Page 1 of 1
Militia ToE limitations? Militia Nukes?
Posted: Fri Dec 25, 2020 9:31 pm
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?
RE: Militia ToE limitations?
Posted: Sat Dec 26, 2020 1:50 am
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.
RE: Militia ToE limitations?
Posted: Sat Dec 26, 2020 10:37 am
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.
RE: Militia ToE limitations?
Posted: Sat Dec 26, 2020 3:52 pm
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