I read all this... and I think is worth trying the change (if the benefit is NO peacetime).
I guess stats of serfs will be: 2 hit points, 15% melee attack.
Serfs have 15% (0,5 attack icon)
Lancers have 25% (1 attack icon)
Most fighters have 35% (2 attack icons)
Sword/Knight have 55% (3 attack icons)
If you give serfs more attack, it will be cheesy.
I also consider that items being carried will be lost, when they switch to
dagger defensive weapon.
VS ranged units: As Revolution suggested, nothing. Rushing archers through Market is costly, you won't have more archers than the player making militia.
But in my opinion this could be more dull if you say: always militia + archer mass? We need to re-incorporate Townhall as defensive structure.
"Serfs combat + internal Towers" will stop enough the enemy militia, but for fighting archers rush, I recommend adding Townhall for
more diversity.
Their you could use the Vagabond as fast counter, or the crappy rogues to deal vs enemy archers rush.
----------------------------------------------------------------------------------------------------------
Based on Maximilian + Lewin posts... I think a new Townhall could work like this:
Costs: Gold chests (max 5 storage as School) ---> Rebel: 1 / Rogue: 2 / Vagabond: 3 / Barbarian: 5
Removed Militia (because has to be a Barracks ONLY unit), and removed Warrior (because doesn't fit very much in the Townhall's units catalogue).
These hired soldiers are permanents, but cannot move away from your "Kingdom" ---> this last new concept consider it
very important since it's also the concept in which my new "Fog of War" proposal is based.
"Kingdom" (K) is the
total revealed map area of own buildings (its bounderies are what "lines of sight" of buildings can reach).
For knowing with exactitude how large is your Kingdom at any stage of the game, you press K, and thin stitched lines show up marking your "territory".
1) Kingdoms of allies don't share domain, so you cannot help a far away ally... his walk will be frozen (same effect as labourers rush fix).
2) However all kingdoms territories can overlap, so you actually can fight townhall vs townhall units in a very close frontier with the enemy.
3) Aclaration: If a Vagabond is standing inside a tower's sight and you delete that tower, then Vagabond stays there immobile (you can regain his movement control by expanding the Kingdom again, everything according the system rules).
----------------------------------------------------------------------------------------------------------
The appearance of a new concept missing in KaM... "Kingdom" (total revealed map of own buildings), can be used to define a new type of "Fog of War" something not seen in other RTS games (AFAIK).
This may sound strange, but is the best only option if we want to keep maneuvers in open map, and add some visual protection at the same time.
My proposal is that "one's Kingdom" is "enemy's Fog of War" and vicerversa. Km = FoW
So basically you build up your own fog of war, and you destroy fog of war when destroying opponent structures.
This centralizes visual protection in bases, not allowing your opponent to see if you have food problems or defensive army (as long it stands behind towers).
The only thing he will see is the typically grey shading and the buildings he could reveal (tough new buildings won't be updated, as in any RTS).
But consider this... for every "advancing building" (such as new tower), he will be extending his FoW across the revealed map.
-----------------------------------------------------------------------------------------------------------
Is this too much to read? Well take your time to read it step by step. Is the compillation all in 1 post, explained as understandable as possible.
