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TW3K Headquarters of Agricultural Garrisons

Headquarters of Agricultural Garrisons

Tuntian Conscription is a building chain in Total War: Three Kingdoms. The building is unique to Cao Cao and serves to replace the regular Conscription chain. It shares the same effects as conscription: more seasonal retinue deployments, a lower redeployment cost and higher-ranked recruits.

Unlike conscription, it also provides food production, movement range for armies and a discount for Grain Garrisons and Rice Garrisons, the two other unique buildings of Cao Cao.


Building Chain[]

TW3K Conscription Office

Conscription Office

Conscription Office (level 1)[]

Marshal the able-bodied to serve their country. A conscription office eases the complex administrative duties of summoning and registering conscripts. As farmers must gather surplus straw from the harvest before it can be weaved into purposeful items, so must the able-bodied be assembled for military service. If China is ever to be healed, a military force is needed to shepherd the flock back onto the righteous path, and without a standing army, those ranks must be filled through conscription, even if some ‘volunteers’ are convicted criminals serving sentences!

Cost: 1000

  • -4k population growth (local county)
  • +10% food production
  • +5% campaign movement range (local armies)
  • -10% construction cost (agricultural garrisons)
  • +2 starting rank for all recruits (local armies)


TW3K Training Field

Military Settler Training Field

Military Settler Training Field (level 2)[]

Without discipline, a military force is no more than an armed mob. Some are born with a fierce heart and will, yet all still need to learn basic combat skills to fight as an army. To instil discipline and comradeship, conscripts are roused as the sun is still rising and marched in formation out to the training field. Bellowed commands shake any remaining sleep from the conscripts as they are drilled, and officers observe the training closely, to best determine which arm – infantry, cavalry or navy – each conscript may best serve in, quickening the process of recruitment.

Cost: 2000

  • -6k population growth (local county)
  • +20% food production
  • +10% campaign movement range (local armies)
  • -20% construction cost (agricultural garrisons)
  • +2 starting rank for all recruits (local armies)


TW3K Training Camp

Military Settler Training Camp

Military Settler Training Camp (level 3)[]

An army that lives as one, fights as one. On the battlefield, every soldier’s life depends on the others; mutual trust is vital, and all must fight as family. Such bonds are formed in a training camp, where recruits live and train together, safe from the petty distractions of the civilian populace. Here, the recruits gain military pride and forge bonds with each other. After all, if the temptation of gambling or alcohol from the town proves too much to resist, discrete and loyal friends are invaluable to cover an absence from the next morning’s drill.

Cost: 3000

  • +2 seasonal retinue deployments
  • -8k population growth (local county)
  • -5% redeployment cost (faction-wide)
  • +30% food production
  • +15% campaign movement range (local armies)
  • -30% construction cost (agricultural garrisons)
  • +3 starting rank for all recruits (local armies)


TW3K Barracks of Military Settlers

Barracks of Military Settlers

Barracks of Military Settlers (level 4)[]

To keep will and spirit resolute, the body must have sustenance. One of the most insidious threats to a marching army is death from exhaustion and starvation; it is futile to train warriors if they expire before reaching the battlefield, and it cruelly cheats them of an honourable death. The ever-shrewd Cao Cao has instituted the 'tuntian' system, where soldiers fighting far from home also farm the land. With a steady and plentiful food supply, local armies can focus on the military concerns of their campaign, and the district benefits from an increased crop yield too.

Cost: 4000

  • +2 seasonal retinue deployments
  • -12k population growth (local county)
  • -5% redeployment cost (faction-wide)
  • +40% food production
  • +20% campaign movement range (local armies)
  • -40% construction cost (agricultural garrisons)
  • +3 starting rank for all recruits (local armies)

Requires Reform: Retainer Armies

Requires Resource: Grain


TW3K Headquarters of Agricultural Garrisons

Headquarters of Agricultural Garrisons

Headquarters of Agricultural Garrisons (level 5)[]

A land that supports itself reinforces the efforts of war. A greater number of workers in the fields requires an equally ambitious expansion in their management; without careful handling, a larger workforce risks increasing the chances of food wastage, and causes more problems than it solves. A headquarters supervises the conscript farmers, plans and tracks the sowing of new crops, and monitors the produce, mitigating the chance of food being left to rot or be stolen. Thus, more food reaches the local military forces, increasing replenishment in the district.

Cost: 5000

  • +3 seasonal retinue deployments
  • -16k population growth (local county)
  • -8% redeployment cost (faction-wide)
  • +50% food production
  • +25% campaign movement range (local armies)
  • -50% construction cost (agricultural garrisons)
  • +3 starting rank for all recruits (local armies)

Requires Reform: Hereditary Buqu

Requires Resource: Grain


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