How to fix Malta

It may sound strange, but I am against the huge range of the musketeers. It will lead to unpredictable results. There is not a single musketeer with such a range in the game. The main problem with sentinels is that the task of a musketeer is to protect artillery from cavalry. And they cannot perform this function because there are little quantites. I am ready to place bets if Malta is given some language that gives 1 pop musketeer, you will never see a single sentinel in the game again. This is their main function. If you compare it with the same soldado, I saw in the treaty how a guy with a line of soldados destroyed voltigeurs with a ratio of 1 to 2. That is, Mexico does not need falconets, it can kill skirmishers only with soldados.
Malta has a different problem in this regard. It can’t afford to build falconets at all. It has fixed guns and culverins. That means there’s no one to fight skirmishers with and nothing to protect artillery with. Seriously rewatch any Malta battle from age 3-5. You won’t see a single culverin that lasts longer than 45 seconds.
If we look at the Highlander and the Soldado, we will notice that the main feature of the 2 pop Musketeers is their flexibility. They both can fight skirmishers quite well, which the Sentinels cannot do.
I only use sentinels at age 4-5 as grenadiers. I build their limit, break into the enemy base and destroy factories and settlers. That’s the only thing they’re really good for. They cannot be countered by cavalry, and infantry cannot catch up with them.
It is also worth noting that the real cost effectiveness of Maltese units increases with each shipment. That means we have to count on the long game.


If they were supposed to be good at defense, then we should proceed from that. The first thing to do is that the ability wall guns should be enabled by default, remove the card, and increase the effect of this ability by +1 range. We already get a boost for one card and a boost for sentinels. Then, if we really want something unique, we make them 15% melee and range armor. Then we give their defensive aura the effect of 10% siege armor. (And of course, we swap the visuals of the guards and imperial ones). Now there is a chance that they will work in battle for their 2 pop, as other 2 pop musketeers do. If we don’t want any changes.
The problem of the inability to protect artillery can only be solved by reducing the cost of the population.
My opinion is that the unit should be completely reworked into 1 pop. It should be a regular musketeer with regular damage and HP, with an increased cost by 10 and an increased range by 1. It should have a defensive aura and wall guns by default. And it should only be improved by a 15% card, +2% per ship and an improved arsenal. That’s all. Then it won’t be a defective unit.


Disgusting design. The worst in the game. The card for using Hospitallers for some reason hooks Sentinels. If you play through Hospitallers, why do you need Sentinels and vice versa. I think the sentinel upgrade should be moved to a separate location. So I especially do NOT want to tie the hussar upgrade to this place.

Great idea. I like it.

This is not necessary at all. Malta already plays with fixed cannons and culverins. This is quite enough. Perhaps reducing the population cost of culverins and fixed cannons through this card by 1 would be more correct.

Firstly I would like to correct you that the supply increases the mills by 25%. Next: your attempt to play at 0$ will not work. The half-eunuch nation needs a boost, not a remaster.
We have two stupid cards that take up two slots and are never used by anyone.


So here it is. Instead, we will create a new card. It will be called Strategic Reserves and will give a tricle of 2.5 wood, and also each commandery and outpost will give 0.25 wood, and TC and Castle will give 0.75. (It would also be nice if the fixed gun finally got a tag defense building and also worked with this card and the Oldenburg upgrade).
And we compensate for the factory through 2.5 Sicilian supplies, 2.5 from this card and the construction of many defensive buildings, and also get the opportunity to effectively play wood units.


You also didn’t address the problem that Malta is forced to choose between skirmishers who get a buff from an improved arsenal and a depot aura and skirmishers who get a hp buff from shipments and there is no skirmisher who would get all the buffs that would be relevant for Treaty. Fire throwers are even more useless than sentinels. The only place you can use them is in 3v3 supremacy and you will build a full limit of them.


Another problem worth noting is that these things:

+2% HP per ship
force the player to use crossbowmen. Although this combination of cards:

Much weaker than this one in mid to late game.


I would also like to know from experienced players why culverins and falconets fire blanks 10% of the time, while fixed cannons fire blanks 70% of the time?


Edited: I forgot to mention commanderies. They are overpriced. 100 g in addition to the cost of an outpost is insane. Teleportation in this game does not solve anything at all. If they are so expensive, then they should get +10% hp and damage for each age up. And for that money they should definitely give more than 10 population. LOL!


Edited 2: by the way, everyone also forgot that not a single team upgrade of barracks works for Malta. It would also be nice to fix it.


Edited 3:


And fix this card already. At least by 5%. And the connection to TC is insane.

Mayan Mexico has a 16 range 1 pop Musketeer with like 5 speed. It previously had 18 range and was nerfed because it was too strong, but Sentinels are only worth around 1.4 pop in age 5. As I said, Sentinels are good in age 2. Sentinels won’t be op in treaty with 18 range.

I think this ends up changing a bit at higher levels, other than the overpop build that switches 100 skirms to 200 pop of Soldados (idk why that’s a thing).

I addressed this in my initial post. I don’t think the devs will ever make them 1 pop. I could have created a long wishlist thread of all the things I’d like, but why waste my time.

This makes no sense. Spreading out upgrades is a way to nerf something. I suggested adding a unit to a tech that would allow said tech to improve a composition. Adding Hussars to it buffs both Sentinels and Hospitallers.

3 pop Culvs is a dangerous idea. It might be okay for Malta, but certainly wouldn’t be my first choice. Malta already has some of the best culvs in the game, and the only reason it’s thinkable is how pop inefficient Sentinels are.

My mistake. Anyway, either go 15%f 10%c or 12/12% would be fine.

This makes no sense. I’m guessing it’s something wrong with the translation.

Both those cards have their uses. Your suggestion here is essentially just giving them another factory while leaving them with Sicilian Supply (a card that even currently is almost as good as a factory). This isn’t a great idea.

It might be possible to have Imperial Arbs cost coin. Maybe 40f 45c. With the Sentinel buff and Falc buff, and Sicilian Supply it would actually probably be better balanced to have slightly less pop efficient skirms. Idk this would require a lot more thought.

This is a legit concern and something that should be fixed. But in the meantime a buff to Maltese Falcs certainly wouldn’t be bad.

This whole section shows a misunderstanding of the state of the game’s service as a whole. Fixing cards with limited use is a low priority when we have extremely limited dev time. Ideally I’d like every tiny issue, every piece of truly dead content fixed or removed, new things added, etc, but the game clearly has a lower budget than it did 2-4 years ago. I suggested limited things because they seemed plausible, would probably fix Malta in Supremacy, and would be neutral-to-good in Treaty. Treaty might not be fixed in one go, but at least it would help some, and further discussion could be had after.

Then it turns out that we completely remove the already ready ability of wall guns, because now sentinels get a radius with each age. This is good for them as an attacking unit, that is, now they are half as strong even if there are no buildings nearby. As an option, this will do, but the problem arises in that now Malta does not need fences to fight. They become the same for her as for all other nations.

No. It happens like this)))


You can try it yourself)

This is the reason why there is no point in building a deck for ages 3 and 4 in Malta :smile:

Well, in order to fit it into my sentinel deck I’ll have to remove the unit shipment, depriving myself of an additional 2% health at age 5.
So let’s leave the papal bull to those who play Hospitallers. And move the hussars and sentinels here:


By the way, I don’t need hussars at all. They’re too situational unit. I’d prefer to improve dragoons.

I understand you.

Your attempt to remake Sicily into a tree will only weaken Malta. I say again, don’t play crossbowmen in the late game. If the enemy has surrounded your base, you can calmly fight with gold units and maybe even win, but if you need access to the tree, then in this situation it is the GG.

No, I’m just suggesting that defensive structures be used for more than just Hospitallers shipments. You are not paying attention that they will have to be built.

There is one problem with the bad design of the nation. If we give Malta the same card as Germany, then the cassadors shipment will become absolutely useless. It can be simply removed. This problem cannot be solved in one action.

I think it’s a F*****G big problem. Every commandery delays the age up. At the same time, it does nothing. It’s just a stable. I would even say so. I want them to start with the commanderies. Initially, the limitation of 4 was set because it is a teleport. But practice has shown that teleportation of units is not used in this game. The game is too dynamic for teleportation to give any bonuses like AoM for example.

While I can totally understand that perspective from a treaty player, it would be a serious risk in Supremacy. A single card buffing 4 units which make up a full 3 unit composition (~skirm, anti-cav, melee cav) would be unprecedented outside a few age 4 examples that come with debuffs as well.

This makes approximately no sense in 1v1 Supremacy. They’re good at tanking damage and protecting Musketeers who are shooting from behind. They can also snare to force fights and are just super useful in a lot of situations.

From a resource value perspective it’s a straight buff. You can’t spam pure wood/food units, but you could make a few and more importantly you need buildings and artillery. It’s a buff.

Well, firstly it wasn’t something I felt inclined to put in the initial post, nor something I’m advocating at this point. You asked a question and I gave you a somewhat plausible suggestion. As far as the Cass vs Crossbowmen convo goes, Cass will still do better vs Heavy Infantry which is an advantage in Treaty where Musketeers are generally better than Dragoons.

Random idea, what if the developers gave him missionaries and the Unction card?

Let’s look at other guys who have bonuses for collecting food.
Maltese: 60% + 2.75 +7.15.
Germans: 125% +14.30
France: 75% +3.3 +14.30.
Russian: 60% +14.30
Mexicans: 50% +7.70 +14.30
Dutch: 50% +1.5 +14.30
Spain: 35% +7.1 +14.30
I don’t see anything that looks like a factory.

Malta doesn’t need falconets. Not at all. If falconets were that good, no one would build fixed guns. Ever.

How is germany 125% and malta only 60? Lemme guess you omitted sw for malta on purpose to fit.the theory…
Please break down that travesty of math further

yeah 125% for germany is very odd

even assuming all SW on germany the boost is only 90% total.

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I was comparing card value, not total generation. And your missing that Malta gets an extra 12 vill pop (which at Imperial is over a factory anyway).

That’s your opinion. People would still use them in 1v1s. You just wouldn’t see as many in treaty which has its upsides anyway since you can actually push forward faster and can’t get nuked by 40 (or higher) range Mortars.

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actually doubly odd how is france +75%?

they only have eco theory, refridge and sustainable agri, thats +45%

if you are trying to account for the CDB increased gather rate, you also have to account their lesser build limit, which effectively cancels it out

Not to mention malta is 70% (wignacourt 10% base) for S.supply fridge and sus agri (25%, 20% 15%) plus wignacourt.

Im guessing there was alot of mix ups but now I see how my middle grade math teacher felt before in red pen marking “show your work” cause I got way more questions than answers

Wignacourt’s 10% is natural res only so I think 60% for malta is about correct

Well, try fighting with 89 population in the Empire.

This is the speed of gathering by everyone of 20 wagons. What they gathering by ordinary vills no interest to me at all in the context of Germany.
You obviously forgot.
Screenshot 2025-01-04 182157

Can you show me where Malta builds 1v1 falconets? I’ve never seen one.

Coureur des Bois gathers 20% faster, code napoleon +10% and +45% from cards.

works only on natural resources, Mr. Professional


If it comes down to it, then we need to wait for the fixed guns to be fixed, and only then think about it. Because they are currently working at 30% of their maximum power. What will happen to Malta when they start working at 90%, I can’t even guess.

no 90% is including guild artisans

Team food silos 10%, Eco theory 10%, Sustainable agri 15%, Refridge 20%, Guild Artisans 35% = 90%

So you managed to cough out an extra 35% from somewhere

and ofcourse even if its all SW you are operating under an effective 40 vil only eco. Its efficient, great but its not going to be enough

Ok yeah the code napoleon, but the math from this is wrong

CDBs a +20% base rate so just adding it to the calc is wrong.

it should be 1.55(cards +code napoleon)*1.2 =1.86

which sounds nice but again you only have 80 vils compared to a normal 99. So it evens out.

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I’ll tell you a terrible secret, it’s enough even in the Treaty. When the timer runs out, the Germans delete all the regular settlers.

But no. Just like with wagons, the increased gathering speed gives more resources. That is, German wagons work not for 2 vills but for 2.5.
Look here:
99 my vs 80 him

You need the ALL column.

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no…they dont? they delete a lot sure and its flexible but you are at a huge drain if you are on a all SW eco

even in this video they are still operating on a 52 vil eco which is around 25-30 vils still being used and on that basis you will drain.

why dont you show the resource tab and not the eco tab cause the eco score ingame is not just the res you have but also the value of all of your stuff as well. And russia being a civ where everything is cost reduced their score is inhenrently lower

You have to actually check how much res is actually gathered rather then look at the score

edit: russia being a civ that is also more likely to lose units will also have lower score

not to mention if france sends Blood Brothers scores becomes useless

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He should actually show the chart for all resources, that would clearly show Fur Trade if it was sent. Showing a rec would still be best though, it allows confirmation that neither player made major mistakes.

Why does France always have the advantage of collecting resources without any fur trade in supremacy?

You weren’t clear it was a Sup game. We need to see both decks and probably a rec. Lots of things could have been different, when did you max vills? When did he? How long were each of you gathering on the map? Way way more questions but I hope you get my point.

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