The definitive fix for the militia line

I have the definitve way to improve the Militia line. It’s as follows: in castle age, in the town center, there are two technologies. They are mutually exclusive, that is, if you research one, the other one is disabled. They are Technology A, for which I still don’t have a name, and Knighthood. Technology A gives the Militia line +10 bonus attack against buildings. Knighthood enables the creation of the Knight line. That’s right: I’m locking the whole Knight line behind a tech.

My reasoning: Devs wanted the Militia line to be good against buildings and also able to defend itself. With this fix, they can finally fulfill that role. I’ve seen suggestions about increasing their speed or having the abiliy “shield wall” to increase pierce armor. Both of them are supposed to give this unit a chance against archers. However, those suggestions further negate the identity and role that the Militia line should have. DO NOT send them against archers; send them against buildings; that’s the motto.

Why should the techs be mutually exclusive? Right after Conquerors expansion pack, the devs went on that route. in Age of Myth you choose the minor gods; in AOE3 you chose the politicians. That’s the philosophical part; the practical part is that maybe +10 bonus is a lot and there has to be a balance.

I believe this new techs are fitting because the different civs are inclined to one or the other. Franks, Huns, Persians and Berbers will always chose Knighthood. Celts, Goths and Burmese will always choose Tech A. Bulgarians can go either way. Japanese will probably pick Tech A; for Slavs it’s a maybe.

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Can we not go this route thanks?

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You mean the mutually exclusive techs. Well, that part can be scrapped, but, what do you think of my definitive fix?

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this sounds absolutely awful. why completely change the game?

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Because the Militia line is completely awful. Something has to be done.

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I could have just suggested that Arson give +10 instead of +2, but that’s unimpressive.

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I think is a terrible idea… Don’t get me wrong. I like the path choise mechanic of AoM’s minor gods and politicians, but think it is too late to add this to AOE2.
And specially blocking a whole generic line behind it.

I think you were to ambicisous to call this the “definitive” fix.

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I’m making my best effort to suggest a fix for this unit. All the feedback I received consists of the words “awful” and “terrible”. I even based my suggestion in what THE DEVS THEMSELVES had in mind for this type of unit. If anyone has a bettter idea than mine, you’re free to post it.

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militia line needs no or little fix. They can win even scout or knight line with staggerd formation.

  • no change
  • give some infantry 0.3 ranges (i don’t test it)
    (for catching running cavalry)
  • make them size smaller (another man suggested it)
    (for effective attack)

And they need some tactics. eg,

  • militia or maa start
  • 2 maa into maa?
  • LS start in castle age?
  • use with other units?
  • small boom into LS in late castle age?
  • champion in imperial age

(? is my thinking tactics)

Let’s talk there.

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what? its only 10 bonus damage, devs should make it +15 while they’re at it

The route of picking 10 dmg or access to knights

Either way this is a banned spammer we should ignore it

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would make arson totally worth getting soon after

Not if it disables your knight access

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