This post isn’t about tweaks. I aim to talk about exploring the civ. The civ in general has had quite a lot of nerfs like the Arambai which adds to its reputation.
Looking at the tech tree, Malians have complete tech tree till Castle age, except for regional unique unit. Malians also have 2 economy bonuses, which maybe weak in late game but are enough to make them strong in early game.
Ideally in dark age, you don’t place farms. So the 15%savings on buildings is like 17.6% faster food gathering. This is true for everything except hyprid/water maps where you would also make fishing ships. This also makes Malians strong on water because it is basically the Viking team bonus.
The free Gold Mining bonus isn’t game breaking since Turks and Portuguese have better versions of the bonus. The Malian bonus is also temperory.
They are among a limited pool of civs which can use Long Swordsmen. Their wood bonus + gold bonus makes it ideal to go archers or good on water. Problems arise in Imperial Age.
They have Arbalesters but not Bracer. Usually prefer latter. Maybe because of archery range work time or because bracer also gives +1 range.
They have Siege Onagers but not Siege Engineers. Also rest of the siege is trash. Usually they use infantry for anti-buiding and anti-archer roles since their Champions have the same pierce armor as Siege Onagers. What are your opinions on the single good option - the Malian Siege Onager (Malians and Cumans have the same Siege Onager)? Is it worth it in team games?
The Malians in late game also have surprisingly low reliance on gold except for their Fast Fire Ships. Champions are gold inexpensive always and combine that with Farimba Light Cavalry to snipe siege or raid.
Farimba is also quite weird. I don’t mind missing Paladin simply because a strong cav civ may not need a Paladin. Their camels are also quite strong having +3 attack over usual. They fill in the anti-cavalry role as usual, but I don’t think their +3 attack is being used much. The effect of the attack boost is against other camels, Cataphracts , Trade carts and Halberdiers/Pikemen. The highest effect of this bonus against camels is against units which the camel isn’t supposed to fight like villagers, monks, infantry and foot archers.
They lack Hussar and have +3 attack over normal light Cavalry. This is not ideal. Survival is also important. However, unlike the camel, thr +3 attack also has some ripple effects. However they still need 4 hits to kill a villager. After 3 hits, a standard villager is left at 1 HP. This bonus is huge against trade carts since Light Cavalry can actually chase trade carts and Malian ones can take them in 5 hits. Another effect of the bonus is that in absence of castles and anti-cavalry units, Malian LC can takr down town centres with ease. In large numbers they can also take down castles. Making them super cost effective in late games where one is not able to focus everywhere.
Going into the game, the player has to think whether he can end the game in castle age or not. If game can end in castle age, any or all military options are valid. Otherwise, be ready for tech switches. The option for going LS is slightly complicated by Cavalry units, not because the Knights are stronger 1vs1 but because of the mobility.
So I would like to ask you all: how do you play Malians? Yes, I have seen Hera’s video but a 2500 and a 1250 have completely different approaches.
Also I haven’t talked about Gbeto which in small groups are decent and fast raiding units but when massed are problematic against everything except massed Arbalesters, Mangudai and Onagers (Scorpions - maybe). They are great at taking down buildings especially buildings like Barracks and Houses because they are infantry, not archers.