Militia

Cavalry: 0

Eagle warrior: 0

Standard building: 0

Infantry: 0

Anti-leitis: 0

Castle age: 6

imperial age: 6

The **Militia** is an infantry unit in *Age of Empires II* that can be trained at the Barracks. It is the first trainable military unit and the only one available in the Dark Age. The Militia is ineffective after the Dark Age.

## Tactics

The Militia's main and basically only use is in a Dark Age rush, which involves quickly training and sending a small band of Militia into the enemy base to harass and disrupt their economic activities. Given the extremely poor town defensive capabilities of the Dark Age, this tactic is very viable if the player can get the drop on their opponents. Enemy Villagers may still attack, though without Loom they will still be felled very quickly by the player's Militia. However, caution is still advisable as enemy Villagers with Loom may be able to defeat their aggressors if they manage to land the first strike, or by garrisoning in the Town Center. For infantry-focused civilizations like the Aztecs, Bulgarians, Celts, Goths, or Japanese, a Dark Age rush is a potent strategy because they can upgrade to Man-at-Arms in the Feudal Age when their infantry bonuses kick in, and then go heavy into Men-at-Arms since they already have Militia.

With that said, Militia, despite being infantry, are extremely ineffective against buildings and upgraded units. Massing Militia without proper planning is generally a waste of valuable resources that are better spent focusing on building up the player´s economy and advancing to the Feudal Age. All in all, Militia are weak and die very easily, but do provide early offense.

## Civilization bonuses

* Aztecs: Militia are created 11% faster.
* Bulgarians: The upgrade to Man-at-Arms is free.
* Burmese: Militia have +1/+2/+3 attack in the Feudal/Castle/Imperial Age. Researching Faith is 50% cheaper.
* Celts: Militia move 15% faster starting from the Feudal Age Militia can convert herdables even if enemy units are next to them.
* Chinese: Technologies that benefit Militia are 10%/15%/20% cheaper in the Feudal/Castle/Imperial Age.
* Goths: Militia are 20%/25%/30%/35% cheaper in the Dark/Feudal/Castle/Imperial Age, and have +1/+2/+3 attack against standard buildings in the Feudal/Castle/Imperial Age. With Perfusion researched, researching Squires and upgrading to Man-at-Arms is 100% faster.
* Japanese: Militia attack 33% faster (starting in the Feudal Age).
* Magyars: Forging, Iron Casting, and Blast Furnace are free.
* Malians: Militia have +1/+2/+3 pierce armor in the Feudal/Castle/Imperial Age.
* Portuguese: Militia cost -15% gold.
* Slavs: Supplies is free.
* Spanish: Blacksmith upgrades that benefit Militia cost no gold.
* Teutons: Militia have +1/+0 armor in the Castle Age and +2/+0 in the Imperial Age.
* Vietnamese: Conscription is free.
* Vikings: Militia have 10%/15%/20% more hit points in the Feudal/Castle/Imperial Age.

## Team bonuses

* A team containing Berbers: With Kasbah researched, researching Conscription is 25% faster.
* A team containing Bulgarians: Researching Blacksmith technologies that benefit Militia is 50% faster.
* A team containing Goths: Militia are created and upgraded 20% faster. Researching Supplies, Squires, and Arson is 20% faster.
* A team containing Lithuanians: Researching Faith and Heresy is 20% faster.
* A team containing Teutons: Militia are more resistant to conversion.

## Changelog

### *The Age of Kings*

* Militia have 0 pierce armor.
* Tracking is available for research in the Feudal Age and gives +2 Line of Sight to Militia.
* Celts: Militia move 15% faster starting from the Dark Age.
* Goths: Militia are 10%/15%/25% cheaper in the Feudal/Castle/Imperial Age.

### *The Conquerors*

* Militia now have 1 pierce armor.
* Heresy introduced.
* Goths: With patch 1.0b, Militia are 35% cheaper starting in the Feudal Age. Perfusion introduced.

### *The African Kingdoms*

* Arson introduced.
* Vikings: With patch 4.8, Chieftains now affects Militia. It gives Militia +2 attack against camels.

### *Rise of the Rajas*

* Malay: Forced Levy removes the gold cost from Militia.
* Vikings: With patch 5.7, Chieftains now gives Militia +4 attack against camels.

### *Definitive Edition*

* Supplies introduced. It replaces Tracking, and Militia now get +2 Line of Sight once the Feudal Age is reached.
* Bulgarians: Initially, Bagains gives +3/+0 armor to Militia. With update 34055, it gives +5/+0 armor.
* Celts: With update 42848, Militia move 15% faster starting from the Feudal Age.
* Goths: With update 35584, Militia are 35% cheaper. With update 36202, cost bonus is 20%/25%/30%/35% in the Dark/Feudal/Castle/Imperial Age and bonus damage against buildings is +1/+2/+3 in the Feudal/Castle/Imperial Age.
* Malay: Forced Levy now changes the Militia's gold cost to food cost.
* Teutons: With update 35584, Militia have +1/+0 armor in the Castle/Imperial Age. With update 36906, they receive another +1/+0 armor in the Imperial Age.