the militia can be stopped by small walls (eg. 2 palisade walls + a mining camp is enough to protect 4 miners). repairing is pretty cheap
fullwalling is a different problem, where people can turn every map into arena. we already have a bunch of maps like arena. we don’t need every non-arena map to become arena
I think this was a balance decision by the devs. Its surprising how many terrestrial builds depend on sunlight. I think a lot of players just think the daylight effect is just helpful for LOS, but it actually gives a lot of buffs to different units. If they eliminated or even reduced sunlight it would be a mega nerf to plants/arboreals/etc.
And land and sea maps are so different, it keeps the metas interesting with completely different play styles.
Omfg actually it’s the other way around… Look at what top tier units are supposed to look like-> cavalry archers
It is really clever to say the best unit should have the fewest upgrades… When actually the best unit should have the most number of and most expensive upgrades in order for it to reach that level.
they spend time and resources on walling.
Opponent doesn’t try to capitalise on that? That’s on them.
they surrender map control to the opponent, they paint themselves into a corner and limit their mobility and expansion flexibility.
Opponent just shrugs and throws the opportunity away by not asserting map control and just sits in their own corner as well? That’s on them.
Summa summarum: the game isn’t going to play itself. You can leverage your opponents’ decision against them but it’s all up to you to do it. If the opponent just walls and booms you can either punish them early and take the game quickly since they sacrifice early military capability or you can assert map control and handle whatever the opponent is going for. AoE2 is a very dynamic game with virtually endless situational possibilities and perhaps not a game for everyone if one dismays that fact.
On the whole “too much upgrades” issue for militia line, the deal is that they are a dark age unit, so they will need a lot of upgrades to stop being dark age units.
Mmmhh maybe u have alright to cuman, i don’t know for this civ…
The problem is here: to get good m@@ we need many upgrade: these upgrade take many time, many resource. When we play elephant we have almost full upgrade elephant, this is too strong…
Spoil alert: the Feodal Age u don’t need extra-ressource, and u lose control map if ur opponent past castle age.
Also, if ur opponent play feodal age and he was full wall at 7 min, and u not, he have better advantage to u, u can’t play with this.
Other spoil alert: a player who was full wall don’t FC obligatorily, he can play feodal age. He can have other strategy.
These units fill different roles though and a large chunk of tge upgrades for the m@a line is due to it starting in the dark age and progressing to imp.
Bloodlines, husbandry, and of course elite.
Also most elephants have a unique tech that applies.
For a unit in castle age. That’s 2 per age.
The m@a line has 8 and starts in dark age. Two per age.
(M@a, ls, ths, champ, supplies, arson, squires).