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:
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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.