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Militia tech

Posted: Wed Aug 16, 2023 5:54 am
by DreJaDe
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

Re: Militia tech

Posted: Wed Aug 16, 2023 9:11 am
by godOfKings
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

Re: Militia tech

Posted: Wed Aug 16, 2023 9:21 am
by Endru1241
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.

Re: Militia tech

Posted: Wed Aug 16, 2023 11:05 am
by DreJaDe
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.
Then I guess leaving is fine.
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

Posted: Thu Aug 17, 2023 3:37 am
by v094517
Leaving can be removed by "Remove Obj Effect" trigger.