Slavs get free supplies from feudal age
Thats what i said bro, move supplies to castle age.
So it would be a nerf right?
Maybe a small yes but boyars are buffed. Also they have faster farmers and in castle age u have more of them so it kinda balances out. Idk I just gave an idea, never thought of it carefully lol
whole militia line should have more armor +1 melee armor and deal +10 damage against pike line to make them atleast somewhat usefull against non goths and non americvan civs
even the +1 MA would already help immensely, and even a small +1 or +2 vs pikes would help a lot as well… teutons wuld need to be revised tho
ofcourse and others like malians and bulgarians, that we dont get into the OP sector.
Becouse most of armies ever were fighting on foot. but aoe is about horses and archers. speed and range should be more expensive
I heard jaguar warriors crying for their further uselessness.
Less and less sure that they will receive a buff someday
Yet imo they really could benefit from a slight speed boost to become less terrible against archers, or maybe +1 extra melee armor like you propose to become better in other situations.
A LS tech cost reduction should also be needed.
Not sure about this one tho, pike line being hard counter by another unit indirectly make knights even more valuable as they already are.
You have a point there i can agree on. Still i wonder how we could make militia line more usefull? any ideas?
If we go realistically into it, they should have much more armor, but that would totally shuffle game expectations.
I think their main issue is durability and mobility in early/mid game.
Archers are too much of a counter for them atm, most underwhelming thing is that you can’t retreat from a bad fight against them with militia-line (0,9 vs 0,96 speed). If you could with a small speed boost, it will give you the possibility to regroup and wait for your skirms or mangos for exemple. Also if you have to fight archers, they will still win as they should but at least they would have a harder time to micro against them.
Against cavalry they don’t particularly excel either, but at least they can trade ok and it’s easy to add some pikes to support them so it’s more or less fine.
As raiding unit, they’re not the best choice but they can still deal nice early damages. If they were a bit faster at chasing vils they could become a bit more scarier tho.
That’s the first point, so I think a speed boost 0,9 → 0,95 could definetly help them. (1,045 after squires)
The second point is upgrades, with four different steps they’re hard to switch into compare to other units. The most obvious reduction is LS tech, which is more expensive and longer to research than Xbows for some reasons. (and 200 food is a lot in early castle)
Third amelioration point could be a more distinctive role. Compare to knights which are fast, and archers which have range, their particularity is to have a bonus against buildings. I think it can be a good idea to enhance this bonus a bit, to give it a real use (but not too much, otherwise they will overlapping with siege).
From a realistic perspective, I agree they should have more armor too It also could be an option but after it become a balance choice because you can’t give them everything without making them too strong for some civs. It would also give them a clear edge to fights villagers and I’m not sure if it’s a good thing or not.
It’s a tricky subject because they’re a lot matters around it like a lot of civs bonus and counters units
Fully agree with your points, I hope the devs implement these suggestions. I also feel like that the TT should be shorter, since militia line is all about quantity over quality in the end.
I have also proposed LS and THS +1 MA; LS onwards +0.1 speed. The final strength of champions is untouched except +0.1 speed. The only concern is Goth and meso-american playstyle.
The only Buff militia line can receive is a slight extra bonus vs buildings from line start on, also increasing with the ages, Strong Inf civs lose Arson in the exchange.
Not to say, I am for a lategame heavy infantry unit with higher gold ratio.
If militia would be buffed further, the strong infantry civs would need to be adjusted.
Goths is easy to adjust by tweaking their bonus, other civs may a bit more challenging. I think at the current stage militia, maa and champions are fine, the real problem is longswords and 2hs. Those are really underperfoming. It’s also problematic how slow and expensive it is to transition into champion in the late game if you didn’t tech into infantry before. By the time you have enough champions, it’s already too late most often…
What about split Militia line in light infantry and heavy infantry?
This way:
Light Infantry: Militia > MAA > (Potential new Castle age upgrade)
-Change cost from 60F 20G to 60F 20 W
-Little faster than Heavy Infantry, but weaker.
-Armor 0/1 for Militia and MAA; 0/2 For new potential new Upgrade.
-Bonus against Siege.
-More a cannon fodder and cheap riding unit, or alternative for Light Cavalry line
-It is affected by Supplies, Arson and Squires
Heavy Infantry: Long Swordsman (instantly when reach Castle Age, like Knights and CA) > 2HS > Champion
-Same cost as nowdays
-Same stats, except armor LS 1/1 > 2HS 1/2 > CHamp 2/2.
-Same Bonus as nowdays
its too much to rebalance
so bulgarians wont have arson? teuton champs will do less damage to buildings than briton champs? burmese champs will be better vs units but almost the same as briton champs v buildings? i guess it isnt bad
i think this is good, kts are still far superior, and archer dps will still hard counter militia. but at least with the slightly higher speed it will be a little bit easier countering trash, and eagles
my votes are still:
reduce tech cost on LS and supplies
increase speed from 0.9 to 0.95
reevalute. if still lacking, then increase dmg vs buildings +1 from LS onwards
siege still has the advantage v archers, massed units and can attack from range, besides the much higher dmg, wood instead of food, and minimal tech required. theres a long way to go before siege and militia overlap
I think it’s too much of a change. I like the idea, and I was remaking aoe 2 from scratch I would for sure distinguish between light and heavy infantry, but I feel like the game will become too much of a mess if we make that change now.
I like this idea. But better introduce in aoe4.
Is really too much?.. the heavy infantry units still are almost the same (except for armor tweaking, that I think it is neccesary anyway).
Better, if you have to make transition to champion you only have to do 2 upgrades, instead of 3 or 4.
And MAA openings just change a little the Build Orders, instead of put 2 vils in gold go for more wood.
In post Imp you will have a new trash unit, good against Pikes, but weak against Light Cavalry and balance against Skirms.
Plus, It could apllied different Civ Bonus for different lines, making some civs more focused in Light infantry and others in heavy infantry.