Commands in RTK1

Commands

1 Move Pretty useful for transporting rice/gold too. There is no risk of loss at all. For a multi-state move, move the generals to a state whose turn is not over yet.

Moving around in winter, even in the south, will lose soldiers "due to the cold". One trick is not to assign soldiers to the "transport" generals.

2 War Does not lose soldiers in winter, unlike Move. The generals have lower mobility, though.

It is possible to send generals to war and retreat to another state as a shortcut. You'll lose the gold and rice, though.

Only ten attacking generals can be at war, including reinforcements for a multi-month war.

A state at war does not have a turn, thus it cannot send reinforcements to another state at war. This is a useful strategy when one state is about to run out of rice. Also, the AI will not retreat to a state that is at war.

It is usual for wars to drag over a month as there are only 10 turns and it usually takes 5 turns to engage the enemy. AI vs AI battles always finish in one month, though.

The rice should not be left undefended if the defender can call for reinforcements. They will usually surround the rice.

Rice is used up quite quickly. It's usual to bring 10,000 rice for an attack force of 60,000. It's alright to bring just a little gold, like 500, as it is consumed very slowly. However, it is usual to bring more as you need it to manage the state after you win the battle.

3 Send Very restrictive. I'm usually able to send 1,500 gold or 1,500 rice without any problems. Most generals can send 2,000 rice, but only a handful can send 3,000 and very few 5,000.

Rice needs to be transported very often because it is used up very quickly. 2,000 rice doesn't last long, but 2,000 gold can last a pretty long time.

I still can't figure out the logic. It's not intelligence. It's definitely related to luck and distance. Power and number of soldiers may play a part too.

Cannot send to and from the northern states in winter.

4 Special tax This can be an easy way to get extra gold and rice. The drop in the peasant loyalty can easily be compensated by giving some rice back.

As with most state related actions, I always choose the general with the highest intelligence.

5 Recruit

5.1 General

This can only be issued by the master.

I've never tried giving letter.

Giving money doesn't work. I tried giving 5,000 gold on a general with 50+ loyalty. Doesn't work. (Perhaps it works for a general with high intelligence?)

Giving horse works for generals with high power and low intelligence.

I don't have woman, so am not able to use this option.

Personal visit is effective when the general has low loyalty (below 60), regardless of his intelligence or power. It's free, thus it's my most used choice.

The aftermath of a war is a good time to pick up generals "on the cheap" as captured generals have the inverse loyalty of their previous master.

5.2 Soldiers

You can recruit up to 20,000 soldiers at a time, in units of 100. Every 100 soldiers require 100 rice and 10 gold.

You can't recruit any more soldiers when your existing soldiers are about 45% of the population. Thus, try not to recruit in a state with low population. Give it time to recover — 20% increase every July.

Recruiting the soldiers will cause the population to drop. This results in lower tax. You probably want to spread out recruiting your soldiers and not always do it in one state.

5.3 Reorganize

I've not used this option as I always recruit new soldiers at the same time. This would have been more useful if it didn't use up one turn.

6 View

6.1 States

Free to execute another action if you view your own states. Counted as one turn otherwise.

6.2 Summary of territory

If you want to find out quickly which states have problems.

6.3 Summary of generals

Can't sort the list.

6.4 Regional map

I don't find this useful at all.

7 Give Peasants prefer food, generals gold. It's useless to give peasants gold and generals food.

If you have time, it's better to give 5,000 rice twice than 10,000 once.

I don't know if the increase in peasants' loyalty is tied to the Governor's charisma.

You need to give 500 gold to bring a general's loyalty from 70+ to 90+.

If you give to a general, his soldiers' loyalty will increase too. However, I don't know the use of that.

I have not given a book nor woman to a general.

8 Flood prevention It is only necessary to spend 10 gold each time. It takes many turns to bring down the flood probability from 50+ to below 10.

10 gold lowers floor probability by 8 counts, 100 gold by 12 counts and 1,000 gold by 20 counts.

I always choose a general with high intelligence, but it only plays a small part as the decrease is small.

9 Develop land If you have time, it's better to use 100 gold 10 times than 1,000 gold once.

100 gold increase the land value by 3 counts, 1,000 gold by 12 counts and 10,000 gold by 100 counts.

I always choose a general with high intelligence.

10 Train solders The ability goes up differently for different generals. I think it's dependent on the general's intelligence and power.

Ability determines the general's mobility in war.

11 Search I suppose luck is the most important.

The adviser gives three advice:

  • No chance of success: try again.
  • You'll definitely be lucky: 10% to 20% chance only.
  • Definitely successful: 80% to 90% chance.
12 Plunder Never used it.
13 Build castle The cost seems to be random as it can vary from 2,000 gold to 12,000 gold for the same general!

You should never build a castle for over 3,000 gold.

You can cancel the operation in the map view and try again.

14 Covert action Surprisingly, luck plays a big role, rather than intelligence. I believe intelligence is used to determine the actual drop. Or that it's your general's luck vs the generals' intelligence in that state.

One effective way to use covert action is to spread the generals carrying out the covert action in several states so that you can carry out multiple covert actions before you either recruit a general from the targeted state or attack it.

14.1 Spread rumors about the master

Lowers the generals' loyalty. Generals with 100 loyalty are never affected.

It seems to me that the lower the loyalty, the bigger the drop.

14.2 Confuse the people

I've never used this.

14.3 Touch the enemy's rice

Always destroys 1/3 of the rice. Only useful a few times to reduce the rice from 30,000 to 20,000 to 13,333 to 8,889 to 5,926.

15 Diplomacy I've never used this.
16 Trade

16.1 Merchant

A rate above 70 is considered cheap (1 gold = 70 rice). However, even a rate of 40 is also not very expensive, as it costs just 750 gold to purchase 30,000 rice.

I've never sold rice for gold. It's too little to make a difference.

16.2 Weapons maker

The arms is divided evenly among the generals in the state.

I find it very difficult to increase the generals' arms as it requires bringing the generals to a state with metal — you can't transport metal.

17 Authorization This can only be issued by the master.

I don't do this depsite having many states. The reason is because I'm always sending gold/rice to the front line.

18 Wander I've not done this.
19 Pass I've not done this, except at the very end when victory was in sight.
20 Interrupt To save and quit.

The first thing is to come here to change the animation delay to 3 to speed up the animation. Otherwise it's unbearably slow.

(void *) &NHY;