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There are limits to what you can order people to do DIRECTLY, but appointing ministers , viceroys, and governors will push this up to something like 8 orders per town, albeit with many of those orders automated. This simulator is also designed to simulate the limits of power, so I don't really have an objection to the system they have. That said, it is REALLY hard to understand this from the provided instructions, and KOEI could have done a better job clarifying that.
Actually, there are a great many cities.
There are 60 cities in ROTK 13. ROTK 10 has 50, and ROTK 11 has 42.
You can check this yourself: just count them.
Honestly, I think that much of the criticism of this game has come from entitled 11+10 fanboys who are upset that Koei didn't achieve perfection (i.e. a replica of these games).
This game is not perfect, but threads like this are just childish.
I personally throughly enjoyed it, just as much as I did 11 (which is my personal favorite). Also the number of cites seems comparable to other games. There are things they could do to improve the over all game, but I am not disappointed by it.
Compared to ROTK 11, its better in its ecnomics (ROTK 11 you literally built the buildings in a few turns and never looked at it again, this one through the entire game and don't have all maxed out cities)..
I kinda hate and like the troop system.. While moving troops is nice, not being able to also is nice. In ROTK 11, I always got to the point, all my border towns were packed with troops and supplies, so much so you couldn't even run out.. This limits your border cities to what they are when you capture them (they can't instantly be unloseable and maxed out in a few turns).. This slows down the snowball effect basiclly.. So it takes a little longer to reach the point you can jsut run over the remaining forces and win..
Control wise, you are restrained to 1-8 orders vs just being able to do everything everywhere(though ROTK 11 you were restrained with AP).. Which is annoying, but once you realize goveners micromanage their own cities and you can control what they do enmass via councils, its not so bad... In 11, I just set up districts in all non-border towns to deal with the little things for me.. Now I just have to handle one city, while still having control over the border.. - So not hugly different just different means to do it..
I do agree, I wish it was more like.. Officers under 70 ministry stat, can only give one order.. under 95 or so give 2, and over 95(maybe make it like 99 so its limited to a handful) gives 3.. This way only the really top notch officers can do more, but sets their value apart. And also means training up a specific stat means more.. 2 isn't great, but its sufficent.. 3 would be fancy.
As for the RPGness, I agree they could do more with it, and more with being a free officer, or more means to form bonds.. But at the end of the day, its a game so it will always be repetive and samey after you've done it 5000 times, and these games are all about doing the same things over and over.. But since this is the first ROTK I've played with RPG stuff, it seems competely fine to me..
Wait a copuple years, it might be cheaper then.
Yeah, the lack of scenarios is a big problem. I always loved the 253 Lonely Legacy of the Dead scenario in ROTK X.