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Ranger900

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83U8QNG951GQ0003.jpg

Hello!

Welcome to what I believe is the first attempt at creating a SimRTK style game on the Paradox OT Forum. This post, and likely the next two are going to be saved for extra rules along with characters and kingdoms, and for people who are familiar with the SimRTK system, you can skip down to the end of this post where Character Creation rules will be stored. For those unfamiliar, I'll give you a run down.

What is a SimRTK?

SimRTK is a very long running forum game that has gone through a number of official iterations since the early 2000s, and this shares the same idea as those games, though is based primarily off Koei's Romance of the Three Kingdoms VIII and XI games. As for the topic of this game? Well its kinda in the title. The Chinese novel series called "Romance of the Three Kingdoms", which was a fictional recounting of the Three Kingdoms Era of China, and in general involved alot of death, alot of people with superhuman fighting abilities, and alot of intrigue. Its also the setting of the popular Dynasty Warriors series which well even further exaggerated (except in Lu Bu's case) should give you some idea of the powers of anyone important in the novels.

The forum game itself is based around players trying to navigate the turbulent waters of the Three Kingdoms era well acting as a mix of free officers, vassals, and rulers. In this version players will initially be restricted to a mix of custom free officers and custom vassals, with the potential to become rulers through rebellion, assassination, political maneuvering, or just gathering together a band of free players, some soldiers, and attacking a unclaimed city. The victory conditions as they stand will be to unite the entirety of China under any one kingdom, with the ruler of the kingdom and his top vassals taking the victory.

The two major times of action in this game are Kingdom Turns, and Personal Turns

Kingdom Turns
These occur once a season, and are where rulers decide on military actions, what is built, and such. Well at the same time vassals are able to take a single action to assist the province they are currently in, ranging from assisting a city gain more food per month, producing weapons for the army, drafting soldier, spying on rival kingdoms, and many other things. Rules for Kingdom Turns for rulers will be placed here when some players have become rulers. For vassals the actions that can be taken during Kingdom Turns are as follows. Skills which effect formula are described in []s and will be detailed lower down the page.

List of Actions players can take in a Kingdom Turn
Cultivate
Effect: Improves the Agriculture stat.
Cost: 100 gold
# of Officers that can take part: 1-3
Formula: (Pol + [Plow bonus]+[Charm bonus])

Commerce
Effect: Improves the Commerce stat.
Cost: 100 gold
# of Officers: 1-3
Formula: (Pol + [Trade bonus] + [Govern bonus])


Defense
Effect: Improves the location's Defense stat.
Cost: 100 gold
# of Officers: 1+
Formula: (War/10)+[Build Bonus]

Draft
Effect: Gathers men from the city to populate the ranks of the army. Drafted troops begin with 0 Training and are placed in a new unit. This serves as the unit's action for the turn, meaning that it can not be trained or invade. If the newly drafted unit is merged with an existing unit, any training or other action of the other troops must be done before the merge as the newly drafted troops have already taken an action.
Cost: 10 gold and 10 food per troop, -1 PS and -1 Population per troop Drafted.
# of Officers: 1
Limitations: The Drafting officer may only Draft a number of troops equal to his Cha + [Charm Bonus] + [Persuade Bonus].

Patrol
Effect: Improves Public Safety
Cost: 100 gold
# of Officers: 1+
Formula: War + [Patrol Bonus] + [Guard Bonus]

Market
Effect: Sale or purchase of food for gold.
Cost: Variable.
# of Officers: 1
Limitations: The food being sold or gold being spent must be in the city in which the purchasing officer is located, and the food or gold received from the transaction will be added to the stores of that city afterward.

Move
Effect: Move officers, goods and/or soldiers to another location. The officer stays in the destination at the end of the turn.
Limitations: Soldiers cannot move beyond one city away if soldiers are being sent. Goods (such as food, gold, or weapons) have no distance restrictions. You may attempt to Move through other kingdoms, but the more goods being moved, the more likely they are to be discovered, leaving their fate to the kingdom's decision. Individual officers (sent without goods or soldiers) will never be caught in this way. Ships and siege weapons that are under construction cannot be moved until they are finished. One officer must be used to convey goods to each location which is receiving goods (if City A moves goods to Cities B and C, two officers must be used).
# of Officers: 1 or more

Produce
Effect: Produce equipment for battle.
Cost: Variable.
# of Officers: 1 or more
Limitations: Maximum of 1 officer per siege weapon/ship per turn. Multiple officers can work on the same type of siege weapon/ship (eg. Officer 1 and Officer 2 can work on separate Catapults simultaneously, but can not work on the same Catapult). The price of Produce depends on the officer's stat, the city's ending Industry, and what is being built.

Research:
Effect: Helps improve a kingdom's technology level, the higher the technology level the better units preform and the better equipment a kingdom can get
# of Officers: 1+
Formula: Int+[Invent Bonus]

Send
Effect: Move officers, goods and soldiers to another location. The officer returns to the starting point at the end of the turn. Except for the fact that the officer returns to their starting location, this action is functionally identical to Move in all respects. This command may also be used to transfer goods to another kingdom with the usual restrictions, as well as the additional restriction of all transfers save troops needing to be sent to and from the kingdom's capital cities. One officer must be used to convey goods to each location which is receiving goods (if City A sends goods to Cities B and C, two officers must be used).
# of Officers: 1 or more

Drill
Effect: Drill troops to improve their fitness, understanding of tactics and use of weapons. Training gain is equal to ((Lead + War) * 10 / [unit size])
# of Officers: 1+
Limitations: The Training level is capped at 100 through Train actions, the maximum of 110 being only reachable through earning it in battle.


Personal Turns

Personal turns occur once every month or two, and the amount of turns between Kingdom Turns will be decided at the end of each Kingdom turn (in general, Summer and winter will have more PTs then Spring and Fall). During this time each player can send in orders to do things to improve their characters, usually through training, or gaining money for themselves outside of their stipend. This is also when vassal and non-vassal players can do things like move around the map, fight bandits for glory, try to gain relations with NPC country leaders, and other actions.

Players will have a certain amount of AP for each Personal Turn, which is handled by this formula
AP = 100 + (Pol/3) + Rank Bonus

List of actions players can take in a Personal Turn
Apply
Apply to work for a ruler, you may be rejected if you have poor relations with the ruler or have acted against him in the past.
AP: 20
Cost: None

Banquet
Host or visit a banquet, with up to six other characters (PC, NPC or GMNPC). Each PC in attendance will gain bond with every NPC present, with the host receiving an extra amount.
AP: 60 to host, 30 to visit
Cost: 75 gold per person invited (host only)
Limitations:
Relevant stats: Pol, Cha
Relevant skills: Charm

Be Stat Tutored
Receive training in leadership, war, intelligence, politics or charisma from someone superior in ability. Note that less experience is gained the higher your stat.
AP: 50
Limitations:
- Officer teaching the stat must take the Stat Tutor action.
Relevant Skills: None

Be Tutored Tactic
Learn tactics created by other officers. When taught by someone else, the time spent learning will be reduced to 3 months.
AP: 30
Limitations:
- Officer teaching the campaign must take the Tutor Campaign action.


Be Tutored
Learn from a more skilled officer in order to advance one's abilities, learning a new skill in a reduced amount of time.
AP: 50
Limitations:
- Officer teaching the skill must take the Tutor Skill action.


Doctor
Visit a fellow officer and provide medical assistance. Note that an officer can only benefit from one Doctoring session per month.
AP: 40
Relevant skills: Doctor

Hire
Hire a NPC officer or a NP Free Officer into your band. If applicable they will bring with them a number of troops. Having a higher relation with the officer being hired improves chances.
AP: 30
Relevant Abilities: CHA
Relevant Skills: Persuade, Charm

Hunt
You and another character of your choice may elect to go on a hunt together, or you may hunt alone. A hunting partner may be a PC or an NPC, though the latter may choose not to go if bond is not high enough. Your intelligence stat will help you to find prey, and your war stat to kill it, allowing you to sell its meat and fur for money. There is also a chance of finding a dangerous beast or bandits during the hunt, which, if not defeated, could injure the hunters. Victory over them will bring further gold and a small PS boost for your city. Bond can be gained (and lost also, if they are injured) with an NPC when hunting, but it can not exceed 60. Any injuries that occur during hunting will result in losing 15% of stats.

Note: Please note that you can not gain bond with NPCs that have not been found. This applies to all bond gaining actions.
AP: 60
Limitations:
Relevant stats: War, Int

Hunt Bandits
Similar to Hunt, this allows you and some other officers to go hunt down local banditry. The lower the public safety is the more likely you will encounter bandits, and the more of them you will likely face. Victory over them will bring further gold and a small PS boost for your city, this version of Hunt will also improve your relation with the local prefect. Bond can be gained (and lost also, if they are injured) with an NPC when hunting, but it can not exceed 60. Any injuries that occur during hunting will result in losing 15% of stats.

Note: Please note that you can not gain bond with NPCs that have not been found. This applies to all bond gaining actions.
AP: 60
Limitations:
Relevant stats: War, Int

Personal Training
Use up spare time to improve one's abilities, whether it be mental or physical. More experience is gained for lower stats than higher ones.
AP: 50

Recruit
Recruit local populations to serve under your character, only usable by Free Officers.
AP: 50
Relevant Ability: CHA
Relevant Skills: Charm, Persuade

Rest
Take a break from strenuous mental and physical activity so as to recover quicker from injuries. Medic allows for extra healing during this action. Rest is required in order to benefit from an officer performing the Doctor action on your character. Rest may be taken multiple times per turn.
AP: 50
Relevant skills: Doctor

Stat Tutor
If your aptitude in a stat is greater than another character's, you may instruct them for a month, granting them experience in the process. The higher your stat and the lower theirs, the more experience they will gain. You will also gain a small amount of experience in the stat being tutored.
AP: 50
Limitations:
- Officer studying the stat must take the Be Stat Tutored action.

Study Tactic
Come up with a new methodology to make battles a little less ordinary. This will take 4 months per campaign created. When the tactic is 100% finished, send the details of the Campaign in a PM to Ranger900, and he will either approve it while making whatever minor changes are needed or say the study fails if it is very unbalanced to begin with. Please do not send PMs about tactics until your study is finished.
AP: 30

Tutor Tactic
Pass on knowledge of a tactic to another officer.
AP: 30
Limitations:
- Officer studying the stat must take the Be Tutored Tactic action.

Tutor Skill
If you know a skill and another character does not, you may help them learn it more quickly. Tier 1 skills may be tutored in 3 months, Tier 2 skills in 5 months, and Tier 3 skills in 7 months.
AP: 50
Limitations:
- Officer studying the stat must take the Be Tutored action.

Visit NPC
Once you're a bit more familiar with an NPC, you may start visiting him. The chances of him letting you through the door depends on your Bond with him. The amount of bond gained through a visit will depend on your politics and charm stats, and you can gain as much as 20 bond in a visit. The [Charming] skill adds a further 25% to your bond gain (added manually).
AP: 30
Limitations:
Relevant stats: Pol, Cha
Relevant skills: Charm

Work
The officer spends their time doing odd jobs for local merchants and nobles for cash.
AP: 40
Relevant Stats: All
Relevant Skills: Any Orange Skill
Income: Highest Stat/4+[any orange skill bonus]

Character Creation

In this game character creation is a bit more complicated then the SimRTK system, being more based off the Romance of the Three Kingdoms VIII rules then anything else. It comes in two/three steps.

Step 1: Traits
Traits are what is used to determine your base starting stats, along with the maximum that you can put into them before the game starts.

The choice of traits, which then determine your stat placement, are
Warrior: Someone who wants to battle at the front, dueling the enemy and cutting down their men.
War: 70/91
Int: 40/74
Pol: 40/76
Cha: 40/74
Bonus: 84
General: A commander of men, and usually an okay fighter
War:65/86
Int: 40/74
Pol: 40/76
Cha: 65/91
Bonus: 82
Intelligence: Most strategists would fit in here, along with plotters
War: 40/73
Int: 70/90
Pol: 40/75
Cha: 40/73
Bonus: 85
Politician: Someone you want running your cities.
War: 40/78
Int: 70/77
Pol: 70/90
Cha: 40/78
Bonus: 98
Charismatic: A good leader, he'll attract soldiers and population to his cause
War: 40/70
Int: 40/76
Pol: 40/70
Cha: 70/94
Bonus: 81

So an example character you'd select one of the above archtypes, and then you'd add your various bonus points to your respective stats up to the maximum value (on the right side the /)

Following the placement of stat points, each player gets Skills, of which they can select 4, and tactics, of which they can spend 7 points across. Both of these will be detailed in the post below.

An example character would look like this after bonus points had been spent
Name: Da Meng
Trait: General
War: 86
Int: 45
Pol: 65
Cha: 80
Skills: Infantry, Persuade, Build, Cavalry
Tactics: Berserker III, Spearwall II, Blaze II

Preferred starting region (either place a lords lands (and if you want to serve them or be a free officer in their territory) here, or a specific city as a free officer)

IRC Channel

IRC use is preferred, but not mandatory for this game (at the moment). How to get to the IRC is described below.

Link: Coldfront
Channel: #PRTK
Instructions:
1) Use the link provided above.
2) Choose the Flash app or the Java app.
3) Create a screen name; it’s recommended that you use your forum name, if available.
4) Close the #coldfront channel that opens automatically.
5) In the command box, type “/join #PTRK” without the quotation marks.


Also as a disclaimer, I do not claim to be the creator of nearly any of this content. The majority is based on Koei's Romance of the Three Kingdoms VIII and XI games.
 
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The Rules Part 2
guan_gong_by_juntwei-d6rfkza.jpg

Skills

Skills are what allow players to specialize their characters further, allowing say, intelligent characters, to split into being administrators, spymasters/plotters, and doctors. Well it allows war characters to choose their weapon of their choice and their various skills in duels and battles. Skills are split into 5 groups, of which 2 groups (yellows and reds) are unavailable to select at game start.

Skill List in colour order
Red Skills (Special Skills, all but Guard requires you to max out the relative skill before they become available to learn, Guard can be learned through major combat)

Fight
Effect: Fight increases the maximum WAR stat your character can obtain by 10

Plan
Effect: Fight increases the maximum INT stat your character can obtain by 10

Govern
Effect: Fight increases the maximum POL stat your character can obtain by 10

Charm
Effect: Fight increases the maximum CHA stat your character can obtain by 10

Guard
Effect: Guard allows you to use 'Scare' during battle. Guard also makes it so that you cannot get surrounded in battle. In a situation where two generals are able to attack you, when one attacks there is a possibility that the other will aid in the attack causing more damage. This negates that situation.

Orange Skills

Domestic skills, all of them assist with the growth of cities, along with occasional assistance in other actions.

Plow
Effect: Plow increases the effectiveness of 'Cultivate'. This makes developing your fields a lot faster. For Example, rather than a character with 100 CHA developing at 9, he/she develops around 12 or more.

Trade
Effect: Trade increases the effectiveness of 'Commerce'. This makes developing your markets a lot faster. Also, it lowers the price of items you can buy at the markets, the price of Zuo Ci's skills, and the price of supplies during council.

Build
Effect: Build increases the effectiveness of 'Repair'. This makes developing your gate alot faster. It also increases the effectiveness of Sap (A plot).

Patrol
Effect: Patrol increases the effectiveness of 'Patrol'. This allows you to make the city's safety higher, faster. Patrol also makes your character less susceptible to tactics used by other forces against you (Scare, Confuse, etc.) in battle and plots outside of battle (Mole).

Invent
Effect: Invent increases the effectiveness of 'Research'. This makes developing your factories a lot faster, which helps your faction get new troops and siege equipment.

Blue Skills

Most of these are tactic based, helpful to give bonus abilities in battles along with some extra effects outside them

Persuade
Effect: Assists in any number of attempts to overtly or covertly persuade NPCs and troops to your side

Reverse
Effect: Gives the chance to reflect tactics back at the enemy during battles. (So example if you are ambushed this gives you a chance to ambush the would be ambushers)

Taunt
Effect: Allows players to taunt units during battle, which forces a unit to redirect attacks toward the taunter. Also assists with some plots

Confuse
Effect: Allows players to use confuse during battle, which can cost a unit one or more turns. This also assists in a number of plots

Rumor
Effect: Assists in plots, and can also be used in battle to potentially misdirect enemy units.

Green Skills

These effect what kind of units your character is best with.

Infantry
Effect: Infantry increases the mobility of infantry units and causes your troops to fight better.

Cavalry
Calvary increases the mobility of calvary units and causes your troops to fight better.

Bowmen
Bowmen increases the mobility of archery units and causes your troops to fight better.

Navy
Navy increases your skill in the water, increasing both attack and defense.

Scout
Scout makes it so that when you spy on a city, you also get the information of some of the surrounding cities. Scout also increases your ability of both movement and avoid/disarming traps.

Yellow (Semi-Unique stats, these require alot of work or questing to get)

Doctor
Effect: You can use 'Heal' during battle, which allows you to heal ally troops or your own troops. If you visit a wounded officer, you can heal them. It also makes it harder for you to get wounded and get the plague.

Hidden Skills

Tactics

Tactics are abilities that are used during battles, and range from traps to formations, to starting fires. All tactics go from levels between I to X, and gain power with each rank. A general with a rank X skill is extremely dangerous.

Combat Tactics

Charge
Effect: The unit charges forward and attempts to break through their enemy. If successful it does extra damage and leaves the enemy unit confused. Works best with Cavalry, and next best with pikes

Berserk
Effect: Unit attacks multiple extra times (equal to their rank in the skill) at ANY adjacent units at random, all attacks do 50% damage of a normal attack. Works best with pikes

Spearwall
Effect: Unit forms up into a defensive position and tries to push the enemy back. If successful then deals normal damage but takes significantly reduced counterattack damage. Works best with spears.

Trample
Effect: Unit runs down their enemy, trampling men beneath them. If successful it deals significant extra damage and may force a duel between commanders. Works best with cavalry

Trap Tactics

Torrent
Effect: Swamps any units within 3 tiles the user that are on boats. Swamping causes heavy damage and delays units for one turn.

Blaze
Effect: Starts a fire, in forest tiles, villages, and vs cities this causes extra damage and can potentially spread. Otherwise it acts as a wall to damage any units that pass it.

Rockslide
Effect: In mountainous terrain only, causes heavy damage and confuses units within 3 tiles of the user.

Archer Tactics

Fire Arrows
Effect: Same as Blaze, but with range, and no guarantee that it will start a fire.

Volley
Effect:Unit launches two normal attacks at the same target. Gains more damage as ranks increase

Bombard
Effect: Deals one attack and if successful deals significantly more damage to the unit

Arrowstorm
Effect: Launches a normal attack + 1 extra attack per skill in the rank at the target unit and ANY unit within one tile of it. Damage is 0.5x a normal attack.

Special tactics

Ambush
Effect: The unit launches an ambush, and if successful causes increased damage, heavily reduced counterattack damage, and the potential for the confuse condition. Any unit can use and chances are effected by skills

Harass
Effect: Unit attempts to harass another, deals little damage but has near guaranteed chance to confuse.

Siege
Effect: Boosts a units damage vs castles/cities


Duels

Duels are engagements between two players, two NPCs, or one of each. These can occur at any time, in PTs due to insults or challenges, or during the middle of a major battle. How they work is that each player begins the duel with 100 HP (unless previously injured a short period before). At the start of the Duel they are able to submit 10 (it will always be 10) orders from the following list. They will then be played out against the opponents 10 orders, and the duel will end when either one player is defeated, the time runs out, or one player uses the flee option.

Basic abilities
Basic Attack
Miss: 0-20, Hit: 21-95, Critical hit: 96-100
Damage: 10+-(Advantage/disadvantage in war stat/5)+50% on crit

Heavy Attack
Miss: 0-60, Hit: 61-95, Critical Hit: 96-100
Damage: 10+-(Advantage/disadvantage in war stat/5)+50%, addition +50% on crit

Defend
Effect: Lowers damage taken by War stat/10

Flee:
Effect: Flees the battlefield with probabilities of
101+ HP = 100% chance of retreating.
91-100 HP = 90% chance of retreating.
71-90 HP = 80% chance of retreating.
36-70 HP = 70% chance of retreating.
15-35 HP = 60% chance of retreating.
Under 15 HP = 50% chance of retreating.

Injury and Death

A character who enters into a duel risks injury and even death, but being dropped to 0HP in a duel does not automatically mean you suffer either. Injuries and death can only be caused by tactics and critical hits, both having a 50% chance to cause an injury (either big or small). The more damage your received in the attack, the worse your injury will be and any injury decreases your War stat by a set amount. If you are to suffer a very serious injury in one attack then you can potentially die, also if your War stat is ever dropped to 0 you die.

Battles
Battle rules will be inserted at a later time. Just know for now they'll involve fancy maps and be rather large ordeals once multiple players start getting involved in them.

Plots

Plots are rather unique, as there are some already pre-designed plots, but in general plots are very malleable and need the co-operation of multiple players. The pre-designed plots are

Alienate:
Effect: The plotters attempt to sow discord by spreading rumours among the enemy faction that certain members are meeting rival factions in secret.

Sap
Effect: The plotters attempt to damage the defenses of a city, leaving it open for invasion

Riot
Effect: The plotters attempt to incite a riot in a city, damaging its stats

Defect
Effect: The plotters attempt to make an NPC defect (does not effect PCs, because you can just convince them to defect yourself)

Mole
Effect: The plotters attempt to plan an NPC mole into a city, so that they can cause disruptions in its defenders when they attack

Assassination
Effect: The plotters attempt to assassinate a PC or NPC. This has a low chance of success unless one of the plotters has access to the target regularly.
 
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The Map+Kingdom Stats
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The starting date is July 194 AD​

Kingdom Stats

Lands owned by Gongsun Zan

The City of Bei Ping
Prefect: Gongsun Zan
Population: 188,000
Gold: 2,030
Food: 33,400
Agri: 168/400
Com: 322/800
Tech: 304/800
Def: 456/1200
Safe: 87/100
Troops: 17,400
Drill: 70/100
Spears: 0
Pikes: 0
Crossbows: 6,000
Horses: 22,000
Siege Weapons: 0

Present Officers
Gongsun Fan
Gongsun Xu
Gongsun Zan
Guan Jing
Zhao Yun

City of Ji
Prefect: Tian Kai
Population: 138,000
Gold: 1,670
Food: 26,800
Agri: 152/400
Com: 304/800
Tech: 456/1200
Def: 304/800
Safe: 88/100
Troops: 10,800
Drill: 80/100
Spears: 0
Pikes: 0
Crossbows: 6,000
Horses: 22,000
Siege Weapons: 0

Present Officers
Tian Kai
Shan Jing

Lands of Gongsun Du

City of Xiang Ping
Prefect: Gongsun Du
Population: 161,000
Gold: 1,800
Food: 30,400
Agri: 315/800
Com: 155/400
Tech: 152/400
Def: 152/400
Safe: 80/100
Troops: 10,800
Drill: 70/100
Spears: 2,000
Pikes: 0
Crossbows: 2,000
Horses: 2,000
Siege Weapons: 0

Current Officers
Gongsun Du
Gongsun Gong
Gongsun Kang

Lands owned by Zhang Yang
City of Jin Yang
Prefect: Zhang Yang
Population: 122,000
Gold: 1,460
Food: 25,200
Agri: 168/800
Com: 130/400
Tech: 128/400
Def: 128/400
Safe: 84/100
Troops: 9,200
Drill: 80/100
Spears: 2000
Pikes: 0
Crossbows: 2,000
Horses: 2,000
Siege Weapons: 0

Current Officers
Zhang Yang,
Zhang Yan
Gui Gu
Bian Xi

Current Free Officers:
Liu Bao

Hu Gate
Gold: 600
Food: 6,000
Def: 150/400
Troops: 3,000
Drill: 70/100
Spears: 0
Pikes: 0
Crossbows: 0
Horses: 3,000
Siege Weapons: 0

Current Officers:
Dong Zhao
Yang Chou

Village of Xi He
Population: 40,000
Gold: 600
Food: 6,000
Agri: 80/400
Com: 50/400
Troops: 3,000
Drill: 70/100
Spears: 0
Pikes: 0
Crossbows: 0
Horses: 3,000
Siege Weapons: 0

Current Officers:
Yu Fuluo

Lands owned by Yuan Shao

City of Nan Pi
Prefect: Yuan Xi
Population: 202,000
Gold: 2,800
Food: 50,000
Agri: 384/1,200
Com: 256/800
Tech: 256/800
Def: 256/800
Safe: 80/100
Troops: 22,000
Drill: 80/100
Spears: 6,000
Pikes: 2,000
Crossbows: 6,000
Horses: 0
Siege Weapons: 0

Current Officers:
Chen Lin
Chen Zhen
Gao Gan
Gao Rou
Jiang Yiqu
Jiao Chu
Lu Kuang
Lu Weihuang
Lu Xiang
Sui Yuanjin
Tian Chou
Yuan Xi
Zhang Nan

City of Ping Yuan
Prefect: Xin Ping
Population: 280,000
Gold: 2,140
Food: 44,800
Agri: 612/1,600
Com: 476/800
Tech: 456/1,200
Def: 304/800
Safe: 83/100
Troops: 22,800
Drill: 70/100
Spears: 2,000
Pikes: 6,000
Crossbows: 6,000
Horses: 0
Siege Weapons: 0

Current Officers:
Gao Lan
Guo Tu
Xin Pi
Xin Ping
Xu You
Zhang Yue

Current Free Officers:
Cui Yan

City of Ye
Prefect: Yuan Shao
Population: 341,000
Gold: 3,100
Food: 140,000
Agri: 411/1,200
Com: 547/800
Tech: 266/800
Def: 391/1,200
Safe: 76/100
Troops: 126,000
Drill: 70/100
Spears: 42,000
Pikes: 12,000
Crossbows: 8,000
Horses: 0
Siege Weapons: 0

Current Officers:
Yuan Shao
Yuan Tan
Yuan Shang
Zhou Ang
Chunyu Qiong
Feng Ji
Han Juzi
Ju Shou
Liu Shi
Qian Zhao
Shen Pei
Su You
Tian Feng
Wen Chou
Xun Chen
Yan Liang

Village of Gao Tang
Population: 55,200
Gold: 600
Food: 6,000
Agri: 88/400
Com: 59/400
Troops: 3,000
Drill: 70/100
Spears: 0
Pikes: 0
Crossbows: 3,000
Horses: 0
Siege Weapons: 0

Village of Bai Ma
Population: 59,200
Gold: 600
Food: 6,000
Agri: 76/400
Com: 61/400
Troops: 3,000
Drill: 70/100
Spears: 0
Pikes: 0
Crossbows: 3,000
Horses: 0
Siege Weapons: 0

Lands owned by Kong Rong

City of Bei Hai
Prefect: Kong Rong
Population: 112,000
Gold: 2,560
Food: 28,200
Agri: 386/1,200
Com: 256/800
Tech: 256/800
Def: 128/800
Safe: 86/100
Troops: 13,800
Drill: 60/100
Spears: 2,000
Pikes: 6,000
Crossbows: 0
Horses: 0
Siege Weapons: 0

Current Officers:
Kong Rong
Wang Xiu

Village of Lin Ji
Population: 34,000
Gold: 400
Food: 4,000
Agri: 56/400
Com: 23/400
Troops: 2,000
Drill: 60/100
Spears: 0
Pikes: 2,000
Crossbows: 0
Horses: 0
Siege Weapons: 0

Village of Chang Yang
Population: 21,000
Gold: 200
Food: 2,000
Agri: 33/400
Com: 15/400
Troops: 1,000
Drill: 60/100
Spears: 0
Pikes: 1,000
Crossbows: 0
Horses: 0
Siege Weapons: 0

Lands owned by Ma Teng

City of Wu Wei
Prefect: Ma Teng
Population: 117,000
Gold: 2,650
Food: 38,200
Agri: 316/800
Com: 157/400
Tech: 152/400
Def: 152/400
Safe: 84/100
Troops: 21,600
Drill: 70/100
Spears: 0
Pikes: 0
Crossbows: 0
Horses: 22,000
Siege Weapons: 0

Current Officers:
Ma Teng
Ma Chao
Ma Tie
Ma Xiu
Pang De

City of Xi Ping
Prefect: Han Sui
Population: 110,000
Gold: 2,400
Food: 33,600
Agri: 265/800
Com: 133/400
Tech: 128/400
Def: 128/400
Safe: 75/100
Troops: 17,200
Drill: 70/100
Spears: 0
Pikes: 0
Crossbows: 0
Horses: 18,000
Siege Weapons: 0

Current Officers:
Han Sui
Cheng Gongying
Cheng Yi
Cheng Yin
Hou Xuan
Liang Xing
Ma Wan
Yan Xing
Yang Qiu

Lands owned by Cao Cao

City of Chen Liu
Prefect: Cao Cao
Population: 203,000
Gold: 3,350
Food: 135,000
Agri: 323/1,200
Com: 422/1,600
Tech: 208/800
Def: 312/1,200
Safe: 89/100
Troops: 110,000
Drill: 80/100
Spears: 56,000
Pikes: 32,000
Crossbows: 10,000
Horses: 2,000
Siege Weapons: 0

Current Officers:
Cao Cao
Bian Shi
Cao Ang
Cao Chun
Cao Hong
Cao Ren
Cao Xiu
Cheng Yu
Dian Wei
Guo Jia
Li Dian
Liu Dai
Liu Ye
Lu Qian
Man Chong
Mao Jie
Sima Lang
Xi Zhicai
Xiahou Dun
Xiahou En
Xiahou Yuan
Xu Zhu
Xun You
Xun Yu
Yu Jin
Yue Jin
Zhu Ling

Village of Guan Du
Population: 62,000
Gold: 600
Food: 6,000
Agri: 71/400
Com: 58/400
Troops: 3,000
Drill: 90/100
Spears: 0
Pikes: 0
Crossbows: 3,000
Horses: 0
Siege Weapons: 0

Lands of Lu Bu

City of Pu Yang
Prefect: Lu Bu
Population: 189,000
Gold: 2,510
Food: 38,600
Agri: 328/800
Com: 498/1,200
Tech: 157/400
Def: 314/800
Safe: 88/100
Troops: 55,000
Drill: 90/100
Spears: 10,000
Pikes: 10,000
Crossbows: 6,000
Horses: 22,000
Siege Weapons: 0

Current Officers:
Lu Bu
Cao Xin
Chen Gong
Diao Chan
Gao Shun
Hao Meng
Hou Cheng
Song Xian
Wei Xu
Zhang Liao
Zhang Miao

Village of Dun Qiu
Population: 58,000
Gold: 600
Food: 6,000
Agri: 66/400
Com: 58/400
Troops: 3,000
Drill: 90/100
Spears: 3,000
Pikes: 0
Crossbows: 0
Horses: 0
Siege Weapons: 0

Lands of Liu Bei

City of Xiao Pei
Prefect: Liu Bei
Population: 110,000
Gold: 2,760
Food: 27,400
Agri: 462/1,200
Com: 322/400
Tech: 306/800
Def: 152/400
Safe: 96/100
Troops: 18,800
Drill: 80/100
Spears: 2,000
Pikes: 5,000
Crossbows: 6,000
Horses: 2,000
Siege Weapons: 0

Current Officers:
Liu Bei
Guan Yu
Zhang Fei
Chen Qun
Jian Yong

Lands owned by Li Jue

City of Chang An
Prefect: Li Jue
Population: 185,000
Gold: 2,720
Food: 59,200
Agri: 342/1,200
Com: 504/1,600
Tech: 155/800
Def: 304/1,200
Safe: 71/100
Troops: 29,700
Drill: 60/100
Spears: 0
Pikes: 2,000
Crossbows: 2,000
Horses: 10,000
Siege Weapons: 0

Current Officers:
Li Jue
Dong Cheng
Guo Si
Zhong Yao
Zhu Jun

Current Free Officers:
Huangfu Song
Jin Xuan

City of An Ding
Prefect: Zhang Ji
Population: 99,000
Gold: 1,456
Food: 25,600
Agri: 208/800
Com: 104/400
Tech: 104/400
Def: 104/400
Safe: 70/100
Troops: 10,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 0
Horses: 10,000
Siege Weapons: 0

Current Officers:
Zhang Ji
Zhang Xiu
Zhou Shi
Hu Che-er
Jia Xu

Village of Xia Yang
Population: 44,000
Gold: 400
Food: 4,000
Agri: 56/400
Com: 45/400
Troops: 2,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 2,000
Horses: 0
Siege Weapons: 0

Village of Xin Feng
Population: 24,000
Gold: 200
Food: 2,000
Agri: 25/400
Com: 13/400
Troops: 3,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 0
Horses: 1,000
Siege Weapons: 0

Han Gu Gate
Gold: 200
Food: 2,000
Def: 150/400
Troops: 1,000
Drill: 70/100
Spears: 0
Pikes: 0
Crossbows: 0
Horses: 1,000
Siege Weapons: 0

Wu Gate
Gold: 200
Food: 2,000
Def: 150/400
Troops: 1,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 0
Horses: 1,000
Siege Weapons: 0

Tong Gate
Gold: 200
Food: 2,000
Def: 150/400
Troops: 1,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 0
Horses: 1,000
Siege Weapons: 0

Lands owned by Tao Qian

City of Xia Pi
Prefect: Tao Qian
Population: 154,000
Gold: 2,550
Food: 24,400
Agri: 400/1,200
Com: 276/400
Tech: 256/800
Def: 128/400
Safe: 94/100
Troops: 11,600
Drill: 60/100
Spears: 2,000
Pikes: 0
Crossbows: 2,000
Horses: 0
Siege Weapons: 0

Current Officers:
Tao Qian
Cao Bao
Chen Deng
Chen Gui
Mi Fang
Mi Zhu
Sun Guan
Zang Ba

Village of Hai Ling
Population: 32,000
Gold: 200
Food: 2,000
Agri: 48/400
Com: 45/400
Troops: 1,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 1,000
Horses: 0
Siege Weapons: 0

Village of Jiang Duo
Population: 35,000
Gold: 200
Food: 2,000
Agri: 44/400
Com: 38/400
Troops: 1,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 1,000
Horses: 0
Siege Weapons: 0

Lands owned by Zhang Lu

City of Han Zhong
Prefect: Zhang Lu
Population: 243,000
Gold: 2,130
Food: 42,400
Agri: 288/800
Com: 406/1,200
Tech: 396/1,200
Def: 512/1,600
Safe: 93/100
Troops: 16,000
Drill: 60/100
Spears: 2,000
Pikes: 6,000
Crossbows: 2,000
Horses: 0
Siege Weapons: 0

Current Officers:
Zhang Lu
Zhang Gu
Yan Pu
Yang Ang
Yang Bo
Yang Ren
Yang Song

Yang Ping Gate
Gold: 400
Food: 4,000
Def: 150/400
Troops: 2,000
Drill: 60/100
Spears: 0
Pikes: 2,000
Crossbows: 0
Horses: 0
Siege Weapons: 0

Lands owned by Yuan Shu

City of Shou Chun
Prefect: Shou Chun
Population: 203,000
Gold: 4,220
Food: 56,000
Agri: 426/1,200
Com: 556/1,600
Tech: 260/800
Def: 384/1,200
Safe: 68/100
Troops: 48,000
Drill: 60/100
Spears: 6,000
Pikes: 6,000
Crossbows: 6,000
Horses: 0
Siege Weapons: 0

Current Officers:
Yuan Shu
Yuan Huan
Yuan Yao
Yuan Yin
Chen Lan
Han Hao
Ji Ling
Lei Bo
Li Feng
Liang Gang
Liu Xun
Qiao Rui
Yan Xiang
Zhang Kai

City of Ru Nan
Prefect: Ji Ling
Population: 178,000
Gold: 2,720
Food: 35,200
Agri: 128/800
Com: 256/1,200
Tech: 390/1,200
Def: 256/1,600
Safe: 81/100
Troops: 20,400
Drill: 60/100
Spears: 0
Pikes: 6,000
Crossbows: 2,000
Horses: 0
Siege Weapons: 0

Current Officers:
Zhang Xun
Chen Ji
Han Yin
Yue Jiu

Current Free Officers:
Gong Du
He Yi
Liao Hua
Liu Pi
Pei Yuanshao
Zhou Cang

Village of Ru Xu
Population: 52,000
Gold: 600
Food: 6,000
Agri: 88/400
Com: 25/400
Troops: 3,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 3,000
Horses: 0
Siege Weapons: 0

Lands owned by Liu Yao
Prefect: Liu Yao
Population: 255,000
Gold: 1,920
Food: 30,800
Agri: 395/1,200
Com: 532/1,600
Tech: 267/800
Def: 389/1,200
Safe: 85/100
Troops: 17,200
Drill: 60/100
Spears: 6,000
Pikes: 2,000
Crossbows: 6,000
Horses: 0
Siege Weapons: 0

Current Officers:
Liu Yao
Chen Heng
Fan Neng
Taishi Ci
Ze Rong
Zhang Ying
Zhou Xin

Village of Wu Hu
Population: 41,000
Gold: 400
Food: 4,000
Agri: 44/400
Com: 25/400
Troops: 2,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 2,000
Horses: 0
Siege Weapons: 0

Village of Hu Lin
Population: 40,000
Gold: 400
Food: 4,000
Agri: 42/400
Com: 31/400
Troops: 2,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 2,000
Horses: 0
Siege Weapons: 0

Lands owned by Yan Baihu

City of Wu
Prefect: Yan Baihu
Population: 162,000
Gold: 1,730
Food: 24,800
Agri: 256/800
Com: 128/400
Tech: 128/400
Def: 128/400
Safe: 79/100
Troops: 12,800
Drill: 60/100
Spears: 2,000
Pikes: 6,000
Crossbows: 2,000
Horses: 0
Siege Weapons: 0

Current Officers:
Yan Baihu
Yan Yu

Village of Qu A
Population: 46,000
Gold: 400
Food: 4,000
Agri: 52/400
Com: 24/400
Troops: 2,000
Drill: 60/100
Spears: 0
Pikes: 2,000
Crossbows: 0
Horses: 0
Siege Weapons: 0

Lands owned by Wang Lang

City of Hui Ji
Prefect: Wang Lang
Population: 223,000
Gold: 3580
Food: 28,832
Agri: 326/800
Com: 480/1,200
Tech: 608/1,600
Def: 466/1,200
Safe: 76/100
Troops: 28,000
Drill: 60/100
Spears: 2,000
Pikes: 2,000
Crossbows: 6,000
Horses: 0
Siege Weapons: 0

Current Officers:
Wang Lang
Hua Xin
Xu Gong
Xu Jing
Yu Fan

Village of Ju Zhang
Population: 44,000
Gold: 400
Food: 4,000
Agri: 47/400
Com: 36/400
Troops: 2,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 2,000
Horses: 0
Siege Weapons: 0

Lands owned by Sun Ce

City of Lu Jiang
Prefect: Sun Ce
Population: 146,000
Gold: 1,960
Food: 23,500
Agri: 231/400
Com: 313/800
Tech: 384/1,200
Def: 256/800
Safe: 66/100
Troops: 12,000
Drill: 90/100
Spears: 2,000
Pikes: 2,000
Crossbows: 2,000
Horses: 6,000
Siege Weapons: 0

Current Officers:
Sun Ce
Sun Jing
Sun Yu
Cheng Pu
Han Dang
Huang Gai
Lu Fan
Wu Guotai
Wu Jing
Zhang Hong
Zhang Zhao
Zhou Yu
Zhu Zhi

Village of Wan Kou
Population: 40,000
Gold: 400
Food: 4,000
Agri: 47/400
Com: 30/400
Troops: 2,000
Drill: 90/100
Spears: 0
Pikes: 0
Crossbows: 2,000
Horses: 0
Siege Weapons: 0

Lands owned by Liu Biao

City of Jiang Xia
Prefect: Huang Zu
Population: 162,000
Gold: 2,390
Food: 29,200
Agri: 155/400
Com: 309/800
Tech: 304/800
Def: 456/1,200
Safe: 84/100
Troops: 21,600
Drill: 60/100
Spears: 0
Pikes: 2,000
Crossbows: 2,000
Horses: 0
Siege Weapons: 0

Current Officers:
Huang Zu
Han Song
Su Fei
Wang Can
Wang Wei

City of Xiang Yang
Prefect: Liu Biao
Population: 272,000
Gold: 1,970
Food: 37,600
Agri: 398/1,200
Com: 541/1,600
Tech: 256/800
Def: 384/1,200
Safe: 80/100
Troops: 22,400
Drill: 60/100
Spears: 0
Pikes: 2,000
Crossbows: 2,000
Horses: 0
Siege Weapons: 0

Current Officers:
Liu Biao
Liu Qi
Cai He
Cai Mao
Cai Shi
Cai Zhong
Kuai Liang
Kuai Yue
Yi Ji
Zhang Yun

City of Jiang Ling
Prefect: Wu Ju
Population: 264,000
Gold: 3,160
Food: 52,000
Agri: 520/1,600
Com: 386/800
Tech: 384/1,200
Def: 259/800
Safe: 87/100
Troops: 20,600
Drill: 60/100
Spears: 0
Pikes: 2,000
Crossbows: 2,000
Horses: 0
Siege Weapons: 0

Current Officers:
Wu Ju
Huang Zhong
Liu Pan

Village of Xia Kou
Population: 23,000
Gold: 200
Food: 2,000
Agri: 35/400
Com: 36/400
Troops: 1,000
Drill: 60/100
Spears: 0
Pikes: 1,000
Crossbows: 0
Horses: 0
Siege Weapons: 0

Village of Wu Lin
Population: 24,000
Gold: 200
Food: 2,000
Agri: 40/400
Com: 36/400
Troops: 1,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 1,000
Horses: 0
Siege Weapons: 0

Village of Jiang Jin
Population: 25,000
Gold: 200
Food: 2,000
Agri: 35/400
Com: 36/400
Troops: 1,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 1,000
Horses: 0
Siege Weapons: 0

Village of Han Jin
Population: 22,000
Gold: 200
Food: 2,000
Agri: 35/400
Com: 35/400
Troops: 1,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 1,000
Horses: 0
Siege Weapons: 0

Village of Zhong Lu
Population: 27,000
Gold: 200
Food: 2,000
Agri: 35/400
Com: 41/400
Troops: 1,000
Drill: 60/100
Spears: 0
Pikes: 1,000
Crossbows: 0
Horses: 0
Siege Weapons: 0

Lands controlled Liu Yan

City of Cheng Du
Prefect: Liu Yan
Population: 285,000
Gold: 1,890
Food: 40,400
Agri: 388/1,200
Com: 530/1,600
Tech: 261/800
Def: 384/1,200
Safe: 93/100
Troops: 21,200
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 2,000
Horses: 0
Siege Weapons: 0

Current Officers:
Liu Yan
Liu Kui
Huang Quan
Wang Lei
Wu Ban
Wu Yi
Zhang Ren
Zhang Song

City of Jiang Zhou
Prefect: Yan Yan
Population: 234,000
Gold: 2,520
Food: 32,800
Agri: 268/800
Com: 387/1,200
Tech: 512/1,600
Def: 384/1,200
Safe: 89/100
Troops: 16,400
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 2,000
Horses: 0
Siege Weapons: 0

Current Officers:
Yan Yan
Dong He

City of Fu
Prefect: Pang Yi
Population: 208,000
Gold: 2,380
Food: 23,600
Agri: 261/800
Com: 390/1,200
Tech: 392/1,200
Def: 512/1,600
Safe: 87/100
Troops: 16,400
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 6,000
Horses: 0
Siege Weapons: 0

Current Officers:
Pang Xi
Gao Pei
Lei Tong
Wu Lan
Yang Huai

Jian Ge Gate
Gold: 400
Food: 4,000
Def: 150/400
Troops: 2,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 2,000
Horses: 0
Siege Weapons: 0

Jian Meng Gate
Gold: 400
Food: 4,000
Def: 150/400
Troops: 2,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 2,000
Horses: 0
Siege Weapons: 0

Pei Shui Gate
Gold: 200
Food: 2,000
Def: 150/400
Troops: 1,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 1,000
Horses: 0
Siege Weapons: 0

Mian Zhu Gate
Gold: 200
Food: 2,000
Def: 150/400
Troops: 1,000
Drill: 60/100
Spears: 0
Pikes: 0
Crossbows: 0
Horses: 1,000
Siege Weapons: 0
 
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Player Stats

Players serving under Cao Cao

Deng Kuo
Trait: General
War: 86
Int: 65
Pol: 50
Cha: 91
Skills: Infantry, Persuade, Build, Cavalry
Tactics: Berserker III, Spearwall II, Blaze II
AP: 117
Location: Chen Liu
Rank: 8
Command: 4,000/4,000
Equipment: 4,000 Pikes

Feng Huan
Trait: General
War: 86
Int: 74
Pol: 53
Cha: 91
Skills: Rumor, Scout, Infantry, Persuade
Tactics: Blaze III,Arrowstorm II, Ambush II
AP: 118
Location: Chen Liu
Rank: 8
Command: 4,000/4,000
Equipment: 4,000 Spears

Players serving under Lu Bu

Mai Feng
Trait: Politician
War: 78
Int: 73
Pol: 90
Cha: 74
Skills: Cavalry, Trade, Patrol, Bowmen
Tactics: Harass IV, Bombardment II, Arrowstorm I
AP: 130
Location: Pu Yang
Rank: 8
Command: 4,000/4,000
Equipment: 4,000 Horses

Players serving under Liu Bei

Mononobe no Ryuu
Trait: Intelligence
War: 40
Int: 90
Pol: 75
Cha: 70
Skills: Scout, Persuade, Reverse, Rumor
Tactics: Ambush III, Fire Arrows II, Rockslide II
AP: 125
Location: Xiao Pei
Rank: 8
Command: 1,000/4,000
Equipment: 0

Players serving under Gongsun Zan

Zhao Wei
Trait: Intelligence
War: 37
Int: 90
Pol: 75
Cha: 73
Skills: Rumor, Scout, Infantry, Persuade
Tactics: Seige I, Harass IV, Ambush II
AP: 125
Location: Bei Ping
Rank: 8
Command: 3,000/4,000
Equipment: 3,000 Horses

Xian Qing
Trait: General
War: 86
Int: 70
Pol: 60
Cha: 76
Skills: Confuse, Cavalry, Scout, Bowmen
Tactics: Harass II, Charge II, Volley III
AP: 120
Rank: 8
Command: 3,000/4,000
Equipment: 3,000 Horses

Players serving under Liu Yan

Liu Wei
Trait: Politician
War: 73
Int: 77
Pol: 90
Cha: 78
Skills: Cavalry, Persuade, Plow, Trade
Tactics: Charge III, Fire Arrows II, Trample II
AP: 130
Location: Chang Du
Rank: 8
Command: 4,000/4,000
Equipment: 0
 
Last edited:
Name: Liu Wei, Prince of the Han (actually, like many other Liu's in the capital, he's just an unofficial 'captive' of Dong Zhuo)
Trait: Politician
War: 73
Int: 77
Pol: 90
Cha: 78
Skills: Cavalry, Persuade, Plow, Trade
Tactics: Charge III, Fire Arrows II, Trample II

Preferred starting region: Chang An
 
Name: Mai Feng, Governor of the Lu Bu
Trait: Politician
War: 78
Int: 73
Pol: 90
Cha: 74
Skills: Cavalry, Trade, Patrol, Bowmen
Tactics: Harass IV, Bombardment II, Arrowstorm I

Preferred starting region: Pu Yang; Lu Bu Lands
 
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((Looks fun. Any issues with me being a traveler from Wa (early Japanese state that paid tribute to the Kingdom of Wei)? Well, just have to switch the name and backstory if there is.))

Name: Mononobe no Ryuu
Trait: Intelligence
War: 40
Int: 90
Pol: 75
Cha: 70
Skills: Scout, Persuade, Reverse, Rumor
Tactics: Ambush III, Fire Arrows II, Rockslide II

Preferred starting region: Xiao Pei under Liu Bei
 
Yes that should be fine, also with 4 players now I plan to start the first personal turn sometime tomorrow. Note this is not closing the sign ups (they will never close as this is a game where players can join at any time) also note for players that the game start date is July of 194 AD. Further instructions will be posted when the PT starts.
 
Name: Feng Huan
Trait: General
War: 86/86
Int: 74/74
Pol: 53/76
Cha: 91/91
Skills: Rumor, Scout, Infantry, Persuade
Tactics: Blaze III,Arrowstorm II, Ambush II

Preferred starting region: Cao Cao
 
Name: Zhao Wei
Trait: Intelligence
War: 37/73
Int: 90/90
Pol: 75/75
Cha: 73/73
Skills: Rumor, Scout, Infantry, Persuade
Tactics: Seige I, Harass IV, Ambush II

Preferred starting region: Bei Ping under Zhao Yun
 
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Dadar, the bonus is points that you may allocate in addition to the starting base stats.
 
Dadar, the bonus is points that you may allocate in addition to the starting base stats.

Whatchu talkin' 'bout Rovsea?
 
All current characters added to the Player stats section. Dadarian is still missing 3 points of tactics on his character, and has been placed under Gongsun Zan as Zhao Yun is currently serving Zan.

With Kingdom Stats fully finished, I now declare the first Personal Turn(July 194 AD) to have begun. Players will have until Friday Jan 30th Noon (Pacific Standard Time) to PM me their actions for the turn. Also character IC is now allowed if you want to post IC about how your characters got where they are. Global and Kingdom specific events will be coming in the next few days.

Also as always, sign ups are not closed and further character applications are welcome.

(Note: AP added to player stats)
 
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All current characters added to the Player stats section. Dadarian is still missing 3 points of tactics on his character, and has been placed under Gongsun Zan as Zhao Yun is currently serving Zan.

With Kingdom Stats fully finished, I now declare the first Personal Turn(July 194 AD) to have begun. Players will have until Friday Jan 30th Noon (Pacific Standard Time) to PM me their two actions for the turn. Also character IC is now allowed if you want to post IC about how your characters got where they are. Global and Kingdom specific events will be coming in the next few days.

Also as always, sign ups are not closed and further character applications are welcome.

Up gatted so my shawty is sorted out.
 
Xian Qing
Trait: General
War: 86/86
Int: 70/74
Pol: 60/76
Cha: 76/91

Skills: Confuse, Cavalry, Scout, Bowmen
Tactics: Harass II, Charge II, Volley III

Starting location: Bei Ping under Gongsun Zan
 
Natural Disasters and Bandit Raids July 194

chinese-storm-michael-donenfeld.jpg

Typhoons strike Eastern China. Bringing heavy rain storms and devastation to cities worst hit.

Regions worst hit
Hui Ji - City loses 30 Agriculture, 50 Defense
Jian Ye - City loses 22 Agri, 45 Defense, 1,000 troops
Wu - City loses 10 Agri, 20 defense, 800 troops

Regions effected but not damaged
Lu Jiang
Shou Chun
Xia Pi
Xiao Pei

yellow_turbans_rtkxi.jpg

Yellow Turban Remnants raid across China.

Regions worst hit
Ru Nan - City loses 300 Gold, 30 Commerce, 600 soldiers, Bandit Fortress Established
Bei Ping - City loses 200 gold, 15 Commerce, 300 soldiers, Bandit Fortress Established

Regions effected but not damaged
Xiao Pei - Bandit Encampment Established
Bei Hai - Bandit Encampment Established​

(OOC Note: This is the first of the 'global' events that will be occurring, most global events are natural disasters or such. Bandit fortresses and encampments will continue to spawn more bandit raids until dealt with as part of kingdom decisions or as part of the 'hunt bandits' personal turn option (which will help characters gain standing and fame). Kingdom events will hopefully provide RP opportunities and the first ones will appear tomorrow.)
 
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Kingdom Event, Gongsun Zan
500px-Yellow_Turban_Skirmish.jpg

Yellow Turban Remnants Annihilated

The Yellow Turbans barely had settled into their new base of operations when they were unlucky enough to find Zhao Yun, along with his distant cousin Zhao Wei, bearing down on them with a combined force of 6,000 of Gongsun Zan's famous cavalry. Catching the Yellow Turbans off guard, the battle was more of a rout, and within an hour the entire fortress had fallen and many of the turbans were captured or killed.

Zhao Wei pushed for harsh treatment for the captured bandits, calling for the deaths of all the captured leaders along with 1 in 15 of the surviving bandits, well Gongsun Zan and Zhao Yun were more in favour of a more lenient approach. It was the latter that one out in the end, and the bandit leaders were publicly executed as to serve as an example for any others, at the same time all the other bandits were allowed to go free, after their right hands were cut off to keep them from ever wielding a sword, or stealing, again.

Bei Ping - City gains 150 gold, loses 100 soldiers, Bandit Fortress destroyed
Zhao Wei - Gains bond 8/100 with Zhao Yun, 5/100 with Gongsun Zan, command is increased to 3,000/4,000
Zhao Wei has 65 AP remaining for the turn.​