I would fix them like this:
-Man at arm upgrade removed, Militia is instantly upgraded to MAA for free upon aging up.
-Base speed increased to 1.0 (equal to spear line).
-Squire: move to feudal age, costs 75 food.
-Supply: -10 food / -5 gold cost for militia line. Plus cuts infantry’s population cost by 25% (4 infantry units = 3 pop)
-Gambeson: +1m/+1p armor.
I would save it for civ bonus. As a base line unit, making it Karambit mass spammy isnt making this unit helpful rather other way around. You dont waste your training time for nothing. Having Obuch Stats without gimmick is actually helpful or taking the treatment from AOM by making Swordsman like infantry in general a soft counter to Cavalry.
The fix is to make MaA absurdly broken, I understand.
If you’re going to propose such a thing, you should at least say how to rebalance the key civilisations.
One alternative can be done is through taking too long to create M@A at Dark Age. Perhaps double the creation time. But once its upgraded to M@A automatically in Feudal then you can create it how you were used to. But a radical early game change regardless. It can either decline of M@A opening or might turn out to be OP. Basically you are taking the time to create 6 militia in Dark Age for 3 Militia opening.
Again creation time can take long enough while opponent already reaches Feudal Age at that point. If possible 2.5x time in Dark Age can still delay the rush by large margin. Just making 3 Militia can simply take more time than to research Feudal.
Because the unit is already cost-effective against many units in melee, but has the problem that the situation rarely occurs.
So raising the stats without raising the cost would make it too strong in some situations. While maintaining the same cost-efficiency and raising pop-efficiency in the meantime, makes the unit generally easier to use.
In the last weeks I had more and more come to the conclusion that in the transition phase from feudal to castle age the low health pool of the miltias was the main issue - they were jsut too easy to pick off, sometimes even with just skirms.
Ofc the changes will help the line, especially the early rushes. But I think after that it will basically remain the same. With the exception that the Champion switch in the lategame is now more affordable and faster which is ofc nice.
Japanese MAA Rushes will now even be more dangerous. They might even be one of the few civs to pick up arson in feudal as it plays so nicely to that aggresive playstyle.
I think it’s good Supplies is gone, it was a silly tech that didn’t really achieve something good. I wouldn’t have worked in 2/3 of the effect in the unit tho. As I said, the low health pool makes it an too easy target.
Even with the slightly increased speed which ofc always helps, but is as bland as the speed increase of the elephants. Some units need to be faster and others to be slower, this should be compensated by other stats.
Ofc this is hard to achieve when there are fast “Power Units” in the game. But we can’t just step by step increase the speed of all slower units until everything is almost as fast as a Knight.
I think there are ways to compensate low mobility.
I like that now militia rushes can possibly come back in the meta as an competitive opening option.