PREAMBLE
If you are an active player in the community of this fantastic game, you will know that militia balancing is an evergreen that has never gone out of fashion.
Over the past few months there have been many threads on the subject (here, here and here to name a few) that have raised many important points. This thread is my proposal on the subject.
WHAT WORKS
The starting point for this discussion is the Champion and his cousins in the same weight class (aka speed), which is the simplest unit to prove a point. The Legionary, the Obuch and the Serjant are all very good infantry units.
Stats | Champion | Legionary | Elite Obuch | Elite Serjeant |
---|---|---|---|---|
Cost | 45F 20G | 60F 20G | 55F 20G | 50F 35G |
Train time | 21 secs. | 14 secs. | 12 secs. | 12 secs. |
HP | 70 | 75 | 95 | 85 |
Melee attack | 17 | 16 | 14 | 15 |
Reload time | 2 | 2 | 2 | 2 |
Melee armour | 4 | 6 | 5 | 7 |
Pierce armour | 6 | 6 | 6 | 8 |
Speed | 0.99 | 0.99 | 0.99 | 0.99 |
post-imperial, there is also the Flemish Militia not present here
There are some contradictions: Champions are the cheapest unit, with lowest HP and with the highest attack. Yet they are slow. Moreover, while effective in numbers, they are slow to produce. They are basically cheap slow glass cannons, which makes them a difficult unit to manage. In fact, it should come as no surprise that the Armenians (+30 HP) are the most efficient in almost all situations.
THE RIGHT DIRECTION
With the launch of the Definitive Edition, the developers added the Supplies technology (75F 75G, today) that reduces the cost of the line by 15 food. While this was a good idea, I think it proved to be eneffective in most cases. Because a slow and fragile unit is still difficult to manage, it only becomes effective in the late game (with some civilisations) because you can spam it without worrying too much about micro-management.
The first step is to return to its own steps and bring the Champions unit more in line with its cousins: remove the Supplies tech and give a fixed discount of 5 food (is similar to the discount the Incas got in the Dark Age). After that, increase HP to an amount to maintain balance.
Using the formula 100F = 100 W = 75 G (Gold is worth 33% more than F & W) we find that going from 45F 20G to 55F 20G means a 14% increase in cost. Increasing HP from 70 to 80 is the same increase.
The second step is to increase the speed of production. Reducing the time by 3 seconds seems absolutely normal to me. That would be a 15% reduction. This would mean that the Goths’ Champion (without Perfusion) would produce at the same speed as the Legionary, which production time has been increased by 1 second to compensate for the fact that it is 5% cheaper.
Putting it all together, here is the new table.
Stats | Champion | Legionary | Elite Obuch | Elite Serjeant |
---|---|---|---|---|
Cost | 55F 20G | 55F 20G | 55F 20G | 50F 35G |
Train time | 18 secs. | 15 secs. | 12 secs. | 12 secs. |
HP | 80 | 75 | 95 | 85 |
Melee attack | 17 | 16 | 14 | 15 |
Reload time | 2 | 2 | 2 | 2 |
Melee armour | 4 | 6 | 5 | 7 |
Pierce armour | 6 | 6 | 6 | 8 |
Speed | 0.99 | 0.99 | 0.99 | 0.99 |
post-imperial
At this stage I would be reluctant to increase the melee armour by even 1. In the end this is the basic Champion. You have to be sure not to break something with civilisation bonuses. More on that later.
The developers have always treated the number 100 with consideration. It is the basic HP of the Knights and the Camel. Only the CA of the Turks reaches those HPs, only the Teutonic Knight has 100 HP among the unique infantry units, only the Eagle of the Maya has 100 HP and so on.
Setting the Champion’s HP to 80 means that the Viking’s HP would be 96, so you can leave the Armenians at 100 HP. Replicating the dynamics of the CA of the Turks & Vietnamese.
THE TWO-HANDED SWORDSMAN
In particular, there are two Two-Handed Swordsmen to look out for: those of the Bulgarians and the Malays. In particular, the Bulgarians one must to continue to beat the Champion of the Burmese by a little. This leads us to increase his HP by 10 as well. In addition, the creation time must also be equalised.
Stats | Two-H. Sw. | Champion | Legionary | Elite Obuch | Elite Serjeant |
---|---|---|---|---|---|
Cost | 55F 20G | 55F 20G | 55F 20G | 55F 20G | 50F 35G |
Train time | 18 secs. | 18 secs. | 15 secs. | 12 secs. | 12 secs. |
HP | 70 | 80 | 75 | 95 | 85 |
Melee attack | 16 | 17 | 16 | 14 | 15 |
Reload time | 2 | 2 | 2 | 2 | 2 |
Melee armour | 4 | 4 | 6 | 5 | 7 |
Pierce armour | 6 | 6 | 6 | 6 | 8 |
Speed | 0.99 | 0.99 | 0.99 | 0.99 | 0.99 |
post-imperial
THE TRICKY CASE
Long Swordsmen are probably the most discussed unit on the entire forum, but we should not shy away from the discussion and applying the usual buff seems absolutely natural. Strangely enough, the Serjeant in the Castle Age is much stronger than its Long Sw. equivalent. Anyway, the melee attack of Long Sw. also needs to be raised by 1. And because he has already received a buff I would not reduce his creation time as well.
In direct confrontations Obuch is clearly the stronger unit, but this is expected because it can only be produced from the castle.
Stats | Long Sw. | Obuch | Serjeant |
---|---|---|---|
Cost | 55F 20G | 55F 20G | 50F 35G |
Train time | 21 secs. | 12 secs. | 12 secs. |
HP | 70 | 80 | 75 |
Melee attack | 12 | 10 | 10 |
Reload time | 2 | 2 | 2 |
Melee armour | 3 | 3 | 5 |
Pierce armour | 4 | 4 | 5 |
Speed | 0.99 | 0.99 | 0.99 |
full castle age
Also, since the Drush or MaA costs slightly less food for all civilisations. Other than moving Squires to the feudal age and slightly reducing the cost (75F) I wouldn’t do anything else for now.
THE NEW LINE
Putting it all together:
- Supplies: removed. Instead, -5 Food for the whole line.
- Squires: 75F, availability in the Feudal Age.
- Gambesons: unchaned.
- Arson: unchaned.
Stats | Militia | Man-at-A. | Long Sw. | Two-H. Sw. | Champion |
---|---|---|---|---|---|
Cost | 55F 20G | 55F 20G | 55F 20G | 55F 20G | 55F 20G |
Train time | 21 secs. | 21 secs. | 21 secs. | 18 secs. | 18 secs. |
HP | 40 | 45 | 70 | 70 | 80 |
Melee attack | 4 | 6 | 10 | 12 | 13 |
Reload time | 2 | 2 | 2 | 2 | 2 |
Melee armour | 0 | 0 | 1 | 1 | 1 |
Pierce armour | 1 | 1 | 1 | 1 | 1 |
Speed | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 |
CIVS FIXES
-
Armenians
→ Fereters550F 400G450F 325G
Infantry units (except the Spearman line)+30+20 hit points. Warrior Priests +100% heal speed. -
Goths
→ Infantry are20%/25%/30%/35%15%/20%/25%/30% cheaper in the Dark/Feudal/Castle/Imperial Age.
→ Huskarl80F 40G75F 40G.
→ Elite Huskarl training time:1615 seconds.
→ Perfusion400W 600G350W 500G.
Barracks work100%80% faster. -
Incas
→ Military units cost-10%/-15%/-20%/-25% food inDark/Feudal/Castle/Imperial Ages. -
Burgundians | Chinese | Cumans | Lithuanians | Mongols
Remove Champions. -
Vikings
Remove Gambesons.
THE ALTERNATIVE
If you want, you can put the added 10HP behind a technology available since the feudal age. And you can also make Supplies and Gambesons apply to more infantry units as Fereters. This while maintaining a discount of 5F across the board.
- Supplies: 75F 50G, availability in the Feudal Age. Infantry units (except the Spearman line and the Eagle Scout line) +10 hit points.
- Squires: 75F, availability in the Feudal Age. Infantry speed +10%.
- Gambesons: 100F 100G, availability in the Castle Age. Infantry units (except the Spearman line and the Eagle Scout line) +1 pierce armor.
- Arson: unchaned.
Stats | Militia | Man-at-A. | Long Sw. | Two-H. Sw. | Champion |
---|---|---|---|---|---|
Cost | 55F 20G | 55F 20G | 55F 20G | 55F 20G | 55F 20G |
Train time | 21 secs. | 21 secs. | 21 secs. | 18 secs. | 18 secs. |
HP | 40 | 45 | 60 | 60 | 70 |
Melee attack | 4 | 6 | 10 | 12 | 13 |
Reload time | 2 | 2 | 2 | 2 | 2 |
Melee armour | 0 | 0 | 1 | 1 | 1 |
Pierce armour | 1 | 1 | 1 | 1 | 1 |
Speed | 0.90 | 0.90 | 0.90 | 0.90 | 0.90 |
Note how Supplies and Gambesons have no effect on the line of the Eagles. It would be possible to do this in the future, but it would require extra work.
CIVS FIXES
-
Armenians
→ Fereters550F 400G450F 325G
Infantry units (except the Spearman line)+30+20 hit points. Warrior Priests +100% heal speed. -
Goths
→ Infantry are20%/25%/30%/35%15%/20%/25%/30% cheaper in the Dark/Feudal/Castle/Imperial Age.
→ Huskarl80F 40G75F 40G.
→ Elite Huskarl training time:1615 seconds.
→ Perfusion400W 600G350W 500G.
Barracks work100%80% faster. -
Incas
→ Military units cost-10%/-15%/-20%/-25% food inDark/Feudal/Castle/Imperial Ages. -
Aztecs | Celts | Japanese | Teutons | Sicilians
→ (Elite) Jaguar Warrior: -1 pierce armor.
→ (Elite) Woad Raider: -1 pierce armor.
→ (Elite) Samurai: -1 pierce armor.
→ (Elite) Serjeant: -1 pierce armor.
→ (Elite) Teutonic Knight: -1 pierce armor.
Reduces the cost of upgrading to Elite by 75F 50G.
Make the same argument for the new Supply tech. -
Dravidians | Vikings
Remove Gambesons.
FINAL CONSIDERATIONS
On the whole, some other adjustments can be made, however, they are changes in the right direction without having to upset things too much. Especially if they were to be coupled with the idea of Battle Drills from Chronicles. So you can actually save time to make all the necessary upgrades.
I would also like to point out that the ultra heavy infantry, i.e. the Teutonic Knight, has a strange cost, considering that it is a walking block of steel and costs less gold than a Serjeant.
In any case, thank you for your patience in reading this far.
EDIT. Add “The Altnerive” chapter.