How to disable militia and men-at-arms but make long swordsman available in castle age

This is quite specific, but I wonder if it is to make militia unavailable, so you don’t see it in the barrack (rather than having it grey). Then you can make swordsman once you reach the caste age.

Let’s say I want this effect for the Aztecs. I go under “EFFECTS” to “Aztecs Tech Tree” and I add the command “Disable unit 74”, 74 being the militia. For good measure I disable the man-at-arms tech as well. It works, I can no longer make militia. But I still see its grey icon.
I made the changes to get long swordsman upgrade for free in castle age. But I only see the grey militia icon.

I saw there is, for knights, a “Knight (make available)” tech that start the effect “Knight (make available)” and, indeed, make knights available. There are no such tech and effect for the militia, so I try to create them. I make sure the tech take effect in dark age. Then I disable the tech for the Aztecs. But I still have the grey militia icon in my barracks, at any age.

What am I missing? Is it hard coded to always have militias at the barracks?

best way for not even seeing the gray icon is simply relocate the train location of the entire unit line to another building, then in castle age have a tech to put it back

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Thanks for the advice. I set their train location to -1 and now I can have my longswords in castle age.

Out of curiosity, how is determined the order in which units appear in production buildings? Is it alphabetical? Because spearmen were available in feudal age, longswords only in castle age, yet longswords are on the left.

train buttons, which is another effect can be changed. militia-line = button 1, spearman line = button 2, both from barrack

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