Malta's complete problem

Problems

  1. The economy is complete trash.
  2. Low numbered slow production army.
  3. Only 4 caravels.
  4. Only 5 normal barracs.
  5. Broken musks.
  6. Weak greanadiers.
  7. Expensive cav.
  8. Weak teamplay.
  9. Stupid gun.
  10. Depot disadvantage.
  11. Building HP.
  12. Commandery

Solutions

  1. The economy is complete trash
    Why the hell the nation’s army was designed for a small island civ, but the settlers weren’t? Why Wignacourt Constructions were they nerflined by 5%? Why is it losing even to Japan without german v@gons ==> Return Wignacourt Constructions 20% and hand them over to work on all resources and not just on natural resources. Vils cap 80. V@gons cap +2.
  2. Low numbered slow production army
    How did they imagine using artillery without being able to cover it from cavalry attacks? ==> 80 cap vils must solve this problem.
  3. Only 4 caravels
    Why does the sea nation only have 4 caravels if the Ottomans have 5? ==> Give them the normal amount of caravels.
  4. Only 5 normal barracs
    This has been their biggest problem since release. And even that was nerfed! ==> Change card Squires from 80% and 260% to 100% and 200%. This way, creating troops will make at least some sense in any buildings, and not just in forts.
  5. Broken musks
    Malta’s second pain after building soldiers only in forts. The very idea of ​​a defensive musketeer is quite interesting, but its implementation is frankly poor. For its normal operation, it is necessary to make preparations equivalent in time and resources to the creation of heavy cannons, and the end result is still two times weaker than that of a soldado who is good anywhere, and not just at his base. There is no point in building a useless unit that does not provide the opportunity to counterattack after a successfully defend. ==> Since the default stats of a sentinel are the same as a janissary, it is quite possible to make it cost one population. Wall Guns gives not a scaled but a fixed buff from any walls +3 range +10% damage. Flintlock Rockets only gives the ability to use rockets. (Agree, it’s stupid that a unit costs two populations, and receives the stats of these two populations only at age of 4 LOL!).
    gggL
    All the characteristics that he receives from buffs and the missile card he has initially, and the buff from buildings is additionally applied on top.

And yes. The Guards upgrade looks more beautiful and more realistic than the Imperial “OLD RICHMEN” upgrade. Even the developers themselves think so. That’s what they put on the flintlock rocket card.


  1. Weak greanadiers
    These losers are losing the fight to the regular skirmishers of the equivalent population. It is useless to attack the enemy base. ==> They should have 400 HP at maximum, and not the ridiculous 323 like the Voltigeur.
  2. Expensive cav
    Commandery units do not need to be upgraded, but they are 11% more expensive. That is, from the very beginning and even worse in the future, the entire civilization has a huge debuff on the use of cavalry. And what in return?
  3. Weak teamplay
    Another nerf of c TEAM Knights of the Round Table that is strange to me. 2% is nothing. The card must either be restored at 6% or make total rework.
  4. Stupid gun
    For some unknown reason, the only nation in the game has a population tower. Moreover, it is more expensive than a horse cannon. This makes no sense because no one will ever build these anti-ship towers in Fullimite. Set a construction limit, and remove the stupid cost from the population. Nowadays no one makes them on land maps at all.
  5. Depot disadvantage
    For such a dangerous building, which can damage the defense of both yourself and nearby allies, the buff that gives the depot is too small, and it is destroyed by the culverins very quickly. So the exchange doesn’t work. ==> Either the buff should be stronger, or the depot’s health should be +100%
  6. Building HP
    The team card for increasing the health of buildings is weaker than that of all other nations by as much as 15%. Although it is the health of buildings that is very important for Malta. ==> It would be fair if the health of buildings also increased by 1% of each shipment.
  7. Commandery
    The same problem is that the Russians have blockhouses, only there are fewer of them, and units take longer to build. An extremely poor building that in the Imperial age only deals 30 damage and can only be built in 4 pieces. It’s also worth gold. It’s not clear why there are such restrictions; it’s also an absolutely useless card of improved commandery that I’ve never seen anywhere anytime. No one needs to teleport troops frequently and all over the map. This happens a maximum of 3 times in 45 minutes of play. ==> The improved commandery card should give the normal 60 damage and +2 build limit, in addition to the weird fast teleportation. And yes, the classic 6 commands (no one takes more than two cards) are completely insufficient for the proper production of units, given that they take longer to build.

The fact that you couldn’t bring to life the civilization that you sell for money separately from the game for two whole years, and even keep nerfing it all the time, is madness.

  1. Wrong
  2. Wrong
  3. I don’t play water but they have better ships so probably also wrong
  4. If you mean the stable outposts then yeah they better be limited
  5. ?
  6. Wrong
  7. Cav is worth the cost and can be made cheaper
  8. Completely wrong
  9. Very true
8 Likes

All the order units are 10% more expensive while having 10% more attack and hp. order hussars are some of the best in game, second to the British.

3 Likes

They do not get any additional upgrades, anyone who has Cav Cmbat or one of Cav HP and Cav Attack are automatically better.

Commandery units also train slower (and are more expensive, as you know) to compensate for the increased stats.

5 Likes

I think most people will agree 9.
21

3 Likes

The Advanced Artillery card (Ships 1 Mortar; Mortars and Horse Artillery can be trained in the Fortress Age) is bad for the Maltese because they cannot train Horse Artillery, so I propose that this card be replaced with a new one called Advanced Mortars (for example) and in addition to shipping 1 Mortar and allowing Mortars to be trained in III Age, it also improves the Fixed Gun in some way, for example reducing its pop cost -1 and allowing Sentinels to build Fixed Guns. I don’t think this solves the Fixed Gun problem, but it’s an idea that might help.

Or you can remove this card altogether and make mortars available by default. This age 3 card is available by defaut.
Maltese_Home_City_2_(1_Falconet_+_1_Mortar)

The only thing I see wrong with fixed guns is their minimum range. If they get too much damage output in fortress age, they’ll end up being broken.

another juan post xxxxxcc

4 Likes

Fixed gun is probably the large failure they put the scenario unit in supremacy.

This unit kill cav kill falcs long range can be sold. Just only 700res. 21

Minimum range can just put walls to solve.

In supremacy you’re correct counting the fact they shadowtech. Other than that any civ with a simple cav combat card has better hussars (which is every euro civ). The better way to think of 10% is that its covering the cost of upgrades, not the 10%.

So with free veteran at 400 res and the extra cost being 20 res for hussars, once you build 20 hussars the extra cost=that of veteran.

The cost penalty can be removed so they essentially become shadowteching hussars with 10% stats, and their training rate can also be improved. While stat for stat they probably lag behind most civs, their effectiveness in combat is pretty good.

After one card they lag behind all the others.

And usually you won’t send the Aubergs card till later. 35 hussars=the same res as a 700 res crate. Even after the train time card they’re pretty slow to get out. Again really the only thing going for them is the shadow tech.

I would like the Auberges card, instead of making the Commanderies support 10 population, improve the units of the order +10/10% hp/at, in addition to reducing their cost. It doesn’t seem like a very strong card currently.

4 Likes

That’s still only +20% in all. They’d still end up being basically the worst.

Very informative answer. Why did you waste your time?

I’ll take an example from the first commentator. “Wrong”))) In order not to lose in economics, I have to send the whole card. It’s easier not to use it at all.

I think it is very expensive to pay 700 resources and 7 population +2 upgrades for an anti-ship tower that cannot move and has a minimum range.
20240611003520_1
It only works normally against regular infantry.

Malta is defensive civ, fixed gun is very strong unit as defend.
Their culv are also better in fighting artillery battle.

These are two 2000+ 1v1 records although it is Chinese channel you still can have a look. He used many fixed gun to get the map control.
Malta requires more marco sense than some common civs.

What exactly does that mean? Like infantry with low hp, or heavy infantry?

Believe me, I’ve seen fixed guns in action. Their blast radius can decimate infantry, and can sometimes deplete cavalry. Falconets are a threat, but they have less range. Culverins and mortars are the biggest threat, since the fixed gun is both artillery and a building, but with culverins of your own, they don’t stand a chance.

Fixed guns are even a good option if your opponent refuses to surrender after you destroy his first town center.

1 Like

I didn’t mean the grenadiers. He kills horsemen with only two hits. Only one horseman receives full damage, the rest do not receive it. It mows down infantry, yes, but the attack speed is 6.00 for a weapon that consumes the population limit and costs as much as a whole age up + upgrade to the empire and it still can’t walk, and it also has a minimum range which leads to the fact that in 80% of cases there is no reason for you to build it.

Works great on small maps. You can cover the entire map with 3 guns. What if the map is big? All you can do is place a couple at the main base and they will simply hang as ballast on the population. But in both cases he fought with dragoons. I would see him use his sentinel and fixed gun tactics against mass hussars/cuirassiers or musk. There wasn’t a single wall there. They would simply run past losing 1-2.
From what I saw in the video, the dude is simply outplaying his opponents. He did not lose a single building.

They’re still excellent map-control units, and can prevent your opponent from gathering nearby resources, forcing him to build mills and estates.