Just an update based in some interesting ideas readed in others topics. In bold there is a short explanation of what I try to achieve with the change (ok isn’t soft anymore I guess, 11):
-
Change “eagle armor class” to “light armor class” and apply it to Spearman-line, Skirm-line and Scout-line in addition to eagle-line (potencially to other “trash” units like genitour too).
A needed step to emphasize in the “trash killer” role of militia-line -
Move Supplies to imperial age and give it a new effect: Militia-Line occupies -20% pop space.
Nowadays supplies is more an annoying requisite for gambesons than a really valuable tech. I guess is a kind of bloodlines for infantry, but doesn’t work. In early game you need food for units, not a tech that make those units cheaper. Instead, having a tech that make militia line more viable in late game when pop efficiency is a thing could be more usefull and being a good parameter to split those civs that have good infantry in the late game from those that don’t. -
Arson moved to Feudal. New effect: Infantry deals doble bonus damage vs Standar Buildings (Units with base +1 would be nerfed, with +2 remains the same, +3 onwards gets a buff).
This way arson would replace Supplies in this key tech role for early game, because research it in a long feudal game could be a game-changer decision similar to bloodlines for scouts, and surely more usefull in early game than supplies, when militia-line play the anti-building role.
Some civs should lose access to it of course -
Gambesons remains the same, just Supplies is not more a pre-requisite
I would prefer merge the +1 PA with Longsword upgrade, but the tech is already there, so could be a good way to give more diversity between civs, like husbandry or parthian tactics.
So, we finish with a key tech for age that add the correct value in the right time for militia-line.
In feudal Age: more damage vs buildings, when even a simple house or eco building destroyed could make the difference.
In Castle Age: more PA when you surely will have to push buildings under TCs, crossbows or even castles’ arrows.
In imp: more numbers, when the pop limit is a thing. -
Add two new trash infantry units:
Light Infantry Line: Cheap and fast infantry. Resistent to arrows. Strong vs siege and soft counter archers. Weak vs everything Else.
Stats (Feudal / Castle / Imp):
HP: 40 / 45 / 50
Attack: 4 / 5 / 5 (+0 / +6 / +10 vs siege)
MA: 0 / 0
PA: 1 / 2 / 3
Armor Classes: Infantry; Light armor
Speed: 1.1 / 1.2 / 1.2
Cost: 35F 35 W
TT: 15 sec
In simple words, a foot version of scout-line. I really think that almost all civs need this unit. Not all upgrades for every civ, of course. Developing a different unit-line just for riding or having some movility feels awkward, but having an alternative, more accesible although inferior could be a good addition that synnergizes specially well in some infantry civs. -
Shieldman Line: Slow and tanky infantry. Good armor, but weak attack. Strong vs Infantry. Weak vs everything else
Stats:
HP: 45 / 55 / 60
Attack: 2 / 3 / 4 (+6 / +8 / +12 vs infantry)
MA: 3 / 4 / 4
PA: 1 / 1 / 1
Armor Classes: Infantry
Speed: 0.8
Cost: 50F 35 W
TT: 22 sec
In simple words, generic anti-infantry intantry that have the role of being the militia-line counter. Again, this unit should be present in almost all civs, at least the feudal version. -
New stats for Militia-Line, from MAA onward (Militia remains the same):
HP: 55 / 60 / 65 / 70
Attack: 8 / 11 / 12 / 13 (Same bonuses as nowdays)
MA: 1 / 2 / 2 / 3
PA: 1 / 1 / 1 / 1
Armor Classes: Infantry
Speed: 0,96
Cost: 35F 60 G
TT: 25 sec
The big change here is the cost’s recourses swap (more gold than food). I think the problem with milita line in early game is the high food cost and the low value they give you in return. There is no reason to make more than the 3 or 4 militias. Scouts cost more, yes, but they have the mobility.
With this cost’s swap, and the new arson effect and slightly buffed stats you have a good reason to keep training militia-line not just in feudal, else in castle age. Playing militia would be similar to play eagles, in terms of eco setting and potential, but exploiting the strengths of the unit as bonus vs buildings instead of range or mobility. Sounds strong, but that’s why Shieldman should exists, to “unlock” a proper militia-line buffing -
Stone defenses: Castles, towers, stone walls and gates (not palisades) recieve recieve +8 Standar Building armor class.
It is not a barrack change but I consider it necessary to having another alternative to deal with militia-line