Personal Thoughts on the Role of Militia Line

The militia line is way too weak starting from feudal age. They usually serve as trash-killer, but in feudal age they are too slow to kill anything. Another identity of militia-line is burning down building efficiently, but they are still helpless in front of palisade wall. With some short walls, defenders can let one villager repair everything and just counter attack, or use number advantage to surround those isolated M@A.

In my opinion, the role of militia-line is slow but unignorable force. If they can be really good at melee fight and destroying enemy’s building, it may be acceptable that skirms can kite them in early game. There is no other clear counter option like scorpion or CA in feudal age after all.

Here are some ideas:

  • Let militia-line deal more damage against building
    Buildings are basically the only thing that can’t run away from militia-line, and militia-line should be benefit if defender try to wall and let their production building being attacked freely. It can be done by increase the bonus attack of militia-line against building, maybe from [+0/+2/+3/+4/+4] to [+2/+3/+4/+5/+6], and maybe more bonus against foundation as well. Arson can also move to feudal age with adjusted cost and effect.

  • Let militia-line perform better in melee fight
    It can be done by increase militia-line melee armor, maybe from [+0/+0/+1/+1/+1] to [+0/+1/+2/+3/+4]. If it is not enough, attack can change from [4/6/9/12/13] to [5/7/9/11/13], and HP can change form [40/45/60/60/70] to [40/50/60/70/80]. These make M@A destroy spearman even bloodier, and villagers can’t fight back casually as before, while archer still dominate them. Scout line and knight line already have speed advantage to choose when to fight, so I believe it’s fair to give militia-line more survivability when being attacked. Champion will be hugely buffed with this setting, and I personally think there should be less civ to access the final form of militia-line.

  • Let militia-line become affordable in early game
    It can be done by changing the effect of supplies. Consider that food is the most expensive resource in early game, the base cost of militia-line can be 45f 30g (same total resources as eagles), and research supplies change the cost to 55f 20g (in other words, 10 gold is replaced by additional 10 food, similar to Forced Levy). In this case supplies can be a castle age technology with adjusted cost.

  • If we combine all changes, compared to current stats

(Of course, unique infantry units and civ bonus will need adjustment after these changes.)

The slower speed of militia-line has been exploited by all other units. I hope devs can consider giving militia-line more bonus attack against building as well as better melee stats, and use the supplies technology to balance their strength. I think these change can give militia-line a clear role: slow but unignorable. In dark age militia will be more dangerous if defenders try to quick wall; In feudal age M@A can fight scout better and research arson to put more pressure if needed; After castle age long swordsman with squires and gambesons can start to counter skirms, and players can research supplies whenever farming eco is stabilized.

Also some new and improved melee pathing will definitely help the unfortunate state of militia-line.

3 Likes

A minor issue I have with your ideas is the Two Handed Swordsman.
One nice thing about AoE2 (and AoE1) that the other games in the series don’t have is that upgrades are not linear.
In AoE3/AoE4/AoM unit upgrades are always +n% Attack and Hitpoints.
The relations between all units are the same between ages because the numbers go up linearly.

The Two Handed Swordsman gives up it’s shield in favour of a larger sword so the developers back in the day decided that it should have more Attack but nor more HP and Armour.

AoE1 does things like that more often. The Heavy Cavalry has the same HP as the Cavalry just more amour and attack. The Phalangite has the same HP as the Hoplite just more melee armour and attack.
The role of the unit is slightly changing. The Phalangite takes up exactly the same amount of shots from an archer to die but is stronger vs. Melee units.

I think it’s cool that the Two Handed Swordsman is a peak in attack damage but while being behind in HP. Civilisations that don’t have access to Champions have a unit with good damage but that is relatively vulnerable.
This makes civilisations like Bulgarians or Malay more interesting in my opinion.

3 Likes

Historically two-handed weapons gained favour because armour improved to the point that shields were no longer necessary. More melee armour could reflect that.

I think this suggestion is great, I’ve suggested basically the same thing actually. I think you are absolutely right that the Militia line should compensate for its slowness by actually being menacing and dangerous once they get close.

2 Likes