Collection of issues of the current Militia Line implementation, conceptional ideas and evaluation

If you give MAA +10 HP and free LS upgrade upon reaching Castle Age, all civs - okay, that’s a bit stretch, most civs will start massing MAA from Feudal.

If you drop the 10 HP buff, then it is mini Bulgarians bonus which is probably fine for most civs but can be OP for civs like Goths, Romans, Malians, Vikings, Malay, and maybe Japanese, Burmese.

doubt it. Infantry rebalanced several times at this point. Buff is exclusively for Swordsman. You technically still paying high price so it should pay back as intended. Those civs are OP for other things not for their Swordsman. When devs made Viking Swordsman exclusive then their winrate fail. It needed Archer bonus to become strong. So you just need a good Archer and Cavalry bonus at the end of the day all around. Bloodlines like tech only increases their survivality while they still have far inferior stats than Cavalry and Archer anyway.

I just want to remind that Bulgarians already get the LS upgrade for free.
But do we see MAA with supplies massed in feudal? No.

Yes, reducing the upgrade cost or even making LS for free will surely help the line, by a fair margin actually.

But for civs with no big eco bonus and/or no military bonus to the line it will still be underpowered in the midgame in comparison to the “Power Units”.

But civs with early eco bonus or/and good infantry bonus will be a concern.

The reality is that some of these Infantry bonusses are just massive.

So whatever we will do to buff the line if it’s making the line generally useful in the midgame these civs will need compensational nerfs.

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Also M@A-line auto upgrades to Long Swordsman in Castle Age. Instead of separately teching Long Swordsman.

What about militia upgrade to MAA when age up to Feudal age instead?

At least reduce 1 line upgrade and I don’t think it’s too powerful.
Or would this make dark age militia push into feudal MAA too powerful?

Yes. And there are 2 issues with this -

  1. The number of civs is too huge.
  2. Some bonuses are for whole infantry line. For example Malians bonus immediately comes to mind. Spearline is fine. But if militia line needs nerf, IDK how to do it properly.

You can simply not give Supplies for many other civs for balance. Like Goths/Malians doesn’t get them. Or atleast getting bootleg version of it.

That can work.

What is bootleg version?

like bonus HP stops at Castle Age for Goths. Similarly how Khmer and Mayans get their farming nerfed compared to other civs.

I understand. Personally I’m not really a fan. But yeah. Why not.

There should be a unit to synergize with militia to counter xbow, cavalry archers and HC by killing them faster than militia getting shot down while costing no food preferably and ranged (weak when melee to let militia cover its weakness)

Scorpions? Or you are just being ironic?

Pike synergize better with scorpions :stuck_out_tongue: There should be some changes made for militia more synergizing. But the critical mass for scorpions to be effective is also quite expensive.

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I have one more suggestion to bring up. Mule cart have lower attack priority. Likewise, militia can also be lower priority when pair up with skirm.

Would be interesting. At higher elo you already target the weak units manually usually. So idk how big the impact would be there.
The issue I see with this is that we would intentionally implement “bad targeting behaviour” in the game. Imo that’s a big nogo. Devs would be marked as toxic, making units intentionally dumb. I don’t want to know what this can evetn potentially cause with the pathing issues we already have… Devs might be accused of intentionally implementing bad pathing and so on…

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That would make people just angry if you see that units will ignore some units while getting free attacks from enemy units because closest target has lower priority.

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What if, instead, the militia line was resistant enough to arrow fire that skirmishers are able to do their job before they die?

Give them the same resistance to piece damage as huskarls, but without their speed and bonus vs archers.

TC will melt down very easily.

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In general there are already 2 main concepts that would increase the durability of militias (against archerfire).

A) Increase base HP

B) Increase Pierce Armor

It’s not necessary that the line has absurdly high PA as the Huskarls.But I think when going that direction both parts (skirms and militia) would need changes. They really don’t synergize well atm, as it is shown by Dravidians.