Yes I think so since you very rarely can pile resources to guarantee yourself a massive numbers advantage. The AI is equally dumb for both games so I would say ROTK is probably easier in comparison just because the AI will be capped by troop count while you are usually rolling in there with a pretty massive army
@SeriousTrivia I'll start play next year , just seeing both your video playing Rotk and Total war : Rotk I notice tht u have to make a more plan in Total war rather rotk
for every rank up you get +1 morale, +1 evasion, +1 attack speed (range). I might be forgetting one more bonus but that is what you get with higher rank. It is not much but still some slight improvement (stat inflation happened for total war games in the franchise once they introduced health pools but the rank up bonuses never sort of got changed from their older titles where rank up boost was much more significant due to the lower base stats)
More accurately each rank up provides you : 0.82 Morale, 1 Melee Evasion, 1.7% attack interval reduction (melee), 5.2% reload rate interval reduction (ranged), 0.8 accuracy. Morale/Melee evasion are pretty straight forward. Accuracy is a compounded chance to hit for every projectile (calculated with range/calibration area/etc...) - not a stat crossbows particularily care about for exemple (but something like a Trebuchet likes that) Now Attack Rates are the "reloading" times between melee slashes/arrow(or bolt) loosed. For exemple a Sabre Militia has 30 Attack Rate by default, but that's because the Sabre has a value of 2 for attack rate interval (60/2 = 30 for the Attack rate displayed in game) - the same way a Ji Militia has a 20 Attack Rate because the Ji has a value of 3 for attack rate interval. The Reductions apply to those 2/3 numbers which are not displayed directly. Essentially a Sabre Militia that's rank 10 benefits from a 15% attack interval reduction, so 2 - [(2*15)/100] so 2 - 0.3 for a total of 1.7, you then divide 60 by that new value of 1.7 and you get 35 attack rate. (which if I'm not a donkey should be the case in game) Projectiles work the same way except the reloading time for projectiles is actually closer to mid-10s instead of being 2 or 3. Which means that with the huge reload reduction, a highly trained archer/crossbow unit will get a really good increase to its ranged attack capabilities. (and why chevrons are the best on ranged units) One final caveat with attack rate : the values are still "softcapped" by animations. So a Horse Archer could have 60 ranged attack rate (because Horse Archers usually come with their own reload reduction tied to the unit) but still shoot at the rate of 24 (I *believe* ranged typically softcaps around that value)
I love this series! Please never stop the total war 3k let's plays :)
Master Kong will prevail!
Im so happy you found out that you recruited the wrong person. Great series!
for some reason unique characters dont prefer coming to kong rongs faction often
except cheng gong he works for anyone, spamming cv
Trading cities is the only trade monopoly this Kong Rong run is interested in
Is it actually more Difficult to conquer an area in Total war rather than ROTK Series?
Yes I think so since you very rarely can pile resources to guarantee yourself a massive numbers advantage. The AI is equally dumb for both games so I would say ROTK is probably easier in comparison just because the AI will be capped by troop count while you are usually rolling in there with a pretty massive army
@SeriousTrivia I'll start play next year , just seeing both your video playing Rotk and Total war : Rotk
I notice tht u have to make a more plan in Total war rather rotk
ROTK is a lot easier because there are almost no wrong decisions
What exactly do experience ranks on army units effect and how much better are rank 10 than rank 1 units?
for every rank up you get +1 morale, +1 evasion, +1 attack speed (range). I might be forgetting one more bonus but that is what you get with higher rank. It is not much but still some slight improvement (stat inflation happened for total war games in the franchise once they introduced health pools but the rank up bonuses never sort of got changed from their older titles where rank up boost was much more significant due to the lower base stats)
@@SeriousTrivia Thanks
More accurately each rank up provides you : 0.82 Morale, 1 Melee Evasion, 1.7% attack interval reduction (melee), 5.2% reload rate interval reduction (ranged), 0.8 accuracy.
Morale/Melee evasion are pretty straight forward.
Accuracy is a compounded chance to hit for every projectile (calculated with range/calibration area/etc...) - not a stat crossbows particularily care about for exemple (but something like a Trebuchet likes that)
Now Attack Rates are the "reloading" times between melee slashes/arrow(or bolt) loosed. For exemple a Sabre Militia has 30 Attack Rate by default, but that's because the Sabre has a value of 2 for attack rate interval (60/2 = 30 for the Attack rate displayed in game) - the same way a Ji Militia has a 20 Attack Rate because the Ji has a value of 3 for attack rate interval. The Reductions apply to those 2/3 numbers which are not displayed directly.
Essentially a Sabre Militia that's rank 10 benefits from a 15% attack interval reduction, so 2 - [(2*15)/100] so 2 - 0.3 for a total of 1.7, you then divide 60 by that new value of 1.7 and you get 35 attack rate. (which if I'm not a donkey should be the case in game)
Projectiles work the same way except the reloading time for projectiles is actually closer to mid-10s instead of being 2 or 3. Which means that with the huge reload reduction, a highly trained archer/crossbow unit will get a really good increase to its ranged attack capabilities. (and why chevrons are the best on ranged units)
One final caveat with attack rate : the values are still "softcapped" by animations. So a Horse Archer could have 60 ranged attack rate (because Horse Archers usually come with their own reload reduction tied to the unit) but still shoot at the rate of 24 (I *believe* ranged typically softcaps around that value)