BeerBelly wrote:
No good/great player uses militia, they just don't.
There you go, starting this conversation right off with an unjustified claim.
I use Militia...some of the time. And I find them very useful in several situations. Among them, is escort duty for that unit that you said was the only one slower than it, the Railroad Gun. Sure, Militia are pretty sad on the battlefield -- especially against bombers and tanks -- but they do take the heat off the RR Gun in their primary role...as pawns.
Yes, that is what the ubiquitous Militia is used for, as pawns.
BeerBelly wrote:
AI can only offer peace, never ROW. Also, add a diplomatic option that is a real NAP (non-aggression pact) and has a 24 hour (or longer) unbreakable timer (like the peace period) and has to be renewed by both parties.
I happen to like and hate the idea of a true NAP. The fact is, anyone at any time can betray anyone (except in team games). That's life....it sucks, but there we are.
Now, I have an idea that might make the game a bit more fair, and ironically, more realistic. The real problem is in the short-cutting aspects of having a RoW with another player and/or the AI. Instead of letting all units pass through an RoW partner's land at 80% of speed, you should be able to pass through at the full 100% of speed for RoW (and Shared Maps and coalition/team mates, too).
Now, the fix would be to disally that full speed near urban provinces (or near all "factory" provinces with an IC). So, under a RoW, you can go at full speed through your ally's lands, but you either can't enter their urban provinces or make is so that when in an urban province, or any province of theirs that directly-adjoins one of their urban provinces, you can't travel at a speed faster than if in enemy territory (the 50% speed penalty). At least this would deter (though not prevent) betrayal. This would also make it slower/harder to take over easy-AI targets.
This variable-speed idea would automatically make units try to route around urban provinces when you are targeting a distant way-point, so that would prevent the accidental-appearance of an attempt to take over an ally's territory. Thus, one would have to deliberately force a unit's path to pass through slower territory to set up a betrayal. And so, by that obvious-slow path deliberate-ness, you can identify a potential backstabber before they actually pull off the backstabbing.
Yes, this is a good idea. I'm so glad I thought of it. Too bad the devs likely won't even consider it. Heck, they probably won't even read this.
Lukenick wrote:
Militia is just in case you're unit production cannot go as fast as you need and sometimes about 5 barracks in high manpower provinces can allow just a few militia. I do hate militia though, they are terrible, but necessary. You need some unit that you can mass produce, just in case, when you barely have any industrial complexes, even if it's weak militia (the manpower needed should be lowered though)
Well, having a high Manpower cost does help to drive the sales of Gold to buy more Manpower but, as I argued above, this is a noob-trap. However, that Manpower usually isn't an issue in the late-game. And though many players don't use Militia (even those that do use Militia early in the game but eventually stop as the match progresses), a properly-upgraded Militia can still be useful later on when Manpower is no longer a problem.
If you've survived the first several weeks/several months of play, by now, you've likely got a large empire and have literally hundreds of thousands (if not millions) of Manpower available. So building Militia now is more of a question of the Food maintenance than anything else. But even in the late-game, Militia can be good to use. I do, sometimes. And when I do, it surprises and pisses off my opponents who are so sure that they (the Militia) will be a pushover unit...and aren't. And nothing pisses off a heavy golder more than to give them a giant stack of Militia as a target with tons of other units in support and all their gold-bought bombers and tanks melt in the face of what seemed like an easy target.
I gotta admit, I really love pissing off heavy golders. It really makes my day when they rage-quit the game for awhile. Perhaps I should change my name from Diabolical to "PissesOffHeavyGolders" 
BeerBelly wrote:
I hope we meet on the battlefield Kanaris because your militia wont stop ANY of my units. You obviously don't see the big picture of newer players wasting time, resources, research on a slow unit which never improves speed and has limited use. And yes, when you are negative food and low on goods, militia become a very useless unit.
And
there is the crux of the matter -- the real reason many people hate Militia...the Manpower requirement. Obviously, it is a weak unit for the amount of Manpower required. But that's because that early Barracks rush is a trap laid out by the developers to suck in the noobs who don't realize that Manpower is actually a secondary premium point, behind Gold. The point is that that new players quickly build a lot of Militia as a fast and easy unit, but then are dumbfounded why this seemingly-slow game doesn't let them build more.
So they then buy Gold to use for making more Manpower....ergo, it is the secondary premium point system -- especially since you can't trade Manpower with other players. And, btw, that is why I espouse the idea of a black [secondary] market where you can trade otherwise-normally-untradeable items, like Manpower, mercs, assassins-for-hire (non-Gold-based "Agents" with limited but always-successful missions), unit trades with members of an enemy coalition, etc.
Back on point, the high Manpower cost is a sucker's bet for raising more revenue for the company. But that fact doesn't delegitimize Militia's value. The key to proper employment of the Militia is to use it for garrison duty in a forest or hill fort, well fortified, with the proper support units...AA Guns and AT Guns. Those three units together also do a fine job of escorting Artillery Guns or RR Guns. Now, would you want Militia as a frontline unit? Of course not. But not every unit serves the same purpose. So, barring the obvious Manpower troop for noobs, a good Field Marshall will find that Militia are quite capable of doing there job.
Now, it might make sense to offer some better improvements for the Militia as their level is increased. After all, they do represent the partisan force in this game. And a properly motivated partisan can achieve great success when defending home and hearth. Thus it would make sense to let higher level Militia gain an additional core province bonus per level (i.e., +5 points per level above level 1).
BeerBelly wrote:
You have no clue...why would a player need an infrastructure to build infantry? I meant the time and cost to build (goods/food/manpower). And if we have a ROW agreement, I can still attack you. ROW actually makes it EASIER for me to take your provinces quickly. Please don't comment if you can't comprehend the basics of the game.You don't need militia, ever. Diplomacy and smart use of your factory cities is the solution. Eventually you might even half to "kill off" militia because they are so terrible.
Nope. Argued in favor of Militia, further above. Sure, diplomacy is
a solution, but it is not the
only solution. But if you need to "kill off" your Militia, then you've obviously not been using them correctly. They shouldn't be a burden. Just because they have Food and Goods maintenance requirements, doesn't make them a bad unit type. By your argument, Tanks are a bad unit just because, for me, I have to "kill off" a bunch of them because they suck up my Oil with their high Oil maintenance requirements.
Also, if you have to frequently "kill off" units, then you aren't being aggressive enough in the game.
Solution: GO TO WAR WITH YOUR NEIGHBORS!!!