In many circumstances +1healing = infinite health.
I do not find this to be the case. The vast majority of the time, the AI can bring multiple units to bear on a single target. Swordsmen or horsemen are going to deal a lot more than 2-3 damage per turn.
I find that wars are won or lost during the period when you are fighting the enemy army, rather than in a period after you have destroyed their army when you are taking cities.
If a fortified Survivalism II militia takes 3 damage per turn it will never die. This is the amount I typically take each turn when besieging cities
I thought survivalism 1 gave +1 healing and survivalism 2 just gave defensive bonus?
So it would still lose health.
This is the amount I typically take each turn when besieging cities.
I usually take much more than this besieging cities especially with a low strength unit, because of the combination of a ranged garrison unit in the city and the city's ranged attack, plus the whole AI army.
And I cannot rely on the enemy shooting just at whatever unit has fast-healing.
because a Scouting 1 Militia ignore terrain cost
So the intention is for militia to keep no terrain cost? This isn't clear from the OP in this thread, which is why I asked earlier.
and city garrisons (scouting)
I still don't see why extra site range is useful in a garrison unit, especially compared to ranged attack.
I think swapping the techs of Pikeman and Militia would be good for this concept.
I like this idea.
The downside is it places Militia and Musketmen on different tech paths.
I don't see this as a problem. Remember we are moving from nothing-upgrades-to-musket to something-upgrades-to-musket.
I don't think we have to have an upgrade to musket be super-efficient.
Similarly, I think its probably more useful for spears to easily upgrade to pikes than for militia to easily upgrade to muskets.