MALTA (this change is neccesary to SENTINELS)

imageshould be moved into 3 age like Papal Arsenal(image)was moved from 4 to 3 age.

This change is neccesary to make sentinels worth.

#SaveTheSentinels

unfortunately, I would disagree here, I think one of the charms of malta is that they really hit their stride in age 4 while struggling a bit to get there. Plus a 45% upgrade age 3 is a bit mad, lets be honest.

11 Likes

No, not really. Malta is -or would have been if it had not being bloated with borrowed stuff- a defensive civ that slowly creeps towards their enemies. Sentinels are magnificent defensive musketeers when standing near towers, giving them rockets earlier would overtune their capabilities only to make them more palatable to the “need to win in 10 minutes” crew.

2 Likes

@dansil92 @LtSturm1 The problem with sentinels is that they are currently bad units due to the population they occupy, this is a fact, they are not good, they are not used.

Malta with all its potential tends to become a monotonous civ of pikes and crossbows. The idea of ​​this change would be to enable other strategies by making the seentinel combo suitable to be used.

Without this change or another similar change, sentinels will remain being useless unit until 4 age.

1 Like

I’ll say it a different way, not every civ and unit needs to be perfectly viable in every single age and situation. bow pike is cheap but requires lots of card investment. Sentinels are great and require little investment besides an age 4 card but require more housing. Its a nice balance and makes the civ maintain its design as defensive and really shine age 4

8 Likes

The approach is fine, but it doesn’t work at the moment.

There are no sentinel-based meta strats. Something needs to be done with the unit, because it’s not viable at the moment.

1 Like

Order units(usually huss) ans sentinels is a completely valid malta tactic and used at high level. The problem is the pop space late game. For the cost sents are good until you start closing into 200pop when either eco, scaling, or army size starts to really limit you.

The sentinel rockets is a game winning card but limited long term value. For long term sentinel viability it needs pop vs stats change not earlier rockets.

Also malta issue is how weak to FF play not their ability to make units early

4 Likes

this exactly. I think a bit more base hp would go a long way to helping the scaling

1 Like

Hmm maybe, but they already have vet musk hp in aura. Maybe boost their vet or guard stats to.30/30?

… as a two pop unit and in limited area. Sepoy are vet muskets too and they’re one pop.

To add - I think that with an extra 15 hp and a small base cost increase in exchange for a smaller cost penalty on flintlock rockets

1 Like

I only hope for any buff for the unit that make it usefull.

Malta was the first civ I tried to main until I realized that was 90% pikes + crowbow

Merge Outpost and Commandery. Similar to the Russian blockhouse

Changes

  1. Remove outpost completely
  2. Make commandaries being able to be updated throught ages like outpost.
  3. Make outpost cards affect commandery

Objetive of this change:
The objetive would be make commanderies stronger in late game, making them being able to be updated. So they would occupe the place of the outpost completely.

What do you think?

Yes but maybe Anywhere ungarrison should reworked as well!

In general, I think that Malta need a few changes like this to become an interestinf civ.

1 Like

Personally, I rather enjoy them. Overall they’re pretty simple and I like that.

Outpost gather aura is a nice eco boost and Fixed Guns have some utility. I had a game the other day where a French player pushed and built an aggressive fort behind it. I used a couple fixed guns, one of which I got in range of the fort to take it down.

Crossbowmen with Steel Bolts are great, and the hp from cards is fun for someone who likes upgrade cards more than I probably should.

I would change a few things however:

Fire Outposts:
The age 3 card for fire spray from outposts is cool, make it a default feature. Maltese Outposts could have 16 base range vs land units in exchange for the higher damage. Keep the regular range vs ships and that attack. Texture should be changed to match the civ’s architecture. The fire does damage in line with age 4 outposts so removing the bonus vs cavalry would be a good move. Also probably best to reduce the hp to 2000. Both upgrades could add +2 range for a total of 20.
(Edit: @SirBarnzy1 suggested something similar previously.)

Commanderies:
Commanderies should have their texture changed and frankly I would remove the attack. They already get the teleport mechanic so it seems fair. I could even imagine using the Ossuary asset from the 3rd campaign chapter (to save development costs). Perhaps you change the color slightly to better match the Mediterranean architecture.

Order Units:
The final thing I’d do is add an Order Combat equivalent to the Unique Church tech card. It could cost resources to prevent it being too strong in FI builds where the Shadow Tech is already good.

1 Like

I like the maltese outpost.

They have so many cards for them, the fire tower, Wignacourt Constructions, you can make all their infantry with De Redin Towers.
You can improve their attack with depots, sentinels get a attack boost from them.

Removing them would leave a huge hole in the identity of the Maltese civ

3 Likes

If the commanderies took the place of outposts, it would make sense for the “fire tower card” to apply to them. I think it should work like the Russian blockhouse, for example.

Yo can also improve their attacks with depots, and sentinels get a attack boost from them too.

Can you imagine if the Russians had both blockhouses and outposts? That wouldn’t make much sense, right? That’s how I see the commanderies.

The key to all of this is that, for commanderies to unleash their true potential, outposts would need to be removed. This is because, otherwise, Malta would become too tanky

Outpost are the cheapest building to build for wignacourt, and you can build more of them which again, helps with wignacourt.
You proposed to transfer fire towers to the commandaries, but what about De Redin Towers? Would we transfer that to the commandery as well?
In the end it would be to much for a single building

2 Likes

Honestly, Malta has already one of the best barracks in game. I have always seen Redin Towers useless

2 Likes

+1

I’ve literally said the same suggestions in the past.

There’s loads of Outpost techs so why not amalgamate a couple of their bespoke techs (Fire towers first and foremost) and have the aforementioned Fire Outposts. I’d give them a basic, but Maltese-linked name such as Hospitaller Outpost as historically no one has exclusively fire towers.

I’d lump Commanderies, Depots and Church in together as purely an aesthetic change. Their church needs its own national model and the Commanderies/Depots both need a more appropriate Maltese/Med look - Limestone brick textures. I’m pushing Depots for a bit of love, (or ather Magazines as they were most often referred to) as they were used everywhere around Maltese fortifications to house the ammunition though they were stone buildings. I think Maltese and just about every European civs would wince at the thought of storing explosives in a wooden structure (it’s just another risk!).

Order units as an aesthetic should really get Maltese uniform or Order tabards.

1 Like