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Militia ToE limitations? Militia Nukes?

 
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Militia ToE limitations? Militia Nukes? - 12/25/2020 11:32:00 PM   
newageofpower


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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?

< Message edited by newageofpower -- 12/27/2020 1:29:03 AM >
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RE: Militia ToE limitations? - 12/26/2020 3:50:12 AM   
Maerchen

 

Posts: 336
Joined: 6/16/2020
From: Germany
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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.

_____________________________

The logistics hell this game is IS the fun part! - Maerchen, 2020

The good thing is, we have all the information in the reports. The bad thing is, we have all the information. Maerchen, 2020

Came for SE. Will stay for SE.

(in reply to newageofpower)
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RE: Militia ToE limitations? - 12/26/2020 12:37:37 PM   
zgrssd

 

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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.

< Message edited by zgrssd -- 12/26/2020 12:39:12 PM >

(in reply to Maerchen)
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RE: Militia ToE limitations? - 12/26/2020 5:52:53 PM   
newageofpower


Posts: 261
Joined: 12/3/2020
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quote:

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

(in reply to zgrssd)
Post #: 4
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