Infantry can't raid. It's an open map mostly about raiding not pitched battles. You can give the militia line all of the bonuses from every civ and they'd still not be viable. Imagine +15% speed, +1 attack each age, +1 pierce armor each age, +10-20% HP, +25 % atk speed, -35% cost, and they'd still suck. Maybe if you get the bulgarian free upgrades on top of that they may just have a niche. Because you know what unit that is very well armored, hits hard, is fast and requires no upgrades to be built and be useful? The knight.
I think infantry, specifically the militia line, need a big speed boost. I know in reality they shouldn’t be that fast with the armor and whatnot, but they just feel so useless. Adding more attack doesn’t seem that helpful, but being able to chase down archers eventually sure would be nice
Celts have the speed boost and they're not that good. Goths had the 35% discount in feudal and their man at arms are still meh at best. Burmese and Magyars both have +1 in feudal and it's still not good enough to choose them over scouts. Malians have +1 PA in feudal and it's the same, you'd rather go scouts. Vikings and Japs have extra HP and atk speed and nope. Still not good enough. You could give generic militia lines all of the bonuses above and they'd still not be viable. The problem is that they're food heavy and require upgrades in a game where food is a scarce and precious resources for most of the game stages. Farming is both slow and requires the lengthy process of converting wood into food. The upgrades to increase farming speed also happen to be in the same building that makes vils. So if you want to farm faster, you'd have to sacrifice vil production.
I'm a firm believer that nothing is a fundamental issue if you crank the stats high enough. Yes, they have a "fundamental issue" they can be eternally kited, but what if Longswords had an extra 100 health? They'd be broken. So there's clearly a point where, even if they're slow and easily kited, a big enough buff somewhere else could make them work. 100 extra health is obviously too much, but then the question becomes where is that limit? 10 more? 20? 30? If Longswords were rolling around with 90 health instead of 60, would infantry pushes become a thing? I'd love to test what number is that magic limit.
@@BlueShellshock Problem is they'd be OP in some other stages of the game if you jack up the stats too much. It's castle age where food is so precious. So if you wanna make a hard hitting and tanky melee unit, it's cheaper to make knights. They need zero upgrades to be useful and come with innate armor. On the other hand, each civ's militia bonus isn't enough to make them viable. Even if you combine all of them together I doubt they'd be good. +15% celtic speed, +1 atk per age a la burmese, jap atk speed, +1 malian per age PA, viking 20% HP, goth discount, bulgar free upgrades and you'd still end up inferior to a knight without bloodlines in castle age.
-Two of the prime, top infantry civs in the game
-Cav archers v. Knights
Buff infantry.
Infantry can't raid. It's an open map mostly about raiding not pitched battles. You can give the militia line all of the bonuses from every civ and they'd still not be viable. Imagine +15% speed, +1 attack each age, +1 pierce armor each age, +10-20% HP, +25 % atk speed, -35% cost, and they'd still suck. Maybe if you get the bulgarian free upgrades on top of that they may just have a niche. Because you know what unit that is very well armored, hits hard, is fast and requires no upgrades to be built and be useful? The knight.
Nice historical matchup
It’s 410 CE all over again 👀
You can see the anger in Lewis moves
Infantry Civs 😮
Top play in every way and thanks for the analysis.
Yes, Roman CA. It's not even unhistorical. The best troops under Roman service were hunnic CAs.
gg
should be going up to imp? 😅
nice
Goths 1v1 svcks
Lewis should have gone ca too
Just break the manual, meta game doesn't always works, but Goths can be rough
I think infantry, specifically the militia line, need a big speed boost. I know in reality they shouldn’t be that fast with the armor and whatnot, but they just feel so useless. Adding more attack doesn’t seem that helpful, but being able to chase down archers eventually sure would be nice
Celts have the speed boost and they're not that good. Goths had the 35% discount in feudal and their man at arms are still meh at best. Burmese and Magyars both have +1 in feudal and it's still not good enough to choose them over scouts. Malians have +1 PA in feudal and it's the same, you'd rather go scouts. Vikings and Japs have extra HP and atk speed and nope. Still not good enough. You could give generic militia lines all of the bonuses above and they'd still not be viable.
The problem is that they're food heavy and require upgrades in a game where food is a scarce and precious resources for most of the game stages. Farming is both slow and requires the lengthy process of converting wood into food. The upgrades to increase farming speed also happen to be in the same building that makes vils. So if you want to farm faster, you'd have to sacrifice vil production.
I'm a firm believer that nothing is a fundamental issue if you crank the stats high enough. Yes, they have a "fundamental issue" they can be eternally kited, but what if Longswords had an extra 100 health? They'd be broken. So there's clearly a point where, even if they're slow and easily kited, a big enough buff somewhere else could make them work.
100 extra health is obviously too much, but then the question becomes where is that limit? 10 more? 20? 30? If Longswords were rolling around with 90 health instead of 60, would infantry pushes become a thing? I'd love to test what number is that magic limit.
@@BlueShellshock Problem is they'd be OP in some other stages of the game if you jack up the stats too much. It's castle age where food is so precious. So if you wanna make a hard hitting and tanky melee unit, it's cheaper to make knights. They need zero upgrades to be useful and come with innate armor.
On the other hand, each civ's militia bonus isn't enough to make them viable. Even if you combine all of them together I doubt they'd be good. +15% celtic speed, +1 atk per age a la burmese, jap atk speed, +1 malian per age PA, viking 20% HP, goth discount, bulgar free upgrades and you'd still end up inferior to a knight without bloodlines in castle age.
“Laming” is a very demeaning term, we should use “honouring” instead, to be more appropriate.
Lames and loses lol