Militia ToE limitations? Militia Nukes?

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

Moderator: Vic

Post Reply
User avatar
newageofpower
Posts: 291
Joined: Thu Dec 03, 2020 3:09 pm

Militia ToE limitations? Militia Nukes?

Post by newageofpower »

I've seen Militia Buggies, Light Tanks, Mechanized Artillery so far.

What else can the Militia can field? Are there Militia Plasma Missiles, Heavy Mechs, Monitor Tanks, Militia Nukes?
Maerchen
Posts: 348
Joined: Tue Jun 16, 2020 3:05 pm
Location: Germany

RE: Militia ToE limitations?

Post by Maerchen »

Militia is always upgrading its equipment to your standards at a 30 game round rate. So you will eventually see militia that is one step behind your state-of-the-art forces.
The logistics hell this game is IS the fun part! - Maerchen, 2020

The good thing is, we have all the information in the reports. The bad thing is, we have all the information. Maerchen, 2020

Came for SE. Will stay for SE.
zgrssd
Posts: 5105
Joined: Tue Jun 09, 2020 1:02 pm

RE: Militia ToE limitations?

Post by zgrssd »

Militia has acess to every Model that is at least 30 turns (about 5 earth years) old. It is one reason deleting models is not a option in the game. However they will never upgrade already fileded units, only put new units in as replacements.
Starting Militia units are so bad, that regular starting army units have about 2.5 times the combat power.

I have not yet seem them use ToE that includes much else then the subunit types you already saw (Trucks, Infantrfy, Artillery, Light Tanks, Buggies, MG, RPG).
Regardless, actually keeping Militancy High enough to still have a relevant militia number that late in the game is basically impossible. Militancy is reduced directly by Civilsiaiton score, so it can only fall.

Never expect your Militia to do much more then Garission duty or filling gaps in the line.
User avatar
newageofpower
Posts: 291
Joined: Thu Dec 03, 2020 3:09 pm

RE: Militia ToE limitations?

Post by newageofpower »

ORIGINAL: zgrssd

Militia has acess to every Model that is at least 30 turns (about 5 earth years) old. It is one reason deleting models is not a option in the game. However they will never upgrade already fileded units, only put new units in as replacements.
Starting Militia units are so bad, that regular starting army units have about 2.5 times the combat power.

I have not yet seem them use ToE that includes much else then the subunit types you already saw (Trucks, Infantrfy, Artillery, Light Tanks, Buggies, MG, RPG).
Regardless, actually keeping Militancy High enough to still have a relevant militia number that late in the game is basically impossible. Militancy is reduced directly by Civilsiaiton score, so it can only fall.

Never expect your Militia to do much more then Garission duty or filling gaps in the line.
I've managed to keep Militancy high even late game/High Civilization via Militia Project (up to +6 militancy per turn), the repeatable Militia General Governor Event, and usage of "Militia Enthusiasm" from the Interior Council.

Just wondering if I'll see Militia Atomic Launchers, lol
Post Reply

Return to “Shadow Empire”