I agree that commanderies aren’t great but, I would prefer not too lose Malta’s Firethrowing, unit producing, gather rate increasing outposts
The 1% XP REVERSION did absolutely nothing to Malta, what are you getting on about? That was the most minimal change they could get.
My suggestion was primarily aimed at improving the command shipments so that Malta is not exclusively a simple faction of pikes and crossbows.
It is also focused on making the command shipments better since they are currently poor
Reaaaaaaaaaaal minor aesthetic reworks from me which would help make Malta feel more cohesive:
Order Unit aesthetics
Why? Two small graphical changes here make these Order versions of unique units more thematically in keeping with the Maltese which would be a nice touch and help to give the Maltese a bit of uniformity even when they have a little foreign support
Red Sash for Order units.
Simply a red sash over the top of an Order unit’s chest, over the current model as was the fashion within the Order.
Whilst the above will look great on the more modern units such Dragoons and Hussars, we need something slightly different for the ‘archaic’ units such as Order Longbowmen and Lancers:
Red Tabards
In the classic styling of a red tabard with cross on it, over the chest of archaic Order units.
Building textures:
The buildings below themselves are fine however the textures are jarring, seem out of place (more wild west) and do not help with campaign item recycling some players feel makes up Malta’s assets.
Commandery texture
The current model is fine, however it would look so much more fitting for the wood texture to be replaced with Mediterranean (sandy) brickwork. Tiled roof is a solitary fine. We want Malta to feel like a stronghold nation and for it’s buildings to fit in with the ‘solid’ fortification aesthetic. Historically Commandery was a broad term however most buildings designated as a commandery would be tough and expensive, not the more basic wooden structures we see here.
Depot
Again, the model itself is fine, however the texture should be Mediterranean brick work to fit in with not just the ‘fortress Malta’ vibe but to tie into the fact that these Depots (or rather gunpowder magazines) would often be part of a fortification complex and wood would never be considered to house gunpowder! For anyone who feels that Depots are not relevant to the Maltese - they are! The Knights built stone Gunpowder Depots - so much so that if you look for info on Gunpowder Magazines (interchangeable with Depot btw) Malta is often listed as a huge example for them.
It don´t cares if commandery shippemnts remain being useless.
If you make the commandery upgradable as I proposed, it could have different textures like outposts
It really isn’t at all. There should be some horse stalls visible on it to indicate it is the cavalry building.
Fine as in, ‘it will do’. In an ideal world it would have been a fortified mansion, palace or stronghold - like the below example

If we could have a horse stalls on the side of it, even better (also is helpful for newer players to give visual clues).
and sentinels 1 pop pls
The 2% if it’s adding another exponential growth adds quite a bit since the 15% growth would be feeding off of it. Or at least that’s how it was initially explained to me… If that’s the case then 2% versus 1% does indeed make a difference for a civ that gets a shipment early in the game which gives 2.1 Exp/s with a cost of only 150 wood & a card. That plus Bow-Pike is an experience magnet… which feeds into regular resource crates for more units which culminate finally into the 750/750 wood/coin card - meaning the church card is absolutely not useless.
If the shipment growth rate is just 1+15% growth rate, then yes the 1-2% growth rate is not that much of a negative to the civ.
I have really wired ideas, not for sentinels.
I think Malta economy should be buffed , maybe we could just add a tech let three churches generate coin 1or2/second ,some kind of offset they only have one factory card. And why coin,I think it may courage players use more mercenarys.
Also, I feel the tongue cards may unlock different mercenarys ,not the regular armies , maybe also some little buff to them.
Just some strange ideas ,not that professional. ![]()
This is not as silly as you think - it would actually help a lot.
Plus it’s not out of place nor ahistorical - the Knights Hospitaller generated a lot of income via their commanderies dotted everywhere around Europe with many of these being priories/churches. They had many estates and many investments/donations trickling in which made them rather wealthy.
So the Maltese could have a card that enables Commanderies to trickle some coin.
Didnt the Maltese have trickling with Mills? I didnt did the maths, but that less settlerd can be used on States
It’s a card that trickles food and boosts milk production, it doesn’t cause mills to trickle.
My bad, I recall it incorrectly. Improves food gathering on mills plus one trickle.
I was reading that an “auberge” is something like a tavern, so it occurred to me that the “Auberges” card (Commanderies now support 10 population and Order Units cost -10% resources) could be improved or reworked so that the Commanderies also give a small coin trickle, for example 0.5 coin per second.