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Thread: Romace of the Three Kingdom (RTD)

  1. #1

    Default Romace of the Three Kingdom (RTD)



    Spoiler Alert, click show to read: 

    The Han Dynasty was founded by Liu Bang in 202 BC and has lasted for almost four hundred years. During those four hundred years China saw great boom in the economy, advancement in technology and long period of stability. But now it is in turmoil and close to collapsing. Plagues run rampant killing people by the thousands and the people starve due to the recent droughts that prevent them from farming. Meanwhile, the current emperor, Liu Hong does nothing but indulge himself with women and wine and ignores politics, military matters, and the welfare of the people. With the emperor often drunk or in bed with one of his mistresses, power has fallen into the hands of the emperor’s mother, Empress Dowager Dong and the Eunuchs. They are however, no better than the emperor. They favor those with the deepest pockets or sycophants and executes any who try to tell the emperor the going and the troubles of the empire or those with talent that they view as a threat. They spend the tax moneys fraudulently on extravagant parties to indulge the emperor, mansions, and exotic furniture’s instead of trying to alleviate the suffering of the people. This incompetence in the government help pave a road for a man called Zhang Jue to gain power. Zhang Jue and his brothers rallied the people and started a movement called the Way of Peace. Promising them a better life if they followed him. Zhang Jue attempted to overthrow the Emperor with the help of an insider. However, the plan was leaked and those involved in the conspiracy were all massacred before everything was set in place. Seeing no other choice, Zhang Jue rallied his followers and started a rebellion, which is now known as the Yellow Turban Rebellion. However, due to the fact the rebellion started earlier than planned, this left the rebellion unorganized and Zhang Jue was unable to unite all his followers under one banner. So now the Turban army is led by various people with their goals and agenda. Some follow Zhang Jue’s way, while others sack cities and towns to enrich themselves. What was supposed to be a movement of peace now has become nothing but unorganized mobs. With the country in chaos thanks to the Yellow Turban Rebellion, this opens an opportunity for you to rise to the ranks, make a name for yourself by proving your worth in the field of battle, and one day carve out your own realm!

    Game will begin in 184 A.D. and will end in 280 A.D

    Playable characters:

    Cao Cao (50-character points) (29 years old)

    Children:
    Cao Ang (7 years old)

    Starting officers:
    Cao Ren (40-character points)
    Cao Hong (40-character points)

    Starting units:
    1,000 Professionals (Elites)

    Liu Bei (50-character points) (23 years old)

    Children:
    Liu Feng (2 years old)

    Starting officers:
    Guan Yu (44-character points)
    Zhang Fei (43-character points)

    Starting units:
    4,000 Militia

    Sun Jian (50-character points) (29 years old)
    Children:

    Sun Ce (9 years old)
    Sun Quan (2 years old)

    Starting officers:
    Zu Mao (34-character points)
    Huang Gai (34-character points)
    Han Dang (34-character points)

    Starting units:
    2,000 Professionals

    Yuan Shao (45-character points) (30 years old)

    Starting officers:
    Yan Liang (30 points):
    Wen Chou (30 points):

    Starting units:
    1,000 Professionals (Elites)

    Yuan Shu (45-character points) (29 years old)

    Starting officers:

    Starting units:
    1,000 Professionals (Elites)

    Gongsun Zan (42-character points) (30 years old)

    Family:
    (Nephew) Gongsun Yue (30 points)

    Starting officers:

    Starting units:
    2,000 Professionals

    Ma Teng (44-character points) (28 years old)

    Starting officers:

    Starting units:
    2,000 Professionals

    Children:
    Ma Chao (8 years old)

    Han Sui (42-character points) (26 years old)

    Starting officers:

    Starting units:
    4,000 Militia

    Ding Yuan (40-character points) (50 years old)

    Heir: Lu Bu (47-character points) (21 years old)

    Starting officers:

    Starting units:

    4,000 Militia

    Dong Zhuo (48-character points) (46 years old)

    Starting officers:

    Starting units:

    1,000 Professionals (Elites)

    Li Jue (47 points) (25 years old)

    Starting officers:

    Starting units:

    2,000 Professionals

    1. Choose your Character:

    (Can be any character)
    (You can create your own character but he will only have 40 character points and only one starting officer)

    2. Background:
    (Where he is from and his life story. His virtues and strengths).

    3. Heirs (Can only have two son and one daughter or three daughters and one son)

    Son(s) (2cp): If your character dies, with a son you can keep playing. Stats will be based off his father, but randomly altered. Can be used as a general in game as well.

    Daughter (1cp): Can be used as a political pawn, marry to other player's sons or one of your own generals.

    4. Command Talent:
    1 character point gives you +1% BP bonus on the battlefield technically speaking but also RP-wise it means your orders will be followed more accurately and your officers will respect you more.There is no limit on this attribute.

    5. Personal Combat Ability:
    1 character point gives you 1 combat ability skill, the max for this is 10.
    Useful in duels, and if you desire to lead men at the front of the battle and not die.

    6. Administrative Ability
    1 character point gives you +1% income bonus throughout your realm. There is no limit on this attribute.
    Note: None of the leaders can be assassinated. Also you may choose the initial troops you get as long as they are soldiers that can be recruited in the area you chose to start in.

    Movement Rules

    You can order your armies to march at two different speeds:

    War March: You can do one attack move against a hostile faction. Three Defense moves for the player if they are getting attacked by multiple player. If it is a one vs one however, the defender can only do one move like the offender (per day).

    Quick March: skips scouting and marches as fast as possible, for marching across lands that are safe. Makes you very vulnerable to ambushes but you move twice as fast. Quick Marching through enemy territory does not capture cities.

    Regular March: moves at regular speed, scouting and taking necessary precautions. Captures cities.

    Sea Movement: Movements should take half day within a sea region, 1 day per crossing sea region line, and half a day to load/unload troops in a Port, and a full day to load/unload troops in provinces without a Port.
    · Characters by themselves can ride 4 provinces per day, and use sea travel without a ship, can't quick travel.
    · Your family is presumed to start at the capital of your realm, or if you have not named it, the capital of the richest region you own.
    · Cavalry Units can ride 2 provinces a day (4 at quick march)
    · Infantry units march 1 province a day (2 at quick march)
    · Armies move as fast as the slowest unit in them
    · Armies must be kept in direct line of communication to the capital in order to remain In Supply, or control enough provinces to pay for the turnly upkeep of that army in particular. Armies that fail to do this will suffer -10% BP for each day they are out of supply, indicating desertion and attrition.
    · In order to recover from attrition, you must move back into territory you fully control or be resupplied by fleet. Attrition is reduced by +25% per day you are in supply, indicating that your officers are actively recruiting new soldiers, or convincing deserters to rejoin.
    · Navies may resupply troops cut off and out of supply by devoting ships to carry supplies overseas to the army. The amount of ships needed is the same needed to transport the army.
    · Though 184-194 AD, you are only allowed to move 80,000 men max. You can only have a maximum of 200,000 men (if you can get that much) in your army. If you try to move/maintain anymore you WILL suffer from these following problems (PENALTY: Lose 2% BP every turn and 15% of your army will desert you):
    1. Plagues
    2. Famine/Food shortage
    3. Mutiny
    · Through 195-280 AD, you are only allowed to move 200,000 men max. You can only have a maximum of 800,000 men (if you can get that much) in your army. If you try to move/maintain anymore you WILL suffer from these following problems (PENALTY: Lose 2% BP every turn and 15% of your army will desert you):
    1. Plagues
    2. Famine/Food shortage
    3. Mutiny
    Ambushes: Armies may attempt an ambush on an enemy army if the enemy army crosses into the same territory as that army. In order to ambush an army, your army must have been within a territory that you control for at least one-day prior. You may not ambush an enemy army in foreign territory, unless you have a bonus that allows you to do so.
    Note: Movement posts can no longer be edited to counter someone else’s and no more I arrived first because I posted few minutes early or few hours early (this was done to make sure no one can get an unfair advantage due to different time zones).


    Sieges
    A city must have a garrison to be defended. Otherwise it surrenders immediately. If a defender leaves a city un-garrisoned they will surrender to an enemy provided the force has at least 30,000 BP as long as the enemy promises not to sack the city. Sacking of a city earns 2x its turnly income but forgoes income for 3 turns, and this takes an additional day to do. Therefore, your only option is to starve a city out or storm it.

    It takes 1 day of preparation, while larger siege engines take 3. This can be diminished by half using a Siege Engineer.

    For lighter siege weapons (e.g. Rams and ladders), you will be able to only pick, wall, ramming, or balanced focus, and may only attack from 1 direction.
    For larger siege engines, you can also tunnel and attack 2 directions.

    Poor Cities (100 gold) - hill defenses- 2 days to starve out (no occupation day needed)
    Moderate Cities (100 gold) - low walls- 5 days to starve out (no occupation day needed)
    Large Cities (200 gold) - stone walls -8 days to starve out, first 2 days no bp is lost (no occupation day needed)
    Huge Cities (300 gold) - large stone walls -11 days to starve out, first 4 days no bp is lost (no occupation day needed)
    Massive Cities (500 gold -600 gold) - Huge walls-15 days to starve out , first 6 days no bp is lost (no occupation day needed) Legendary Cities (700 gold) - Huge walls-20 days to starve out , first 8 days no bp is lost (no occupation day needed)
    Defenders lose 5% bp every day they are besieged.

    note: If a city is supplied by sea/major rivers it cannot be starved out, to blockade a city requires 10 warships per city level (level 1 is 100 city, 2 a 200 etc)

    Because an attacker cannot bypass a city without cutting off his supply lines, this means that garrisoned cities greatly hamper progress of an attacker.


    Storming a city is very difficult, it is highly recommend you at least double your enemy in numbers and/or quality. Even if this is the case, it is common for assaults to fail unless you achieve a lucky break on some point in the defenses. Casualties will be high. BP of Defenders is tripled

    Garrisoned cities will surrender to besiegers if they have 10 x their tripled bp to simulate absolute doom of resisting

    How siege assaults work;

    Attacker PMs what forces attack what walls, and then choose a focus. Not all walls need to be attacked at once, in fact it may be a wise idea just to concentrate on a few key sections of a city.

    Siege Attacker Focuses:
    Wall Attack Focus - Use primarily siege towers and ladders to overwhelm defenders on the walls
    Ramming Focus - Most of the attack will be focused on breaking through the gate with rams.
    Mining Focus - Use tunneling to cause the wall to collapse, risky but if it works, it can be effective
    Balanced - An equally mixed attack of rams, ladders and such

    Defender receives a PM what their scouts have gathered from the forces coming towards them. Usually this information is limited, because how quickly it is occurring. The defender then responds by assigning men to the walls and declaring choosing what they should focus on.

    Siege Defenders Focuses
    Wall Defense Focus - Assign more men to the walls to repel Ladders and Siege Towers
    Gate Defense Focus- Assign more men to the Gates to destroy rams
    Counter Mining Focus - Men are devoted to counter-mining
    Balanced - An equally mixed defense


    Occupation
    Once a region is conquered, you must begin occupation. Occupied regions do not earn you any money, to reflect the instability of the province and integration into your empire. Occupation takes 1 week. The process of occupation can be forgone if you sign a treaty with the enemy granting the provinces to you.

    If the enemy retakes the region before you finish occupying it, they don't have to occupy it themselves.

    You cannot recruit units from occupied territories.

    Occuppied territories are twice as likely to revolt, there is a 50% chance they revert back to original owner.


    [/CONTENTBOX]


    Taxes

    The taxes of regions are as follows:

    Each region is in turn split up into many provinces, from which are either
    Poor (100 gold per turn)
    Medium (200 gold per turn
    Rich (300 gold per turn)
    Somewhat Wealthy (400 gold per turn)
    Wealthy (500 gold per turn)
    Very Wealthy (600 gold per turn)
    Luoyang and Chang’an is the only city allow to be at 700 (700 gold per turn)

    Size Penalty
    As your realm grows it becomes increasingly difficult to collect all your revenues. This feature is both realistic and gives advantages to smaller factions. For every city you have you lose -0.2% tax income. So, a kingdom with 10 city only loses 2% of its taxes. An empire of 130 city loses 15%.

    Admin Ability
    The ability of your leader to manage finances has a positive effect on your realm.


    Tax Rate
    You may adjust taxes to whatever rate you think it is worth it.

    Low Taxes -(-20% income, 5% chance of unrest)

    Moderate Taxes - (-10% income 15% chance of unrest)

    High Taxes - (-0% income 30% chance of unrest)




    Reforms
    Reforms/Programs/Drills/Buildings and ETC:
    Aggro military colonies (6,000 gold):
    Cao Cao saw the importance of an ample food supply in building a strong military. He began a series of agricultural programs in cities such as Xuchang and Chenliu. Refugees were recruited and given wasteland to cultivate. Later, encampments not faced with imminent danger of war were also made to farm. This system was continued and spread to all regions under Cao Cao as his realm expanded. Although Cao Cao's primary intention was to build a powerful army, the agricultural program also improved the living standards of the people, especially war refugees.

    Effect: Your Professional (Elite) infantry unit pool doubles, you gain 50% increase in your Professional (Elite) cavalry unit ,and you gain 25% increase in Professional units in your unit pool in the province you enacted this and 50% of avoiding famine if you get hit by one at that province.

    Horse breeding program (Southern provinces only) (3,000 gold):
    The south lacks strong horse’s due to the fact the south is full of mountains and marsh grounds. That and warfare around the south was primarily naval and infantry based. You can attempt to change that by buying horses from the north and starting breeding better breeds for your cavalry.

    Effect: Your southern Professional cavalry will get 200 BP and unlocks these following units:
    (15x) Southern Cataphracts (45 gold upkeep) (90 gold) (200 men) (3,600 BP) (4 day)
    (
    Shock Cavalry) Shock
    These incredibly heavy cavalry can turn the tide of battle with their thunderous charge!

    Building Hospitals (2,000 gold):
    You can build hospitals to better tend to the sick or wounded soldiers and civilians.
    Effect: 40% of avoiding plague if you roll a plague event in the province you built hospitals

    Quarantine:
    Plague has broken out in one of your cities. You have the following quarantine options:
    (Free version: Has a success rate of 10% of plague being gone by next turn and 75% chance of spreading to other cities)
    (1,500 gold version: Has a success rate of 50% of plague being gone by next turn and 25% chance of spreading to other cities)
    (2,000 gold version: Has a success rate of 75% of plague being gone by next turn and 0% chance of spreading to other cities)

    Building Workshops (2,000 gold):
    You can build workshops in your cities to start building siege weapons.
    Effect: You can now build siege weapons in the province you built workshops at.

    Marching Drills (1,000 gold):
    You can drill your troops and have them go through practice marches to make sure they can mobilize better during a war/campaign.
    Effect: You now have two offensive/defensive War Marches instead of one. However, if there is an enemy army in the region your army is marching through, that army is stuck and you can use the extra move for another army.

    Building schools (2,500 gold):
    You can build schools so that the civilians can become literate and wiser. You can also use schools as a place for your and the nobility’s children to bound and make connections for your heir.
    Effect: +7 to your children’s character point pool and a 30% chance that you will get an officer who has 25-35-character points.

    Building forts:
    (1,000 gold for a small fort) (50 gold to maintain) (You can build small forts in enemy territory toact as a supply line after you have been there for full two days, however itwill cost you 2,000 gold and 200 gold to maintain the fort)
    (1,500 gold for a medium fort) (100 gold to maintain)
    (2,000 gold for a large fort) (200 gold to maintain)
    Effect: Enemies who try to siege your city without taking these forts will lose BP as their supply line will be disrupted.
    Building watchtowers (1,000 gold) (150 gold to maintain):
    Effect: Ambushes and Stealth movement have now a 50% chance of being detected in the province you built these at.

    Colonizing the South (2,500 gold): The Southern part of China, especially Nanzhong commandry and Jiao province was full of tribe’s who opposed the Han way of living. You can attempt to change that by setting up colonies and try to educate the tribal people to the way of Han.
    Effect: 75% chance of unrest and 50% chance of rebellion starting. Jiao and Nanzhong gets these following units. (NOTE: You will lose your original unit pool):
    Nanzhong commandry (100 units):
    Professionals: 30x Mountaineers, 15x Bashu Pikes, 30x Bashu Heavy Infantry, 10x Bashu Heavy Cavalry, 15x Archers
    Militia: 4x Bashu Infantry, 4x Bashu Spearmen, 2x Militia Archers, 1x Bashu Cavalry
    Jiao Province (40 units):
    Professionals: 8x Jiangdong Heavy Infantry, 20x Jiangdong Pikes, 4x Jiangdong Heavy Cavalry, 8x Archers(40,000 men)
    Militia: 2x Jiangdong Infantry, 2x Jiangdong Spearmen, 1x Jiangdong Cavalry, 2x Militia Archers

    Declaring yourself a King (Cost: 5,000 gold): The player can declare themselves a King after turn 3. Your income will increase by 10% in your southern province and 5% in your northern province.

    Prepare To Die Edition (999,999,999,999 gold):
    YOU HAVE DIED
    MORE MAY BE ADDED


    Diplomacy:
    (Nanzhong) Nanman Tribe
    Hanzhong
    Wuhan Tribe
    Cai Clan
    Southern Jing province governors
    Shanyue Tribes
    Qiang Tribe
    Wusun
    Xianbei
    Xiongnu
    Last edited by Spartan999; October 01, 2017 at 03:08 PM.

  2. #2

    Default Re: Romace of the Three Kingdom

    Event 1: Yellow Turban Rebellion
    (Turn 1 event) Yellow Turban event:

    The Yellow Turban rebellion will be a PVE event that will occur at the very beginning of the game. The event will only last for one turn. During this event players will have the opportunity to make money by defeating Yellow Turban armies and capture rebel cities in the name of the Han Dynasty. All expenses like army upkeep and recruitment fee will be paid by the Imperial government, so you won’t have to worry about the fact you don’t have any income to pay for your troops due to the lack of owning a province. However, the imperial government will only pay for 5 (1,000) cavalry units and 2 (1,000) infantry Professionals (Elite) units and 16 (8,000) infantry Professionals units or 5 (1,000) cavalries and 4 (2,000) infantry Professionals units and 24 (12,000) infantry Militia units. If you recruit anymore you must pay for it yourself via the money you gain from defeating Yellow Turban armies or from the revenue you gain from capturing cities. You can also make money by asking for donations from the various clan like the Sima, Yuan, Cao and Liu.

    Donations from nobles/large clans: 300-2,000 gold (Depends on your roll and Role-play)

    Defeating a Medium Turban army (10,000 men) (16,500 BP): 700 gold (Note: You can just say attack and you just win this battle, that’s how easy it is)

    Army composition:
    6x Yellow Turban archers 700 BP 12x Yellow Turban Units 700 BP 6x Yellow Turban Cavalry 650 BP
    Defeating a Large Turban army (25,000 men) (38,500 BP) (Note: There is a 20% chance of you losing this battle if you go in solo): 1,000 gold

    Army composition:
    13x Yellow Turban archers 700 BP 23x Yellow Turban Units 700 BP 10x Yellow Turban Bandits 700 BP 10x Yellow Turban Cavalry 650 BP
    Defeating an Epic Turban army (100,000 men) (173,500 BP): 4,500 gold
    (Recommendation: Going solo will get you killed 100% and 25% chance of your leader dying. Must have two other players if you want to take this army on)

    (Note: There is only four Epic Turban army and they will be each led by one of the Zhang brothers or one of the Zhang relative. If all four Epic Armies are defeated before the turn ends the event and will trigger the Bribe the Eunuchs event will trigger in turn 1. Before you ask, yes, the Imperial government will still pay for your army upkeep for turn 1 so you don’t have to worry about going bankrupt in turn 2 if the Yellow Turban event ends before turn 1 ends. The plus side of all this is if the rebellion ends and you get your chosen province early, you get the income from that province as well as the Imperial government paying for your troops).

    Army composition:
    60x Yellow Turban archers 700 BP 80x Yellow Turban Units 700 BP 40x Yellow Turban Bandits 700 BP 30x Yellow Turban Cavalry 650 BP 20x Wuhuan Horse Archers 1,400 BP
    Capturing a city: 600 gold (note: if you choose to sack the city you gain 1,000 gold instead, but if you do this too often you will be labelled a rebel)

    Capturing/slaying/assassinating one of the Zhang brothers: 1,000 gold

    Note: The troops you recruit during this event will be automatically upgraded. Militias will turn into Professionals and Professionals will turn into Professionals (Elite). Any Professionals (Elites) you recruited during this event will just gain 3 experience points.

    Warning: I would advise to save up the money you gained from defeating rebels and capturing cities for turn 2 instead of blowing it all up recruiting a large army so that you have money to bribe the Eunuchs to gain a province.


    Event 2: Gaining a province and guide to every province
    (Turn 2 event) Bribe the Eunuchs event:

    After the end of the Yellow Turban rebellion, players will have the opportunity to bribe the Eunuchs to gain a province for yourself and try to make sure anyone that may be hostile to you get a poorer province with the money you made defeating rebel armies and cities you’ve captured during the rebellion. (Sili province is off the table due to it being the emperor’s personal province).

    Starting bid for each province and benefits and negative of each province (also on what to do):

    Jing (50):
    The Richest Southern province in the empire, in fact the richest province in the entire empire. However, your province will be split into three and will receive only 50% from 11 cities. These 11 cities are controlled by two factions, the Cai clan who are in the Northern-Eastern Jing and the various governors of the Southern Jing. The Southern governors have no ill will against you and only afraid of losing their governorship. Thus, the Southern governors could be reasoned to serve you completely so that you can get the full 100% tax or you can just crush them with the might of your military. The Cai clan however will hate your guts due to the fact you took the governorship of Jing from them. Military conflict is inevitable and you should prepare for it. Don’t even waste your time on trying to negotiate with them.

    Advice: The Cai clan will have an army of 40,600 men. However out of that only 2,000 are (Elite) (4 unit) and are Professionals 8,600 (13 cavalry units and 12 infantry units). The rest are Militia that number around 30,000 (60 units) who will route quickly against any Professional (Elite) troops. So, my advice for anyone looking to take this province to start out with the Elite unit army during the Yellow Turban rebellion as the Professionals will turn all elite and the elites will gain 3 experience points after the rebellion is over. If you take out the Cai clan first, the Southern governors will swear loyalty to you as they hate the Cai clan due to their oppressive rule during the twenty years they’ve ruled over Jing. The Southern governors can be easily bribed to be royal to you for 7 points per governor (28 points overall), or you can just crush them with the might of your military. Each governor has a total of 10,000 troops. 2,000 (4 units) Professionals and 8,000 (16 units) Militia and will not come to the aid of one another. If you take out three out of four of them the fourth governor will just surrender to you rather than fight you.

    Liang (3,000 gold):
    Will be the second richest Northern province. However, you won’t be able to utilize this wealth properly due to the fact you must raise a big army to deal with the constant nomadic threats to your borders. Your province also fields the best cavalry in the entire empire and decent archers.

    Advice: The nomadic tribes can be either bribed or be tamed after defeating them in the field of battle for three turns. During these three turns you should either consider attacking Hanzhong (though highly advised against) or Sili once it becomes nearly vacant after turn 3. Highly recommended to take the Elite unit army to deal with the nomadic tribes and other governors.

    Bing (2,500 gold):
    The third poorest province in the North. This province is also filled with bandits who were formally part of the Yellow Turban rebellion. Fortunately for you, these bandits have no discipline and will crack easily under pressure. However, they are scattered and will have to be dealt one by one.

    Advice: Start out with the regular army pack to get as much troop as possible to crush the bandits swiftly as possible before they could be used against you military or damage your economy by sacking undefended/undermanned cities. You can also attempt to recruit them into your army and train them to become Professional troops (Cost: 20 points), but do it quick before someone else hires them and integrity the bandits to their army.

    Ji (3,000 gold):
    Ji Province is tied to Yan province in terms of being the third richest province in the north. Ji province is also an area with plenty of fertile lands and has great horses. The province has a minor bandit problem, but nothing too big like Bing province. Overall a good province to start if you are new or experienced. The only downside being you are surrounded by enemies in the north, west and the south. Fortunately for you your east is guarded by the sea.

    Advice: The first thing you should do once turn 4 is to mobilize your army and attack Bing province. Use the bandits to your advantage to distract the Bing army while you attack the province. Afterwards you may either want to attack You province or Qing province.

    Yan (3,000 gold):
    Yan Province is tied to Ji province in terms of being the third richest province in the north. Much like Ji province Yan has plenty of fertile lands and has great horses. The provinces have a moderate bandit problem and will need to be taken care of quick. Not the best province to as you are surrounded and no sea to protect your east like Ji province. Recommended for someone with experience playing these types of games.

    Advice: The first thing you should do once turn 4 is to mobilize your army and attack Xu province. Xu province should stand no chance against you without any assistance so it will be an easy battle.

    You (2,500 gold):
    You Province is the fourth richest province in the North. It has an area well known for its cavalry and easy to defend north. However, the downside is that it’s surrounded on enemy on all sides. There is the Wuhuan tribes to the north, the Korean kingdoms to it’s east, it also must worry about the south where the governors of Ji province can attack.

    Advice: Highly recommended to try to ally yourself with the Korean kingdoms and the governor of Bing province. You should also try to ally with the Wuhuan tribes, though they are likely to ally with you after you defeat them in the field of battle.

    Qing (2,000 gold):
    The second poorest province in the north. I would recommend you take something else. As it is surrounded by enemies. But on the plus side it is a relatively fertile province.

    Advice: Please don’t this province. I really don’t have any advice for you on this.

    Yu (3,000 gold):
    Yu province is tied to Bing in terms of being the third poorest region in the north. Though it does have its advantages. The governor of Yu province can ally with the Cai clan to and help defeat whoever takes Jing province and take some part of Jing, and they can take even take some lands from Yang province while they are busy dealing with the Barbarians to the south.

    Xu (2,500 gold):
    Second poorest region in the empire. I would recommend you take something else. As it is surrounded by enemies and has its own share of bandit problems. On the plus side, the land is fertile so you won’t have to worry about famine as much.

    Advice: Please don’t this province. I really don’t have any advice for you on this.

    Yi (4,000 gold):
    Yi province is the second richest province in the southern part of the empire. It is easy to defend province but also hard to launch an invasion from due to all the mountains. The only place you can easily attack is Hanzhong, due to the relative wide pass you can attack from. Also, the southern part of Yi is full of Nanzhaong barbarians who will rebel against you in turn 3.

    Advice: Crush the Nanzhaong barbarians before you attack Hanzhong. Highly advised to attack Hanzhong with the might of your entire military as attacking Wu Xilang will be no laughing matter. You must take the Elite unit army during the Yellow Turban event if you are going to lay claim on this province as the war against the Nanzhaong barbarians and Hanzhong will become very difficult if you don’t. The Nanzhaong barbarians will have about 10,000 troops per tribe (50,000 overall) and will come to each other’s aid if you try to invade and will seek out a quick decisive battle. Hanzhong will have 40,000 troops (10 cavalry Professional unit, 56 infantry Professional unit, and 20 infantry militia unit. The Hanzhong governor will only skirmish against you. So, expect a long drawn out campaign.

    Yang (3,000 gold):
    The Second poorest province in the South. It is also the least developed province and full of barbarian tribes in the southern part of the province. They will likely rebel against you if you ever take your eyes off them.

    Advice: Go march south as soon as possible to make sure the barbarians can’t unite under one banner. Though you will have to take out each tribe one by one if you do that. You can let them unite to take them out all at once. Their army however will number 20,000-35,000 around if you do. But if that army is defeated the tribes will all submit to you and will never revolt against you.

    Jiao (2,000 gold):
    The poorest province in the entire Empire. Don’t think anyone would bid for it, so if you just ask the court for the governorship of the province, they will probably give it to you. It also has the least number of cities.

    Advice: You can try to attack the barbarian tribes in the Yang and take the land there or the Southern governors in Jing province. You however risk pissing off the governor of the respective regions you are attacking, so think wisely. Also, highly recommending not start out with the elite package deal for the Yellow Turban rebellion event if you choose this province. As you will only be able to hire militia due to the high upkeep of the elites. You can always try to attack Vietnam kingdom to make them your vassal, but that is also advised against as they have an army of 80,000.


    Event 3: Civil War
    (Turn 3 event) Slay the Eunuchs event:

    This event will be triggered in turn 3 when the Eunuchs demand you pay back the “loan” you received from the Imperial government to recruit and to pay the upkeep of your troops during the Yellow Turban rebellion. However, two new orders come in almost immediately after this. The Emperor has passed away and the court is now in chaos. The Emperor never chose an heir to succeed him. A faction that supports the ascension of Liu Bian (this faction will be led by the Eunuchs) and a faction that supports the ascension of Liu Xie (this faction will be led by He Jin).

    There are three options you can follow:

    Option 1 ( the Eunuchs and become a Rockstar): You can rebel against the Eunuchs and side with He Jin and kill the Eunuchs. The people will praise you as a hero and the troops will look up to you for standing up to the Eunuchs (+10% stability for three turns and +15% troop moral during battle for one turn). He Jin will pay you 1,000 gold for siding with him (You get this instantly).

    Option 2 (The worst decision of your life): You can null the “loan” by siding with the Eunuchs. Siding with the Eunuchs will lose you the popular support and the troops will be disgusted by you for siding with the Eunuchs (-25% stability for five turns and -25% troop moral during battle for one turn and 50% that 15% of your troops will dessert you before the battle even begins). If the Eunuchs win they will pay you 3,000 gold and provide you with a province of your choosing while letting you keep the province you got last turn.

    Option 3 (The safe choice): You can pay off the “loan” and stay neutral (Note: The Eunuchs will demand you pay 30 additional points with the amount you received from the Imperial government during the Rebellion).


    Side Events
    Option 4 (The Dong Zhou choice): You can also choose to lead a large army and crush both the Eunuch and He Jin’s faction. If you succeed you will take control of the emperor and will become the regent of the Han Dynasty. You will be able to declare war on anyone without a bonus penalty and remove governors from their province if you wish. You can also grant titles and force the governors to pay you 25% of the income they get from their province, or they can choose to rebel against you. If you fail however, you will be declared a traitor to the Han and will lose control of your province if you lost 70% of your army during this conflict.

    Note: He Jin will die regardless of the Eunuchs or himself winning this conflict and vice versa. Also, after turn 3 the throne will be vacated (as the emperors will be abducted and will be found by a certain NPC after turn 6) for 4 turns and you can attack whoever you want without any consequences.

    Additional Note: During this event, you will be able to basically teleport to Luoyang and back to your province if you choose after the conflict is over. (Turn 3 will time skip to 189 AD).

    (Event) (IF someone decided to take Option 4 during turn 3) Kill the Tyrant:

    If the regent abused his power, the governors can rebel against him and form a coalition against him. The coalition gains +15% moral during battle against the regent’s army if they have the Emperors approval/they have a righteous reason to rebel against the regent.

    (Event) Becoming the emperor:

    The player can choose server their ties with the Han Dynasty and become emperor after turn 3. Your income increase by 25% for your southern province and 10% increase in your northern provinces. But, you will be declared an enemy of Han and your troops will lose 25% moral during battle and a 50% chance your forces will desert you if you only control one or two province (NOTE: This does not apply for Yi or if you control Jing and Yang/Yi you will not suffer from this effect). You can also recruit Imperial troops.
    Last edited by Spartan999; October 01, 2017 at 08:17 PM.

  3. #3

    Default Re: Romace of the Three Kingdom

    Types of Troops
    Three types of troops

    Professionals-These are nearly full-time, and best soldiers soldiers serving a state or tribe. They receive steady pay and benefits, but the key difference between them and mercenaries is that their loyalty is not for sale. They are able to suffer 2 weeks without pay. They may only be recruited if you control the capital of the region, but may be built in any city. If the city is put under siege the recruitment is halted.

    Militia – Called up to defend their region. These units can be maintained for very cheap in the region they are in as long as they stay inside that region (upkeep 40% less than professionals). This represents them working the land or living their lives most of the time but can be called up to defend their land. Using militia forces outside their homeland can be done but at a much greater cost to your economy. (upkeep 40% more than professionals) They will desert immediately after being unpaid outside of their home regions.

    Mercenaries- Entire livelihood is warfare. They desert immediately after being unpaid.

    (Flat land bonus) +200 BP on flat land area
    (Mountainous land bonus) +200 BP on mountain area
    (Dessert land bonus) +200 BP on dessert area
    (River land bonus) +200 BP on river/swamp area
    Units
    Special Abilities:
    Shock; These units rely on the charge, to break the enemy as soon as possible (20% extra BP on charge, -20% in second stage)
    Savage Shock; Some units are almost entirely reliant on their initial assault, they are trul terrifying units . (40% extra BP on charge, -40% in second stage)
    Phalanx; This unit can form a Macedonian like Phalanx, but must be placed in the center, receives a 20% bonus there.
    Shield Wall; This unit can form a Shield Wall, but must be placed in the center, receives a 13% bonus there
    SkirmishThese units may skirmish (using their ranged bp) or counter-skirmish (cancelling out enemy ranged attacks) before a battle
    Inspiring Negate any shock bonus as long as they are massed on one flank as they inspire the other troops

    Unit Types

    Light Infantry
    Strong Against: Heavy Infantry, Elephants
    Weak Against: All Cavalry
    -30% bp when fighting in the center

    Heavy Infantry
    Strong Against: Spearmen, Shock Cavalry, Heavy Cavalry
    Weak Against: Light Infantry, Elephants
    -30% bp when fighting on flanks

    Spearmen
    Strong Against: Light and Heavy Cavalry
    Weak Against: Heavy Infantry

    Shock Cavalry
    Strong Against: Light Infantry
    Weak Against: Heavy Infantry, Elephants

    Heavy Cavalry
    Strong Against: Light Infantry
    Weak Against: Spearmen, Heavy Infantry, Elephants

    Light Cavalry
    Strong Against: Light Infantry
    Weak Against: Spearmen, Heavy Cavalry, Elephants

    Elephant
    Strong Against: Heavy Infantry, All Cavalry
    Weak Against: Light Infantry

    Sili:
    Liang:
    Bing:
    Ji:
    You:
    Qing:
    Yan:
    Yu:
    Xu:
    Yi:
    Jing:
    Yang:
    Jiao:

    Spoiler for Professsionals (Elite)

    Professionals (Elite): Infantry

    Tiger Pouncers (50 gold upkeep) (100 gold) (500 men) (3,300 BP) (4 day) (
    Heavy Infantry) Shock (Flat land bonus)
    Cao Cao’s personal heavy bodyguards, and also his trump card on foot. They’re veterans of many battles and led by trusted generals under Cao Cao. The Tiger Pouncers are an indispensable force in Cao Cao’s military accomplishments, with high morale and defense, and an ability to boost the morale of other troops around them.

    Qingzhou Units (40 gold upkeep) (80 gold) (500 men) (3,300 BP) (4 day) (
    Spearmen) Shield Wall (Flat land bonus)
    After Cao Cao have defeated of the Qingzhou Yellow Turban armies and accepted the surrender of over three hundred thousand of the rebels, he reorganized the most elite of them into the Qingzhou units. The Qingzhou units are not the best soldiers that Cao Cao have to offer, but they are numerous and represent his mainstay. They have followed Cao Cao in his many years of battle and achieved numerous martial deeds.

    Xiaoyaojin Troopers (50 gold upkeep) (100 gold) (500 men) (3,300 BP) (4 day) (
    Heavy Infantry) Shock (Flat land bonus)
    This is a unit established by Zhang Liao. In many cases it is similar to the Xianzhen units as established by Gao Shun. All members are soldiers with great courage. Fanned by the rousing rallies of Zhang Liao, they are pushed beyond the edge and have dealt a disastrous defeat on Sun Quan’s great expedition and nearly captured him in the following engagement. They are one of the trump footmen in Central China.

    Xianzhen Units (50 gold upkeep) (100 gold) (500 men) (3,300 BP) (4 day) (
    Heavy Infantry) Shock (Flat land bonus)
    These units are led by Lu Bu’s great general Gao Shun. Gao Shun personally leads seven hundred men, and boasted it to be a thousand strong. Their armor and weapons are well kept and in uniform order. They could breakthrough all that they attack, and hence were also named the Xianzhen units (formation breakers). The Xianzhen soldiers is chosen from a hundred potential candidates and trained personally by Gao Shun. The unit has a uniform appearance and great fighting prowess. It is the best unit of the Central Plains.

    Mighty Axemen (Tiger Guards) (50 gold upkeep) (100 gold) (500 men) (2,900 BP) (4 day) (
    Heavy Infantry) Shock (Flat land bonus)
    These men are Yuan Shu’s trump card. They are the strongest men from Yuan Shu’s armies and wield great mighty axes. They are also encased in heavy armor and would sweep either infantry or cavalry men aside by cleaving their bodies or mounts. Their attacks would break through all forms of armor and their defensive skills are also excellent.

    Danyang Units (50 gold upkeep) (100 gold) (500 men) (3,300 BP) (4 day) (
    Heavy Infantry) (Mountainous land bonus)
    The regions of Danyang are composed of treacherous gorges. Their men are tough and are well versed in martial ways. They prize strength and power, and hence the men of Danyang make excellent soldiers. Danyang units with their excellent martial traditional are well suited to the harsh life of campaigning and are extremely disciplined. They are most similar to the Xiang armies of the Chu-Han era. Their attack and defense are excellent, and are certainly the best units of the south Central Plains region.

    Imperial Guardsmen (50 gold upkeep) (100 gold) (500 men) (3,600 BP) (4 day) (
    Heavy Infantry) Shield Wall
    These are the units charged with the security of the Henan region (capital), Since they are as fast as the feathered beasts and numeorus like the trees of the woods, they are also named the Feathered Forest Units. They are usually led by two ranking Imperial Retainer to his Emperor’s Majesty.

    Great Halberdiers (50 gold upkeep) (100 gold) (500 men) (3,300 BP) (4 day) (
    Heavy Infantry) Shock (Flat land bonus)
    These units were trained by the great general Zhang He and are equipped with a great halberd. These soldiers are all strong powerful men with a great reputation. They are an extremely powerful heavy infantry force but were repulsed at the battle of Jieqiao crossing by Gongsun Zan’s Band of White Steeds. These halberdiers have extremely high attack and defense.

    Bai’er Units (50 gold upkeep) (100 gold) (500 men) (3,300 BP) (4 day) (
    Spearmen) Phalanx (Flat land bonus)
    This is one of Liu Bei’s mainstay units and is led by the great general Chen Dao. In the battle of Yiling, the Shu army met a disastrous defeat. Chan Dao led a few hundred Bai’er soldiers and halted the Wu pursuit, allowing Liu Bei to make his retreat successfully. The Bai’er soldiers are skilled in both attack and defense, and are effective against horsemen or foot soldiers.

    Tengjia Units (50 gold upkeep) (100 gold) (500 men) (3,300 BP) (4 day) (
    Heavy Infantry) (River land bonus)
    Tengjia are special pieces of armor that have been woven from treated rattan fibers and offer extremely good protection against weapons. They are most suitable in the swamplands of the south. The Tengjia armor tends to offer protection for the head and the upper body, and Tengjia shields are usually used in tandem to protect the other exposed regions. However, Tengjia is also very inflammable and offer little protection against cold.

    Feathered Forest Pikes (50 gold upkeep) (100 gold) (500 men) (3,600 BP) (4 day) (
    Spearmen) Phalanx
    The Imperial guardsmen that were further expanded in the East Han dynasty were called the Feathered Forest units and are in charge of palace security. They are equipped with quality steel pikes and are usually arrayed in an impenetrable barrier of steel. Should the Imperial Pikes be brought into formation, the battle line would rarely be broken through.

    Feathered Forest Units (50 gold upkeep) (100 gold) (500 men) (3,600 BP) (4 day) (
    Heavy Infantry) Shield Wall
    These are palace guardsmen directly in charge of palace security. They are all selected from amongst 100 of their peers.

    Riverine Troops (50 gold upkeep) (100 gold) (500 men) (3,000 BP) (
    Light Infantry) (River land bonus)
    These are lightly equipped troops skilled in swimming. The Changjiang is usually a site for riverine battle. A faction that can gain superiority in riverine warfare would be one step closer to unifying the empire.

    Professionals (Elite): Cavalry


    Hubao (50 gold upkeep) (100 gold) (200 men) (3,600 BP) (4 day) (
    Heavy Cavalry)
    There are only a few of these units, and every single one of them was chosen out of a hundred potential candidates. The unit leaders of this cavalry are always a member of the Cao family. These cavalry units represent the personal retainer cavalrymen of Cao Cao’s armies. They have followed Cao Cao in his sweep through the Central Plains and the campaigns to suppress the Xiong Nu, and achieved great deeds for the Cao family. This is indeed a mysterious and terrifying foe to face.

    Bingzhou Cataphracts (50 gold upkeep) (100 gold) (200 men) (3,600 BP) (4 day) (
    Shock Cavalry) Shock
    These are the personal retainer cavalrymen of Lu Bu, who was also known as the Flying General of the Jian’an era. They achieved many valors during the battles against the Guandong alliance, and in the enegagements against Li Jue and Guo Si, they followed Lu Bu as he overran many encampments. Unlike their master, however, these cataphracts have utmost loyalty to their master.

    Xiliang Cataphracts (50 gold upkeep) (100 gold) (200 men) (3,600 BP) (4 day) (
    Shock Cavalry) Shock
    The mysterious arm of the Ma family of Xiliang. They are unique amongst the heavy cavalry units hailing from the Central Plains. These units are extremely disciplined and are skilled in the use of javelins. They charge in extremely compact formations and have the thunderous force of ten thousand charging stallions. The horsemen are also heavily armored and carry large shields, which mean that they also have a poorer mobility.

    Camp Raiders (50 gold upkeep) (100 gold) (200 men) (3,600 BP) (4 day) (
    Heavy Cavalry)
    These cavalrymen were personally trained and led by the great general Gan Ning. They are demarcated by the white feather on their helmet plumes. The Camp Raiders were well trained and have exceptionally high morale. A successful night raid by just over a hundred of these raiders on Cao Cao’s encampment added to their popular legend.

    Yanyun Cataphracts (50 gold upkeep) (100 gold) (200 men) (3,600 BP) (4 day) (
    Shock Cavalry) Shock
    These are the best heavy cavalry unit that the northern territories in the Yanyun region have to offer. They are extremely powerful in large numbers, with the soldier and his mount clad in heavy armor. Besides a long dagger axe they’re also armed with an iron mace. Their attack rating is extremely high, and some mobility is sacrificed for better protection.

    Band of Steeds the White (50 gold upkeep) (100 gold) (200 men) (3,600 BP) (4 day) (
    Heavy Cavalry)
    Gongsun Zan is usually accompanied by scores of adept archers all mounted on white steeds on his left and right. They call themselves the Band of White Steeds. These are the most elite of Gongsun Zan’s men, but met their defeat against Yuan Shao’s Xiandeng infantry at the battle of Jieqiao crossing.

    Feathered Forest Cavalry (50 gold upkeep) (100 gold) (200 men) (3,900 BP) (4 day) (
    Heavy Cavalry)
    The Imperial guardsmen that were further expanded in the East Han dynasty were called the Feathered Forest units and are in charge of palace security. These horsemen are equipped with fine breeds from Central Asia. Since the reign of Emperor Xiaoxuan, the western kingdoms and the Xiongnu have submitted to the dynasty. Many skilled horsemen also entered the household board of the empire. Hence, these units are never lacking in coaches and men from ethnic minorities.

    Southern Cataphracts (50 gold upkeep) (100 gold) (200 men) (3,600 BP) (4 day) (
    Shock Cavalry) Shock
    These incredibly heavy cavalry can turn the tide of battle with their thunderous charge!

    Professionals (Elite): Skirmishers


    Xiandeng Units (40 gold upkeep) (80 gold) (500 men) (2,800 BP) (
    Light Infantry) Skirmish (Flat land bonus)
    These men were led by Yuan Shao’s great general Qu Yi. They were veterans of battles against the Qiang and are well trained with the heavy crossbow. Before the enemy would close in they would hide behind their huge shields and shoot them down with their powerful ranged weapon. The Xiandeng are an extremely powerful crossbow unit, extremely effective against light cavalry. Eight hundred of these men would defeated over ten thousand cavalrymen under Gongsun Zan at the battle of Jieqiao crossing.

    Wizened Archers (40 gold upkeep) (80 gold) (500 men) (2,800 BP) (
    Light Infantry) Skirmish (River land bonus)
    This is a unit of archers trained by the old general Huang Zhong in Changsha, and were mainly composed by aged veterans. Their long years of experience are an advantage for it provided them with experience and skills in archery that few young men had experienced. Light armor also compensate for their lower mobility. They have an extremely high attack.

    Hengjiang Archers (40 gold upkeep) (80 gold) (500 men) (2,800 BP) (
    Light Infantry) Skirmish (River land bonus)
    The regions of Jiangdong have always produced excellent archers since anceit times, and the namesake of Hengjiang represent their “invincibility across the river”. The Hengjiang archers are not only skilled in archery but also in melee combat. Their martial skills are without equal, and were generally chosen from amongst the best in the army.

    Zhuge Nu (40 gold upkeep) (80 gold) (500 men) (2,800 BP) (
    Light Infantry) Skirmish (Mountainous land bonus)
    The Zhuge Nu (crossbows) are made by Jiang Wei who adopted the designs from the works he inherited from Zhuge Liang on the latter’s deathbed. This is considered one of the most important inventions of the Three Kingdoms era. The Zhuge Nu are capable of rapid fire of up to ten bolts at a time, each of them being poisoned. They are extremely lethal.

    Jingzhou Elite Archers (40 gold upkeep) (80 gold) (500 men) (2,800 BP) (
    Light Infantry) Skirmish (River land bonus)
    These men are all expert archers from the Jing North regions. These areas are criss-crossed with dense waterways and hence archers make the best attackers. Elite archers could even turn the tide of battle.

    Feathered Forest Archers (40 gold upkeep) (80 gold) (500 men) (3,100 BP) (
    Light Infantry) Skirmish
    These are the imperial retainer archers of the Feathered Forest Units, armed wtih quality composite bows. These are the best archers of the entire Empire.

    Arbalestiers (40 gold upkeep) (80 gold) (500 men) (3,100 BP) (
    Light Infantry) Skirmish
    Armed with heavy crossbows, these heavily-armed soldiers can attack enemies from a long distance, they are much feared in Central China. Since the massive deployments of crossbows in the Qin Dynasty (220 BC.), the weapon has remained a fearsome weapon designed to maul cavalry charges. Thanks to its long effective range and powerful damage, the heavy crossbow is the terminator for Calvary. Specialties: Well-disciplined, good at both attack and defense.


    Spoiler for Professionals

    Professionals: Infantry


    Central Chinese Heavy Infantry (20 gold upkeep) (40 gold) (500 men) (2,000 BP) (2 day) (
    Heavy Infantry)
    Armed with swords, these soldiers were the backbones of infantrymen of prefectures Yan and Yu in Central China. Having been brought up drinking the waters of the Yellow River, these warriors inherited the iron will and power from their brave ancestors. Though cavalry ruled the battlefields in Central China, heavily equipped footmen still played a fairly important role in the battlefield. Specialties: Well-disciplined, relatively high morale, and good at both attack and defense.

    Central Chinese Pikes (20 gold upkeep) (40 gold) (500 men) (1,800 BP) (2 day) (
    Spearmen) Phalanx
    Armed with long pikes, these soldiers are among the medium of the infantries of prefectures Yan and Yu in Central China. Spearmen armed with long pikes in Central China are famous for their effectiveness against Calvary. They are a strong force on the plains of Central China. Specialties: Well-disciplined, relatively high morale, and good at both attack and defense.

    Marines (500 men) (1,600 BP) (These come your ships if you choose to disembark them) (
    Light Infantry)
    Marines are chosen from the best riverine troops. They are usually amongst the first wave of boarding parties.

    Axemen (20 gold upkeep) (40 gold) (500 men) (1,700 BP) (2 day) (
    Heavy Infantry) Shock
    These are the assault units of Yuan Shu. Seeing that the troops of the Hebei region are heavily armored, Yuan Shu have armed his assault units with axes. Although it is a cumbersome weapon, it is impossible to block and even a sturdy shield would be hewn in two.

    Qiang Units (20 gold upkeep) (40 gold) (500 men) (2,000 BP) (2 day) (
    Heavy Infantry)
    The Ma family of Xiliang have long lived in the north western regions of the prefectures Yong and Liang. They recruited a unit composed of the Qiang peoples. Their armor and weaponry are different from the standard manufacture of the Central Plains and this is coupled with a unique way to make war. The Qiang make brave and skilled soldiers, and willingly submit to the Ma family. They have a high attack, but moderate defense.

    Yongliang Heavy Infantry (20 gold upkeep) (40 gold) (500 men) (2,000 BP) (2 day) (
    Heavy Infantry)
    These are medium infantry recruited from the prefectures of Yong, Liang and the general Xiliang region. These men are armed with swords. The Xiliang regions are situated in the west of the region within the pass and are upstream of the Yellow River. They can easily advance to seize the Central Plains or retreat into the defensible western reaches. They’re also in control of the precipitous passes of Tong and Wu. These were harsh terrains but a confluence of lands, making it a necessary military objective to seize. Heavy Infantry are encased in heavy armor and have good defense. They are effective when used in concert with cavalry. The heavy infantry are very disciplined and have high defensive stats.

    Yongliang Pikes (20 gold upkeep) (40 gold) (500 men) (1,800 BP) (2 day) (
    Spearmen) Phalanx
    These are medium infantry from the prefectures of Yong, Liang and the general Xiliang region. They are armed with pikes. The Xiliang regions are situated in the west of the region within the pass and are upstream of the Yellow River. They can easily advance to seize the Central Plains or retreat into the defensible western reaches. They’re also in control of the precipitous passes of Tong and Wu. These were harsh terrains but a confluence of lands, making it a necessary military objective to seize. They have a greater charge than ordinary pikemen and are encased in a more protective armor. Pikemen are effective even in the barren lands of the northwest. They are very disciplined and have high defense.

    Jingzhou Heavy Infantry (20 gold upkeep) (40 gold) (500 men) (2,000 BP) (2 day) (
    Heavy Infantry)
    Medium infantry armed with swords from the Jing regions. These regions are generally flat with little features, and is surrounded on all sides by foes. It is also an important staging area. Hence, the footmen have great responsibility and are usually composed of elite fighters. They have great discipline but moderate morale.

    Jingzhou Pikes (20 gold upkeep) (40 gold) (500 men) (1,800 BP) (2 day) (
    Spearmen) Phalanx
    Medium infantry armed with pikes from the Jing regions. These regions are generally flat with little features, and is surrounded on all sides by foes. It is also an important staging area. The pikes they hold are crafted from the quality wood in their dense forests, and could last longer in water and hence in riverine engagements. They have high discipline and great defense.

    Jiangdong Heavy Infantry (20 gold upkeep) (40 gold) (500 men) (2,000 BP) (2 day) (
    Heavy Infantry)
    Armed with swords, they were the medium infantry in East China Region, e.g. Yang Zhou. East China has a large amount of good warriors good at swimming. Besides their supreme swimming skills, they were much better equipped and were the backbones of land force in East China Region. Their discipline is supreme, morale is medium, attack & defense are good.

    Mountaineers (15 gold upkeep) (30 gold) (500 men) (1,500 BP) (2 day) (
    Light Infantry)
    Battles on the plains are usually decided by light cavalry, but the topography of the broken regions would ensure that it’s the side with the better mountaineers. Mountaineer troops are well equipped to make battle on mountains and have rapid movement. Broken and rough terrain would not affect their movement as much, and the men themselves possess exceptional endurance, attack and defense.

    Jiangdong Pikes (20 gold upkeep) (40 gold) (500 men) (1,800 BP) (2 day) (
    Spearmen) Phalanx
    Armed with long spears, they were the medium infantry in East China Region, e.g. Yang Zhou. Warriors from East China are good at using short weapons, such as swords, however, East China Pikemen were equipped with long and powerful pikes and could fight in large battles on the plains. They played a very importance role in defense against enemy Calvary. Their attack is medium, defense is good, and discipline is good.

    Jiefan Infantry (20 gold upkeep) (40 gold) (500 men) (2,100 BP) (2 day) (
    Heavy Infantry)
    These units are not under any general, but are led directly by the Sun family of Jiangdong. They usually accompany Sun Ce and were meant to “relieve him of his troubles”, hence their name Jiefan (trouble relievers). They have extremely high attack.

    Hebei Heavy Infantry (20 gold upkeep) (40 gold) (500 men) (2,000 BP) (2 day) (
    Heavy Infantry)
    Armed with swords, these warriors were the common medium infantry in regions north of the Yellow River, e.g. Ji Zhou & Bing Zhou. North of the Yellow river and south of the Great Wall, this region has great warriors, who practice various kinds of Martial Arts. This region has always been a critical point for its good location: With the Great wall defending the north, rulers of North China could easily cross the Yellow River and attack Central China. These soldiers had iron wills of true Martial Artists and formed the backbones of the Army in North China. They are well-disciplined and have supreme attack & defense.

    Hebei Pikes (20 gold upkeep) (40 gold) (500 men) (1,800 BP) (2 day) (
    Spearmen) Phalanx
    Armed with long spears, these warriors formed the medium infantry in North China Region. North China was famous for Calvary, and also famous for spearmen, whose phalanx formation was designed to crush Calvary. They were equipped with long sharp spears, and its phalanx formation is almost undefeatable. They are well disciplined and have supreme defense.

    Wudangfei Units (20 gold upkeep) (40 gold) (500 men) (1,800 BP) (2 day) (
    Heavy Infantry)
    After Zhuge Liang had conquered Nanzhong, he formed a powerful military unit from the local natives. The Wudangfei units are endowed with the natural endurance and flexibility of the Nanzhong natives and are encased in iron armor. They are able to traverse mountainous terrain quickly and are skilled in the use of ranged weapons, firing poisoned projectiles. They are also skilled in defense.

    Bashu Heavy Infantry (20 gold upkeep) (40 gold) (500 men) (2,000 BP) (2 day) (
    Heavy Infantry)
    Armed with swords, these soldiers were the medium infantry in BaShu Region (Now Si-Chuan Province of China). Chosen from the strongest men in BaShu region, these soldiers were equipped with more powerful swords and heavier armor than BaShu Infantry. In mountainous areas, these infantries were supreme forces. Specialties: Well-disciplined, high morale, good attack and defense.

    Bashu Pikes (20 gold upkeep) (40 gold) (500 men) (1,800 BP) (2 day) (
    Spearmen) Phalanx
    Armed with long pikes, these soldiers were the medium infantry in BaShu Region (Now Si-Chuan Province of China). BaShu, a region with lots of high mountains, is good for infantry, which can travel in mountainous areas. They were equipped with long pikes made of chosen bamboos, with heavy armor, which makes their defense pretty good. However, their attack and morale are medium.

    Swordsmen (20 gold upkeep) (40 gold) (500 men) (2,000 BP) (2 day) (
    Heavy Infantry)
    The sword is the favorite weapon of any gentry. If the blade is a soldier’s weapon, than the sword is the officer’s weapon. Liu Bei’s swordsmen are considered some of his more elite retainer units.

    Mountaineers (Hanzhong) (20 gold upkeep) (40 gold) (500 men) (1,700 BP) (2 day) (
    Light Infantry)
    Battles on the plains are usually decided by light cavalry, but the topography of the Hanzhong regions would ensure that it’s the side with the better mountaineers. Mountaineer troops are well equipped to make battle on mountains and have rapid movement. Broken and rough terrain would not affect their movement as much, and the men themselves possess exceptional endurance, attack and defense.

    Nanman Heavy Infantry (20 gold upkeep) (40 gold) (500 men) (1,800 BP) (2 day) (
    Heavy Infantry)
    The south west of China is usually lacking in metallurgical skills especially in iron. But local warlords, chieftains and cave masters recognize the importance and defensive abilities provided by a suit of iron-scale armor, and would invest greatly in it, trading with Han merchants. The Nanman are already known for their skills in battle. But with high quality armor they are even more invincible.

    Heavy Armored Infantry (20 gold upkeep) (40 gold) (500 men) (2,000 BP) (2 day) (
    Spearmen) Shield Wall
    The East Han dynasty saw a development of the scale armor into heavy scales and composite scales. These heavier armors provide a great deal more protection, increasing the survivability of the brave men that march for battle.

    Professionals: Cavalry


    Central Chinese Heavy Cavalry (30 gold upkeep) (60 gold) (200 men) (2,150 BP) (3 day) (
    Heavy Cavalry)
    Armed with long cavalry lances, these soldiers are the heavy Calvary of prefectures Yan and Yu in Central China. With her broad sweeping plains, the battlefields of Central China are dominated by horsemen. These warriors, encased in their heavy armor, reign supreme on the battlefields. They are well disciplined, and can make unstoppable charges on infantry, but their defense is a little weak.

    Qiang Cavalry (30 gold upkeep) (60 gold) (200 men) (2,150 BP) (3 day) (
    Heavy Cavalry)
    The uncle of Zhang Xiu, Zhang Ji, was a frequent visitor to the Yongliang regions in the northwest. He also helped to establish a unit of Qiang minorities. The Qiang are skilled in horsemanship, and hence their cavalrymen have higher mobility than their Han compatriots.

    Yongliang Heavy Cavalry (30 gold upkeep) (60 gold) (200 men) (2,150 BP) (3 day) (
    Heavy Cavalry)
    These are heavy cavalrymen from the prefecutres of Yong, Liang and the general Xiliang region. They are armed with lances. The Xiliang regions are situated in the west of the region within the pass and are upstream of the Yellow River. They can easily advance to seize the Central Plains or retreat into the defensible western reaches. They’re also in control of the precipitous passes of Tong and Wu. These were harsh terrains but a confluence of lands, making it a necessary military objective to seize. The Yongliang heavy cavalrymen were encased in heavy armor and have an extremely powerful charge, oft likened to the torrents unleashed by the Yellow River in her inundations. This is the trump card of the Northwest. They have extremely high discipline, attack and defense.

    Jingzhou Heavy Cavalry (30 gold upkeep) (60 gold) (200 men) (1,950 BP) (3 day) (
    Heavy Cavalry)
    These are the heavy horsemen armed with lances. Compared to other contemporary heavy cavalry units, they are not the best, but the horsemen grew up in these watery environment, giving them a good advantage. Jingzhou heavy horsemen have great discipline and medium morale.

    Jiangdong Heavy Cavalry
    (30 gold upkeep) (60 gold) (200 men) (1,950 BP) (3 day) (Heavy Cavalry)
    Armed with pikes, they were the heavy cavalry in East China Region, e.g. Yang Zhou. In China, Northerners had good horsemanship while Southerners had good swimming skills, however, there were also some good horsemen in East China, who formed the East China Calvary. Equipped with heavy armors and long pikes, they were as good as Northerners and guarded the rich plains of East China. They are well-discipline but have medium defense.

    Hebei Heavy Cavalry (30 gold upkeep) (60 gold) (200 men) (2,150 BP) (3 day) (
    Heavy Cavalry)
    Armed with long pikes, these warriors were the heavy Calvary in regions north of the Yellow River, e.g. Ji Zhou & Bing Zhou. North China had a rich resource of good horses; their Calvary was fearful; and their generals were well famed. They were the decisive force in battles against the Huns. With their powerful long pike, their unstoppable charges, they were able to charge at enemies in good formation. They are well disciplined, and have good attack & defense.

    White Steeds Horse Archers (25 gold upkeep) (50 gold) (200 men) (1,850 BP) (2 days)
    (Light Cavalry) Skirmish
    New recruits to the Band of the White Steeds were organized into horse archers teams. They use their superb mobility and archery skills to harass enemy formations and once the enemy show signs of exhaustion, their veteran brethren would move in for the kill.

    Mountain Cavalry (
    Heavy Cavalry) (30 gold upkeep) (60 gold) (200 men) (1,900 BP) (3 day) (Heavy Cavalry)
    Armed with long swords, these soldiers were unique heavy Calvary found in BaShu Region (Now Si-Chuan Province of China). Chosen from the barbarian races in Southwest, they are quick at attack & defense on horses. With formal military training, they are among the best Calvary in BaShu Region. They are good at fighting in mountainous terrains, and can are admired by other units. They are well-disciplined, highly motivated, and had supreme attack & defense.

    Bashu Heavy Cavalry (30 gold upkeep) (60 gold) (200 men) (1,950 BP) (3 day) (
    Heavy Cavalry)
    Armed with spear, these soldiers were the heavy Calvary in BaShu Region (Now Si-Chuan Province of China). In a region full of mountains, the use of Calvary were limited by the terrains, however, BaShu Heavy Calvary were still able to charge at their enemy with long spears. Chosen from the brave warriors in BaShu Region, these soldiers were given the best equipment and had good fighting skills. They are well disciplined and had good defense.

    Professionals: Skirmishers


    Crossbowmen (20 gold upkeep) (40 gold) (500 men) (1,800 BP) (2 day) (
    Light Infantry) Skirmish
    Armed with crossbows, these soldiers can attack enemies from a long distance, they are much feared in Central China. Since the massive deployments of crossbows in the Qin Dynasty (220 BC.), the weapon has remained a fearsome weapon designed to maul cavalry charges. Its quarrels can reach a longer distance and cause a greater damage than arrows from a bow. They are good at ranged attack but weak at melee attack and defense; their discipline and morale are medium.

    Archers (20 gold upkeep) (40 gold) (500 men) (1,800 BP) (2 day) (
    Light Infantry) Skirmish
    Armed with bows, these archers can attack enemies at a range. The bow is an ageless weapon that never fades. Its power and range is slightly weaker and shorter than the crossbow, but it has a more rapid rate of fire. Their melee attack and defense is weak; their discipline and morale are medium.

    Nanman Archers (20 gold upkeep) (40 gold) (500 men) (1,400 BP) (2 day) (
    Light Infantry) Skirmish
    These are long range attackers of the Nanman people with their composite bows. The archers are recruited from amongst the tribesmen and have a greater range and power as a result of the quality wood that is abundant in the rainforests. They are also used to the harsh topography and humid climate of the Nanzhong. They are nimble with moderate discipline and defense.


    Spoiler for Siege weapons and Ships

    Professionals: Siege engines/navy


    3 Piliche (30 gold upkeep) (60 gold) (500 men) (1,500 BP) (3 day)

    In the battle of Guandu, the army of Cao Cao devised a catapult cart used to attack the huge arrow towers that the army of Yuan Shao have erected. These carts have a greater hitting power compared to the normal catapults. As a result of the thunderous firing sound, this weapon is also known as the Pili Che (thunder wagons). It is indeed the most devastating weapon on the battlefield.

    3 Single-arm Ballista (25 gold upkeep) (50 gold) (500 men) (800 BP) (2 day)

    Ballistae are sinew-powered weapons that can hurl spear-like bolts with considerable accuracy.

    3 3-arm Ballista (35 gold upkeep) (70 gold) (500 men) (1,200 BP) (3 day)

    Ballistae are sinew-powered weapons that can hurl spear-like bolts with considerable accuracy.

    3 Stone Throwers (35 gold upkeep) (70 gold) (500 men) (1,500 BP) (3 day)

    These siege weapons were developed to throw stones or fireballs. It was a powerful weapon and was very useful in besieging cities.

    1 Fast Boats (8 gold upkeep) (16 gold) (500 men) (300 BP) (1 day)

    normal transportation on the river (Can transport 4 infantry unit or 2 cavalry unit across the river).

    1 Armored Fast Boats (30 gold upkeep) (60 gold) (500 men) (1,800 BP) (2 day)

    Covered with leather on the front, these boats provide a safer transportation than normal Fast Boat.

    1 Warships (35 gold upkeep) (70 gold) (1,500 men) (2,500 BP) (3 day)

    Compared with Fast Boats, these ships had better attack & defense.

    1 Battleships (45 gold upkeep) (90 gold) (1,500 men) (3,000 BP) (4 day)

    Yao Yang House ship for one of the giant warships. Large body, tall and straight, generally can carry hundreds of soldiers. Below the deck for the power layer, two sides of the wall panels open hole paddle, can accommodate hundreds of sergeants struggling to plan water. Decks above the combat layer, surrounded by armor protection, wall openings, available for archers external attack. The ship set up the tower, for the whistle of hope, observe the enemy or signal death flag, can be used to convey commander command. This warships into the attack, retreat, is the main force of the Navy warships.

    1 Imperial Warships (50 gold upkeep) (100 gold) (1,500 men) (3,500 BP) (5 day)

    Chinese warships - strong warships is one of the water attack when one of the attack ships. Small size, quick action. The ship looks like a fish, the bow is round, with a semi-circular scaffolding, shed also open crossbow window arrow hole in order to attack the enemy. The front of the hull is narrow and the stern is prominent like a fishtail, and the scaffolding, like a small bunker, is close to the stern, so that the soldiers in the belly of the fishing boat are used. Hull on both sides also built a half-high female wall, the wall has a crossbow window arrows. Boat body open on both sides of the oar, usually soldiers to avoid the sun and rain in the boat activities, there is war event when the deck battle, the deck on the size of the banner to the momentum. This ship on the warrior for the war of warriors, because the ship is flexible, reciprocating seagull, can be unexpectedly attack any enemy from any direction, is the main performance of the main ship.

    1 Minghe Warships (60 gold upkeep) (120 gold) (1,500 men) (4,000 BP) (6 day)
    Spoiler for Siege weapons and Ships
    Ming Bing warships - strong warship water army main warships. This kind of ship shop with the deck, the length and width of the hundred meters, the side of the two hundred, ten hundred, by hundreds of people to the wood for the city, from the floor of the oar, open four out, which can be horse. This kind of ship head high Alice, and painting the first bird monster on the bow, greet the surface painted bird first animal head to deter the enemy. The ship in the water, such as flying, is the main performance of the main ship
    1 Dragon Warships (80 gold upkeep) (160 gold) (1,500 men) (4,500 BP) (7 day)
    Dragon warships - strong warship hull on both sides of the open with the pad of the hole, the stern higher than the bow, with retractable wood bridge, should be used for the sergeant on the ship. The ship is surrounded by a female wall that covers half the height of a person, and is covered with a boat from the ship's feet. The height is similar to that of the woman's wall. There was also a female wall on the shed, and the stern was taken over the high platform of the shed, and the women's walls were built around the table. All the female walls were open to the enemy. There are soldiers on the stern platform. is responsible for observing the water surface. There are soldiers on the side of the ship and the shed are arranged, before and after the left and right full teeth flag drums, to win the momentum. The ship is powerful, is the main performance of the main ship.


    Spoiler for Militia

    Militia: Infantry


    Central Chinese Infantry (10 gold upkeep) (20 gold) (500 men) (1,000 BP) (1 day)
    (Light Infantry)
    Armed with swords, these soldiers are the light infantry of prefectures Yan and Yu in Central China. Central China is the origin of the Han, and is never lacking of skilled warriors to fight side by side with Calvary. The discipline, morale, attack, and defense of these warriors are moderate.

    Central Chinese Spearmen (10 gold upkeep) (20 gold) (500 men) (1,000 BP) (1 day)
    (Spearmen)
    Armed with spears, these soldiers are the light infantry of prefectures Yan and Yu in Central China. They are especially effective against cavalry that dominated the sweeping plains of Central China, and hence they have a great putation. They have medium discipline, morale and good attack and defense.

    Yongliang Footmen (10 gold upkeep) (20 gold) (500 men) (1,000 BP) (1 day)
    (Light Infantry)
    These are lightly equipped footmen recruited from the prefectures of Yong, Liang and the general Xiliang region. These men are armed with swords. The Xiliang regions are situated in the west of the region within the pass and are upstream of the Yellow River. They can easily advance to seize the Central Plains or retreat into the defensible western reaches. They’re also in control of the precipitous passes of Tong and Wu. These were harsh terrains but a confluence of lands, making it a necessary military objective to seize. The men of the Northwest were also hot blooded, marked by temerity and littel regard for life. They have moderate discipline but good defense.

    Yongliang Spearmen (10 gold upkeep) (20 gold) (500 men) (1,000 BP) (1 day)
    (Spearmen)
    These are lightly equipped footmen from the prefectures of Yong, Liang and the general Xiliang region. They are armed with spears. The Xiliang regions are situated in the west of the region within the pass and are upstream of the Yellow River. They can easily advance to seize the Central Plains or retreat into the defensible western reaches. They’re also in control of the precipitous passes of Tong and Wu. These were harsh terrains but a confluence of lands, making it a necessary military objective to seize. Although they may not be as disciplined as their Central Plains counterpart, they have a powerful charge, forcing the warlord Cao Cao to flee in terror once. They have moderate discipline and defense.

    Jingzhou Footmen (10 gold upkeep) (20 gold) (500 men) (1,000 BP) (1 day)
    (Light Infantry)
    Light infantry armed with swords from the Jing regions. These regions are generally flat with little features, and is surrounded on all sides by foes. It is also an important staging area. Hence, the footmen have great responsibility and could usually hold ouy territories on their own. The prefecture has many rivers, and hence besides fighting on land, Jingzhou units are also skilled in ship to ship engagements. They have moderate discipline but low morale.

    Jingzhou Spearmen (10 gold upkeep) (20 gold) (500 men) (1,000 BP) (1 day)
    (Spearmen)
    Light infantry armed with spears from the Jing regions. These regions are generally flat with little features, and is surrounded on all sides by foes. It is also an important staging area. Spearmen can effectively form a barrier to hinder cavalry units from Northern China and assist the advances of other infantries. They have ordinary morale and defense.

    Jiangdong Infantry (10 gold upkeep) (20 gold) (500 men) (1,000 BP) (1 day)
    (Light Infantry)
    Armed with swords, they were the light infantry in East China Region, e.g. Yang Zhou. East China has a large amount of good warriors. In East China, where the Yangtze River & Huai River created lots of rivers and lakes, East China Infantry was the most suitable unit with their supreme swimming skills. Their discipline and morale are low; their attack and defense are medium.

    Jiangdong Spearmen (10 gold upkeep) (20 gold) (500 men) (1,000 BP) (1 day)
    (Spearmen)
    Armed with spears, they were the light infantry in East China Region, e.g. Yang Zhou. Warriors from East China are good at using short weapons, such as swords, however, East China Pikemen were unique force in that region, and played a very importance role in defense against enemy Calvary. Their discipline is medium and defense against enemy infantry is a little weak.

    Hebei Infantry (10 gold upkeep) (20 gold) (500 men) (1,000 BP) (1 day)
    (Light Infantry)
    Armed with swords, these warriors were the common light infantry in regions north of the Yellow River, e.g. Ji Zhou & Bing Zhou. North of the Yellow river and south of the Great Wall, this region has great warriors, who practice various kinds of Martial Arts. This region has always been a critical point for its good location: With the Great wall defending the north, rulers of North China could easily cross the Yellow River and attack Central China. These soldiers had medium discipline but weak attack & defense.

    Hebei Spearmen (10 gold upkeep) (20 gold) (500 men) (1,000 BP) (1 day)
    (Spearmen)
    Armed with spears, these warriors formed the light infantry in North China Region. North China was famous for Calvary, and also famous for spearmen, whose phalanx formation was designed to crush Calvary. They were a major force in defending the ferries alongside the Yellow River, safeguarding the North China Region. Their discipline, attack and defense are medium.

    Bashu Infantry (10 gold upkeep) (20 gold) (500 men) (1,000 BP) (1 day)
    (Light Infantry)
    Armed with swords, these soldiers were the light infantry in BaShu Region (Now Si-Chuan Province of China). BaShu, a region with lots of high mountains, is good for infantry, which can travel in mountainous areas. BaShu infantry came from the mountains in SiChuan, and therefore, were good at fighting battles in mountainous terrains. Their morale is low, discipline, attack, and defense are medium.

    Bashu Spearmen (10 gold upkeep) (20 gold) (500 men) (1,000 BP) (1 day)
    (Spearmen)
    Armed with pikes, these soldiers were the light infantry in BaShu Region (Now Si-Chuan Province of China). BaShu, a region with lots of high mountains, is good for infantry, which can travel in mountainous areas. Their pikes were made of chosen bamboos in the mountains, and these soldiers had unique fighting skills. Their discipline is medium and their morale is low.

    Nanman Soldiers (10 gold upkeep) (20 gold) (500 men) (750 BP) (1 day)
    (Light Infantry)
    These are troops of ethnic minorities in the south west regions of the Empire. They are armed with swords, and are composed of skilled brawlers and warlike men. They are encased in strange looking armor and man-to-man they have greater attack and defense. But the lack of organization meant that they have low discipline and morale.

    Female Warriors of Sun (10 gold upkeep) (20 gold) (500 women) (850 BP) (1 day)
    (Light Infantry)
    These are usually Sun clanswomen that serve as personal retainers of Sun Shangxiang. They have underwent extended periods of training and are skilled with the blades, utilizing their greater speed to compensate their lack of strength.

    Militia (8 gold upkeep) (15 gold) (500 men) (350 BP) (1 day)
    (Light Infantry)
    Militias are formed by the people as self-defense group. In the last years of the East Han Dynasty, local warlords and landed gentry organized peasants into armed military units via familial structures in order to protect their own properties and sometimes, to take others’ properties. These were the basic military force, but not as good as a professional army. Their attack, defense, morale, and discipline were all fairly low.

    Village Militia (8 gold upkeep) (15 gold) (500 men) (350 BP) (1 day)
    (Light Infantry)
    As the wars raged as the Han Empire fragments into warlord factions, some warlords expands their military simply by sending officers to give peasants mandatory military training after harvest. Those that did not complete training were assigned into the Village Militia. Unless the situation is really desperate, one should keep these raw recruits away from battle.

    Jiaozhou Volunteers (8 gold upkeep) (15 gold) (500 men) (350 BP) (1 day)
    (Light Infantry)
    The southeast of the Han Empire usually acts as a safe harbor for war refugees. But as the wars continued during the waning of the dynastic prestige, a few gentry soldiers that have learned well the arts of war have thrown themselves back into the wars to protect the refugees of Jiangdong.

    Militia: Cavalry


    Central Chinese Cavalry (10 gold upkeep) (20 gold) (200 men) (950 BP) (2 days)
    (Light Cavalry)
    Armed with pikes, these soldiers are the light Calvary of prefectures Yan and Yu in Central China. With her broad sweeping plains, the battlefields of Central China are dominated by horsemen. Speed is their most effective weapon against enemies. These horsemen can launch surprise attacks on their enemy with lightning speed. Their discipline is not very good and their defense a little weak.

    Yongliang Cavalry (10 gold upkeep) (20 gold) (200 men) (950 BP) (2 days)
    (Light Cavalry)
    These are light cavalrymen from the prefecutres of Yong, Liang and the general Xiliang region. They are armed with short lances. The Xiliang regions are situated in the west of the region within the pass and are upstream of the Yellow River. They can easily advance to seize the Central Plains or retreat into the defensible western reaches. They’re also in control of the precipitous passes of Tong and Wu. These were harsh terrains but a confluence of lands, making it a necessary military objective to seize. The Xiliang regions are generally rather deserted with many rough terrain, mountain ridges and valleys. The Yongliang cavalry can utilize their high mobility to quickly control the various passes and make a drive against Chang’an. They have moderate discipline, attack and defense.

    Jingzhou Cavalry (10 gold upkeep) (20 gold) (200 men) (950 BP) (2 days)
    (Light Cavalry)
    These are lightly equipped horsemen in the Jing regions armed with blades. With the greater emphasis in infantries in this region, the Jingzhou cavalry are not particularly strong and does not have a strong charge either. A one handed weapon somewhat improves mobility. In battles they can decide the victor when used correctly. Thave have moderate discipline and morale.

    Jiangdong Cavalry (10 gold upkeep) (20 gold) (200 men) (950 BP) (2 days)
    (Light Cavalry)
    Armed with falchions, they were the light cavalry in East China Region, e.g. Yang Zhou. In China, Northerners had good horsemanship while Southerners had good swimming skills, however, there were also some good horsemen in East China, who formed the East China Calvary. They were good at both horsemanship and swimming. Armed with light falchion, they were a surprise to the Northerners. Their attack is medium, defense is low, and discipline is medium.

    Hebei Cavalry (10 gold upkeep) (20 gold) (200 men) (950 BP) (2 days)
    (Light Cavalry)
    Armed with pikes, these warriors were the light Calvary in regions north of the Yellow River, e.g. Ji Zhou & Bing Zhou. North China had a rich resource of good horses; their Calvary was fearful; and their generals were well famed. They were the decisive force in battles against the Huns. With their magnificent speed, they were able to give enemies sudden and destructive blows. Their discipline, attack, and defense are medium.

    Bashu Cavalry (10 gold upkeep) (20 gold) (200 men) (950 BP) (2 days)
    (Light Cavalry)
    Armed with falchion, these soldiers were the light Calvary in BaShu Region (Now Si-Chuan Province of China). In a region full of mountains, the use of Calvary were limited by the terrains, however, BaShu Calvary were able to fight battles by using mountain horses and falchions, which made it easier for these horsemen to fight in close combats. Their discipline and defense are medium.

    Nanman Cavalry (10 gold upkeep) (20 gold) (200 men) (700 BP) (2 days)
    (Light Cavalry)
    These are light cavalry armed with blades of the Nanman. The Nanzhong regions have greatly varying features with a great deal of choking miasma. Few armies could fight efficiently in these regions. The Nanman cavalry can use their great mobility and familiarity with the terrain to strike at invading enemies. They have ordinary discipline and defense.

    Militia: Skirmishers


    Militia Archers (10 gold upkeep) (20 gold) (500 men) (900 BP) (1 day)
    (Light Infantry) Skirmish
    Militias are formed by the people as self-defense group. In the last years of the East Han Dynasty, local warlords and landed gentry organized peasants into armed military units via familial structures in order to protect their own properties and sometimes, to take others’ properties. These were the basic military force, but not as good as a professional army. Their attack, defense, morale, and discipline were all fairly low.


    Spoiler for Mercenaries

    Mercenaries:


    Heishan Bandits (8 gold upkeep) (15 gold) (500 men) (1,500 BP)
    (Heavy Infantry)
    The Black Mountain bandits were so named because their leader, Zhang Yan, first operated in Black Mountain (Heishan) at Henan, Chaoge. These raiders were armed with great axes, and though they were called bandits, they were well disciplined and massive in numbers. Zhang Yan became a significant faction as a result of these men.

    Wuhuan Horse Archers (25 gold upkeep) (50 gold) (200 men) (1,400 BP)
    (Light Cavarly) Skirmish
    There were a certain number of nomadic tribes in North China such as the Wu Huan, from which Nomad Horse Archers were recruited. They are medium cavalry. Armed with long bows, these soldiers can shoot down enemies at a longer distance than normal bows and with a more powerful arrow, however, their defense is medium. Like all nomadic horsemen, they have a higher mobility and is an essential mounted range-attacker on the battlefield.

    Yellow Turban Units (8 gold upkeep) (15 gold) (500 men) (700 BP)
    (Light Infantry)
    Under the organization of a Qu Magister, the ragtag bands of the Yellow Turbans are organized into the Yellow Turban units. Local garrisons find it impossible to fight against organized rebels like these.

    Yellow Turban Archers (8 gold upkeep) (15 gold) (500 men) (700 BP)
    (Light Infantry) Skirmish
    Under the organization of a Qu Magister, the ragtag bands of the Yellow Turbans are organized into the Yellow Turban units. Local garrisons find it impossible to fight against organized rebels like these.

    Yellow Turban Cavalry (8 gold upkeep) (15 gold) (200 men) (650 BP)
    (Light Cavarly)
    Under the organization of a Qu Magister, the ragtag bands of the Yellow Turbans are organized into the Yellow Turban units. Local garrisons find it impossible to fight against organized rebels like these.

    Yellow Turban Bandits (8 gold upkeep) (15 gold) (500 men) (700 BP)
    (Light Infantry)
    Followers of the Taiping Way, being coaxed and swayed by the teachings of the Great Teacher and his Qu Magisters, have begun to grab any weapons they could find and attack the hated Han dynasty. They distinguish themselves with a yellow band they tie around their heads. Yellow Turbans without any clear military organization are called bandits.

    Bandits (8 gold upkeep) (15 gold) (500 men) (9,000 BP)
    (Light Infantry)
    Many refugees have began to raise whatever weapons they can find and engage in banditry.

    Mountain Bandits (8 gold upkeep) (15 gold) (500 men) (950 BP)
    (Light Infantry)
    Many refugees that have been suffering under the yoke of war and government oppression began to raise whatever weapons they can find and engage in banditry. They usually occupy an inaccessible mountain stronghold, and are very troublesome for the local garrisons.

    Hunters (10 gold upkeep) (20 gold) (500 men) (900 BP)
    (Light Infantry) Skirmish
    The hunters of the Han dynasty are expert woodsmen and trackers. They have skilled archery.

    Xianbei Horse Archers (25 gold upkeep) (50 gold) (200 men) (1,400 BP)
    (Light Cavarly) Skirmish
    These horse archers were recruited from the Xianbei people in the north. They were a hardy folk skilled in horsemanship and archery. The horse archers of Xianbei are extremely fast in their movement, fire rapidly and have a powerful ranged attack. They are a significant cavalry force in the north.

    Xiongnu Cavalry (25 gold upkeep) (50 gold) (200 men) (1,800 BP)
    (Heavy Cavalry) Skirmish
    These horse archers were recruited from the Xiongnu people in the north. They were a hardy folk skilled in horsemanship, archery and swordsmanship. The horse archers of Xiongnu are fast in their movement, fire rapidly and have a powerful ranged attack, but not as fast as their Xianbei neighbors due to their armor. They are a significant cavalry force in the north.

    Lingnan Barbarians (8 gold upkeep) (15 gold) (500 men) (1,900 BP)
    (Light Infantry)
    The peripheral peoples of Lingnan have seized upon the opportunity to raise arms in the demise of the dynasty, striking and harassing Han settlers. These revolters are not that well equipped, but their hatred for the Han people is not just a recent affair either.


    Unique animals:

    1 Elephants (Can only be used in Yi and Nanzhong) (50 gold upkeep) (100 gold) (0-900 BP) (Elephant)
    The southeast and southwest corners of the Empire are the natural habitats of elephants. In the legends, the sage emperor Shun have domesticated elephants, and various Sons of Heaven of the Zhou dynasty have rode elephants as well. But the image of these great beasts are still rather foreign to the average Han. The Nanman make use of the abilities of the elephants to traverse great distances in the jungle and their ferocity to attack their enemies. This also includes Han officials they thoroughly detest.
    1 War Elephants (Can only be used in Yi and Nanzhong) (75 gold upkeep) (150 gold) (0-1,400 BP) (Elephant)
    The natives that live at the extreme south have trained elephants for war. Skilled archers would mount on these elephants that possess overwhelming strength. Their movement alone would shake the ground and they were even more prepared for war than the normal elephants. The Nanzhong elephants possess extremely high attack and defense, but they have poor mobility, and are vulnerable against fire attacks.
    Beastmasters (Can only be used in Yi and Nanzhong) (200 men 100 Tigers) (25 gold upkeep) (50 gold) (0-800 BP)
    The south central regions of the peripheral regions are where beasts frequent. When the dynasty was at its zenith, the Nanzhong beastmasters would bring their animal companions to appear before the Celestial Court as part of the tribute offered by the submitting kings. The reigns of Emperor Huan and Ling have led to great demise of teh dynaty, and the various chieftains, princes, kings and cave masters have retained the beastmasters for their own use – to tame ferocious beasts so that they could use it as a weapon to strike at the loathsome dynasty.

    Mercenary Companies:
    Northern Mercenary Companies:
    Yufulo (34 years old) (22,000 men) (1,800 gold) (900 Upkeep) (BP)
    Xiongnu Cavalry 30x
    Qiang Cavalry 10x
    Bandits 20x
    Hunters 8x

    Zhang Yan (27 years old) (29,100) (1,400 gold) (800 Upkeep) (BP)

    Heishan Bandits 30x
    Yellow Turban Bandits 10x
    Xianbei Horse Archers 8x
    Hunters 15x

    Southern Mercenary Companies:


    Event Army:

    Imperial Army (22,000 men) (95,500) (They will come to your aid if you plan on taking on an Epic Yellow Turban army. Also, a Yellow Turban event army only):
    10x Central Chinese Heavy Cavalry (2,150 BP)
    10x Central Chinese Heavy Infantry (2,000 BP)
    20x Central Chinese Pikes (1,600 BP) (1,800 BP)
    10x Archers (1,800 BP)
    Only four of these exists and only for the Yellow Turban Rebellion
    Last edited by Spartan999; October 01, 2017 at 08:43 PM.

  4. #4
    Lord Oda Nobunaga's Avatar 大信皇帝
    Patrician

    Join Date
    Jun 2011
    Location
    Azuchi-jō Tenshu
    Posts
    23,463

    Default Re: Romace of the Three Kingdom (RTD)

    lol I shotgun Cao Cao Mengde!!!!
    Last edited by Lord Oda Nobunaga; October 01, 2017 at 02:34 PM.

    "Famous general without peer in any age, most superior in valor and inspired by the Way of Heaven; since the provinces are now subject to your will it is certain that you will increasingly mount in victory." - Ōgimachi-tennō

  5. #5
    Dr.Fumanchu's Avatar Civis
    Join Date
    Mar 2013
    Location
    Whitest China
    Posts
    139

    Default Re: Romace of the Three Kingdom (RTD)

    Since I like Wu:

    Sun Jian

  6. #6
    TotalJojo's Avatar Laetus
    Join Date
    Sep 2017
    Location
    Arkhangelsk Oblast
    Posts
    8

    Default Re: Romace of the Three Kingdom (RTD)

    Yo son i take Dong Zhuo

  7. #7

    Default Re: Romace of the Three Kingdom (RTD)

    Liu Bei (50-character points) (23 years old)


    Children:
    Liu Feng (2 years old)


    Starting officers:
    Guan Yu (44-character points)
    Zhang Fei (43-character points)


    Starting units:
    4,000 Militia
    100% mobile poster so pls forgive grammer

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