The Civ Tech Tree Should Allow to Research a City Militia

All tech trees at some point allow to improve somehow a faction's military or to discover some sort of "unlikely allies" (spiders, darkling camps etc...)

On that line, also the civilization tech tree could maybe allow to research an advanced tech that immediately creates a militia force which could appear in all city of the kingdom in case of attack, PROPORTIONAL TO THE POPULATION. Napoleon Total War has that: in case of attack cities that are faithful to the faction, part of the population takes arms. Those units cannot move away from the city and after the battle they go back to their occupations.

A level 4 city for example could have 4 militia units.

That would also address the fact that sometimes a single wolf razes a city. Not only I disagree that animals can burn cities to the ground, but I believe the population should be able to do something even if no army is there.

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Reply #1 Top

Good point there. I suppose howerver that the milita act as a support group and not as an actual army(what I mean is the militia have some power but cannot rivalize will a well train army). It's principally a way to reppel the wandering monster or, with some advance tech we can create a really strong militia?

Reply #2 Top

Military gives you troops straight up.  Magic lets you summon giants and elementals.  Diplomacy gives you diplomacy units.  Adventure spawns wandering monsters--I think more could be done with that.  No units for civics though, unless you count spawning random units over taking gold bonuses.  I think a more specific city defender has potential.  Maybe this: have a Civ tech that let you use units in training to defend cities.

Reply #3 Top

Both ideas have merit.  A militia IS a civilian force that arms itself to repel attacks, and then goes back to civilian duty.  I like the idea of troops in training being 'mustered' to defend.  Another idea is a specific unit type (garrison, etc.) that has a high defense value, and is intended to be stationed in, and defend, settlements.  Any other ideas?

Reply #4 Top

All tech trees at some point allow to improve somehow a faction's military or to discover some sort of "unlikely allies" (spiders, darkling camps etc...)

On that line, also the civilization tech tree could maybe allow to research an advanced tech that immediately creates a militia force which could appear in all city of the kingdom in case of attack, PROPORTIONAL TO THE POPULATION. Napoleon Total War has that: in case of attack cities that are faithful to the faction, part of the population takes arms. Those units cannot move away from the city and after the battle they go back to their occupations.

A level 4 city for example could have 4 militia units.

That would also address the fact that sometimes a single wolf razes a city. Not only I disagree that animals can burn cities to the ground, but I believe the population should be able to do something even if no army is there.
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Or have buildings that will determine the size and strength of the militia. Then it can scale from a village with a pair of farmers which clubs to a squad or so of royal guards for your capital. Being purely defensive and statically placed, the cost and upkeep would be more effecient for a basic garrison than a compairable force of normal troops; though to fend off an army you would need to bring in additional troops.

This would help the AI, which seems to have trouble defending its towns.

Reply #5 Top

While I agree with you, I don't know if it would work so well in this game. Back in Empire Total War, (I didnt play Napolean) you had a bunch of militia based on pop. And that worked because combat was a physical thing and if you had the money you had fortifications. In a fight the A.I. would lose 99% of the time when autoresolved based on the sheer overwhelming power of the opposition, you could win because militia could hide. Cannons were rendered ineffective, Indian skirmishers- ineffective, cavalry- ineffective. Approaching line infantry trying to scale the walls could be shot by wall troops, wall cannons, and mortars while advancing, breaking their morale and sending them fleeing with half the compliment intact rendering a whoe unit ineffective. And when the enmy finally pushedt hrough the front gate an ambush was waiting for them while they poured in through the gap beforet hey could get into formation and fire. Not to mention garrisons.

So, that long post was to illsutrate than in a turn based game like this wherein ambushes, bunkering, and having to be in formation before an ttack, are out of the equation, its hard to imagine civvies winning against average-to large strength stacks. Considering they're just guys with sticks or something, any channelers would be able to take out groups of them with a few AoE spells unless spells get a nerf(which I think they should). Unlike Empire, the land is small so there's no place to run and the land isn't "physical" so you cant hide behind something something to avoid projectile weaponry. Without a castle or a keep there's nothing to stop the enmy from just walking up to you and killing you. Especially since there's no way to break morale and send them running away like in Empire

I think, to expand your idea, that the battle map needs to be 50-100% bigger and include the walls of a sttelement that units can garrison inside and attack people. The walls should have cannons or crossbows in them making all garrisoned troops ranged units.

 

(I just thought of something. I haven't gotten a chance to use the "lay siege" command in the game yet or et the greatest tier of walls. So if there are walls in tactical battles that do something similar to what I describe disregard this post and Ill delete it or something later.)

Reply #6 Top

well, the game does have an option already, a;though it seems that no one uses it - the town level option to spawn a unit. Now To be honest, this unit does not act the way i thought it would. For example: it can leave the town and it charges you a maintenance cost for the unit. I thought this unit would be a devoted defender to this one particular town and should have no maintenance cost. Also, i think the unit should gain xp over time so that it remains usefull. I don't know if the lv 5 defender is any better than a lv 1 defender, frankly i have no incentive to try since it has a maintenance cost.