The REAL answer to the Infantry Problem

No. People don’t use cavalry because they need to get close to the rams and might lose units to conversion or get forced into a bad fight.

That’s not much value. Spamming dozens of high food units just to keep opponent from moving out with most of their army is not worth it.

It won’t. For this to workout you have to increase bonus damage against buildings in general and additional bonus damage against walls and gates. Like town centers, cost of repair for walls and houses should be 2x the building cost instead of 0.5x and rate of repair should be small. Otherwise villager idle time and cost of repairs is too little compared to cost of maa upgrade, supplies, squires, +1 armor and the unit. Assuming players with equal capabilities, in the scenario you went for supplies+squires, for approx every 3 extra maa you do beyond the initial 3, you’ll be behind to castle age atleast by 1 min if opponent is fully walled. And you cant do squires, supplies and spam maa with just the sheep, boar, deer and berries. You need to setup your farming eco.

No. It means he thought they were absolutely terrible but they’re just less bad than he thought. If its good enough to be worth using, some or the other tournament he’d have used them. People did pick Celts a few times in hidden cup.

People do try different things with celts sometimes. Crossbow opening followed by castle drop into woad raiders, heavy scorps + halbs, the famous Celt Paladin from Hera in Hidden cup finals and by Vinchester in Kotd5 winners round. They don’t try a maa into longswords because everyone knows its terrible. Maybe like Viper realized, its a bit less terrible but terrible nevertheless.

At pro level maa is just abysmal. For quite some time, players have adopted the french drush and stopped at militias and added a spear. Because their opponent can always quick wall and not doing maa helps them follow up archers and get f letching sooner. This change will make french drushes very powerful against meta feudal and greedy fc. That alone could bring about imbalance but thats why I said it has to be accompanied with changes to wall, towers and market. That way no one will be able to do militia opening and wall behind to use market and reach castle age. This will bring back dark age pre-mill drush since that’s very effective against tight french drush builds, double range opening since it will be good against militia into 1 range follow up while its not easy to wall, towers into 2 barrack supplies maa etc. So the meta itself would change quite a bit. It won’t be always scouts and spears or scouts and ranged units.

This depends on your definition of massive. But imo there needs to be atleast 3-4 changes. If you’re not removing maa upgrade itself nor changing their speed by default, the other way to do it is weaken ranged unit play by adding upgrades to them (could be production time, speed, base accuracy etc) OR make dark and feudal walls and houses quite a lot against maa along with slightly shorter distance between players and longer distance of resources for each player.

I covered an extensive list of changes to make maa feasible in a thread I made here, check it out: