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Combat was the worst part. It was slow and rather broken. Movement was extreme, as some strategy and units moved way too far compared to some slower unit. Also the damage units cost also varied way too much. It was rather frustrating to end up spending about 7~10 turns just moving without seeing any enemies when the battle is limited to 30 turns
Best part was how it each roles played differently. Officer, Ruler, and Warlord might've went through similar menu during seasonal counsel, but the dynamic between them is what made it interesting. Being an officer, and suggesting something, and to watch Warlord disagreeing with me but ruler giving me the ok to proceed, that kind of dynamic was the best part of ROTK8, and really sold me to the feel of being a person that is living through three kingdom era.
I had a look around and alot of people prefer it seems 8, 11 and 13? Maybe they all have a specific strength and depends on the individual, but 8 seems pretty neat and usually a remaster of an older game indicates some kind of popularity and there is a reason for it.
As a free officer you aren't bound to any force. You could trade, gather military strength, meet different people and befriend them. ROTK13 has several roles for free officer.
You want to be a leader? You can gather troops and complete tasks from different rulers to get renown or maybe you want to help some force? You can go intercept any army you don't like.
Maybe you want to be a merchant? Get grand wealth to use it later when you found you own kingdom. Or maybe you're ready to give loans to different force for influence? You can use your influence to force peace/war or accept some decisions you like
Maybe you want to play as assassin? You could master your WAR stat and try to kill anyone. Increase your hearsay and plan killing officers in duels.
Every class here can achieve victory through their means. Leader need to get specific value for renown, merchant need to gather money, killer need to gather hearsay.
As an officer under some ruler you could do a lot of stuff. You could do chores, befriend different people, being part of army invasion or defense, propose your strategies and tactics to ruler to climb up to the rank ladder.
If you'll be set to city ruler, you'll have a full control on city development.
If you climb up to viceroy rank you could use territories that were given to you as you wish. Now you could plan your own invasions and such.
You could betray your ruler to form your own force or just change kingdom or even become the free officer. Your spouses (you can have up to 3 of them), sworn brothers and friends will probably follow you.
As a ruler you could do same things as officer, but you need to recruit generals, make plans. Basically overpowered viceroy.
You can also create your own officer (you can even create your own portrait with a tool). You could make this officer overpowered or underpowered, you can set their skills and preference. Which make game fun.
So if you like simulation part and can entertain yourself you'll find a lot of things to do in those games.
Hope 8 Remake will be even better with more options and opportunities.
The reason why I played 10 more than 8 was mostly due to LDR stats. The role I like to play is like Zhuge Liang, a person who has no martial arts ability, but can command army and is intelligent. 8 didn't have that, so their unit strength during combat was quite affected by lack of LDR stats. Also the combat was decent, if it wasn't for awful AI and broken units. Outside of those issues, I did enjoy 10's combat.
However, the reason why I did like 8 more than 10 is due to the fact you can play the role of advisor. Being able to suggest strategy, and your ruler asking for your input was quite fun, especially when he disregards my advice, then fails the task and has to apologize to me.
Fun fact. If you've played 13 you would know that you can also be war minister and ruler will always ask your opinion to do something. That includes invasion plans, freeing the prisoners, etc
Here are the list of things I disliked about 13:
menu: it is not clear and takes a while to get used. Previous games, the menu might've been rather unimaginative, but at least they were intuitive and it was available with one look instead of nested menus to dig through.
restrictive gameplay: the number of officers you can assign to task is quite limited, and unit placement in cities is limited. It was most restrictive gameplay I've played amongst all ROTK games out there.
menial tedious tasks to do with little reward: this is mostly writing letters, for relationship aspect of the game. The idea to develop relationship was good, but the way they went about it was incredibly tedious. Granted previous ROTK was tedious too, but not to this level.
combat: small maps, shallow, and short. Ironically it appears to copy one of my favorite, Nobunaga's Ambition: Rise to Power combat concept, but they simplified it way too much. It's like taking super mario game, and just got rid of jump button to make it simpler.
I mean there were good things about 13, like event creator. That should be in every ROTK and Nobunga games from now and future, but that doesn't seem to be the case. I think ROTK8 Remake is confirmed to not have that feature, and I didn't get 14, so I'm not sure about that.
As for advising, 10 had that too, but 8 is completely different. It was the core gameplay if you were Warlord, and that is what I miss. 13 was more like 10, and that really sucked. No other game besides 8 made you feel like you are actually playing as one of those famous advisor in the novel like Zhuge Liang. Which is why I'm interested in this remake in the first place.
Can you provide any example? What tasks are you trying to complete and why do you need more officers to the task? You just like to assign 5 officers instead of 2 because of what? You could put any number of squads in your army
You do know that sending letters is one of the least efficient ways to improve relationship? Talking and gifting give much more value. The only things regarding sending letters is to make two officers ito like each other. Which is rarely worth it. You could try it for your force officers, though again it not efficient. Especially when you can just send them in one unit. You could fully disregard letters mechanics as optional
I could agree with that, because it being a matter of taste. But is it? Do you use your unit skills and tactics? Do you know how to get different tactics in the game?
So what is the difference? Did you have more options or what? I don't understand you point, except that you like when ruler begs you for forgiveness.
There are two schools of ROTK games.
One leans more on the RPG side, this kind lets you play as officers, basically role playing the life of that officer. ROTK 8 and 13 are the examples of this.
The other type is the grand strategy ROTK. This one play more like a typical turn based, tactical grand strategy with ruler based gameplay only. You will command the whole faction with a goal of conquering the map. ROTK 11 and 14 are the examples of this.
Fans of both sides have argued relentlessly over which is better, but imo it comes down to which type of game is fun for you.
KOEI usually alternate these two types. We got ROTK 14 last time with grand strategy style, so this time around we getting ROTK 8 remake with more of an RPG style.
Off course there are a lot of nuances and differences within those two styles, once you get into the titles, you will see.
Menu in 10 was more intuitive. With one look you were able to see what you can do within the city, and once you go into that menu, you were able to see what you can do within that facility. The menu was always on one side at same location.
Also complexity doesn't always make the game better, especially if that complexity does not add much value. Not to mention the gameplay of ROTK13 isn't that complex, but they did add a lot of tedious element.
I've given you example there already. And yes I'd like to assign 5 officers instead of 2, because depending on situation you need to develop something faster. It is also more immersive as well. If you city is lacking farms and is in desperate need to produce food more, having all officers working to resolve that makes a lot more sense than 2 working, and rest doing nothing. Practically all other ROTK games allowed you to send more officers to important city to develop that city faster. 13 restricts you from doing that.
Sure you can disregard letters, but it is a mechanic that is in there, and not using it when it is a feature that doesn't cost you anything is also stupid. I'm sure devs meant well, but they ended up added quite tedious thing to do to maximize your gameplay.
Yes, which is quite similar to Rise to Power. However, Rise to Power added more details to the combat details, like being able to destroy walls, civilian facilities, more important facilities, terrain, etc.
ROTK13 combat is just poor man's version of Rise to Power, and it is quite boring.
The point of ROTK8 is that counsel was the core part of the gameplay. That is where you spent most of your time, and being advisor in that situation, making practically all decisions, had quite a bit of weight to the outcome. Someone making suggestion, ruler asking for your advice, and you giving an answer, then giving your own multiple suggestion, something only an advisor role can do. That dynamic was core gameplay.
ROTK10 and ROTK13 also had that, but in much more reduce capacity. There isn't specific role you can play as an advisor, where you are able to answer every move your ruler is about to make and give advice to it, while you can suggest all sorts of different strategies and tactics to do. Then amount of gameplay you can affect as an advisor is closer to none.
So far, within ROTK games, I did like 9's combat the most.
9 also had deputy and formation, which made it interesting. 8 brought that deputy idea back, although I'm not sure how that will work with officer style gameplay.
So I still understand what the problem with that? If game balanced using 2 instead of 5 it still makes game balanced. Immersive? Like 5 people will make harvest to come faster than 2?
I can see how it tedious, but still don't understand what do you mean by "maximize your gameplay". Sending letters could be good in some cases, but its not needed in any case and you would just use it as some rare cases.
Never played RoP but from what I've seen there is no strategy options there. Is there any benefits of how close officers in the unit that give bonuses? What about ROTK10?
As I said you actually can. As a War Minister you would be always ask to provide input for different things, be it invasion plan or fate of the prisoner. Not sure what so "dynamic" about it