Militia — Counters, Stats & Civ Bonuses

All-purpose Infantry.

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The Militia is countered by Scorpion, Archer and Knight. It is a infantry unit of the Champion Line.

Militia
Class
Infantry
Line
Champion Line
Available to
All civilizations
Cost
Food 50 Gold 20

Militia stats

Hit points 40
Melee attack 4 / 2s
Pierce attack 0
Range 0
Melee armour 0
Pierce armour 1
Speed 0.9
Line of sight 4
Training time 21s

What counters the Militia?

The Militia is weak against Ranged Soldiers at long range.

Hard counters deal bonus damage against this unit — they beat the Militia even at a cost disadvantage. Soft counters win the fight through cost-efficiency or mobility, without a dedicated bonus.

CounterTypeWhy it works
Scorpion hard Pierce area damage annihilates infantry masses
Archer soft Archers are cheap and effective in early game
Knight soft High HP and damage

What does the Militia counter?

The Militia is strong against buildings, Infantry, Scout Cavalry- and Skirmisher-line.

Civilizations that improve the Militia

19 civilizations have a bonus or unique technology that affects this unit.

Armenians

  • Spearman- and Militia-line upgrades (except Man-at-Arms) available one age earlier
  • Fereters (unique tech): Infantry (except Spearman-line) +30 HP; Warrior Priests heal +100% faster

Aztecs

  • Garland Wars (unique tech): Infantry +4 attack

Bulgarians

  • Militia-line upgrades free
  • Bagains (unique tech): Militia-line +5 melee armor

Burgundians

  • Flemish Revolution (unique tech): All existing Villagers are transformed to Flemish Militia

Burmese

  • Infantry +1/+2/+3 attack in Feudal/Castle/Imperial Age

Celts

  • Infantry moves +5/10/15/20% faster in Dark/Feudal/Castle/Imperial Age
  • Stronghold (unique tech): Castles and Watch Tower-line attack +33% faster; Castles heal allied Infantry in a 7 tile radius

Dravidians

  • Wootz Steel (unique tech): Infantry and Cavalry attacks ignore armor

Goths

  • Infantry costs -15/20/25/30% in Dark/Feudal/Castle/Imperial Age
  • Infantry +1/+2/+3 attack vs. buildings in Feudal/Castle/Imperial Age

Japanese

  • Infantry attacks +33% faster starting in Feudal Age

Khitans

  • Lamellar Armor (unique tech): Infantry and Skirmishers reflect 25% melee damage back to the attacker

Koreans

  • Ranged Soldiers and Infantry cost -50% wood

Malay

  • Infantry armor upgrades free
  • Forced Levy (unique tech): Militia-line gold cost is replaced by additional food cost

Malians

  • Barracks Units +1/+2/+3 pierce armor in Feudal/Castle/Imperial Age

Mapuche

  • Infantry, Slingers and Skirmishers +5/10/15 HP in Feudal/Castle/Imperial Age

Romans

  • Infantry armor upgrade effects are doubled
  • Comitatenses (unique tech): Militia-line, Knight-line, and Centurions train +50% faster and receive a charge attack

Slavs

  • Druzhina (unique tech): Infantry deals trample damage

Teutons

  • Barracks and Stable Units +1/+2 melee armor in Castle/Imperial Age
  • Crenellations (unique tech): Castles +3 range, garrisoned Infantry fires arrows

Vikings

  • Infantry +20% HP starting in Feudal Age
  • Chieftains (unique tech): Infantry +5 attack vs. Cavalry, +4 vs. Camel Units; generate +5 gold when defeating Villagers, Trade Units and Monks

Wu

  • Infantry regenerates 10/15/30 HP per minute in Feudal/Castle/Imperial Age

The Champion Line

For the strategy behind these matchups — when to build counters, how to mix them and which civs do it best — see the Infantry Counters guide.

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