Make militia/militancy still existant in late game

Moderator: Vic

Post Reply
User avatar
V4ndall
Posts: 22
Joined: Mon Jun 15, 2020 2:56 am

Make militia/militancy still existant in late game

Post by V4ndall »

I understand the idea that population militancy drops as civilization and regular military grows, but on higher difficulties, after turn ~30 it pretty much drops to 0 and the existing troops just wait to die out. Effectively it disables the entire militia mechanic quite early, and I think it's a shame given it has its own profile, leaders, events and troop mechanics. While the drop in militia support should definitely be noticeable, a slight change like making militancy linear like applied science techs would make them pop up throughout the entire game, and not completely disabled. It would also allow for more incentive bonuses from profiles like enforcement or fist. IRL even most developed countries still have their national guards, militias and other paramilitaries around.
Maerchen
Posts: 348
Joined: Tue Jun 16, 2020 3:05 pm
Location: Germany

RE: Make militia/militancy still existant in late game

Post by Maerchen »

If you play autocracy, you get options to keep your militia spawning, a building that keeps militancy up for 5 PP and can reach lvl III.

If you play diplomancy and let your foreign affairs guy do some farmer daughters' shenanigans, you can play unification and get all the units of the targeted minor as militia units. I use that to surprise majors when possible, as the militia will be instantly upgraded to your standards -30 rounds. Nice as a backup when you have had early game combat armor...
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.
User avatar
V4ndall
Posts: 22
Joined: Mon Jun 15, 2020 2:56 am

RE: Make militia/militancy still existant in late game

Post by V4ndall »

Didn't know about autocracy. As for unification and annexation I'm fully aware it's possible, but it's not what I had in mind. It's not that I want to specifically spend extra resources to get militia just for the sake of it. I'm suggesting that having an entire complex mechanic get effectively disabled mid-game could be just toned down and remain relevant.
Maerchen
Posts: 348
Joined: Tue Jun 16, 2020 3:05 pm
Location: Germany

RE: Make militia/militancy still existant in late game

Post by Maerchen »

I just remembered I found a way to keep my militancy up: Creating zones within my empire. During the early phase after the foundation, the militancy goes up as I only station militia in them and their civ-level is low compared to the rest of the empire. I am in round 118 and still get fresh militia there.
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.
Krytor
Posts: 48
Joined: Sat Dec 26, 2020 2:46 am

RE: Make militia/militancy still existant in late game

Post by Krytor »

+1
I love my militia and how it was implemented. Always sad when it becomes obscure.

It's not like they are useless. While they can't attack effectively after early game they are great for unrest control/defense/grabbing borders and basically doing the grunt work your normal troops can't be bothered with.
zgrssd
Posts: 5105
Joined: Tue Jun 09, 2020 1:02 pm

RE: Make militia/militancy still existant in late game

Post by zgrssd »

It is indeed very bad that Militia kinda just dies out too quickly.
The Private Economy pushes QOL scores past 10 to quickly, Militance just drops with even a Militia house 3 barely able to slow it down.


With stuff like Volunteerism and all the other work I had asumed that a "militia only" early game would at least be possible. But no dice. When I start the game, the militia already stops growing. The only time it actually has reinforcements, is if I transfer troops for existing units into the SHQ.
Post Reply

Return to “Suggestions and Feedback”