sangokusi 11
[Strategy]
First, build barracks and blacksmiths on the front lines. Since you have base income from food and gold, you can postpone them.
Decide where to build stables, workshops, and shipyards. If there are no coastal cities, shipyards are unnecessary.
Since gold is needed on the front lines, build more markets.
Large cities also require gold, as it's easier to build workshops. Prioritize markets.
Build granaries in small cities and in the hinterlands.
First, build only barracks next to empty areas.
Once you have nearly 1,000 gold, begin occupying.
Conscription consumes food, so postpone it.
Equip weapons first.
Weapons production facilities will be divided among your faction.
Occupy vacant land.
Advance with about 15,000 soldiers.
Construct a drum and attack the town.
Stock up 3,000 weapons for now.
The enemy will target production facilities, so build an archery stand on those sides.
Build at least one barracks and one blacksmith in each city.
On the front lines, having two barracks will speed up recruitment (be careful of deteriorating public order).
Training and patrols will also be necessary, so having too many barracks will prevent you from keeping up.
[How to Play]
Proceed in the following order: Patrol ¨ Construction ¨ Recruitment ¨ Weapon Production ¨ Training ¨ Advance.
You can begin recruiting officers once construction is complete.
Once construction is complete, begin recruiting troops first. Increase the city average to 20,000.
If you skimp on supplies and your enemy attacks, you'll end up consuming a lot of supplies and weapons, which is pointless.
Once you have all the weapons, increase your front line to 30,000-40,000 depending on the enemy's troop size and attack.
Purchase any supplies you need with gold. It takes 60,000 supplies to field 30,000 soldiers, so prepare a little more.
Control at least 5-6 factions.
Focus on diplomacy over territory. Since there are things like poaching, it's not necessarily better to have a large territory.
In normal play, you can only occupy 7-8 cities at most, so it's best to start with controlling half the continent.
Generals from new factions are more likely to defect.
[Action Points]
Action points are counted across the entire force. This means that concentrating your command usage on one base will result in a lack of action points at other bases.
If you start with one base, it's around 45-50.
255 is thought to be the upper limit.
[Construction]
Make each city as self-sufficient as possible.
Focusing on either farms or markets is more likely to maximize synergy. You can build stables or workshops on the remaining land.
Granaries and mints may have dual effects. In other words, a market adjacent to two mints will have a 2.25x effect?
@ Make everything farms.
Soldiers' food consumption is high compared to a general's salary. In other words, if you set everything to markets, you may run out of food.
A general's salary is at most 25, so you can make up for it with your city's base income.
A Set everything to markets
Market income is stable, as it is monthly.
Gold isn't consumed much if the player doesn't use it, but food depletes automatically, so be careful.
Also, if you use gold income, you'll tend to overspend.
When converting exchange rates, markets are probably more productive.
Build one barracks and one blacksmith.
It is more efficient to distribute conscription, so you need a barracks in each city.
Build workshops and shipyards on the front lines. Don't worry too much about cost.
Mass-produce weapons with specialty cities in those cities.
Logistics risk is high, so don't be too concerned about it. Acquire the minimum amount of weapons yourself.
You can build multiple workshops in specialty cities. Once you have secured a certain number, build one on their behalf.
Build shipyards along the coast. (Even Soa has a minimum level of combat power.)
Install a drum stand or military band stand near the border on the front lines.
The priority is drum stand > military band stand > camp > archery tower.
Why not use a camp for sieges?
[Specialty Products]
Trend:
Large cities tend to lack specialty products.
Remote areas tend to have more warhorses.
Row ships are more common along the coast.
There are few cities with cheap weapons ¨ Weapons are less expensive overall, so don't worry too much about them.
Bows, halberds, spears, and horses are mass-produced, so having a city specializing in these items is advantageous.
Zheng ¨ None
Xuchang ¨ None
Luoyang ¨ None
Chang'an ¨ None
Jianye ¨ None
Chengdu ¨ None
Xiazhi ¨ None
Nanpi ¨ Weapons
Xiao Kaki ¨ Weapons (1200, 1280) The land is limited, so farmland is not used.
Chenru ¨ Weapons (1200,1280)
Yunnan ¨ Weapons (1200,1280)
Superiority ¨ Weapons (1200,1280)
North of Zheng ¨ War Horse
Jinyang ¨ Horse
Beipira ¨ Horse
Jyohira ¨ Horse
Tensui¨Horse
Bui ¨ War Horse (560)
Katsurayo ¨ Spear
Jiangshu ¨ Spear
Niino ¨ Spear
Bokuyo ¨ Spear (560)
Kenning ¨ Spear (560)
Address ¨ Spear (560)
Pingyuan ¨ Bow
Yong'an ¨ Bow
Lingling ¨ Bow
Zizhong ¨ Bow
Kaiji ¨ Bow
Shouchun ¨ Bow
Wuling ¨ Hawthorn
Beihai ¨ Hawthorn
Jiangxia ¨ Hawthorn
Nunan ¨ Hawthorn
North of Nanpi ¨ Hawthorn
Hanzhong ¨ Hawthorn
Jiangling ¨ Tower Boat (1440)
Changsha ¨ Tower Boat
Lujiang ¨ Tower Boat
Wu ¨ Tower Boat
Zisang ¨ Tower Boat
[Overall Flow]
Quantity matters. A large amount of weapons and provisions is required for battle.
Keep conscription to a minimum (around 10,000) during peacetime, and when a target appears, conscription ¨ patrol ¨ training.
Repeat this cycle.
Training is inexpensive, so you can postpone it.
If you have multiple cities, it is more efficient to conscript troops from all of them and gather them in one place.
If you have too few soldiers, you won't be able to respond when bandits appear. You'll want at least 6,000.
If your national power is greater than that of your neighbors, there's little need to send out troops yourself.
As the turns progress, the larger the city, the greater its national power will grow, widening the gap.
When the enemy attacks, they will send troops up to the limit of their national power.
In other words, if you focus on defense, the gap in national power won't widen much.
Use any remaining generals to secure talent and conduct diplomacy.
[Empty Zones]
There's little benefit to capturing a city belonging to a power, as all buildings will be vacant. Target empty cities first.
You'll run out of generals, so frequently search for talent.
During the Yellow Turban Rebellion, there are many empty zones, allowing you to expand your territory without fighting.
Empty cities can also be captured with a transport convoy.
[Generals]
The number of generals is just as important as the number of cities.
If you don't have enough generals, you won't have enough to recruit, creating a vicious cycle.
If you have too few generals, build a barracks and blacksmith and then focus on recruiting.
Spread rumors in nearby cities belonging to enemy forces to lower their loyalty.
It's important to manage the number of generals appropriately.
Recruiting a general requires the advice of a military strategist, so appoint one first.
Note that the number of days required to recruit a general varies depending on the enemy.
Also, be careful not to have too many generals, as this will put a strain on your gold income. Three is sufficient if you're not on the front lines.
On the front lines, have five generals on standby. If you run out of generals, send reinforcements from other bases.
Give rewards frequently to keep your generals' Medieval status from dropping.
Try to get your generals' Loyalty as close to 100 as possible. Be careful if it drops below 90.
Conversely, if the enemy has generals in the 80s, try to poach them.
If you don't have enough generals, destroy small countries and take them prisoner.
[General Placement]
Place generals with high bravery and leadership on the front lines.
Place generals with high political skills in developing empty cities.
Place generals with high intelligence in weapon production areas.
Move your ruler and military strategists to areas with many non-governmental generals.
[Conscription]
If you want to strengthen your defenses, prioritize conscription. Even if you don't have enough supplies, as long as you have soldiers, they won't attack easily.
They will attack if you have 20,000 soldiers. 30,000 is a good target.
With 20,000 soldiers, you will consume approximately 4,500 provisions over three months.
With 30,000 soldiers, you will consume approximately 6,750 provisions over three months.
With 40,000 soldiers, you will consume approximately 9,000 provisions over three months.
With 50,000 soldiers, you will consume approximately 11,250 provisions over three months.
With 60,000 soldiers, you will consume approximately 13,500 provisions over three months.
Compare this with the expected rations to determine how many soldiers you can support.
Subtract the rations you will need when you go to battle. The conscription limit is roughly half of your ration income.
Since your base income is around 5,000, you can support 20,000 people even without farmland.
30,000 soldiers are needed on the front lines, and 10,000 if you are not bordering other countries.
When going to battle, you bring 2 provisions for every 1 soldier. In other words, 80,000 supplies are required to deploy 40,000 troops.
It's rare for a single force to deploy more than 40,000 troops at the same time.
The same is true for the player. There's no need to conscript more than 40,000 troops into a single city.
The cost of conscripting troops is roughly 2,000, with 300 conscripts and 100 patrols per turn.
2,000 troops per turn consumes 50 supplies, or 10 gold.
In other words, if they remain at the base for 30 turns, that's 300 + 100 + (10 x 30) = 700 gold per 2,000 troops.
In other words, if you deploy troops within 30 turns, it's less costly than weapons.
However, unlike weapons, transporting them incurs a supply cost.
This means that it's cheaper to concentrate conscripts on the front lines.
[Weapon Production]
Adjust to the aptitude of your general. Use halberds and cavalry as your main force, bows for support, and spears to counter the cavalry.
Prepare 1-2 units (approximately 6,000).
Also consider the aptitude of your general.
Keep your weapon inventory at about the number of soldiers on the front line + a. In other words, if the total number of soldiers on the front line is 40,000,
you should procure about 45,000.
If you have the money, weapons are available later.
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