![]() ![]() Harmonious characters hold a better opinion by default, which makes them easier to become friends together. A character's performance depends on the bond, whether they're together or separated. Players can check the friendship under the relation tab inside the character's information window. Professional proximity to friends increases satisfaction while working close to rivals reduces it. Characters working alongside one another – such as generals in the same army, ministers in court, or administrators and their assignees – can develop positive or negative relationships depending on the harmonies or disharmonies between them. Working with friends improves characters' satisfactions under the player's service. Fighting together is often the quickest way to form deep levels of Friendship and Rivalry. To form friendships and rivalries, players can let characters continuingly hold positions in close-proximity working environments side by side, the bonds will deepen as friends or rivals. They may ultimately evolve into the two most powerful forms of relationship: Oathsworn or Nemesis. Relationships begin as positive or negative Acquaintances, with more contact it can further develop into Friendships or Rivalries, enhancing their effects. The pop-up window in Kong Rong's relation tab shows the friendship between him and Wang Xiu caused by previous events Generally speaking, putting up a harmonious team is the most efficient way to achieve a confident, consociate workforce. Players can overcome disharmonious relationships by letting characters win heroic battles together, but sometimes it may not be worth the 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 slight performance buff. On the other hand, disharmonious characters will dislike each other, lower their satisfaction, and leave the faction if they feel unsatisfied for a long time. When characters in a faction are harmonious in court or the army, they will become more satisfied with their job and eventually become friends. When characters dislike each other, it will display a red cross. When characters like each other, their relationship is considered as harmony with a green tick displayed. Characters’ attitudes towards others in close-proximity working environments are indicated by speech bubbles over their portraits. Players can check if characters are working with someone they particularly like or dislike on the court screen or on their character panels. These fluctuations cause relationships to deepen. For example, a merciful character doesn't like to work with a cruel character. Dissonant traits between characters, or a trait in a character that another dislike, can promote disharmony. Resonant traits between characters, or traits in a character that another respects, may promote harmony. Once a relationship is formed, a character’s traits can enhance harmony or disharmony between the two individuals.Ĭharacters can have opinions on their colleagues based on traits (or background). This pop-up window in Kong Rong's relation tab shows the harmonious relationship decided by traits between him and Wang Xiu Such events are many and varied battle outcomes, duel outcomes (or interruptions), diplomatic acts between faction leaders, appointment to – or recall from – an administrational or ministerial role, adopting a character, or appointing an heir, are all good examples. Players can view a character’s relationships under the relations tab in the character panel.Īside from working closely, characters can also form relationships with one another, when localised events happen involving them both. These relationships can influence their satisfaction and their performance in battle. Guanxi mechanics Forming relationships īefore the two characters meet each other, they hold no opinions or relationships toward each other.Īs characters become embroiled in the same events, or hold positions in close-proximity working environments such as armies, faction court, or the administrational office of a commandery, they can develop positive or negative relationships with one another based on traits. Unlike Satisfaction, players can't manipulate the Guanxi (relationship) between characters directly, because relationship changes can only happen organically. 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 in ideology, personality, and behavior. Guanxi defines all interpersonal interactions between characters in the game. 2.5 Interaction outside player's factionĪn event notification in-game informs the player of the establishment of a bond between Kong Rong and Wang Xiu. ![]()
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