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Total War Three Kingdoms: Public Order Guide

Public Order Guide

Public order is the measure of a commandery population’s contentment and, by extension, its lawfulness. Certain conditions will cause a commandery’s public order to fall, such as high taxation, low food reserves, negative faction support, and excessive population. Other factors will cause it to rise, such as specific buildings (particularly red military buildings), a strong garrison, an army stationed in the settlement, adequate food reserves and a population below the settlement’s population cap. You can see the factors influencing a commandery’s public order by mousing over the public order icon in the commandery panel or in the commandery’s information bar on the campaign map.

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When a commandery’s public order drops to -100, a rebellion will occur. A rebel army of malcontents will spawn in the commandery, and begin mustering fresh troops each turn. The quality of the characters and units in the army are defined by the overall development level of the commandery’s buildings. So a small, under-developed commandery will be reflected in a militia-heavy army, whereas a highly developed commandery will contribute to a rebel army with higher-level characters and more advanced unit types.

A rebel army begins at war with you directly, and will seek to conquer the commandery capital if it can. Defeating a rebel army will improve public order in the commandery temporarily, but will not address the root causes of its low public order.


The records panel enables you to replay an overview of your campaign year by year, including character and faction associations. The main interface displays territorial ownership of China’s commanderies over time.


Reforms advance your faction’s capabilities, the bonuses you gain from certain sources and unlock new building types for construction in your commanderies. You can mouse over each reform to get an overview of the benefits and unlocks it grants.

You can research one new reform in the spring season of every year (each five campaign turns). Certain reforms have prerequisites of two or more branches to research; scrutinise the branch imagery behind a reform to determine those prerequisites.

Factions in the Yellow Turban Rebellion DLC pack have a different reform mechanic which is not tied to the seasons. Instead, they choose a reform to research, which then takes a variable amount of time to complete, based on the reform itself and the faction’s research rate.


Certain resources are required to construct certain buildings. For example, you cannot build a tea house without first owning tea. You can find a list of resources, both those you own and those you do not, by mousing over the resource icon at the top left of the main campaign screen.

Resources can be gained by conquering resource-producing territories, or by arranging trade agreements with factions who own those resources. Resources are not measured; you either have access to them or you don’t. Once you have access to a resource, you therefore have all you need for any purpose, until you lose the commandery that generates it, or the trade agreement that grants access to it is cancelled.


There are five seasons in the ancient Chinese calendar: Spring, Summer, Harvest, Autumn and Winter. Each of these corresponds to a single turn of the campaign game, meaning five turns equal one year in game-time.

Seasons mostly affect battle, as they can bring different weather effects. Please see the relevant entry in the Battle section.

In the campaign, Harvest season provides a bonus to the peasantry income aspect of tax. Winter affects armies, causing them to consume more military supplies than normal.

Written by CA_OtherTom

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