Militia Information

Typhi

<b span style="color: #FF0099;">Product Manager
Militia Information
Thanks Fordy!

This post should answer general inquiries about the Militia unit - should you want to know more in-depth information about when exactly to use your Militia or how to counter them, be sure to check the Militia Library below.

[d] = default value

What is "Militia"?
The Militia are a new unit that was introduced in the Tribal Wars 7.0 Game Version update. In the real world, "Militia" is the term used today to refer to a military force comprised of ordinary citizens to provide defense in times of emergency without being paid a regular salary.

Its function in the Tribal Wars game is similar - you can temporarily arm some of the population of your village to (help) defend against would-be raiders. Be aware that you cannot cancel "active" militia, they will be "active" until the 6-hour [d] timer has run its course.

The stats of a single Militia unit:

General Offense (irrelevant, militia can't attack), General Defense, Cavalry Defense, Archery Defense


How do I recruit Militia?
You can recruit your milita from your Farm building. For those using the Graphical Village Overview - it's the one in the top right-hand corner. It's simply a matter of clicking into your Farm and hitting the "Call of the militia now!" link. Militia will appear in your village. Magic, ooh.


Limitations and Consequences
More! Want to be able to summon more Militia? Expanding your farm gives you a certain number of available militia every level - the default is 20. That only works up to a certain point though; once your Farm is level 15 [d] the maximum number of militia won't increase anymore, which gives you a maximum of 300 militia units per village.

Now! You can't just summon your militia at any time! You'll need to wait 6 hours [d] after summoning militia before you can bring in new ones. Incidentally, that's also the amount of time your militia will hang around after being summoned. Once you have more than 2 villages [d] you won't be able to summon your Militia in any of your villages at all.

Less production! Oh, your resource production will also be reduced by half [d] for however long the Militia are active, meaning 6 hours [d], even if they happen to be all dead. No, you can't dismiss them manually. That isn't all bad though: low resource production combined with the Militia defending your village makes you a pretty poor looting target.


Left: Farm building, from which you can activate Militia
Top Right: Reduced resource production
Bottom Right: Active Militia and an activity countdown


Library
Usage Guide by the nemesis123 - Contains some more general Militia information, how Militia fair against light cavalry, when it is best to summon and how to counter Militia.
 
Last edited:

Green revolution

Guest
Are you saying that militia I call them M can be made immediatly? A spear can be made in 2 to 10 minutes ? 300 units developed made right away would make timing attacks more important also attacks would have more troops required in noble trians. Also can you have 300 militia in two villages?
 

Typhi

<b span style="color: #FF0099;">Product Manager
They appear immediately, yes.
It would be a maximum of 300 units per village.
 

wolves16

Guest
they go away and half your resources per an hour,

they stay in village for 6 hours
 

Typhi

<b span style="color: #FF0099;">Product Manager
They half your resources if they are active, not after they've gone away. Yes, they stay active for 6 hours.
 

Perve

Member
To clarify, a village can summon militia every 6 hours even if they get killed..?

e.g. I clear a village that has summoned militia, in 6 hours can they re-summon militia?
 

sacredfool

Guest
To clarify, a village can summon militia every 6 hours even if they get killed..?

e.g. I clear a village that has summoned militia, in 6 hours can they re-summon militia?
I think so.
 

Fordy

Guest
To clarify, a village can summon militia every 6 hours even if they get killed..?

e.g. I clear a village that has summoned militia, in 6 hours can they re-summon militia?
Yes and yes.
 

AreYouKidden

Guest
Keep in mind however, if your in need of summoning militia over, and over, your going to be cutting your resource production in half for the full 6 hours, whether your militia end up dying or not.

For active farmers, this won't be an issue, however, those active farmers, likely weren't needing to use the militia anyways.
 

Irishmetal

Guest
Keep in mind however, if your in need of summoning militia over, and over, your going to be cutting your resource production in half for the full 6 hours, whether your militia end up dying or not.

For active farmers, this won't be an issue, however, those active farmers, likely weren't needing to use the militia anyways.
Nice for taking out noobish attacks rather than possibly losing res or just plain wanting them out of the picture.

Also, activate it before going to sleep and you have a slight instant night bonus :icon_eek:
 

Seagryfn

Contributing Poster
Confirmed, Mark.
Militia must be manually activated, something barbs don't do.
The price is half your resource production for the next 6 hours, whether that is 15 resources an hour or 2400.
The militia appear immediately, and at the end of those 6 hours the militia disband if they were not already killed.
No new militia can be summoned during those 6 hours whether the ones you called up live or die.
You cannot 'dodge' them. They do get bonus defense from a wall, just like regular troops.

The only way you might have militia in a barb, is if the barb belonged to a player that restarted less than 6 hours ago.
This happens in the same way that if a player queues troops before going gray or being nobled, what was paid for will remain queuing until fully recruited.
 

MarkHarrison

Contributing Poster
Confirmed, Mark.
Militia must be manually activated, something barbs don't do.
The price is half your resource production for the next 6 hours, whether that is 15 resources an hour or 2400.
The militia appear immediately, and at the end of those 6 hours the militia disband if they were not already killed.
No new militia can be summoned during those 6 hours whether the ones you called up live or die.
You cannot 'dodge' them. They do get bonus defense from a wall, just like regular troops.

The only way you might have militia in a barb, is if the barb belonged to a player that restarted less than 6 hours ago.
This happens in the same way that if a player queues troops before going gray or being nobled, what was paid for will remain queuing until fully recruited.
Thank you.
 

AreYouKidden

Guest
Nice for taking out noobish attacks rather than possibly losing res or just plain wanting them out of the picture.

Also, activate it before going to sleep and you have a slight instant night bonus :icon_eek:

Very true, however are you going to take a 50% cut on resource production while your sleeping, for the off chance someone will attack you?
You could go 2 weeks, and never be attacked once, chances are you'll lose a lot more on resource protection, than you would have on being farmed through the night.
 

Irishmetal

Guest
Very true, however are you going to take a 50% cut on resource production while your sleeping, for the off chance someone will attack you?
You could go 2 weeks, and never be attacked once, chances are you'll lose a lot more on resource protection, than you would have on being farmed through the night.
I was going with your active farmer situation quote - Pits would very low in that situation anyway so added protection for returning troops is lovely.
 

Mighty Duck

Guest
Nice for taking out noobish attacks rather than possibly losing res or just plain wanting them out of the picture.

Also, activate it before going to sleep and you have a slight instant night bonus :icon_eek:
It's not really a night bonus, Unless your being farmed, Because you lose out the max resources you would gain through the night.

But i think it is a great addition to the game.
 

the nemesis123

Guest
clarification: Can account sitters summon militia. If so, could there be an abuse in which people try screw up other's starts by activating their militia in earlygame