In basic Rome Total War I know that if you kill all the male family members of a faction they die, but can anyone tell me if the same is true for hordes in Barbarian Invasion?
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In basic Rome Total War I know that if you kill all the male family members of a faction they die, but can anyone tell me if the same is true for hordes in Barbarian Invasion?
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For some reason, the Shogun 2 encyclopaedia does not have the general skill tree. So I screen shotted each individual skill. I'm using this post to give my subjective opinion on each skill.
I am listing every skill here, from left to right, top to bottom, and giving my ranking for each.
*Defender: More command stars is kind of nice. The extra armour is useful for keeping you general alive in the early game when he's likely to see combat. Whether you like it or not, you have to put a point here if you want to access half the skills available. 4/5.
*Aggressor: More command stars is again nice. The extra attack is more impactful than the extra armour offered by Defender in straight up fights, so prioritize this over Defender. Like Defender, you need to put a point in this skill to use access half the skills available. 4/5.
*Covert Operations: Night battles allow you to engage any army without reinforcements, which is very valuable. It's particularly useful for traditional armies with lots of melee units, and especially useful if you ambush a lot. However, it unlocks no new skills, and isn't that useful once you start getting artillery and modern units that benefit more from daytime fighting. 3/5 for modern armies, 5/5 for traditional armies.
*Scouting: Increases LOS and chance to detect ninjas and hidden armies. Doesn't unlock any new skills. Just use your agents to scout instead. 0/5.
*Logistics: an increase to replenishment rate and movement rate, particularly for such an early game skill, is absolutely amazing even if this skill doesn't unlock anything else. FOTS's map is large and hard to traverse so any increase to movement is a must. 5/5.
*Raiding: night battles for fleets is...pretty? There's no point trying to ambush ships on water maps. The extra command during ambushes isn't particularly useful either, unless you get ambushed a lot. However the extra income from raiding can be useful, particularly for a general that has access to the later "Scourge" skill and if honour isn't an issue. 3/5--with the caveat that you should only put a point in it if you have a general that's gonna be raiding a lot.
*Inspiring Leader: the main draw for this is that it allows you to use the Stand & Fight ability for traditional generals. The rest is largely meaningless. The increase to rally effectiveness will only help if you consistently get into battles that you are winning or losing by a hair, which you shouldn't be if you've been responsibly building your armies. Stand and Fight is also not nearly as useful as Ganbatte, and if you have any traditional generals when you modernize, they'll lose this ability too. However--if you can get a traditional general after hitting modernisation 4, he can stack stand and fight on top of ganbatte and arguably make a marginal difference. 1/5.
*Guardian: Defending garrisons have such a huge advantage in most cases that this skill is redundant. 1/5.
*Vanguard: 15% extra movement speed is a pretty big deal considering how in Shogun 2 an art gave you like...+5%. This is particularly true for armies heavy on melee units. Also it unlocks more useful skills, making it practically a requirement. It's less useful for missile-based armies but even those armies would be well-served with a couple of melee cavalry on the flanks. 5/5.
*Indomitable Warrior: this makes your generals marginally harder to kill. That's pretty much it. It unlocks two ok skills and one amazing skill. If you're not going for any of them skip this one. If you are, it's a must have. 3/5.
*Honour: Less resistance to invaders is pretty great! Increased loyalty shouldn't be an issue if you know how to game the honour system. This skill's usefulness depends on whether or not you're a republic. If you're not, then the combination of shinsengumi/ishin shishi and other bonuses should keep all the regions in check anyway. If you're a republic, however, you're gonna be dealing with high unrest anywhere, and any reduction to that unrest will save you headache and money. 5/5 if Republic and 1/5 if not.
*Presence: Increases general influence radius and morale. By the time it's available, +1 morale is not going to do much due to the much greater amount of firepower on the battlefield insta-killing most units. General radius makes ganbatte marginally easier to use if you've mispositioned your general. Unlocks no skills. 1/5.
*Provision: An increase of 50% to ammunition is nuts for units that burn through ammo quickly, like revolver cavalry, Tosa Riflemen, and gatling guns. It also ensures that none of your units will run dry if they have to fight multiple armies at once. The armour increase is meaningless. Extra naval support uses is rarely useful but nice to have. 4/5.
*Alacrity: Many units in FOTS, including Tosa Riflemen and practically all ships, already fire their weapons as fast as possible no matter how much experience they get. Other units are the same when they get some experience, which is easy to do in FOTS since foreign veterans give free exp. Consequently, increased reloading speed is much less useful than it appears. The faster bombardment speed, however, can get an extra one off before armies clash, which can be useful if you're vastly outgunned but have a large navy nearby. 2/5.
*Offense: Increased charge is only really useful for traditional armies. Increased bombardment range, however, is very useful. Extra broadside damage is ironically most useful in the early game when everyone is not dealing much damage with their solid shot, but it's still a good pickup. 5/5 if used for a general in a navy, otherwise 1/5.
*Precision: In contrast to increased reload speed, increased accuracy is always useful, though +5 is admittedly not much to write home about. The tightening of naval support radius is arguably bad--you want a wider area of effect considering how good the A.I is at dodging fire. This is a good pick up if you have the points to spare but is just as easily avoided. 3/5.
*Audacity: If you're using your general to fight this late in the game, you're doing something wrong. Morale is equally meaningless in the late game. 0/5.
*Dread: More repression is nice, but it's only as long as a general remains in a province. Instilling fear in nearby units is great in the early game but practically meaningless in the late game. 1/5 if republic, 0/5 if not.
*Paragon: One of the final skills, with a hefty reduction in resistance from invaders. Couple this with Honour for a massive +50% reduction in resistance. The rest of the bonuses are relatively meaningless sadly. 5/5 if republic, 1/5 if not.
*Legendary Commander: -15% upkeep is incredible, saving thousands of koku per turn potentially. The massive increase to radius is nice for ganbatte or stand and fight. 5/5.
*Scourge: Easily the best skill, with an increase to replenishment and movement range (essential), income from raiding (very nice), and a larger repression bonus than dread. 5/5.
20 Votes in Poll
The Tokugawa are in the position of being a vassal to the Imagawa. This means that after killing your initial enemy, you're left in a position where you can't fight anyone unless they attack you first. The alternative is to attack the Imagawa. This comes with a -1 honour penalty as well as a dishonouring treatings diplomatic penalty of -25 permanently. To minimize this, gaining as much honour on your daimyo early is key.
Start off by killing the Oda army in your border. Let a unit or two escape, then go into Oda lands and kill off the remnant. Trade with the Saito and Kiso for 15-20 koku each. Build infrastructure with your money. Put the Metsuke into your town and end turn.
The Oda will run toward your town on the second turn with their remaining army, causing them to leave their lands. Invade defenceless Owari and this army should vanish.
The next few turns should be spent building up your two provinces. Sell military access to the Saito and the Kitabatake. Meanwhile, let Owari rebel and kill off the rebel armies to train your generals. Try to whittle down an enemy army so that when it retreats, it has just a few infantry units left. Then the following turns, position your generals and nothing else in their way. When they attack you, just run circles around the map until the clock runs out and you will win heroic victories. Do this three times to get your daimyo up to 6 honour. Try to defeat them three times in one summer to get the Summer Son trait.
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I have many suggestions for total war games
Suggestions
1:they should make for tw games 4 players in campaign cause many friends i want to play with them we cant play together only separately
2: they must make historicals campaign games like tw rome they should make new game tw 3 or update total war rome and attila
3:they should update some great games like rome 2 attila and Warhammer and they must make new graphics and add more diplomatics options and historical focuses.
If u agree with me write i agree and u can add more suggestions here
28 Votes in Poll
I think what I want the most from ''Total War'' at this point is to explore new eras and locations. I don't want to see a Rome III or Shogun 3. Three Kingdoms was a welcome and impressive addition to the list.
My top favorite picks would be:
The Mongol Empire. The mongols conquered lands from Siberia to South Asia, from Korea to Hungary. There is so much potential to visit various lands and cultures. The mongols revolutionized warfare and also looked totally rad while doing it. They also dealt with their conquered peoples in various ways, from total destruction to peaceful integration. Mongolian music is also unique and would be draw a strong impression on maps.
Victorian Era: One step beyond Fall of the Samurai's era, this would deal with the conflicts in the world from 1820-1900. This would include the wars of German and Italian unification and the Crimean War in Europe, and the Mexican-American War and Civil War in North America. One downside of this is that the combat in FOTS is already quite stale because of the massively increased firepower.
Future Eras?: To fix the idea of having overwhelming firepower take away a lot of the tactical fun of the modern era, we could move to a fictional future setting where units are heavily armored but also inflict damage with modern or futuristic weapons. Homeworld and Ground Control are good examples of older games that were successful with this concept. Homeworld in particular explored ideas of making a 3D battlefield, with top-down or bottom-up attack vectors instead of just a 2D north south east west.
What ideas do you all have?
Hey everyone, happy Spooktober!
There will be quite a significant edit spam on all things Troy over the weekends this month as I hope to cover most, if not all things from the saga title.
Wishing everyone an awesome and wicked autumn and Allhallowtide.
Blessed Be.
Hey I've quite like the total war games but haven't actually played one yet, what is the best one to start with
100 Votes in Poll
Hey
Is it possible to have total war Rome 2 spartan edition 2 times in the same account?
I mean in the information book has a password
Can be 2 passwords in one account?
79 Votes in Poll