Scouts are only a threat in Feudal due to their automatic speed and +2 attack. Scout wars are based on how fast you can Feudal, and plays are incentivized to go up ASAP, builds running 18-19 civ feudals when in the past you'd be screwed upping with less than 22 vils.
My proposal is two-fold that aids both Scouts and Militia-line units.
* Militia become a 60-food unit that cannot be upgraded (see below). They train at same speed as Villagers from Barracks and function exactly the same as today.
* Scouts no longer gain attack and speed bonuses automatically, but do gain the additional sight radius.
* Blacksmiths gain a technology called "Metallurgy", which costs 100f and 40g (same as the MAA tech) and is available to ALL civs. Once researched, Villagers gain their natural additional damage vs buildings (better tools), Scout-line units gain additional speed (horseshoes), +2 attack and Militia are upgraded to MAA (better equipment).
* MAA animation attack speed is the same as Militia (makes them better chasers)
* MAA/militia have 0/0 armor and 0.98 speed (as fast as archers), compared to 0.9 from Long Swordsmen (Hera's suggestion)
* Reaching Castle Age unlocks the Long Swordsman tech and unit line, which are separate units. Same cost. Supplies affects both types of units.
What this change will bring:
* More viability to infantry playstyles
* Better trash fights
* More variety to gameplay in Feudal
* Easier switches to infantry
* Easier penalizing Castle booming due to MAA no-gold cost being a threat
* Incentivizes archer play to counter infantry
* Reduces viability of walling
* The trifecta of trash now becomes a tetrafecta; MAA in post-imp soft counters skirms and halbs but is soft countered by hussar. Champions will counter MAA by having armor, nearly double HP and more than double attack.
Downsides to the proposal:
None. It works perfectly to bring infantry to a more playable level and maybe only the loss of Long Swordsmen not being an upgrade to MAA (which very rarely is used in Castle Age anyway). It still does not address the elephant in the room with AoE that is Knights being a superior unit and becoming available in Stables right after reaching Castle Age. The fact you need to spend 300f and 150g to use an inferior unit to the Knight (not counting Supplies) is a testament that infantry is underplayed and this solves the issue somewhat.
My proposal is two-fold that aids both Scouts and Militia-line units.
* Militia become a 60-food unit that cannot be upgraded (see below). They train at same speed as Villagers from Barracks and function exactly the same as today.
* Scouts no longer gain attack and speed bonuses automatically, but do gain the additional sight radius.
* Blacksmiths gain a technology called "Metallurgy", which costs 100f and 40g (same as the MAA tech) and is available to ALL civs. Once researched, Villagers gain their natural additional damage vs buildings (better tools), Scout-line units gain additional speed (horseshoes), +2 attack and Militia are upgraded to MAA (better equipment).
* MAA animation attack speed is the same as Militia (makes them better chasers)
* MAA/militia have 0/0 armor and 0.98 speed (as fast as archers), compared to 0.9 from Long Swordsmen (Hera's suggestion)
* Reaching Castle Age unlocks the Long Swordsman tech and unit line, which are separate units. Same cost. Supplies affects both types of units.
What this change will bring:
* More viability to infantry playstyles
* Better trash fights
* More variety to gameplay in Feudal
* Easier switches to infantry
* Easier penalizing Castle booming due to MAA no-gold cost being a threat
* Incentivizes archer play to counter infantry
* Reduces viability of walling
* The trifecta of trash now becomes a tetrafecta; MAA in post-imp soft counters skirms and halbs but is soft countered by hussar. Champions will counter MAA by having armor, nearly double HP and more than double attack.
Downsides to the proposal:
None. It works perfectly to bring infantry to a more playable level and maybe only the loss of Long Swordsmen not being an upgrade to MAA (which very rarely is used in Castle Age anyway). It still does not address the elephant in the room with AoE that is Knights being a superior unit and becoming available in Stables right after reaching Castle Age. The fact you need to spend 300f and 150g to use an inferior unit to the Knight (not counting Supplies) is a testament that infantry is underplayed and this solves the issue somewhat.
Last edited: