Always wanted the militia units. Not a professional one but more like troops that are just called to arms. Not exactly as weak peasants with weapon but also is not as strong as normal armed units.
Something on the middle but still worth the cost. So Im setting it up with as like this. They will be like the peasants requiring the same tech but also the "tight fabric". Will only be trainable like them. Randomly through a 1 turn cost "militia" trainable. Each unit below will be trainable of equal chances. And lastly... Peasants will cannot be train in fortified town anymore.
Open for opinions as always.
Requires: town patrol, tight fabric
Training ONLY in fortified town
Affected by blacksmith offensively (only lvl1) but only tight fabric for armor
Militia swordsman
Cost: 1
HP: 18
Atk: 7
No arm
Category: same as swordsman
Bonus: same as swordsman
Militia Axeman
Cost: 1
HP: 16
Atk: 10
No arm
Category: same as swordsman
Bonus: same as swordsman
Militia crossbow
Cost: 1
HP: 11
Atk: 5
Range: 4
Category: same as archer
Bonus: same as pavise crossbow
Militia spearman
Cost: 1
HP: 13
Atk: 5
No arm
Militia Billman
HP: 16
Atk: 7
No arm
Category: same as billman (not merc)
Bonus: same as billman
Militia horseman
Cost: 1
HP: 20
Atk: 6
Arm/p.arm: 1/1
Speed: 5
Category: same as hussar
Bonus: same as knight
Militia tech
- godOfKings
- Posts: 3302
- Joined: Fri Sep 22, 2017 4:50 pm
Re: Militia tech
Too strong, especially with defensive buff of fortified towns, militia should only b hired during emergency so they should all have 3 turn leaving to have my support with current stats
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
Re: Militia tech
I'd also cross out horsemen from the list.
Mostly for flavour.
But higher speed in also much more dangerous.
Militia crossbowmen would probably need the same tech requirements as regular crossbowmen.
For balance though - all are dangerous.
Stratego specifically states to avoid 1 turn units and it's reasonable request.
Leaving without mercenary category would probably solve this.
Mostly for flavour.
But higher speed in also much more dangerous.
Militia crossbowmen would probably need the same tech requirements as regular crossbowmen.
For balance though - all are dangerous.
Stratego specifically states to avoid 1 turn units and it's reasonable request.
Leaving without mercenary category would probably solve this.
Age of Strategy design leader
Re: Militia tech
Then I guess leaving is fine.Endru1241 wrote: ↑Wed Aug 16, 2023 9:21 am I'd also cross out horsemen from the list.
Mostly for flavour.
But higher speed in also much more dangerous.
Militia crossbowmen would probably need the same tech requirements as regular crossbowmen.
For balance though - all are dangerous.
Stratego specifically states to avoid 1 turn units and it's reasonable request.
Leaving without mercenary category would probably solve this.
Maybe 4-5?
Can "Leaving" be removed through triggers though?
Also don't get why the crossbowman needs the tech for archers. Can you even do that? Genuinely curious.
Re: Militia tech
Leaving can be removed by "Remove Obj Effect" trigger.