What "Clear" role you want to give "Militia Line"?

They are really meant to be mixed with pikes. They’re both made from a barracks, and if your enemy is spamming hussar you can do just fine with champs in the short term and clobber them the instant you add some halbs with your existing barracks. Ultimately, the hussar are a long-term strategy that can be effectively countered. Champs, by contrast, cut off the potential halb counters, and most civs with good champs have good halbs, too.

They don’t really that synergize with each other. You can also argue that LS mix with rams…

They synergize in that they both benefit from the same upgrades, and are both produced from the same building.

And Eagle Scout. Buffing Eagle Scout may also buff MAA. But that’s just 3 civs.

The other 2 barrack units have their own armor class. Now if Militia line also gets their own, this will further prove how badly infantries are designed.

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But you have to pay lengthy research time and costly unit-line upgrade…

You know, that suggests an interesting idea. What if the barracks got a sort of ‘war galley’ upgrade in castle age, where you got both pikemen AND longswords for one upgrade?

Honestly a good suggestion in a way. But you still have M@A problem. Altho if you can make it skipping the Long Sword upgrade entirely if M@A is researched in Castle since you didnt in Feudal.

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Meta favors cavalry archers currently. Maybe Guard towers deal +2 vs CA. Rams deal +100 vs towers. Supplies -25 stone for towers as well. Militia can now build towers and rams in Castle age.

Still surprised how long it took people to figure out how CAs are busted. Back in early 2024 both in old CD version and DE, CAs were if not the strongest unit in the game. I just did 1 TC play and targeted 3-4 range production. Enough to delete enemy’s base with CAs and Siege.

Y’know, supplies reducing the stone cost of towers is oddly interesting. Towers also have seriously diminished returns in the mid to lategame.

This is to counteract the CA meta but I am not sure how tower buff hurt xbow even xbow can benefit from towers.

Dev can also buff militia line by doing the same thing with hoplite. Every 5 or 7 militia closed to each other will increase 1/1 armor, up to 2/2. Something like that.

LS+ Guard towers can form some sort of map control for infantry civs but vulnerable to rams to avoid excessive tower rush in Castle age.

One suggestion I haven’t seen in these recent threads about the militia line (although I’m sure it’s been suggested before) is to, in addition to other adjustments, reduce the line’s attack delay.

According to the wiki, the militia line is the only of the main units to have three attack delay variations:

0.35 sec → archer line
0.50 sec → Militia & 2HS; skirm and spear lines
0.63 sec → LS & Champion
0.68 sec → knight and scout lines
0.88 sec → M@A

I think it could help a lot in terms of survivability if the unit attacked a little faster than the spearman line. What do you think?

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In real battle fields, swords were sub weapons while knights were running across and archers & pikes went steady. Swordsmen mainly appeared in siege battles. So today’s counter system is a real thing.
You can get a chance to win with militia-line by massing them, but that needs many farms so you may take a eco-delay risk (especially when using longswords).

Then, how about 4,5 longswords to break the opponent wall and eco. You need resources as much as using mangonels, but 4,5 longswords are versatile and have breakthrough power as mush as a ram. Above all, you can use archers or knights as a main army with 4,5 longswords so you don’t take a eco-delay risk so much. That’s a tactic to use longswords with low costs, and I’ll practice it.

Siege Tower exists.

I 2nd that. I think pure buffing militia line stats to make theme generalist is not the solution. Instead I’d keep them as specialized unit against spear, skirm and eagle, maybe LC/Hussar as well.

To let it bypass double wall or house wall mechanics.

Fore sure. They must be more efficient in their work, that is. They are actually extremely efficient even against camels

Right. MAA is the worst unit in Feudal to play after the rush. And that is the real reason for not seeing any Long Swordsman in Castle Age.

Heartt shouldn’t make LS to begin with.

I see your point. But it is impractical to spend 100f in Feudal. That’s why I want a new Feudal tech at 25 food, 45 gold that will increase the speed of MAA only.

This is an exaggeration. Archer will still counter them.

Why not replace squires food cost for wood cost?