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  #11  
Old November 30th, 2007, 07:30 PM

Rathar Rathar is offline
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Default Re: Do Event-Obtained Troops Cost Upkeep?

Drowning them is also fun.

Equip item which allows largish army underwater, march underwater, put all the militia in the leaderless box.

Poof!
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  #12  
Old November 30th, 2007, 08:05 PM
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Default Re: Do Event-Obtained Troops Cost Upkeep?

I would like to see the militia event deleted from the game, its unnecessary micro, as it becomes a case of how can I kill those militia as fast as possible.

If its meant to be a 'lucky' event replace them with heavy infantry or archers or something more useful.

I have had 500+ of the little cowardly chaff draining my treasury before now...
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  #13  
Old November 30th, 2007, 09:23 PM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Do Event-Obtained Troops Cost Upkeep?

There is a number of times when the militia events are good, particualiry at the beginning of the game. You can use them for:
patrolling
defenders in castle
sieging
decorations for enemy knights lance tips

It is when you get a large number of thos eevents that they become a problem.
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  #14  
Old November 30th, 2007, 10:33 PM
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Default Re: Do Event-Obtained Troops Cost Upkeep?

Quote:
Rathar said:
Drowning them is also fun.

Equip item which allows largish army underwater, march underwater, put all the militia in the leaderless box.

Poof!
That's brillant.
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  #15  
Old December 1st, 2007, 04:33 PM

Lord_Bob Lord_Bob is offline
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Default Re: Do Event-Obtained Troops Cost Upkeep?

Yes they do.

Unless you need a patrol force for a province, they are extremely annoying.

A disband command for units whose time has passed would be really nice.
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  #16  
Old December 1st, 2007, 07:14 PM
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Default Re: Do Event-Obtained Troops Cost Upkeep?

Really the militia event should stay. What dominions desperately needs is a /disband/ command. This would be great for LA Ry'leh who gets tons of useless underwater only freespawn.

Jazzepi
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  #17  
Old December 2nd, 2007, 02:39 PM
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Default Re: Do Event-Obtained Troops Cost Upkeep?

I've had important armies pickup starvation and disease because of the important army marched into the province struck with the militia event.

The militia event should provide fewer units of much better quality. The gold and supply upkeep combined with low morale weak units makes this event bad 80% of the time.
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  #18  
Old December 2nd, 2007, 02:48 PM
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Default Re: Do Event-Obtained Troops Cost Upkeep?

Quote:
NTJedi said:
I've had important armies pickup starvation and disease because of the important army marched into the province struck with the militia event.

The militia event should provide fewer units of much better quality. The gold and supply upkeep combined with low morale weak units makes this event bad 80% of the time.
According to the manual you shouldn't pickup disease from the first round of starvation so a disband command would eliminate that worry.

In that case the worst thing that could happen would be that you move into a territory, militia event occurs, and then a fight happens. I'm not even sure if your troops go through their "eating" cycle in the turn order before fights are resolved. If they do, then you would have to deal with the morale penalty during the fight, if they don't then it wouldn't be a big deal.

Jazzepi
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  #19  
Old December 2nd, 2007, 03:51 PM
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Default Re: Do Event-Obtained Troops Cost Upkeep?

If the militia event is a 'lucky' event it needs to be changed to being a 'unlucky' event which it is the majority of the time.

Militia are virtually useless in combat. If they come in contact with enemy troops they will die very quickly and rout your entire army, sometimes resulting in better quality units dieing.

Also they are a drain on your treasury and have a strategic move of 1, meaning they can take 1/2 a dozen or more turns to move to somewhere you can dispose of them if you have a large empire.
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  #20  
Old December 2nd, 2007, 05:21 PM
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cleveland cleveland is offline
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Default Re: Do Event-Obtained Troops Cost Upkeep?

Quote:
Meglobob said:
If the militia event is a 'lucky' event it needs to be changed to being a 'unlucky' event which it is the majority of the time.
I disagree.

Militia might suck in combat, but they are outstanding patrollers.

Do the math...they're among the best "destealth strength/upkeep" units available. (Slingers are slightly better, for the record).

Assign 40 freebie militia with an indie commander, and set to perma-patrol your capital: for 21 gold/turn, you'll deny capital scouting reports to your opponents, and prevent most "instill uprisings", "preach the word of god", and "assassinate enemy commander" attacks. Initial investment: 30 gold.

This is invaluable when playing a nation like TC with its +25 stealth spies, or for preventing assassation of a global-enchanting-mage. Station them at a choke point to prevent monkeys from slipping behind the lines.

In addition, they're also good "fort reconstruction/upkeep" units. Use them to buy time for a counterattack, and when supplies start to run low, send them on a suicide mission without consequence (maybe a little guilt).

If you really hate them, give them to a commander, set them at the front & attack closest, commander to hold x 5 then retreat. Free experience for the commander.

Every unit has it's place.
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