Them and Burmese may lose it like Romans.
If they do I will uninstall the game and burn my PC. Japanese longswordmen with arson was the funniest thing Iâve ever played with.
Why they still kept Arson, smh. Just remove it already.
Also just give Man-At-Arms for free
Yeah, I had only proposed 5F off (55F 20G), in exchange for 10 HP. Instead they gave 10F off (50F 20G) for 5 HP or 1 more attack.
I think the devs preferred to make the militia line an abstraction less of the heavy infantry but more of the medium-heavy infantry.
It would be OP with some civilisations.
Mangonels now deal -1 damage against monks but no reduction to militia-line⊠This should be a tech to replace arson.
Im not too sure tbh. Bulgarians exist. You can simply offset this by making Militia creation time much longer. Again it still fails to answer some critical issue. Despite giving good buffs.
- Having too many extra techs just for 1 unit-line. Arson should just be free from Feudal onwards or Castle Age forwards.
- Removing Supplies was a great change but we still have Gambeson.
- Itâs much important to have Squires in Feudal Age than Arson. My guess is they just wanna make quickwall meta weaker. But time will say
- Still didnt add extra utlity other than being building destroyers. I still wouldnât use it. Just give a soft counter ability to Cavalry like AOM. You always think a strong hitting unit and then a rock-paper-scissor answer. It does fill its role as first but rock-paper-scissor answer is just not there yet. I use LS only when Eagle. A soft counter wouldâve gave me a thought to use it vs Cav to survive a bad fight. AOM did this literally. I still think AOM got the easiest to understand human unitsâ rock-paper-scissor meta.
Play Dravidians then. 11
Bulgarians have no bonus in the dark age.
Maya, Japanese, Goths, Persians and Lithuanians can make an opening with 4 MaA if they want to. It is not done because it tends not to pay too much, so only the Japanese do it a bit more. By making tech free, they could make an even bigger opening if they wanted to.
Well, they went from 0.9 to 0.96, thatâs quite a jump.
Increase Militia training time increase? As in 2x the time than now? Tech re-adjustment happened after allâŠ
Iâm glad Supplies are gone. The Militia line already required too many upgrades compared to its value. The speed buff was also necessary.
The Man-at-Arms upgrade absolutely should be free and instant upon reaching the Feudal Age. It makes no sense to have to pay for this upgrade when Archers, Skirmishers, Spearmen, and Scouts are instantly available in the Feudal Age.
It makes no sense to me. You pay the upgrade (in resources and research time) because you can mass them in the age before and while aging up.
If we extend your reasoning, we should not pay for the xbow or light cavalry upgrade, since we get cavalry archers and knight avaible just when we reach castle age
Letâs just see how the upgrade of the Militia line changes the dynamics in game, then we could see if a new improvement will be necessary or not
think you didnt got his concerns. M@A line is a problem due to having far too much upgrades to justify its value. When no other units suffer from this issue. On top of that inferior stats and no real rock-paper-scissor makes it more reason why not to train this unit ever. Sometimes you either make Castle UU infantry and thats it. Even Castle UUs are quite.
Giving M@A directly atleast solves tech obstacles to reach its proper value potential. I even advocate for giving Arson for free. I am as radical as giving another bloodline equivalent tech or give something like Vikings Chieftains available for many civs to make this unit soft counter vs Cavalry and thus you will see them deployed more often.
For now its a good starting point but I still think its no where near enough to make it worth it.
Upgrading crossbows and light cavalry makes sense because it parallels the long swordsman upgrade, offering players a strategic choice. However, the militia requires two upgrades to unlock long swordsmen, unlike the others.
Delaying the man-at-arms upgrade is likely less affordable with the new patch, as it now provides a speed bonus. Itâs just paying for an upgrade to make a unit available and viable, while other units are immediately usable upon reaching the Feudal Age.
There was a second secret buff to the Milita Line
The âEagle Warriorâ armor class is renamed as âShock Infantryâ as it is now used by other units, such as Jian Swordsmen and Fire Lancers.
They didnât list any of the existing Unique Units but it doesnât seem unlikely that units like Ghulam, Woad Raider, Gbeto, Shotel Warrior or even Huskarl mit get this armour class too.
This way there would be a relatively long list of units that gets bonus damage from the Milita Line.
Fire Lancers seem to be a pretty common regional unit, being available to 3 existing civilisations and probably most of the 5 DLC ones too.
Main advantage of squires is that it made infantry units go from being slower than archer to being faster. With the MAA+ speed increase, thatâs less important. Earlier (and cheaper) arson means that MAAs will have an easier time breaking through walls (even with repairing villagers)
With additional units getting the eagle armor class (which is getting renamed to shock infantry), there should also be more situations where the militia line is wanted as a counter unit.
On removal of supplies: itâs a nerf for late-game champion play (which is why I think 2HS and Champs got buffs). Food might not be all that valuable in post-imp, but the -15f savings does add up to a significant amount. Before castle age, itâs hard to produce enough infantry to justify supplies, and by the time you do so, the timing for infantry is lost. Castle age longswords is murkier: itâs easier to tech into, but itâs more reasonable to produce a number of longswords around the breakpoint (so cost is less upfront and more spread out)
A few civs especially benefit from suppliesâs removal:
- Incas: no adjustment for them makes it a straight buff, and slingers means they donât care as much about enemy infantry plays
- Romans: another infantry civ that misses supplies, something that I found noticeable when playing with their legionaries. They do get nerfed by losing arson, but I think theyâll still come out better overall with a cheaper MAA rush (which was pretty tight to get the infantry armor at the start of feudal and now will be a little less so) and just get better from there.
Goths would also be a major winner, except they had their discount bonus reduced by 5%. So their new infantry prices:
Hukarl:
old: 80f/40g â 56/28, 52/26
new: 75/35 â 56.25/26.25, 52.5/24.5 (food roughly the same, gold slightly reduced)
militia line: (old prices â new prices in dark/feudal/castle/imp)
food: 48/45/42/39 â 42.5/40/37.5/35 (reduced by 4-6 food)
gold: 16/15/14/13 â 17/16/15/14 (+1 gold)
spear-line increases by 1.75f/1.25w (a bit more expensive)
So cheaper champions, cheaper huskarls, and more expensive halbs. Would be roughly equivalent, but Goths also benefit from the imperial age infantry buffs. So overall better.
With MAAs, you pay for the upgrade immediately and then attack with the militia you trained in dark age. Archers/skirms/scouts meanwhile require building a new production building (so their not actually instantly available, and the range/stables are both more expensive than the MAA upgrade). Spears meanwhile have very weak combat stats (unless theyâre fighting cavalry)
I want to see how these changes play out. I suspect there will be some issues, but nothing some small tweaks wonât fix. Unless the militia-line ends up being too strong (they are game-ending if youâre caught off-guard by them)
YAFTTML: Militia Line should occupy 0.75 population space.