Infantry have a problem that seems complex, but is actually simple, and I’ll explain why.
Note: Infantry are already powerful at low ELOs. Any changes to Infantry can’t be simple statistical buffs, as that will have be overpowered at lower ELOs. Note Hera’s reply here:
Before we solve the problem, we must identify the problem. Here’s the Infantry state, by age:
Dark Age: Fine. Militia are weak but can cause misplays and throw off your enemy. State: GOOD.
Early Feudal Age: Fine. MAA rushes are a classic strategy that still work 100% fine. State: GOOD.
Ultra-Late Imperial Age: Fine. Champions are cheap and highly effective vs trash. They take some time to upgrade, but once you have those upgrades, they can do good work. State: GOOD.
The problems are from middle Feudal Age to middle Imperial Age. Let’s explore why.
Middle Feudal Age. You’ve done a MAA rush, done some damage, but you haven’t managed to finish them off. Your enemy makes a few archers. Archers move at 0.96 speed, vs 0.9 speed for MAA, so they can literally chase you all the way across the map, or micro away effortlessly. Most people suicide their MAA at this point, because keeping them alive is too much trouble. Sometimes they are used in tandem with other units, but either way, you do not make more MAA at this stage.
Early Castle Age: You hit early castle age, but because you stopped MAA production, you have no infantry. Your enemy starts making Knights. One stable can produce 4.5 resources worth of knights per second. One Barracks can produce 3.1 resources worth of Longswords per second. AND, you need Squires, Gambesons, and Supplies, slowing you down further. In practice, to keep up with 2 stable production, you need FOUR barracks. This is way too much to do, for a unit that only trades evenly with knights at best.
Early Imperial Age: You are now going into unique units, cavaliers, and gunpowder. If there is EVER a place not to use infantry, this is it. That’s fine, this would be a perfectly valid place for infantry to temporarily peter out, as there’s still the cheap 2HS upgrade you can grab if you want. But nobody does that because you don’t have any infantry to bother upgrading.
Late Imperial Age: Now you are in late imperial. Only problem, you’ve never bothered to get any infantry upgrades. If you want to use champions, you’ll need to do the COMPLETE upgrade path, which is exorbitantly expensive and time consuming. You’re almost certainly better off sticking with what you’ve already got and trying to outplay your enemy.
All of this flows naturally from that very first problem; your MAA getting chased down and killed in mid-feudal age.
IF your infantry could survive mid-feudal, then you could justify adding a few more as an early anti-building option. MAA are much more efficient vs buildings than scouts, and the damage they do, even though it can be repaired away, takes away vital villager time and consumes resources. You might end up going into castle age with 6 MAA instead of zero.
With 6 MAA, you’ve got a 2 minute headstart on knight production. You can grab the longsword upgrade right away, and now your enemy is forced to play conservatively rather than charging right in and taking big fights. Since you already have longswords on the field and they’re winning, you can justify adding some more, which makes Supplies viable(takes at least 5 more to be worth it from a food perspective).
With ~12 Longswords, you can now justify getting other infantry techs like Arson. Longswords are now a valid alternative to Siege, offering a balance of offense and defense. You can keep investing, or transition to something else.
When you hit imperial age, you’ve now got a decent pool of upgrades, making the transition into 2hs and champions far more tolerable.
ALL of this can be achieved JUST by moving Squires to the Feudal Age. Squires makes infantry able to outrun archers. Not enough to catch them; with micro, infantry will still lose that fight. But it does allow them to run away, escape their LOS, and re-engage from a different direction, forcing a more defensive posture and distracting the enemy repeatedly. A handful of MAA could be a constant distraction throughout Feudal Age, and gradually blow up into a serious problem by castle age and beyond.
The best part? Because Squires is a tech that needs to be researched, it becomes a skillful tactical decision when to get it. At lower ELOs, just grabbing it instantly will likely actually SLOW DOWN infantry tactics, so the main place this will have a positive impact is at higher ELOs.
So it solves the problem WITHOUT making things more broken where they’re already strong.
Problem solved?