Romance of the Three Kingdoms XIII

Romance of the Three Kingdoms XIII

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Romance of the Three Kingdoms 13 Character Creation Guide
By Nightmohawk
Guide on the character creation since some of it is not explained well and I find very few guides on the net and some of the in game machines as well. I am not experienced with this game series at all. This is my first game of the series I have played and on top of that this is my first guide, but screw it may as well start now: D
   
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Opening remarks
I played this game and enjoy it quite a lot, however some of the stats/mechanics and what they do baffle me. So common sense would lead me to the net to research it all, however guides or anything helpful are few and far between. This guide is my attempt to make sense of it all of the few things I could find and through the few things the game talks about.

(Note I have not played this game for long, so some things may be slightly different to what this guide says(In other words wrong) I am trying my best with the information I have and will update if I find anything more out. In a way this guide is also a way for me to help keep track of things.)
Making a Character part 1
Auto (Male)/ (Female): Generates a random Character base on the gender you choose.

Face: Choose a face/look for your character. (Yes it is Possible to make your own but 1 it is supposed to be a little complex and 2 I have not dabbled into it yet so I can’t give info on that.

Character:

Gender: Determines the gender of the character you are making.

Voice: Choose a voice for tour character.

Class: Military official/general (will take part in duals) Civil Officer/Advisor (will not take part
in duals. Advisors can still take part in wars, but if an enemy engages them in a dual the advisor will die in a single hit)

Weapon: Changes what type of weapon your Character will use (Note this only applies to duals): Sword, Blade, Axe, Serpent blade, Spear, Longspear, Blue dragon blade, Halberd, Crescent blade, Bow and Fan

Personality: Calm, Bold, Reckless and Timid (I guess this determined the kind of things they do and say).

Duty: Affects the loyalty of the character/ whether they will backstab/betray the army they are with or you and what not.

Bravery: Effect whether they like to do battley/wary things in game.

Aptitude: Affects whether a character will do more “scholarly” things in game. I assume this mean they will want to develop farming or commerce more. (note aptitude still is a little confusing for me, so if you have more info please feel free to say.

(Duty, Bravery, Aptitude may work a little weirdly to some people, but fear not if it does baffle you I shall explain.

First think of normal as 0 then honour as +1 and revere as +2 then think of disdain as -1 and ignore as -2. Now let’s use this in some examples.

A character with + in duty will be less likely to backstab then a character with 0 and a character with – will be more likely to backstab.

A character with plus in bravery will be more likely to accept to go to war, give more militaristic proposals e.g. train troops and capture a town then a character with 0 and character with –will be less willing to do the above.

A character will + in Aptitude will want to do “scholarly” things in games I assume will want to farm and develop commerce more than a character with 0 and a character with – will be less likely.
Making a Character part 2
Preferences: affects the gifts they will want gifted to them (note: this is important if you want to develop your bond further and become friends, sworn siblings or lovers.)

Note about bonds: Once you have maxed the first stage relationship with a character (should be 80) they should give you a quest to get a specific item e.g. a golden deer. All these should be obtainable from the shop in towns, so look every now and then once you have a quest

(note you can only do one of these quest at a time I believe.)

Yes: they will want. No: they will not

Armour: (This also includes weapons) I like to think more war like characters will want these.

Tomes: books, scrolls that sorta thing. Scholar like character may be interested in these.

Treasure: golden statues, gems EST. More general gifts for people

Alcohol: (this is three choices to choose from) none: they don’t accept it. Normal: they will accept.
Available: they will accept and have a greater effect on your relationship with that character.

Greed: Not sure what this affects yet. I’d assume if they are greedy you will get less relationship points when you gift them items or vice versa with unwanted. This would affect the first three not sure about the alcohol stat though, if it dose it would stack quite nicely if the alcohol is set to available.

Another theory of greed could also be how many items they would accept before they refuse items for a certain period of time. Greedy being they would accept loads before they start to refuse and unwanted being then would accept little before they start refuse. Once they do refuse you will have to wait a while before they would start to accept them again. Personally specking I’d prefer this theory to be it.

Stats: There are four types:

Lea/Leadership: The higher this stat is the more effective training missions will be. Also affect the ATK and DEF of the unit when in battles.

War: the higher this is the more effective patrol missions are. Also gives a character an advantage during a dual and makes Strikes more effective.

What are Strikes: like rock-paper-scissors, Spearman strike against horseman, horseman against bowman and bowman against spearman.

Int/Intelligence: the higher this is the more effective personal, strategic and foreign missions will be. Gives advantages during debates and increases effectiveness of strategies during battles.

Gov/Governing: the higher this is the more effective domestic missions will be.
Making a Character part 3
Troop Type: How effective the character is with a certain troop type: D, C, B, A. Personally I’d say C is average so balance you character based on that.

Abilities: this is pretty big. A good start would be to look for a little 3 dot and 3 line symbol on the top right of the ability screen this will give descriptions of all the abilities there are what they do EST. I leave this section as is for the moment I may update this part down the line for details on each ability.

Tips on Abilities: to balance the game try to limit the amount of points you put into a character. For example I am trying 20 points per character so I could put 4 abilities up to 5. This is what I am doing for the moment. You can play around with how many point you can spend as you please, if you want a really op character go for 9s on everything.

Try to give a character abilities base on what you want them to be like. For example a war like character may need things like Speed, Duelling, Heroism, strategy, endurance and overawe while domestic characters will need things like commerce, farming, culture, negotiate, orator and virtue

Forte: this is what the character will teach when you chose them to mentor you. For Example Character A‘s Forte is Duelling and character B/(player character) choses to be mentored by character A. The first benefit is that your stats experience will go up and the second is you have a chance to gain a point in duelling or even character A’s strategy

(Note this will replace yours as you can only have one strategy per character)

(Also note that to get the second benefit usually requires you to go into a duel or debate with the mentoring character)

What is Stat Experience: when you choose to be mentored you can choose one of the four stats to be mentored in (Lea/War/Int/Gov) to gain one point in any of them you will need to get 100 exp in one of them.

For example I have 70 Lea I want it to go up to do this I need to be mentored by someone (anyone I believe will do even if your stat is higher than theirs although is theirs is higher the exp may go up more) and choose Lea then you wait for a while 10 or 20 in game days and the stat exp will go up from 0 to +5. You now have 70 Lea and 5 in Lea exp and once that exp goes to 100 your Lea will go to 71 and 0 Lea exp. Then to get it to 72 you will need to be mentored in it again to get the lea Exp up to 100 again.

Strategy: these are abilities that can be used in battle for example morale boost will boost your characters army morale. There are lot of strategies to choose from so read them since all are described in the menu and how much control they cost. I may update this section giving more details on each strategy or at least give some examples of good strategies.

What is control: Control is a battle specific resource that will regenerate based on how many bases you have in control. So in an even numbered battle, one tactic could be to destroy as many enemy bases/camps as you can and that will limit the amount of strategies that will be used on your army.

(Note: The max Control you can have I believe is 10 and that is shared across a formation.)

What is a Formation: in game you can deploy a formation which consists of at least 1 Main Leader and can contain 2 Sub Leaders you can also decide on some equipment you can take like Light Spears or Heavy Spears, Light bows or Heavy bows, Siege equipment like siege ladders and battering rams that can be used on castle gates or walls. Last are boats (have not gotten into a naval battle yet but I imagine then different boats will give different befits like ATK, DEF, Speed and possibly the amount of troops they can carry. You can make as many formations as there are troops and officers in your city bearing in mind you are not using any sub leaders. Personally you should be since it increase the stats of the army.

Expertise: are extra benefits that come into play once the character is a minister or higher although for minister they need to be specific to that role for example there are three type of minister; war, domestic and military. Now let’s say I choose Strategy Genius, it requires that the character to be a war minister for it to have an affect. If the character is a domestic minister the expertise will have no effect. Everything above minister like governor, viceroy or ruler does not matter you will gain the benefit no matter what type you choose.

How to become a minister, Governor EST: to be able to be promoted to one you need to have a certain rank. all original officers start at rank 9 exception to the ruler who rules to gain rank you need to gain merit(think of it like levelling up a character). Obviously you can’t be promoted to a ruler since there can only be one per faction however. (It may be possibly if the current ruler retires/dies with no heir; not sure if that is the case the faction may just die out, I have not gotten into that situation yet to know definitively.)
Closing remarks
This is about it for the character creation; I have also referenced a few things inside the game to keep track of while you make your character/s. I may make another guide for the game itself at a later date, but for now I hope this helps and have fun.
28 Comments
dtt.scanner 22 Feb, 2022 @ 11:06am 
Duty, Bravery, and Aptitude are affected by the choices and successes that you have in the game. That in turn can affect the way other officers respond to you, depending on their preferences. It is partially Role-Play choices (the initial settings) and actual in-game successes in the three areas. A safe selection would be middle of the road, but it may be important for gaining certain friendships to actually have "interest" in that area. Aptitude is gained by correctly answering quizzes about who belongs to which faction, or which faction is stronger. Aptitude is also gained by doing city requests and winning debates, but can be lost by answering poorly in the quizzes. Duty is gained by helping citizen requests and by aiding other officers in completing their tasks when they ask for help, while Bravery is gained in combat victories and Duels. Different officers will respond to you favorably or ignore you based on your Record, if that particular area is a matter of importance to them.
dtt.scanner 22 Feb, 2022 @ 10:54am 
Requests for Renown actually do not occur when playing a Merchant. You win by collecting enough personal gold to satisfy the victory condition. Requests for Renown occur in the Lone Wolf tree, and victory is gained through Renown. I believe that includes bandits/assassins, which I haven't played, but since they are a branch of Lone Wolf I presume that they gain Renown (or Infamy) in order to gain victory.
dtt.scanner 22 Feb, 2022 @ 10:44am 
If you want to quickly win all of the scenarios to unlock the achievements and special officers, you can easily win every scenario playing as a free officer (merchant, citizen, bandit). Since the victory condition is based on renown and not conquering the map, and since you are basically neutral to all factions, it is really very easy to win every scenario this way. You just have to gain enough renown before someone else conquers the map. It is the "building," "diplomatic," or "spy" victory condition. It is also fairly boring and repetitive, but very easy. You want to give your character good skill in both dueling and debate, in order to protect your assets. You have a home base (which can be within another faction territory), and all of your free officer friends will tend to end up in that city if you summon them as companions and swap them out. This can slow down the advance of other factions, but incurs no ill will from the rulers who lose the officers.
dtt.scanner 21 Feb, 2022 @ 11:50pm 
Officers that you befriend will give you their Forte skill when you befriend them, but when you mentor with them it is not necessarily the same skill that they will teach you. If you scroll over them in the relationship tree, it will sometimes say "you can learn xx skill." I believe that is the skill they will teach you if you successfully mentor with them. This may or may not be the case, but I think it is the intention, if buggy.
dtt.scanner 21 Feb, 2022 @ 11:30pm 
The Player Character is not limited in the number of friends he can make (except as limited by time), and so a significant number of additional ability levels can be added during the course of play. Some abilities are harder to find than others. You may want to focus on starting out with high level in those abilities, as opposed to diverse low level abilities, if you plan to limit yourself on the number of starting abilities that you give your main character. I think 20 levels is a good starting number, as the author suggests. You don't start out weak, but still have room to grow. Personally, I travel around looking for Duelists to befriend first... so that I can afford to be reckless in combat. LoL. Rare abillites include things like Overawe and Heroism, and are usually only found on the strongest officers... who may not actually train you in it. Giving 6-7 points in each of them to start wouldn't be wasted.
dtt.scanner 21 Feb, 2022 @ 11:20pm 
Support officers (boon companions/ministers that stay with you) can gain up to 6 ability skill levels through correspondence. You want to pick correspondents based on the ability that they teach, if you want to make your companions more capable or diverse, or to excel in training, patrol, or domestic tasks. Companions who will be used as main generals will benefit from adding combat abilities, while advisors who stay at home will benefit the cities through improved domestic abilities. Keep in mind that the friends that you use as trainers for your companions are ALSO limited to 6 each, so you can't use the same people to train all of your companions.

Gaining higher companion levels (best friend, boon companion) can be done by assisting the officer when doing city tasks, or by fighting alongside them in combat, if you have sufficient relationship points to make the promotion.
dtt.scanner 21 Feb, 2022 @ 11:03pm 
Renown is used for the Free Officer classes as victory condition points, if you play a free officer like Merchant, Bandit, Citizen, or Assassin. You do have renown in each city, even in neutral cities, as well as an overall total renown. Gaining renown will cause you to receive offers of employment from factions or for free cities to ask you to be their ruler. If you want to play and win as a free officer, then obviously you have to politely decline the offer. It is tempting, though, when a powerful Lord asks you to join him... instead of groveling for a position. I also believe that you start out as a higher rank if you are asked to join (at least minister, if not governor rank) depending on your current renown. I suppose if you have sufficient renown, it may translate into enough prestige points to be appointed viceroy or even asked to take over rule by the ruler.
dtt.scanner 21 Feb, 2022 @ 10:46pm 
Personality also affects how likely you are to initiate or accept a duel in tactical combat. Reckless will see a lot more duels of this type, while timid will likely see none.
Nightmohawk  [author] 14 May, 2018 @ 5:09pm 
It has been awhile, but I believe having renown is universal thing and you do not really have renown for each city. Having renown will give you more chance of lord's wanting to ask you to join; it can be quite random though from what I remember. To apply yourself you will need to go to the faction lord and ask him. E.g. I want to join Cao Cao's army, so I will need to find where Cao Cao is and ask him; Can be a little annoying if that lord is fighting in the middle of nowhere. That is what I remember anyway; I really do want to get back into playing this again just had other things/games to do/play.
Gutsu 14 May, 2018 @ 2:53pm 
soooo i know this thing is here quite a few years...but I have a quick question. if I have some renown in a city ruled by someone do they ask you to join their force or I can only apply to join them? sorry for the English. and thanks in advance