bro malians are seems to rise at the moment just do the tarde landmark and build walls to defend it and with traders you dont even need to gather food anymore
Malians are fine, I’m actually stopped playijg them now that the fast castle thing has become standard play…its a bit too strong? I dont feel it’s a huge challenge. Put it like this, mali can fast castle FASTER and SAFER than HRE… and check the win rates with mali vs HRE… mali just does the fast castle thing better and is a huge counter to everything HRE (and french fir that matter).
I still hope for my siggested changes but I’m okay if it gets a back seat to other changes like DELHI!!!
Make a balanced civilization, not extreme advantages
And I hope they fix the bug in the markets because of the false winrate it has now
Diamond
There are 4 civilizations that have the worst winrate in the long run, so I don’t see Mali as bad either.
that’s what happens when they start debating things without leaving enough time to test them. People are still adapting to the latest patch with the new civilizations
I insist that it is too early to draw conclusions yet, 3 weeks ago there were people saying that Mali was trash and now people are saying that this OP has barely changed to justify this drastic change of opinion.
You have to give time to the meta
This civilization depends on almost everything on the Musofadi, Sofa is weak so this civilization has no mobility, make at least Sofa have a slightly even fight with the Knight on equal resources
Proposal: imported armor, increases armor by +2 ranged and +3 melee
thanks
It feels great when the devs listen to you doesn’t it? @HasanIchess
First we need to see if the nerf and readjustment to famriba is enough. Bc technically mali got triple nerfed. The musofadi base dmg nerf, the famriba discount nerf and the trade nerf.
Aasuming these changes push Mali towards the center i prospose both the quarry landmark and the cow landmark each get adjustments to gear towards a passive yet progressive buffs.
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Ranches can now hold 6 cows up from 3. And ranches cost reduced from 100w to 75w.
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Cow in ranches now generates 30fpm up from 28fpm.
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Cow limit is now 24 up from 20. Only available with thr corral
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Mansa Quarry: you can now build houses around the quarry to increase the generation rate. Each house around the quarry will cap out at 9 res per min for a total of 4 houses.
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Corral: now auto generates 1 cow per 90s and acts as a ranch housing up to 6 cows. Next the buff to cow auto food generation NO LONGER applies to a small circle around itself but instead now applies to all ranches. This will allow more optimal ranch setups and lots of saved space. Lastly the landmark once built starts with 4 cows inside (200fpm). Lastly the corral will raise the cow limit from 20 to 24.
the passive generation of resources is good for Mali, so as not to need so many villagers, that gives it a population for more army since Mali only wins, with the army, in equal resources
Wow! they listened to you. The only bad thing is that now the musofadi do less damage to the villagers and are no longer a viable option for an invisible raid against them in feudal.
The other is that the musofadi’s double damage ability acquired with the 4th age Landmark, Huntress’s Fort, is no longer as strong as before, at least the artillerymen remain the same… although, now that I think about it, the bonus of double damage also includes “damage bonuses that the unit already had”? Time to test.
I want to assume that this also has to do with the blunt point sword, which now makes sense that it does less damage than a European longsword, but gains great utility against heavy armor because of the blunt bonus.
Anyway, I’m going to test the Mali to see how it goes, but here’s an anecdote:
"If these changes stick, we will have to seriously consider, when making American Civs (Incas, Aztecs, Mapuches?) that many of their unique units might also have “under attack” (reflecting their weapon tier) but a quite powerful bonuses (reflecting the abilities of his soldiers and how good they were at using them for certain purposes). " Goldenarmorx
I think we will have to accept that civilizations without heavy units will only be strong in the early game, right?
regarding the higher speed of scout when leading deer: the speed must be just enough to make him vulnerable to horsemen
if you want the scouts to be fast it is better to give them the ability similar to the Sipahi, than to have it permanently
NERF
We know that Mali’s best strategy is Farimba, where their units only cost gold
It is difficult to deny gold, but if food could be denied, if Mali’s mills were not cheap compared to Mongolian pastures and cattle took longer to produce
Proposal
Farimba must also have a food cost in order to produce units
Mill cost 150 wood
Cattle production time 30 seconds
jajajajaa, I have just fought aggainst that combo. It recently became ultra-popular and now the once useless mali scout is the most beloved scout in the Game, and the most hated when you go up against him.
I tried to counter them with light cavalry, but it turns out that the Malians’ counter to that is to produce heavy Sofas, and since it’s the first time he’s differentiated them, I didn’t notice until it was too late.
About why they are strong in Feudal and Castles but weak in Imperial… there’s a reason, and I knew it when I was going through Civ Concepts and how many units were “Ideal” for a civilization.
Balance of number of units by age.
That being the case, I have realized that the creators, in order to keep the feudal fight stable, allow there to be up to a minimum of 4 military units in this age. This is true for almost all civs, not counting scout and economic units:
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- – Chinese: spearman (I), archer (II), horsemen (II), Chu ku nu* (II)
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- – English: spearman (II), longshot archer* (II), horsemen (II), early man-at-arms (III)
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- – French: spearman (i), archer (II), horsemen (II), Knight (II)
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- – Delhi Sultanate: spearman (I), archer (II), horsemen (II), scholar (II)
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- – Holy Roman Empire: spearman (I), prelate (I), archer (II), horsemen (II), men-at-arm (II)
But What happens with the Mali? It is a special case*, they have “SIX MILITARY UNITS IN FEUDAL”:
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- Mali: Hunter (I), Musofadi (II), War Scout (II), Sofa (II), Archer (II), Javelin Thrower (II)
This makes them special, because they have great combo versatility. This too, I suppose, reflects that the Mali Empire was very strong in its early years, uniting a large number of tribes and cultures with unique characteristics, but weakened at the end of the 1400s, breaking up into parts as the Songhay Empire, and then being defeated by the Kingdom of Morocco around 1600.
It is well structured historically. Of course, I WOULD APPRECIATE if the devs (please) add for both, them and the Ottomans, more “Historical Facts” in the Masteries section. People liked both Civs, and that would encourage them more to complete masteries.
Subject aside, the Mali inspire me to think of other possible civs different from the classic English model, such as Incas, Mapuches and Aztecs. Although in theory, for balance, they would have to add a new tipe of unit, the “shock infantry” to act as Cavalry, being weak to spearmen and camels.