The post by CA illustrates the guanxi between Liu Bei and his sworn brothers Guan Yu and Zhang Fei

Guanxi System (Friendship and Loyalty) is a game-play mechanic in Total War: Three Kingdoms. The system is modeled after guanxi, the Chinese concept of dynamic inter-relationships. The Creative Assembly team states that the game has taken a paradigm-shifting approach to character agency with iconic, larger-than-life heroes and their relationships defining the future of ancient China. Each character has their own unique personality, motivations, and likes/dislikes. They also form their own deep relationships with each other, both positive and negative, that shape how your story plays out.

Overview[edit | edit source]

An event notification in-game informs player the establishment of bond between Kong Rong and Wang Xiu

Guanxi defines all interpersonal interactions between characters in the game. Characters will form positive/negative opinions between each other based on relevant influence they had, including past events, friendship/jealousy, faction friendliness/hostility, battle record and similarity/discrepancy on ideology, personality and behavior.

Unlike Satisfaction, players can't directly manipulate the Guanxi (relationship) between characters directly. You can't make or break friendships, relationship changes can only happen organically.[1]

Friendship and Rivalry[edit | edit source]

The pop-up window in Kong Rong's relation tab shows the friendship between him and Wang Xiu caused by previous events

Characters can form friendships and rivalries. As characters fight side by side, the bonds will deepen as friends or rivals. This will affect their satisfactions under player's service. Player can check the friendship under the relation tab inside character's information window. Character's performance depends on the bond, whether they're together or separated.

Harmonious characters hold a better opinion by default, which makes them easier to become friend together. But a strong friendship can still be established by overcoming the hardship together.

Harmony and Disharmony[edit | edit source]

This pop-up window in Kong Rong's relation tab shows the harmonious relationship decided by traits between him and Wang Xiu

Characters can have opinions on their colleagues based on traits (or background). For example, a merciful character doesn't like to work with a cruel character. Player can check this on the court screen or on their unit cards. When character likes each other, their relationship is considered as harmony with a green tick displayed. When your characters are harmonious in court or army, they will become more satisfied with their job and eventually become friends. On the other hand, disharmonious characters will dislike each other and leave the faction if they feel unsatisfied for long time. Although worth noting that disharmonious characters will try to compete with each other on the job if they're in the same court/army, resulting in a slightly performance buff.

You can overcome disharmonious relationships by letting characters to win heroic battle together, but sometimes it may not worth your time. Generally speaking, put up a harmonious team is the most efficient way to achieve a confidence, consociate workforce.

Interaction outside your faction[edit | edit source]

Characters under your service can also form friendship or feel harmonious toward characters in other factions, causing potential effects in battle or on the campaign map. If enemy's character is not satisfied with their leader, they can leave their faction and join you because he has friend under your service. Same thing applies to your faction's character as well.

Wandering candidate in the global recruitment pool will also seek faction with friendly or harmonious leader.

Undercover network[edit | edit source]

TW3K rebel.png

Main article: Undercover Network

The relationship between you and your general can deteriorate by enemies' covert actions. Be aware the sudden drop of your general's opinion on you.

Gallery[edit | edit source]

Reference[edit | edit source]

Total War THREE KINGDOMS gameplay mechanics
Characters AncillaryAttributesBackgroundGuanxiPrestige (Faction Rank)・LegendaryPersonalityResilienceSatisfaction (Title Rank)・SkillSpecialisationTraitsUniqueWu Xing
Campaign AssignmentBuildingsCourt (AdministratorCouncilFamily Tree)・Diplomacy (CoalitionVassal)・Event (Initial Dilemma)・Factions (LeaderHeirPrime Minister)・Mission (Challenge)・RecordsReformsResourcesSeasonsTreasuryUndercover Network
Battle Ability (Unit Ability)・ArmyDuelingFormationFortificationMoraleTerrainSiege (Siege Escalation)・Unit (Hero UnitRetinue)・Weather
Miscellaneous AdvisorDLCsLocations (CommanderyCountySettlement)・Timeline
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