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Disband Militia...

Posted: Mon May 12, 2025 12:23 am
by Zorbal21
Now that disbanding militia works... What happens to the militia units that get parked at the SHQ?

I don't find any way to deploy or reinforce existing units? So far, they seem to all just sit there idle.

Re: Disband Militia...

Posted: Mon May 12, 2025 3:12 pm
by Vic
They should be send as replacement troops to other Militia Units that have shortages.

Re: Disband Militia...

Posted: Mon May 12, 2025 11:04 pm
by Zorbal21
Thanks,

"Re: Disband Militia...
by Vic » Mon May 12, 2025 3:12 pm

They should be send as replacement troops to other Militia Units that have shortages."

The militia reposting seems to be also hampered by racial/ culture differences of the militia spawning cities... Even one 'Rifle Militia' might not be compatible with another similar 'Rifle Milia', same with 'Confed' vs 'Confed', etc.

Example: turn 52. i have 3 pages of militia on SHQ transfer screen: Most of the unlisted cultures are my primary (Sil-Mil) and i think i combined all the ones at different exp level to make it more simple to view here. Admittedly, I have been trying the disband feature more to understand how it works to get units back in the field... Too many for keeping track of variations in quantities, so I can't vouch for the process, just that it is a lot of Militia sitting idle. My SHQ commander is excellent suited and keep morale high, multiple militia houses built in zones and keep most zones high militancy with Militia donation Strats, and quite a few Governors have Militia in profiles. I have also, gone through the tedious process of moving some Militia units all the way across my 25 zone empire to manually try to fill units that have been nearly decimated, or just scrap them to population boost on frontier zones...

2300x rifle militia (Sil-Mil)
600x confeds (Tof-Mil)
10x Sentinel (Rob-Mil)
300x MG Militia
200x RPG Militia
30x irregular trucks
30x irregular artillary
10x militia buggy
200x hollow gun
300x soldiers (Sil-Mil)
120x green bus
20x sky gun
10x rover
100x militia biker
100x rifle militia (Smi-Mil)
200x cycling gun
10x AT gun
20x light tank
300x rifle militia (Pez-Mil)
10x Rocket Launcher
300x rifle militia (dar-Mil)

Also, since Militia are not able to be assigned (unsuitable) to GR units... that is no way to make a mixed unit either

Re: Disband Militia...

Posted: Sun Jul 06, 2025 5:07 pm
by xerjin
I too am having similar issues with this.

I posted an idea about Militia Officer Council Position last week. Having read this it springs to mind maybe the position could handle the top up pool instead.

Say you disband a Militia it goes into a pool somewhere. Then the ability of the Officer could then denote a percentage able to be redeployed into the existing units.

The trade off on the council position could be with maintaining happiness of the Militia in zones. Low happiness of Militia could lead to more desertions etc….it could build a whole internal rebellion mechanic this way……food for thought!

Link to my Militia Chief TOE idea
https://forums.matrixgames.com/viewtopic.php?t=411248