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Slightly longer answer, that requires some effort on your part:
Start here.[docs.godotengine.org]
When you're done with the tutorials in this section of the documentation, you'll have created your first 2D game, your first 3D game, and you'll know where to get the answers you seek.
Without more details, this just sounds to me like a Unity fanboi with the idea that Godot doesn't have composition (ie, ECS)... when it very definitely does. This mentality is... less than useful, less than desirable, and actually feels deliberately malicious.
I would appreciate it if any actually relevant concepts could be explained further so this feels less like "I don't like it so I'm just gonna poop on it" and more like "these are some issues one might encounter".
As for how difficult building an RTS from scratch would be (in any engine)... well, that wasn't the question.
This is what Juan Linietsky, the beloved lead developer of Godot, said.
https://godotengine.org/article/why-isnt-godot-ecs-based-game-engine/
Excerpt from your link:
"Nothing prevents you to use an ECS solution in Godot. In fact, I strongly suggest to check Andrea Catania’s fantastic work on Godex, which aims to bring a high performance ECS pluggable implementation."
So, is your misinformation deliberate, or are you just uninformed?
Here, have a tutorial on using composition and inheritance:
https://www.youtube.com/watch?v=rCu8vQrdDDI
Back to the topic of creating games such as Total War, here's an opinion from a Unity user contemplating the adoption of Godot:
But it should be clarified that the motivation behind Unity's ECS wasn't solely to improve game performance but also to enable the creation of certain types of games that would be otherwise impractical or impossible to develop using traditional OOP methods.
Take the time to learn those concepts first before accusing people of misinformation and maliciousness. These unfounded accusations are why some Unity refugees feel repelled by Godot. Recall Godot's Coc: "Always assume positive intentions".