Some thoughts of militia line tech improvement

Just some thoughts, open for discussion.

The main idea is to compare the cost and effect of archer and cavalry.
The food cost of infantry upgrades seems like too high. The infantry needs lots of food and time to mass and is easy to kill.
Here are the changes.

1.Militia cost from 60 food 20 gold to 50 food 20 gold.
The basic cost of militia should be 50 food 20 gold, make pre-mill drush more viable and reduce men-at-arms rush cost.

2.Militia gain 1 bonus attack against standard buildings.
To make militia could cause some damage without scout. Quick wall can trap the militia line is also a little stupid,since the context says that Strong vs. buildings and infantry.

3.Move all techs in the barrack to feudal age, except the militia line, spear line and eagle line upgrades.
Make men-at-arms as their name lol. Fully upgraded men-at-arms still countered by archer.

4.Change all tech food cost in the barracks to wood,except Gambesons and arson.

5.Supplies cost from 75 food 75 gold to 50 wood 25 gold, the effect of Supplies from Militia line cost -15 food change to -5 food.(or simply remove the Spplies and militia line cost 45 food 20 gold)
The original Supplies needs 5 units to pay back for food,which means that we still need to spend 300 food in feudal age,delaying the castle age time.
40 food militia might be too cheap.It needs some actual gameplay. Besides, Goths bonus adjustment might be another problem.(Too cheap)

6.Arson cost from 150 food 50 gold to 150 food 100 gold, research time from 25 sec increase to 50 sec.

7.Men-at-arms upgrade research time reduce from 40s to 20s.(Research time is less than 2 vils build stable or range.)

8.Squires research time from 40 sec to 25 sec.

Let’s compare the scout rush.3 scout(total) cost 175 wood for stable,160 food for scout.
With the above change, basic 3 men-at-arms rush cost 150 food 60 gold and 100 wood 40 gold for men-at-arms upgrade.

The total resource for 3 scout rush is 335, and men-at-arms rush is 350.The cost difference is only 15.
Men-at-arms upgrade cost wood to decrease the food intensity.Just like build a stable. After this change, civ without eco bonus use Men-at-arms rush could have the same feudal uptime as other rush.

As for archer rush. 4 archers with fletching cost 175 wood for range, 150 wood for blacksmith, 100 wood 180 gold for archers, and 100 food 50 gold for fletching.
4 archers cost 755 in total, 100 food, 425 wood, 230 gold. 2 archers cost 615 in total, 100 food, 375 wood, 140 gold.

If we want to mass the men-at-arms and runaway from archers, it cost 350 men-at-arms rush mentioned above, 50 wood 25 gold for supplies, and 100 wood for Squires.
Cost 525 in total. 150 food, 250 wood,125 gold. If we want to be tanky, need 150 wood for black smith, 100 food for Scale Mail Armor,100 food and 100 gold for Gambesons which serves a strategic purpose.

The cost of Gambesons is comparable to the cost of Bloodlines.

Arson in feudal age might be too strong, but provide the possibility of a feudal siege. It’s cost also needs more tests to be fixed.

9.Goths • Infantry cost -20% in Dark, -25% in Feudal, -30% in Castle, -35% in Imperial Age decrease to • Infantry cost -10% in Dark, -15% in Feudal, -20% in Castle, -25% in Imperial Age

10.Slavs remove free Gambesons
They got farm buff recently.

That’s all. Thanks.

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