Thalassicus
Bytes and Nibblers
This thread is somewhat obsolete now, with the discussion continued more comprehensively in the Combat Roles thread.
==========================================
You might be curious why I added the Militia to the game, so I'll explain the reasoning here.
Long-time followers of this mod know how reluctant I am to add completely new stuff to the game. I prefer to figure out ways to improve existing units and buildings when possible. I only add new things when I feel it's absolutely necessary, and so far I've added:
The Unit
Militia are footsoldiers of the early Medieval era. Their cost, movement, and strength are identical to pikemen:
Role
The primary purpose of militia is for every era to have an inexpensive detection unit for cannon fodder, with no specific "vs bonuses." There are several reasons for this I will detail in this post.
Militia replace Pikemen in this role for the Medieval era. Pikemen retain their important role of countering mounted units, so the roles of footsoldier and vs-mounted are now different units. The reason Militia make great footsoldiers is they're cheaper than other units of their era, with faster movement and decent healing. Inexpensive units like Militia are also useful as city garrisons. They can spot threats like barbarians at a greater range and move quickly to intercept.
An important reason to reduce Pikeman spam is to make Knights more viable. I've commonly seen opinions Longswords outweigh Knights in importance in vanilla Civ. There's many reasons for this, one of which are the dedicated hard counter units. Knights will hopefully be more useful when facing opponents with 2-3 pikemen instead of a sea of pikes.
Militia have no attack bonuses or offensive promotions available. This means it’s necessary for a conqueror to compliment militia with units good on the attack, which isn't as important for Pikemen, because Pikes have access to Siege and up to +60%
of terrain attack strength. Shifting the emphasis from Pikes to Militia encourages combined arms with a mix of archers, swords, horses, siege, militia as cannon fodder, and pikes to counter horse units.
Another problem in vanilla is Scouts and Musketmen are generally considered underwhelming. Part of the reason is Scouts have nothing to upgrade to, and Muskets upgrade from nothing. The upgrade path of Militia fills this void. Since all promotions on Militia are defensive, the impact when upgraded to Muskets is restrained. We don't have any attack bonuses for a conquering spree. However, it does make leaders with unique units based on Muskets more interesting.
Historical Background
The most common infantry throughout the early medieval period were subsistence farmers obliged to fight for the local lord in the feudal system. Militia forces were often organized by guilds or districts with officers and banners. In many European countries serfs were required to perform around 45 days of military service per year without pay, typically during a time when they were not needed for agriculture.
Militia usually had no armor and fought with basic equipment like axes, spears, and shields. In some circumstances they brought and maintained their own equipment, while at other times they were outfitted by the lord or king they fought for. Militia were poorly equipped, but the lower skill and resource requirements also make militia easier to replace than the aristocratic Knights. This is represented by the militia healing bonuses available through promotions.
Click here to read more about infantry in Medieval Europe, if you're interested. Most of popular culture focuses on knights and castles, but infantry played a big role too.
==========================================
You might be curious why I added the Militia to the game, so I'll explain the reasoning here.

Long-time followers of this mod know how reluctant I am to add completely new stuff to the game. I prefer to figure out ways to improve existing units and buildings when possible. I only add new things when I feel it's absolutely necessary, and so far I've added:
- Aqueduct
- Circus Maximus
- National Treasury
- Ship of the Line
- Militia
The Unit
Militia are footsoldiers of the early Medieval era. Their cost, movement, and strength are identical to pikemen:
- 100
cost
- 10
strength
- 2
movement
- 1
maintenance (pikes are 3)
- Uses no resources
- Support class (pikes are melee)
- Available with Metal Casting.
- Upgrade path: Scouts → Militia → Musketmen.
Role
The primary purpose of militia is for every era to have an inexpensive detection unit for cannon fodder, with no specific "vs bonuses." There are several reasons for this I will detail in this post.
Militia replace Pikemen in this role for the Medieval era. Pikemen retain their important role of countering mounted units, so the roles of footsoldier and vs-mounted are now different units. The reason Militia make great footsoldiers is they're cheaper than other units of their era, with faster movement and decent healing. Inexpensive units like Militia are also useful as city garrisons. They can spot threats like barbarians at a greater range and move quickly to intercept.
An important reason to reduce Pikeman spam is to make Knights more viable. I've commonly seen opinions Longswords outweigh Knights in importance in vanilla Civ. There's many reasons for this, one of which are the dedicated hard counter units. Knights will hopefully be more useful when facing opponents with 2-3 pikemen instead of a sea of pikes.
Militia have no attack bonuses or offensive promotions available. This means it’s necessary for a conqueror to compliment militia with units good on the attack, which isn't as important for Pikemen, because Pikes have access to Siege and up to +60%

Another problem in vanilla is Scouts and Musketmen are generally considered underwhelming. Part of the reason is Scouts have nothing to upgrade to, and Muskets upgrade from nothing. The upgrade path of Militia fills this void. Since all promotions on Militia are defensive, the impact when upgraded to Muskets is restrained. We don't have any attack bonuses for a conquering spree. However, it does make leaders with unique units based on Muskets more interesting.
Historical Background
The most common infantry throughout the early medieval period were subsistence farmers obliged to fight for the local lord in the feudal system. Militia forces were often organized by guilds or districts with officers and banners. In many European countries serfs were required to perform around 45 days of military service per year without pay, typically during a time when they were not needed for agriculture.
Militia usually had no armor and fought with basic equipment like axes, spears, and shields. In some circumstances they brought and maintained their own equipment, while at other times they were outfitted by the lord or king they fought for. Militia were poorly equipped, but the lower skill and resource requirements also make militia easier to replace than the aristocratic Knights. This is represented by the militia healing bonuses available through promotions.
Click here to read more about infantry in Medieval Europe, if you're interested. Most of popular culture focuses on knights and castles, but infantry played a big role too.