There’s been a lot of discussion about the state of infantry, market based all-in strategies lately. Attempts to make the militia line more popular through the introduction of gambesons, have still failed to achieve their purpose. Here’s some of my thoughts as to why this is the case and suggestions to change this situation.
- Militia-line requires way too many upgrades. Not only are those upgrades way too expensive in terms of food spent for that stage of the game, but also they don’t fetch value right away.
- Walls are extremely cheap but don’t go down for quite a while against maa making it easy for the defender. And repairing is cheap and easy.
- Tower rushes which used to make archer play more difficult has become very unpopular. Two reasons - Compact base where mines, berries and wood spawn very close to town centers. Poor accuracy and damage output of ungarrisoned towers against villagers when compared to the damage dealt by villagers against towers.
- Relative rate of gold collection compared to food and the market usage for eco balance, early castle age, buying stone for towers etc.
Here are some of my suggestions to these:
- Cost/value balance for usage. Either one but NOT BOTH of these two sets of changes.
- Remove maa upgrade - Miltias directly get 45 hp and get +2 attack, +2 bonus damage vs buildings, +0.1 speed upon reaching feudal age. Scouts get +2 attack and +0.35 speed for free. Supplies moves to the dark age, costs 60 food 40 wood. Barracks cost reduced to 150 wood.
- Base cost of scouts raised to 100 food, tech added to reduce it to 80 (could also help with knights, elephants balance), feudal version of husbandry to increase speed from 1.4 to 1.54. Base accuracy, movement speed and projectile speed of ranged units lowered. Tech which precedes thumb ring costs half the resources added to make them as good as now. Loom split into 2 upgrades (one in feudal) to weaken self-defense of villagers.
- Towers centric changes to give maa more utility. At least one but preferably any two of these changes.
- Villager bonus damage vs stone defense reduced from 6 → 3, Militia get +3 bonus damage vs stone defense.
- Towers do +2 damage to villagers (+4 for guard towers, +6 for keep)
- Cost/speed of repairs improve with number of existing militias (further improves in castle age with longswords upgrade)
- Minimum, maximum and average spawning distance of gold mines, forests and berries increased by 4 tiles. Size of forests near the player base reduced such that players have 2 medium sized or 3 small forests. If one of them is blocked with towers, the other(s) should hold good enough only until mid feudal and not till castle age, 2 mangonels, tc.
- Wall centric changes. At least one but preferably two of these changes.
- Hitpoints and armor of palisade walls: 100 hp 0/3 in dark age, 150 hp 1/4 in feudal, 200 hp 2/5 in castle age, 300 hp 3/7 in imperial age. (Currently it is 150 hp in dark, 250 hp in feudal with fixed 2/5 armor)
- Base build time of walls and gates increased by 50%. Tech added in town center from dark age that takes 25 seconds, costs 50 wood, 50 food that gives +50 hp to walls and gates and reduces their build times to current value.
- 2x the repair costs and 0.5x the repair rate for walls compared to now.
- Hitpoints of house in feudal age reduced from 750 to 600.
- Market and gold gathering related changes (also useful for balancing other all-in strategies).
- Default market rates reduced to 40/160 for wood and food, 60/220 for stone. A tech in castle age which precedes guilds, costs 200 food 100 gold increases them to 65/135 for wood and food, 85/195 for stone.
Saracen market fee 25% in feudal, 15% in castle and 5% in imp. - Default gold collection rate reduced from 0.38 to 0.35. Upgrade raises them by 20% successively.
In my opinion, at least 5 and at most 7 of these changes are needed to make militia-line, towers more common and can also handle gimmick zero eco all-in strategies. Please share your thoughts.