Defense: How much damage this formation takes. Damage is also based on other things. Move: How fast the formation will move. The values are all relative (I think). Cost: How much the formation will cost to use. There is also a general information box at the bottom telling facts about this formation. An example (This one is Cross formation): ------------------------------------------------------------------------------- Foot tactics have a greater chance of triggering. A quick attack formation favorable to Foot troops tactics. ------------------------------------------------------------------------------- This will let you know about the unit you are choosing, so you can pick the right one. Following are all the formations and what I think of them. I will also provide a driagram of them. ===Cross=== Front row- X Middle row- XXX Back row- X Unit-15 Sentry-10 Walls-10 Defense-10 Move-12 Cost-0 Effect-Foot Tactics have a greater chance of triggering. My thoughts-I think for forces like Liu Bei and the Sun family, who have alot of Foot-Type tactics, this could be a great formation. ===Lure=== Front row- X X Middle row- Back row- XXX Unit-12 Sentry-10 Walls-10 Defense-12 Move-10 Cost-0 Effect-Foot Tactics have a greater chance of triggering. Easier to catch enemy officers. My thoughts-Considering how unimpresive the stats are, I really can't recommend this formation. If you need food tactics, go with Cross. ===Wedge=== Front row- X Middle row- X X Back row- X X Unit-13 Sentry-10 Walls-10 Defense-12 Move-16 Cost-0 Effect-Horse/Horsebow tactics have greater chance of triggering. Easier to trigger allied tactic. My thoughts-The stats on this one are nice, and with an easier chance to trigger all tactics, it's nice for one or two Warrior-type officers, and then alot of Warlord-types. James Waumsley states that "The Wedge Formation is incredibly underrated by most people. There are two bits of information there, which most people will take separately - Tactics link more easily, and horsebow tactics stand a better chance of working. Combine those two pieces of information, and if you give everyone horsebow tactics you will likely get a decent length chain. 4 copies of Flying and a Warlord with confuse will rule all - it's almost like a tower in siege, makes short work of units too, and has decent defense. ===Mallet=== Front row- XXX Middle row- X Back row- X Unit-15 Sentry-8 Walls-10 Defense-9 Move-14 Cost-0 Effect-Horse tactics have a greater chance of triggering. Easier to trigger duels. My thoughts-I love this formation. Putting Zhao Yun, Guan Yu, Zhang Fei, with Zhuge Liang in the middle spot with some type of confuse and this formation is amazingly strong. You can substitute these names with anyone of the same type here. Just have a Warlord with all your warriors, or at least someone smart. ===Wing=== Front row- X X Middle row- X X Back row- X Unit-11 Sentry-15 Walls-10 Defense-11 Move-10 Cost-0 Effect-Bow tactics have a greater chance of triggering. My thoughts-If you're going to launch a siege, this is the support to go with. Get Horsebow and Bow in here and you'll take them down in no time. ===Sniper=== Front row- X X Middle row- X Back row- X X Unit-12 Sentry-12 Walls-10 Defense-12 Move-10 Cost-0 Effect-Bow/Horsebow tactics have greater chance of triggering. Easier to hit enemy officer. My thoughts-I have never used it. If you really care about bringing a commander's Leadership down, maybe, but there's no guarantee you will hit the commander. ===Quick=== Front row- X Middle row- XX Back row- XX Unit-9 Sentry-9 Walls-10 Defense-7 Move-20 Cost-0 Effect-None My thoughts-Useful if you need to get troops AND a general to point X, or if you want to chase down a retreating enemy. Other than that, no real use. ===Guard=== Front row- Middle row- XXX Back row- X X Unit-9 Sentry-10 Walls-10 Defense-15 Move-8 Cost-0 Effect-More stable, easier to avoid condition changes. Troops are harder to hurt. My thoughts-I don't use this often, since I like attacking more, but I have used it, and for very long, defensive battles, it can be quite useful. Also if you march with 5 Warlord-types, you can put them all in here without risking a duel. ===Tower=== Front row- X Middle row- X X Back row- X X Unit-10 Sentry-40 Walls-10 Defense-7 Move-9 Cost-200 Effect-Bow tactics have an easier chance of triggering. My thoughts-For taking down all the soldiers in a building, there's nothing better. Unless it's a very short march, you'll want an escort though. ===Ram=== Front row- X Middle row- X X Back row- X X Unit-10 Sentry-10 Walls-40 Defense-8 Move-9 Cost-300 Effect-None My thoughts-For bringing the defense of a building down to zero. You will almost always need an escort however. ===Catapult=== Front row- X Middle row- X X Back row- X X Unit-15 Sentry-20 Walls-20 Defense-6 Move-9 Cost-300 Effect-None My thoughts-I really can't justify this choice. It will NEED an escort due to horrid defense, It doesn't do much by itself. With alot of catapults, I can see it working, but usually a tower or ram is much better. ===Elephants=== Front row- X Middle row- X X Back row- X X Unit-20 Sentry-10 Walls-30 Defense-12 Move-9 Cost-1000 Effect-Weak against foot tactics. My thoughts-Why it's weak against foot tactics, I have no clue, but it's a siege unit that can defend itself. Be careful for foot tactics, and you'll be OK. James Waumsley says that if your elephants are going a short ways, and you don't need a duel, its better than even mallet. Officer positions do not apply to ship formations. ===Ship=== Unit-10 Sentry-10 Walls-10 Defense-10 Move-12 Cost-0 Effect-Can trigger "Arrowrain" tactic. My thoughts-Your basic naval craft. The default if you have no Navy tactics. ===Ramship=== Unit-15 Sentry-10 Walls-30 Defense-9 Move-13 Cost-400 Effect-Can trigger "Wood Ram" tactic. My thoughts-For taking down ports and other naval units, it isn't a bad choice. ===Arrowship=== Unit-13 Sentry-30 Walls-10 Defense-20 Move-10 Cost-600 Effect-Can trigger "Arrowgale" tactic. My thoughts-To kill all of a port's troops, it isn't bad. ===Warship=== Unit-15 Sentry-20 Walls-20 Defense-12 Move-11 Cost-1000 Effect-Can trigger "Steel Ram" and "Arrowgale" tactics. My thoughts-Pretty good all-around. Nice to take down a port if you expect to be intercepted along the way. Slow, though. Next is Tactics. Here you can pick what tactics your officers will use on the field. You can only pick one for each officer. Note that officer using the same tactic may "Chain" them and do extra damage. Tactics are as follows: Name Power TP to learn Can Be Used on Facility FOOT TYPE TACTICS-DAMAGE BASED ON WAR No Strike 13 12 Assault 16 40 Melee 19 112 HORSE TYPE TACTICS-DAMAGE BASED ON WAR No Sortie 14 16 Charge 17 60 Onslaught 20 126 HORSEBOW TYPE TACTICS-DAMAGE BASED ON WAR Yes Mounted 8 25 Running 11 72 Flying 14 160 BOW TYPE TACTICS-DAMAGE BASED ON WAR Yes Volley 7 16 Barrage 10 60 Arrowstorm 13 126 NAVY TYPE TACTICS-DOES NOT NEED TO BE ACTIVATED Yes Ramship N/A 30 Arrowship N/A 60 Warship N/A SIEGE TYPE TACTICS-DOES NOT NEED TO BE ACTIVATED Yes Tower N/A 30 Ram N/A 30 Catapult N/A 72 Elephant N/A 176 PROTECT TYPE TACTICS-VARIES, BASED ON INT No Bargain No Activation 4 Golems No Activation 30 Dismantle N/A 40 Shield N/A 72 SCHEMES TYPE TACTICS-BASED ON INT Varies Confuse N/A 8 Yes Trap Based on INT 30 No Cajole Based on INT 72 Yes Illusion Based on INT 172 Yes PLOY TYPE TACTICS-BASED ON INT Varies Taunt Based on INT 8 Yes Rally Based on INT 40 No Heal Based on INT 72 No Magic Based on INT 112? Yes Now that you know how to use them, why don't we discuss what they do. Strike: A rather weak foot type tactic. Assault: A stronger version of Strike. Not too bad if chained. Melee: The strongest foot type tactic. Nice to have. Sortie: A rather weak horse type tactic. Charge: A stronger version of Sorite. Can be great if a lot of people chain it. Onslaught: Absolute Devestation. The Strongest "War" type Tactic. Mounted: A Weak Horsebow attack. Running: A Stronger version of Mounted. Not too bad. Flying: The Strongest Horsebow tactic. Very nice VS Facilities. Volley: A very weak tactic. Use only if you must. Barrage: Stronger version of Volley. That's a little more like it. Arrowstorm: Strongest Bow tactic. Very nice, but few have it. Ramship: Useful for defeating other naval units or bringing down a port's defense. Costs 400 gold. Arrowship: Useful for defeating the troops in a port. Also good VS units. Costs 600 gold. Warship: Very strong all around. Best for taking down enemy units. Costs 800 gold. Tower: Best for defeating enemy troops in facilities. Usually needs escort. Costs 200 gold. Ram: Best for bring the defense of a Facility to 0. Almost always needs escort. Costs 300 gold. Catapult: Best for attacking a city from far away. NEEDS escort. Costs 300 gold. Elephants: Best for attacking the walls of a city. Is able to defend itself. Costs 1000 gold. Bargain: Structures cost cheaper. Can stack with one another. Passive skill. Golems: Can build Golems-Barricades that will hurt enemies. Dismantle: Not caught by enemy traps. How well you use is based on INT. Shield: Your unit cannot be disrupted, confused, or mislead. Always works if selected. Confuse: Confuses enemy units-Gives you better chance to use tactics and you cannot be hurt by them. AWESOME TACTIC. Effectiveness based on INT. Trap: Spring a trap on the enemy based on terrain. Troops injured based on INT. Plains or Grassland: Pit Near Mountains: Rockslide Water: Torrent Cajole: Coax enemy soldiers (Not Officers) to join your army. Number of troops that defect based on INT. Illusion: Damage Multiple enemy units and confuse them. Damage done and if Confuse works based on INT. Amazingly cool, I love it. Taunt: Lower enemy morale. Amount of how much based on INT. Not too great. Rally: Restore morale of the unit. Based on INT. Unit may become excited-gain greater chance of triggering tactics and when excited wears off, take HUGE morale drop. Heal: Heal wounded soldier in your unit. Amount based on INT. Not bad, but there's better. Magic: Damage multiple enemy units and lower thier morale. Damage done and morale loss based on INT. Not bad at all, but Illusion is better. That's all the tactics. Position determines where your officer is. This affects How often tactics occur, if he can get into duels, and if he can be hit with an arrow, lowering Leadership Skill. Front: Greatest chance of triggering tactic. Possible to get into Duels. Can be hit with arrow. Middle: Good chance of triggering tactic. Cannot get into duels. Can be hit with arrow. Back: Poor chance of triggering tactic. Cannot get into duels. Cannot be hit with arrow. Troops is how many troos you can march with. You can march from 1 to the highest control in the unit. Ship is what ship you will take if you go on water. "Ship" is automatically chosen. Can change only if someone in unit has Navy Tactics. Gold is the total amount of gold it will take to march with that unit. Morale is the Unit's starting Morale. Once you select OK, you will be taken to the map. Select where you want to go and then you will see a blue dotted line there. This is the course the unit will take. Click again to confirm and you are taken to the Policy screen. The policy screen tells your unit how to behave in Various situations. 1)Enemy: Attack with tell them to attack any enemy they see. Ignore will tell them to ignore everyone but thier target. (May not obey orders) 2)Retreat: Tell them to retreat only when you tell them (Disallow) or at thier own discretion (Permit). (May not obey orders) 3)Pursuit: Permit will tell them to pursue a retreating enemy and destroy thier unit. Disallow will tell them to ignore retreating units. 4)Secondary Orders: Attack says that you can attack any nearby enemy after your target is destroyed or retreating, if you selected disallow pursuit. If no enemies are in view, they will return to base. If they see an enemy on the way back, they will engage. Return tells them to retreat when they are finished with thier target. 5)Begin March: You can set to begin the march after 0-9 amount of days. This wait is for arriving at point X at the same time, or waiting to fight closer to the city. Also on this screen is thier ETA (Estimated Time of Arrival), Where they are marching to, whose force they are, and what thier orders are. 1.2.2 The "Build" Command This will tell your men to build a certain type of building in certain spot. Once you enter the build screen, the first thing you do is select officers. It will sort them based on who has bargain, as that will make your facility cheaper. Select who you want and hit OK. Now select the structure you want to build. They are as follows: Camp: Defense 200. Recover 5. Base cost: 300. Outpost: Defense 500. Recover 10. Base cost: 1200. May Trigger Volley. Compound: Defense 350. Recover 7. Base cost: 1000. May trigger Barrage. Has longer range than other buildings. Fort: Defense 700. Recover 12. Base cost: 2000. May trigger Volley. Has catapults on the walls for increased damage. Those can all hold 250,000 troops. You can begin Marches and house officers there. They can be taken over by enemy forces. The following cannot house troops, officers, and the enemy cannot take it over, it must be destroyed. Barrier (N/S or E/W): Defense: 150. Base Cost: 100. Obstacle (N/S or E/W): Defense: 300. Base cost: 200. Barrier (N/S or E/W): Defense: 600. Base Cost: 400. Golems: Defense: 300. Base Cost: 1000. Counter-attacks against demolitions. Troops Select the amount of troops to build the building. If it can house troops, they will go inside after construction is complete. If it cannot, they will retreat back to base after constuction. 1.2.3 The "Transport" Command. This will QUICKLY bring troops to the location you desire. The officer who brings the troops will return to base after transport is finished. Entering the Transport screen, you must choose ONE officer for this job. High Leadership is helpful against mislead, confuse, ect. Troops will let you select the amount of troops. You can only bring as many as your control says. Morale will tell you the starting morale of the transport unit. Once you click OK, select a target. The route will show up. Click again to confirm. The policy screen will appear. It is almost the same as the marching policy screen, except your only option is to choose if the unit will retreat if it comes under attack. Select Permit to let it, or Disallow, to force it to continue. Click OK, and then the unit will go next action phase. 1.3 The "Personnel" Command This will deal with the officers of your force and other forces. 1.3.1 The "Call" Command This command will tell officers to go to the facility you are using this command with. Going into the menu you see one option: Officer. Click it. You can now select any officer who is not otherwise occupied. It will show thier name, district, location, and status (Warlord or Officer), as well as ETA if he is called to the facility. Select as many officers as you wish. When you are done, clikc OK, and they will move to that facility. 1.3.2 The "Move" Command This command is similar to call, but instead people in the facility you use this command in will move to any facility. going into the menu you must first select a target. Then select who from this facility will go to that facility you have targeted. 1.3.3 The 'Search" Command This command can do many things, based on an officers' Politics skill. Going into the menu you must first select where your people will search. They can search anywhere that is unowned or you control. You must then select who will search at that location. Thier ETA is listed. Your warlord (If you have one) Will tell you if it is a good idea or not. I usually use search to find gold. Even if your warlord tells you nothing will happen, you may still find gold. 1.3.4 The "Employ" Command This command is used to send an officer of yours to another force's or a free officer to try and enlist him to join your cause. On the screen you must choose your target which is listed by the following: Prisoners you have, starting with lowest loyalty to thier force. Free officers, then Officers belonging to other forces that are not prisoners, beginning with the lowest loyalty. You must then select an officer to go to that selected officer and try and employ him. High POL usually helps here. 1.4 The "Plots" Command This will deal with hurting the enemy and helping your men. 1.4.1 The "Alienate" Command This is used to lower an officer's loyalty. First go into the Alienate menu. You must first pick a target. It will be sorted based on INT. You cannot alienate your own officers. next, pick an officer to alienate him. High INT usually helps here. Listed is the ETA and, if you have a warlord, his advice. 1.4.2 The "Raze" Command This is used to lower the defense of an enemy facility by fire. First select your target. It must be no more than 2 cities away (You cannot cross more than 2 blue lines if you have the grid on). Select an officer to execute the raze. A High WAR usually helps. The chances of the enemy commander catching him is based on his leadership. Listed is the ETA and your Warlord's advice. 1.4.3 The "Raid" Command This is used to steal gold from an enemy force. First select your target. It must be no more than 2 cities away (You cannot cross more than 2 blue lines if you have the grid on). Select an officer to execute the raid. A High WAR usually helps. The chances of the enemy commander catching him is based on his leadership and the number of troops in the facility. Listed is the ETA and your Warlord's advice. 1.4.4 The "Rumor" Command This is used to worsen two forces relation in the hipe that they will go to war. First select an enemy force to hear the rumor. Next select an enemy force that will be the source of that rumor. The former will start to dislike the latter if you are successful. You will need a person wtih high INT to pull this off. 1.4.5 The "Mislead" Command This can only be used if an enemy unit is no more than 2 cities away. It will force and enemy unit to retreat back to its home base for a short while. Can be negated by shield. First select the enemy unit. Next, select an officer to do it. He will almost always need an intelligence higher than the smartest person in the unit. It will show you the unit's highest INT. Your ETA and Warlord's advice is posted, as always. 1.4.6 The "Disrupt" Command This will be used against units to nullify thier formation, and have them deal little damage while take extra. Siege weapons and special naval ships will not work. Can be negeted by Shield. The Unit must not be more than 2 cities away. First select the enemy unit. It will show the Commander's LDR I think. Someone correct me if I am wrong, but i'm unable to check right now. You will probably need someone with higher INT than his LDR. Select your officer. You will see ETA and Warlord's advice.
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