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Three Kingdoms Tactics Season 2 War

Preparation White Book

Table of Contents

Preface......................................................................................................................... 2

I. Preparation At Season 1 End............................................................................. 2

II. Early Card Draw Recommendation..................................................................3

III. Season 2 New Content Introduction.............................................................. 4

IV. About Alliance New Season Starting Province........................................ 10

V. Early Progress Notes........................................................................................ 11

VI. Recommended Early Progress Officer and Lineups...............................12

VII. Early Progress Guide......................................................................................15


Preface
Three Kingdoms Tactics is a season-based sandbox war game where each
season has new gameplay, new rules and new challenges. When a season
is over, it is not the end but rather a new beginning where you can start to
learn this game. What matters isn’t the Conquest, but the joint effort of you
and your comrades fighting together! Don’t forget why you are here in the
first place. Watch out for each other and begin another new adventure to
leave your mark on the Three Kingdoms history!
This white book is a compiled guide by lots of players.

I. Preparation At Season 1 End


1. When the second season begins, the data being kept includes:
Jade, Gold, Officer Cards (including their Evolve and Awaken status),
Tactics (including the upgrade progress), Equipment,
Horses, Forge Material and Equipment Blueprints.

2. Tactic Preparation
Try to craft as many S-tier and A-tier Tactics as you can. If you don’t have
enough 4-star cards, first practice new season early game Tactics. Among
all Tactics, the useful Tactics that can help your early game development in
season 2 include:
T0: Intimidate, Total Annihilation
T1: Breach, Unstoppable, Unit Care, Eight Gold Locks Formation, Grudge
Bearer, Furious Glare
T2: Defang, Sidestep, Barrier, Paranoia, Bait, Raid and Pillage, Fallen
Phoenix, Reckless, Brute Force, Battle of Words, Cavalry Support,
Regeneration, Cavalry Raid, Fickle War, Desperate Reversal
Support Troop Type Tactics: Rattan Infantry, Camp Raid

3. Officer Reserves
※ Officers to be converted to Tactic Points
If you have at least 200 Evolved max level red 4-star and 3-star cards, when
a new season begins, you can use Coins or Gold (if you have enough) to
convert and get Tactic Points. Once a session becomes available, the
number of Tactic Points you are able to get from conversion will somewhat
determine the speed of your development. (2x conversion will cost roughly
2000 to 3000 Gold)
※ Officers to be used for activating War Manuals
In the second season, when one of your 4-star or 5-star Officers reaches
level 30, you unlock the War Manual system where a 5-star Officer costs 10
Purple Officers and a 4-star Officer costs 2 Purple Officers.

※ Officers to be used to exchange for Event Tactics


Stock up on specific Officers that can be used for an exchange. For a
detailed list of costs, see the Event Tactics description below.

※ Civic Officer Reserves


Administra Search Forge Stable Training Trade Coin Wood Iron Stone Food
tive Official [Charism [Charism [Charism [Politic and [Politic] [Politic] [Politic] [Politic] [Politic] [Politic]
[Politic] a] a] a] Charisma]

Zhang Zhao Sima Hui Cao Zhi Xiao Qiao Zhenji Da Qiao Lu Fan Gu Yong Chen Qun Jian Yong Chen Lin
Cao Pi Xiao Qiao Xiao Qiao Yang Xiu Xiao Qiao Fei Yi Li Yan Dong Yun Lu Fan Lu Zhi
Xun Yu Yang Xiu Yang Xiu Zhang Lu Xun Yu Xun Yu Xun Yu Xun Yu Xun Yu Xun Yu Xun Yu
Lu Fan Liu Shan Bu Lianshi Ma Tie Lu Fan Lu Fan Lu Fan Zhong Mi Zhu Lu Fan
Yao
Mi Zhu Mao Jie Liu Biao Mi Zhu Mi Zhu Mi Zhu Mi Zhu Lu Fan Liu Ba Mi Zhu
Liu Shan Fei Shi Zhuge Jin Deng Zhi Dong Mi Zhu Wang Yun Liu Yao
Zhao
Zhuge Jin Liu Shan Liu Shan Pan Jun Bu Zhi

4. Gold Reserves
※ This can be used to draw Conquest Card Packs and season 2 Officer
Card Packs.
※ This can be used to convert Tactics (when you use Gold, you get 2x
Tactic Points).
※ This can be used to speed up building upgrades.

5. Equipment Reserves
Participate in friendly matches to farm Merits; fight Bandits to farm Blueprints
and Forge Materials. The low-level forge materials, salvage equipment that
have a Politic or Charisma bonus and Blue Horses that you collected in the
previous season can all be sold for Coins when the new season begins.

II. Early Card Draw Recommendation


At first, you have these Card Packs: Achievement Card Packs, Conquest
Card Packs, Season 2 Legendary Exclusive Card Packs, Legendary Card
Packs.

1. Achievement Card Pack:


Available when you have 15,000+ Achievement Rating. It is guaranteed to
give you 5-star Orange Officers with a chance to give you Zhao Yun, Gan
Ning, Zhang Jiao and other Officers.

2. Conquest Card Pack:


At Palace level 10, you get different tiers of Conquest Card Packs based on
your Alliance’s seasonal end result. This card pack contains new Officers in
season 2. You can open up to 20 of these packs, each pack costs 398 Gold.
When you’ve opened all 20 packs, you are guaranteed to get two 5-star
Orange Officers.

3. Season 2 Legendary Exclusive Card Pack:


Within the time limit of 48 hours, you can open these packs and get the new
Officers in season 2 plus some of the Officers from season 1. If you want to
draw all the new Officers in season 2, you can consider opening these card
packs.

4. Legendary Card Pack:


Similar to the Legendary Card Packs in season 1, as your server completes
the Conquest Missions, new Officers are added to the card pool.

III. Season 2 New Content Introduction


1. Event Tactics Introduction
Event Exchange Cost Event Tactics Commentary
Tactics
Name
Way of Tao 5-Star Zhang Jiao x1 + Strategy Damage Buff
4-Star Officer (Other) x2 (recommended for units made of
Grand Marshals of Wu or Shu
Strategy Officers)
Manipulate 4-Star Officer (Other) ×10 Strategy Damage Control
(Recommended)
Strategic 4-Star Officer (Wei) ×10 Strategy Damage Control
Might (Recommended)
Unrivalled 5-Star Hua Xiong x1 Counter (the advanced version
Might of Delayed Strike)
Inhuman 5-Star Lu Bu x1 + 5-Star This is highly recommended for
Might Officer (Other) x1 S. Strike Officers such as Lu Bu
or Zhang Liao.
Burning 5-Star Dong Zhuo x1 + Super Fire, especially effective
Fields 5-Star Officer (Other) x1 + against Rattan Armor in season
4-Star Officer (Other) x2 2 (recommended)
Appease the 5-Star Liu Bei x1 + 4-Star Command healing skill damage
Crowd Officer (Shu) x1 + 4-Star reduction; Sima shield; Mystic
Officer (Other) x1 shield Tactics (recommended)
Eagle's 5-Star Sun Ce x1 + 5-Star Glass DPS savior with 100%
Might Officer (Wu) x2 Disarm immunity, best for the
Zhang Liao Cavalry unit
(recommended)
Blazing 5-Star Officer (Wei) x1 + Works for Strategy Damage
Camp 5-Star Officer (Other) x1 Negate Recovery, Other Bow
high-end tech units.
Well-Stocke 4-Star Officer (Other) ×10 Civic Skill
d

2. War Manual System Introduction


In season 2, we introduced the War Manual system. There are four series of
these with each series offering two War Manuals for you to upgrade.

※ The cost of War Manuals includes:


10 Purple Cards activate a War Manual slot, 60,000 Coins to upgrade the
first slot and 30,000 Coins to upgrade the second slot.
Overall, a War Manual will cost 10 Purple Cards and 90,000 Coins.

※ Battle
Rush: Increases the damage dealt by Attack Tactics 18%. Every time such
tactics are triggered, this effect decreases by 1/3.

Strength From Victory Normal attacks have a 40% chance of Replenishing a


certain number of troops (65% Heal Rate).

Do or Die: At the start of round 5, there is a 40% chance to gain Combo or


Negate Recovery status every round.

Opposites Attract: Every round has a 15% chance of granting Combo status
(Intelligence bonus applies).
Recklessness is not courage: Increases your Intelligence so it is equal to
16% of your Strength.

Ready: Increases the damage you deal by 3%.

Wisdom: Increases Strategy Damage dealt by 2.8% (dependent on


Intelligence).

Hedge: When an Attack Tactic is triggered, the damage you take decreases
by 6% for 1 round.

Planning: Increases normal attack damage by 8%.

Hidden Knife: Reduces your Attack tactics damage by 5% and increases the
rate of Attack tactics by 3%.

Victory: In round 2 of the battle, grants 65% Disrupt status (damage ignores
target's Defence and Intelligence).

※ Situation
Strike Second, Hit First: When using tactics requiring preparation, you gain
First Strike status for 1 round.

Maintain Order: Damage dealt to officers in controlled status increases by


12%.

Opportunity Strike: Damage dealt to the enemy with the highest number of
troops increases by 10%.

Planned Movement: Adds 1 round of preparation to all Active Tactics not


requiring preparation and boosts their damage by 95%.

Go With The Flow: When inflicting a continuous status, there's a 35%


chance to lengthen the duration of 1 round.
Strategy Without Form: Triggering Active Tactics in battle has a 50% chance
of increasing Subterfuge and Critical by 4.5%, lasts for 2 rounds, stacks up
to 2 times.

Breakthrough: When using Innate Tactics that require preparation, there's a


20% chance to skip 1 round of preparation.

Strategy: Increases Active Tactics damage by 4.5%.

Calculation: When control effects are inflicted on the enemy, there is a 50%
chance to reduce target’s Intelligence and Defence by 16 points for 1 round.

Authority: Increases your chance of Critical and Subterfuge by 2.5%.

Insight: In the first round, you gain the First Strike status (gain initiative).

Soothsaying: In each round, you get Weapon Damage Reduction by 6% or


Strategy Damage Reduction by 6% for 1 round.

Flexible: If none of your Active Tactics are triggered at the end of each round,
the damage you take decreases by 6% for 1 round.

※ Army Formation
Feint Weakness: For the first 4 rounds of battle, reduces Weapon Damage
and Strategy Damage dealt by 15%}. At the start of round 5, increases
Active Tactics Chance to trigger by 7%}.

Ready for Battle: For the first 2 rounds of battle, Shares damage by 15% for
ally group (2 units).

People's Champion: There is a 50% chance to restore Forces (restoration


rate 65%).

Careful Maneuver: When you are the Commander, for the first 2 rounds of
battle, grants 10% Evade.

Parting Sorrow: In round 3 of battle, grants Counter status (50% Damage


Rate), lasting 2 rounds.
Defensive Theory: Reduces Strategy Damage taken by 4% (dependent on
Defence).

Bloodless Victory: When control effects are inflicted on the enemy, the
damage you take decreases by 10% for 1 round.

Defense: For the first 3 rounds, all damage you take decreases by 5%.

Calm: Reduces the damage you take from Active Tactics by 7%.

Armor: Reduces damage taken from normal attacks and Attack Tactics by
6%.

Resilient: When being healed, healing effect increases by 7%.

Caution: Reduces the damage you take by 3%.

Stalwart: Reduces damage from being countered by other Types by 15%.

※ Dynamic
Fearless: In round 4, rids an ally unit of all its weakened status.

Praise Without Merit: Replenishes a certain number of troops (60%


Recovery Rate) each round, if you are in Disarm, Forlorn, Awe or Confuse
state.

Lure: The damage you take increases by 16%. The damage your ally deals
increases by 5%.

Divide and Suppress: Reduces Weapon Damage and Strategy Damage


taken by 3.5% (dependent on Speed).

Diversionary Attack: When restoring troops to the ally with the highest troop
losses, the damage it takes decreases by 12% for 1 round.

Mysticism: Grants 6% Evade effect.


Hidden Weakness: In each round, if you have the highest troop losses
among the allies, the damage you take decreases by 6%.

Execution: Increases Speed by 24 in battle.

Reinforce: Assists one random ally during the first round of battle, lasts for 1
round.

Inspire: Increases the damage dealt by a random ally unit by 3%.

Savior: Reduces the damage taken by your Friendly Commander by 7% and


increases the damage you take by 7%.

Hundred Battles: The chance of triggering Innate Tactics increases by 3%.

3. How Rogues Work


In season 2, we added the Rogues feature which will become available after
Conquest - Consecutive Disasters.

※ Rogues Features:
Rogues are more aggressive and flexible than non-Rogue players. They
excel in small-scale assault battles and are good at relocating.
A Rogue City only takes up 1 grid of tiles with no Shrine, Engineers or 9
Halls and 8 Trigrams.
A Rogue City has only 50% of the max Durability (capped at 2000).
Rogues can rob resources from non-Rogues;
Rogues can have up to 60 tiles.

Once you become a Rogue, you can Create Force, similar to how the
Alliance system works.
Rogues can borrow lands from each other even if they aren’t affiliated with
the same Force.
Rogues cannot attack each other and they won’t be blocked by the building
of another Rogue.
Rogue Troops can freely use the Province Docks without occupying them.
Tiles occupied by Rogues have no production and cannot be used for
farming.
Rogues can only build Tents, but they build them 40% faster.
Rogues Units have 40% reduced morale cost.
Rogues don’t need to spend Gold to relocate their Cities. Instead, they
spend 100,000 Wood, Iron, Stone and Food.
Rogues conscript 40% faster, Max Stamina increases to 150, Tent building
speed increases by 40% and Tent Conscription doesn’t cost Coins.

※ Rogue Gameplay Review:


If you want to play Rogues, you should make sure you have ample enough
time to play and powerful Troops at hand. These two are necessary.
Regarding the game mechanics, Rogues don’t have Forts, only Cities.
Meanwhile, Rogues must engage in battles or raid resources in order to get
resources. If you go Rogue when your combat power is still low, you will
struggle to survive because of how often you lose in battles. Even if you go
Rogue at high combat power, you will still need a team to work together with.

Going Rogue is an irreversible action, so don’t do this unless you are fully
prepared for what is to come, when you don’t have a better choice or when
all of your Alliance members are going Rogue together. Don’t go Rogue just
out of curiosity.
Additionally, Expelling Rogues gives you Coins, so season 2 is bound to be
a season where players constantly engage in combat.

IV. About Alliance New Season Starting Province


All Alliances are automatically disbanded when the new season starts. Each
Alliance must have a discussion before the new season begins to decide
which Province it will start from. If you choose to start from several Provinces,
this will have a negative impact on the Alliance’s strength, so it is
recommended that the Alliance administrators coordinate with all members
to start from the same Starting Province and inform everyone in advance of
information such as [what the Starting Province is, the Alliance name in the
new season, the appointment of Alliance administrators].

1. When the new season begins, Alliance administrators must rebuild their
Main Alliance and Side Alliances as soon as possible. Then, they will invite
the active Alliance players in batches.
2. To make an Alliance level up faster, in season 2, you should prioritize
inviting players who have early game development units (e.g., Liu Bei +
Zhang Fei) and ample time to help with the development. (when an Alliance
member occupies a high-level tile, they gain more Alliance EXP)

3. When a member runs out of Stamina, you can arrange members to leave
the Alliance for a while to rest and substitute them with another member who
has Stamina. Then, repeat the process so that the Alliance won’t be worn
down by the Stamina mechanic. (During New Player Protection, the
cooldown for joining an Alliance again is 30 minutes)

4. Alliance administrators should coordinate their members to make the


most out of the New Player Protection, so that they can quickly develop their
Power in the early game and make sure that the Alliance stays strong.
While developing, players who have depleted their Stamina will be
substituted by players with more Stamina, so you can constantly occupy
new tiles.

V. Early Progress Notes


1. Development Rules
※ Take advantage of the New Player Protection to quickly occupy tiles,
follow the mission objectives, gather resources to upgrade buildings and
upgrade your main unit.
※ The early game development unit should focus on occupying high level
tiles while lowering the combat losses. Also, this unit has to be ready to
convert to a PvP unit later on.
※ The early game paving unit has to be fast and equipped with Instant
Tactics to save time, and lower combat losses. When paving, the unit should
prioritize using Zhuge Liang and other Officers who, though not very strong
in the early game, are able to build a PvP unit in the late game.

2. Early Game Development Prepare Preparation


Each player has to prepare at least.
Early Game Main Unit: Units that can lower combat losses, quickly occupy
high level tiles and convert to PvP lineups in the mid- to late-game.
Early Game Paving Unit: Zhuge Liang and other Officers who aren’t very
good at early development but can build a PvP unit in the late-game.
Siege Unit: Units with S-tier or A-tier Siege Troop Type. They will pave roads
or help wherever they can before they reach level 20.

3. Early Development Notes


※ Recon
To play it safe, you should start Recon from level three tiles. Try not to attack
a Garrison that counters you (Garrison refreshes at 5 am)
※ Conscript
Always make sure you have full forces before attacking. This will help you
minimize the combat losses. And try to make the most out of the Wood Oxen
at 8/14/20 every day.
※ Pave
Don’t waste the Stamina of your main unit to pave roads. Find another
secondary unit or use your alt account to do it.
※ Change
Continue to replace low level tiles with high level tiles. And try to get more
Stone and Food in the early game.
※ Lower Loss
Don’t jump the gun. Try to minimize your combat losses during the early
development, so you won’t mess things up.

VI. Recommended Early Progress Officer and Lineups


[First Day]
1. This Day’s Objective:
Upgrade your City to level 5; complete the first 7 Main Quest chapters;
upgrade your two main units to level 20.
(Try to occupy level 5 tiles at the first chance you have)

The actual gameplay is as follows:


(1) Control the main unit Stamina and take advantage of the first 48-hour
protection where you won’t lose anything when substituting Officers. Also,
use your secondary units to expand your City’s territory to the nearby empty
tiles and connect to the vicinity of level 1 to level 3 tiles.
(2) Fill in your Personal Info and claim Coins.
(3) Claim the seasonal Card Packs in your mail and open the
Achievement Card Packs, Seasonal Card Packs and Legendary Card Packs.
(You don’t have to open all of them. Subsequent missions will give you Gold.
As long as you finish recruiting within 48 hours, it’s fine).
(4) Sell all the low-level materials and Blue or lower quality equipment to get
Coins. Then, use these Coins to draw rewards and get Tactic Points.
(5) Convert fully Evolved 3-Star Officers to Tactic Points (when there are
certain requirements, it is recommended that you use the 2x exchange
feature). Then, spend Coins to draw rewards and get Tactic Points.
(6) Event Tactics: Exchange the Tactics that you need in the early game (if
requirements are met, give [Strategic Might] to high Intelligence Officers for
early game development).

Build a nice early development Troop. There are a few steps to this:
(1) Right off the bat, you start Recon on level 3 tiles until you find an
enemy that is countered by your main unit. Then, Recon all level 4 tiles.
Make sure to always Recon and do it as thoroughly as possible!
(2) Deploy the main unit to attack level 1 tiles until the unit is level 3; then
attack level 2 tiles until the unit is level 5; then level 3 tiles until both units are
level 10 (learn the second Tactic at level 5).
(3) The paving unit can have Li Dian, Guo Huai and other Support Officers.
While paving, attack level 1 and 2 tiles at your own discretion.
(4) When you have two level 10 to 12 main units, start attacking level 4 tiles,
prioritizing Stone (if your unit doesn’t have Liu Bei and Zhang Fei, and your
COST is low, you can deploy Li Dian with [Barrier] until both your main units
are level 14). During which, you will attack level 4 tiles until both your main
units are level 20.
(5) Farm a level 4 Stone one time to complete the Mission.
(6) When both your main units are level 20 with 3 skills, you take Li Dian,
Guo Huai and other Support Officers to attack level 5 tiles for the first time.
(Note that if your main unit isn’t Evolved, you won’t be able to use War
Manuals, so you can convert all your Coins to Tactic Points.)

[Early Game - Day 2]


1. The second day’s objective: Moving to the second day, now that you have
resource reserves accumulated overnight, you should be close to reaching
City level 6. Now, your main objective is to Sweep level 5 tiles, occupy over
40 level 5 tiles and upgrade your City to level 6 Palace.
(1) The two level 20 main Officers are both equipped with a third Tactic.
(2) Prepare Support Officers (Guo Huai, Li Dian; if the main unit has Liu Bei
and Zhang Fei with [Intimidate], then Support Officers won’t be necessary).
If your Tactics are not strong enough, continue to attack level 4 tiles until
your Officers are level 25.

2. When attacking tiles, follow these steps:


(1) If you don’t have enough COST, try to farm level 4 Stone first, so you can
quickly increase to City level 6.
(2) When occupying the first few level 5 tiles, be sure to pick on the enemies
that you can counter. If you are low on Forces but high on Stamina, you can
march to the tile and wait until your Morale recovers to 100.
(3) After you occupy a level 5 Stone, farm that level 5 Stone.
(4) Continue the Conscription. Don’t worry about running out of Wood and
Iron. The Missions will fill your warehouse with resources.
(5) Try to control your main unit’s Stamina. Don’t use it to pave roads but
only use it to occupy level 5 tiles. If the distance is longer than 8 grids, start
marching towards a level 5 tile in advance and stay there. Wait until your
Morale recovers to 100 before starting the assault. During this phase,
reserving your Forces is priority number one. If you lose a battle, your early
development progress will be severely delayed.
(6) The paving unit is the second main unit plus the Yuan Shao Siege unit.
When paving roads, you can sometimes attack level 1 to level 2 tiles to
slowly gain EXP. Complete all the buildings needed to fill your warehouse
and occupy all the nearby level 5 tiles. The resource bonus objectives
should be around 20,000 each. Note: If you are an ambitious player, your
objective for this day is to reach City level 7, start building Encampments,
complete chapter 11 mission, reach 6800+ Fame and occupy over 10 level 6
tiles.

[Early Game - Day 3]


1. This Day’s Objective:
Moving into the third day, you should at least start occupying level 6 tiles
with more than 30,000 resource bonuses. On the third day, the main
objective is to reach City level 7 (Palace level 7) and level up your
Encampments. After a night, you should have resource reserves enough to
almost fill your warehouse with Stone. Now, you can consider the following
methods to reach City level 7.

2. Follow these steps:


(1) Maximize your Encampment level: Starting from level 3 Encampments,
make sure to spend Gold to quickly upgrade them, so that you can
minimize your combat losses.
(2) The second building queue prioritizes upgrading military techs, faction
bonuses, Unit Strength and Unit Defense. As for the third queue, you can
consider completing Side Quests such as Blacksmith or level 3 Walls to
gain Fame.
(3) The main unit continues to occupy level 5 tiles. Note that if your main unit
is over level 25, once you get an Encampment, remove the Support
Officers to increase the EXP gain for your main unit. If you plan to
transform your Support Officer into part of the main unit (max Evolved
Guo Huai), then you don’t have to remove them. If your Support Officer is
a Red max level Officer, you can unlock their War Manual at level 20 to
gain damage boost and damage reduction.
(4) When both main units are level 30, you unlock War Manuals. If you don’t
have enough Coins, you should first unlock War Manuals for your
Damage Officers (such as Zhang Fei or Zhao Yun). Each War Manual
requires 10 Purple Cards and 60,000 Coins to unlock the 1st skill, and
30,000 Coins to unlock the 2nd skill.
(5) When your Damage Officers have War Manuals and your Encampment
is at level 3+ (if your unit doesn’t have Liu Bei and Zhang Fei, wait until
Encampment is level 5), you can consider attacking level 6 tiles and
Recon in advance. Note that the Support Officers should also have
1,000+ Forces.
(6) When you complete the Main Quest of 10,000 Power, if there are no
level 5+ tiles nearby for you to build a Fort, make haste to level up your
resource buildings. If you have a high level tile, you can prioritize
occupying tiles. At main unit level 36+ and Encampment level 8+, you
can consider attacking level 7 tiles. If you want to play it safely, wait until
your Encampment is level 10. Note that you shouldn’t upgrade your City
Warehouse any further. Once you have a Fort, upgrade your Fort
Warehouse to level 8 and build a War Room. At this point, your unit will
have reached its final form.

VII. Early Progress Guide


1. When a new season first begins, don’t rush to draw Officers except the
season 2 new Officers required for the early development. You should first
deploy Officers to build the early development unit, conscript forces then add
more Reserves, and dismantle the maxed out Red 3/4-Star Officers in the
previous season to get Coins or Gold.
Note:
1) Save some 4-Star Officers, just to exchange for Event Tactics, first
exchange the Event Tactics you need.
2) Save some 4-Star Officers and convert them to Tactic Points at your own
discretion. Once at level 30, you will unlock the War Manual system. Each
Legendary Officer requires ten 4-Star Officer Cards and 90,000 Coins to
unlock their War Manual. Make sure you have such Purple Officers at the
ready lest you can’t unlock War Manuals.

2. New Event Tactics Commentary: Strategic Might is a Tactic that you


should prioritize unlocking as it has a 35% chance to instantly disable an
enemy’s Strength damage ability for 2 rounds, which can be crucial in the
early game. Secondly, exchange for Intimidate if you don’t have it;

3. Main unit attacks a level 1 tile one time. Then, return to base and fully
conscript before attacking a level 2 tile, and do this all the way until you are
level 5 and learn Tactics;

4. Secondary unit paves roads wherever it can (conscript until 400). While
paving roads, only attack empty tiles and level 1 tiles while paving towards
level 3 and 4 tiles.

5. Follow the Main Quest to create buildings. Make sure not to waste your
resources on upgrading unnecessary building tech. When main unit has two
level 6 Officers, you can start occupying level 3 tiles. It is recommended that
you have about 1000 to 1200 Forces. If you are in a rush, you can start
doing this at level 5; otherwise, doing this at level 6 is a safer play. If you
have excess Tactic Points to spare, you can go faster (make sure to Recon
first and use the Countering Between Types to occupy level 3 tiles).

6. Once you are able to occupy level 3 tiles, go on a streak and level up
your main unit. At this point, the Mission will ask you to farm one time. Now,
this will depend on your early development progress. If your progress is
looking good, pick a level 4 Food or Stone to farm. If your progress is falling
behind, and your Officers and Tactics are at low levels, farm a level 3 Food
instead. Whether or not you lose battles in the early game, you are going to
need lots of Food.

7. When at level 10 to 13, you can start thinking if you want to occupy level 4
tiles (at 5400 Forces, make sure you Recon and Counter enemies). If your
unit isn’t strong enough, you can always wait until your unit levels up 2 to 3
more times before attacking.
At level 18 to 20, you can start attacking level 5 tiles (at 9000 Forces, make
sure you Recon and Counter enemies). Once you’ve occupied a level 5 tile,
you can send your paving road or suicide squad to farm it. If you don’t have
Liu Bei, it is recommended that you stick to level 4 tiles and be very careful
with level 5. When you run out of resources, you should occupy level 4 tiles
to level up your Officers. And once your Officers are at level 30, you can
start occupying level 6 tiles. The safest play is to occupy level 6 tiles only
when you are level 32.

8. At about 4 pm when the session is available, Bandits refresh. If you are


struggling to occupy level 4 tiles or it costs too much to occupy a level 4 tile,
stop occupying level 4 tiles. Attack level 4 Bandits instead and don’t worry
about the level 3 Bandits as it will be a waste of your Stamina. Wait until your
third unit is prepared before making a move. (If your progress is looking
good, you won’t have to fight the Bandits. Spend all your main unit’s Stamina
for early development.)

9. If you can occupy level 4 tiles while minimizing combat losses, you can
also forget about the level 4 Bandits. Instead, you will focus on occupying
level 4 tiles to claim rewards and increase ranking to gather resources.

10. When you start occupying level 5 tiles, you can think about giving a
sidekick to your unit, mainly talking about Command Tactics that can reduce
damage or provide Control effects such as Intimidate, Sidestep, Defang,
Barrier, Eight Gold Locks Formation.
When choosing a sidekick, you can choose Li Dian, Cai Wenji, Zhang Bao,
Deathguard (2 COST). Specifically, each sidekick brings a force with a
Command Skill as their second skill to support the unit.

11. How To Occupy Level 6 Tiles:


1) When you have a full Red or half Red units with Liu Bei and Zhang Fei,
and you are at about level 30, you can start occupying level 6 tiles.
Liu Bei: Intimidate + Camp Raid; Zhang Fei: Total Annihilation + Fallen
Phoenix,
2) Other Units With Top Skills and Max Level Tactics
Sidekicks must have full Forces, and be Awakened with 2 skills equipped
and level 31+ Officers before you can start occupying level 6 tiles.
3) Other Teams That Can Occupy Level 6 Tiles Safely
Once you’ve unlocked Encampment, reached Encampment level 5+ and
reached Officer level 30+, you can start occupying level 6 tiles. At what
specific Encampment level can you start doing this depends on the strength
of your unit and Tactics.

12. During the last 10 minutes before the early progression ends, make sure
to adjust your Tactics! Refund all the Tactic Points and equip the late-game
Tactics to your Officers.
For example, Zhao Yun should forget Salvage/Gather Forces/
Regeneration/ Delayed Strike and replace them with his powerful Tactics
such as Breach/ Unstoppable + Symbol of Peace/Grudge Bearer. Within the
48 hours of New Player Protection, all Tactic Points can be 100% refunded.
Once this protection expires, you only get 80% refunded. Be sure to make
the most out of your Tactic Points. Keep adjusting your Tactics so you can
take advantage of the game mechanics!

13. About Tile Strength and Recommended Forces:


Level 3 Tile: Level 6 Officer + Level 6 Officer = 1000 to 1200 Forces
Level 4 Tile: Level 10 Officer + Level 10 Officer = 2000 to 2400 Forces
Level 5 Tile: Level 20 Awakened Officer + Level 20 Awakened Officer =
4000 to 4500 Forces
Level 6 Tile: Level 30 Awakened Officer + Level 30 Awakened Officer + A
Third Officer + Encampment Level 3
= 9000 to 12000 Forces

14. About Development Progress


Day 1:
Personal: Upgrade to City level 5, complete the first 7 Main Quest chapters,
two main units at level 20, start occupying level 5 tiles.
Alliance: Occupy all Docks at important locations. Try to transfer them to the
Main Alliance.
Day 2:
Personal: Upgrade to City level 6, main units at level 30, siege unit at level
10, start occupying level 6 tiles if you are strong enough.
Alliance: Occupy Cities. All members who can occupy level 5 tiles join the
Main Alliance.
Day 3:
Personal: Occupy level 6 tiles while minimizing combat losses. Powerful
players start occupying level 8 tiles. Have two siege units.
Alliance: All players build Tents at Passes.
Level 4:
Personal: Start occupying level 6 or 7 tiles, upgrade Encampment and
increase siege units to max Forces.
Alliance: Break through Passes. All players try to enter the Main Alliance or
the First Side Alliance. Paving units head to each objective point;
Day 5:
The first batch of players enter the Pass, improve the existing advantages
and prepare for combat.

VIII. Alliance Regulations


1. Organization Structure Suggestion
Alliance Leader/Ruler: Make strategies for the Alliance. Appoint Officials and
collect feedback.
Deputy/Prime Minister: Help the Rulers handle matters.
Diplomat/Chief Administrator: Help the Rulers handle diplomatic matters.
Commander/Grand General: Command all Alliance members in combat.
Commander/Chief Officer: Make regulations for the Alliance. Monitor how
the Officials are carrying out their duties and punish those who violate the
regulations.
Tile Manager/Sub-chancellor: Handle tile conflicts. Distribute Copper
rewards.
Official/Chief Secretary: Arrange plans to rescue all the allies who fell
prisoner to the enemies.
Group Leader: Manage their group. Each group has a Group Leader and a
Tile Manager, responsible for the combat, attendance check, tile
management, and reward statistics and distribution.
2. Recommended Laws of Tiles
※ With the Ally City as the center, the nearby 3-grid tiles are private tiles
that other players cannot occupy without permission. When relocating to a
Resource Province, every two Cities must be at least 5 grids apart. The
overlapping tiles are on a first come, first served basis. The Forts don’t have
protection.

※ For paved road tiles, while they are exempt from combat, the nearby
1-grid Resource Tiles are protected. Once the exemption expires, there is no
protection and everyone can pave roads to occupy such tiles.

※ If you need passage through another player’s tiles, you need to ask for
their permission. If they don’t reply within 12 hours, you have the right of
passage. It is strictly prohibited to pass other players’ tiles without their
permission!

※ All tile conflicts stem from the lack of effective communication. When
there is a tile conflict, first the two players must try to talk it out. If the conflict
can’t be settled, they must bring it to their group’s Tile Manager’s attention. If
it still can’t be settled, they must contact their Sub-chancellor and Prime
Minister, who will make the final decision for them. If they bring the quarrel to
the main channel or Alliance channel, the two players must give up their tiles
and they both get a warning.

※ Intentional no occupation is strictly prohibited.

※ While New Player Protection is active, Alliance members who are


developing quickly must make sure to communicate with tile owner. If
another player doesn’t reply within 6 hours, you can occupy their tiles but
only level 6+ tiles. Make sure you are ready to compensate for their losses.

※ When there is a special mission, you don’t need permission to pass


through other players’ lands!
※ When exploring the frontline tiles, it’s finders keepers. While the paved
road tiles are exempt from combat, occupying a high-level resource tile
requires the owner’s permission.

※ During combat, it is prohibited to farm lands from behind.


3. Alliance Attendance Check Regulations
※ Appoint Group Leaders. Each time you undertake a siege mission, rally
Alliance members to share their siege Reports in the Group channel and
check in on their mission. Each Group Leader will then put their group’s
siege participation statistics together so that the Leader or Deputy Leader
can summarize the attendance status.

※ You can determine an Alliance Member’s activeness by checking their


weekly Alliance contribution and weekly Merits.

※ Rewards and Punishment


For Alliance members who have a good attendance record, you can let them
enter the Resource Province first or distribute level 7+ Copper and level 10+
Resource Tiles to them as their Alliance attendance reward. Only the
specific Alliance members being rewarded can occupy such tiles.
For Alliance members who are often absent, you can temporarily kick them
out or make them donate resources as a punishment.

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