I’d like to start by first giving credit to SOTL for his amazing Lanchester’s square law video, and to Robby Lava who during a stream posited what I’m about to say, tho at a very conceptual level, without the lanchester’s square law justification.
Lanchester’s square law says that given certain assumptions, if you double the number of units in your army, your army’s relative offensive capability will be squared.
If you and I have 10 xbows each, equal upgrades, no micro, flat terrain, we’d expect to lose all our units. Maybe one xbow has a few hp left, but basically it should roughly be a draw everytime.
However, if I double my number of xbows, I won’t win with half my xbows left, I will demolish you, and maybe my xbows lose 20% of their HP.
Archers, especially in large numbers, basically satisfy all the requirements, so they get the full square increase.
Cavalry don’t satisfy the ranged requirement, so they don’t get the full squared relationship. They ending up having an exponent of about 1.8. But their speed not only helps to mitigate the lack of range in a battle to help them find a new target faster, but also at a macro level, helps them dictate engagements and better control the map.
So if we think about this from an ROI standpoint, by investing x number of resources the strength of my army will increase by y amount, by putting additional resources into increasing the size of my xbow army, i’m getting the best return on my value. But I’m less capable of controlling the map and dictating engagements. Alternatively I can choose to go with a worse ROI with knights for example, but I can better dictate engagements and control the map.
Given this context, what if we instead went with the militia-line.
Well their lack of speed makes them even worse than cavalry at finding targets, so their strength exponent is about 1.7, AND they don’t have the speed to dictate engagements or better control the map. Militia line is just worse knight line.
Yes, someone’s gonna say “but building bonus damage”, or “but pikemen”, or something and yeah that’s all true but it really misses the point.
Investing into militia-line provides a worse ROI than scouts or knights, with mobility of archers and the same 0 range of cavalry.
So this is where we come to the solution. Lanchester’s square law has three primary levers you can pull (aside from just making a unit stronger). You can make the unit have a ranged attack, to have it better find an enemy, which is what archers do. You can make the unit faster so that it can better find enemy targets, which is what cavlary does. Or you can just have more units. this I believe is what is mathematically necessitated to make militia line viable in a way that doesn’t just duplicate the strengths of cavalry or archers.
So directionally I think the militia needs to be made cheaper and take less than 1 pop space. this will allow you to build up the requisite numbers cheaply enough such that then the militia line can sufficiently leverage lanchester’s square law so that your militia line army can for a comparable investment possess an offensive utility similar to a comparable costing army of cavalry or archers.
Specifically, looking at the math, 40f and 20g at 2/3rds of a pop space I think seems to make the most sense, tho this is really starting to get into re-balancing, which is far more speculative than the above analysis with lanchester’s square law.
2/3rds of a pop space allows you to have 50% more units than you would have had previously. So three militia line take up two pop space. the pop space reduction is important for late game so militia line numbers. It’s less important in early and mid-game, tho it is presently another subtle disadvantage of most specifically LS compared to knights. If my opponent makes 5 knights, I can’t just make 5 LS, I’m going to have to make like 10. but that’ll require 2 houses of pop space, which costs 25 more wood compared to the knight player.
40f and 20g is pretty close to where we end up after supplies, so you can either get rid of it entirely, or maybe move it to imp, and have it shave off 5g or move it to food. having the heavier gold mix in feudal is advantageous, but not so in imp. Also remember because we’re training an extra unit for the same pop space, you’re training say 3 champions for 60g total, as opposed to 2 at 40g. You’re initial champion army will have a larger gold investment
Are champions too strong now? maybe. or maybe they’re just too cost efficient with lanchester’s square law helping them. Or maybe they aren’t cost efficient enough anymore against trash because of the higher weighting of gold.
I suspect, tho again highly speculative, 40f 20g 2/3rd pop space champions are a too strong, so what you can do is make them a bit weaker, but then give them an atk bonus vs trash, so they still perform well vs trash. It also might help maa, as most of the units they’ll face in feudal are trash units.
I think making militia line more numerous also helps them against onagers. Onagers have an area of effect attack, but the area in which they attack is finite, as too is their reload time. If the area covered by the approaching militia line is greater than the area that the onagers can collectively attack, it won’t matter if individually the militia line units are a bit weaker now. some militia line will get through. It’s also advantageous, as much of the attack from onagers is overkill. by having lots more units that are slightly weaker, you’re not only exacerbating overkill, making the onagers proportionally less effective, but the onagers are hitting a smaller percentage of the militia-line units, again making them less effective.
Additionally, I think this would help infantry civs differentiate their infantry UU with the champion. you have your mundane, easy to mass but not individually super impressive champions, or your more expensive, but more impressive infantry UU usually with some alternative interesting ability.
Sure karambits might need some attention if champions take 2/3rds of a pop space, and goth discount likely have to be reduced.
But generally I think this is the approach that should be taken with militia line. We can quibble around the edges all day long in regards to exactly what all the new stats should be. But the math I believe is incontrovertible that short insane buffs to the militia line, that they being generally viable when compared to alternative comps utilizing archers or cavalry is mathematically impossible until such time as the militia line can leverage lanchester’s square law to their benefit. And leveraging superior numbers is really the only way to do that without either granting them a ranged attack or speed such that their differences with archers and cavalry are not meaningful.