Alternative Maltese Civilization Design
Following my recent “AOE3 VS History: The Maltese” video, someone asked me how I would have designed them. I plan to make another video on that, and I figured a good way to start that would be to make a forum post about it—so here we go.
Before I got into details, I figured I should lay out the plan. 1. I don’t want to change the military too much (early game). 2. I want to change the building system and Economy a lot, by focusing on a commandery system (not just one building)
Economy:
The Maltese economy will be building-focused. Not a shrine or bank-type building-based economy, but more of a buildings boost nearby economy type system—similar to how Wignacourt is now, but built into the system and not just a card. Think Gaia in AOM or whatever AOE4 civ has you connecting your buildings (or Hausa, but I think this is more in-depth). The basis for this is that the Knights Commanderies were estates, rather than simply a single building (although the main building on the estate could also be called a “commandry”). So, the idea is kind of that your town is kind of like a commandery system. There will be 3 basic buildings contributing to this system.
- The church (build limit 1, then up to 3 with Carmelite churches). Increases connected military buildings’ work rate (religious fervor type thing).
- The Tower (build limit 7) increases the HP of units nearby connected buildings (idea is that they’re taking cover).
- The commandry (build limit 5). Increase connected economic buildings’ work rate and increase the nearby settler work rate (it’s an administrative building).
None of these would stack on themselves, but they would all work together. The Tower would replace the outpost for the Maltese; this commandery would be like the commandery we have now, with some changes (new assets for sure) but, the commandry would still shoot like it does now, and it still trains your cavalry (some changes to them later) Cost for all these buildings could be worked out.
Military:
The Maltese military will be somewhat similar early game (except the Hospitaller), but the late game will be different (and the midgame some). Just to keep things a bit simpler, I’m gonna keep the 2% hp per card but remove the healing over time. The Pikeman, Crossbowman, and Sentinel would all keep their base stats (sentinels only 4 speed), and they would still be trained from the Hospital.
The Arbalester would stay the same.
However, the Hospitaller would be trained at the Commandry, and it would be a 3-pop warrior monk-type unit, still wielding a large 2-handed sword but with a more accurate skin. Specific stats would be figured out later, but he’d be fairly tanky and able to heal nearby units between fights.
I would remove the fixed gun—I find it too hard to balance vs certain civ matchups, and I don’t think it’s necessary to the civ.
The fire throwers would stay (I acknowledge that there weren’t specific “fire throwers” but I think it’s an important unit class to properly show the cic), but they would be adjusted to better reflect reality (or at least reality as far as I could find). I would give them more standard armor, and they would no longer throw hoops—that element would be moved to a special upgrade card for towers—but they would throw clay jars. The damage would be lower than it is now, but I would increase the radius a lot and raise the “overtime” burning damage.
To somewhat make up for the loss of the fixed gun, the Basilisk upgrade will be adjusted to a Falconet royal guard upgrade instead of a culverin one. This upgrade would lower the speed of the Falconet but increase its range and damage by more (I think this is also more fun than the cul,v cause Italy also gets a unique culv already).
The depot is good, but I would change its look (the civ is gonna be more stone-based than wood-based).
Commanderies and Tongues:
I argued with myself for a while about how to make these, but I think I came up with something fun but not overly complicated. At a base, the commandery would have access to the Chevalier (new unit) and Dragoon. With how heavily infantry-focused the civ is, I think making the Chevelier a Naginata-style cavalry would work (and historically, a spear fits). To make it more “Knightly”, you could give it more HP but less damage.
The Tongue cards, instead of shipping units from those places (like lancers from Spain), will ship you Squadrons of your units (and a commandery and +1 build limit). The purpose of these cards is for competitive, not for as much for lategame.
“British Tongue”. Age 2, 450 wood, ships 6 pikemen, 6 crossbowmen, and 1 Chevelier (as well as the commandry).
“German Tongue”. Age 2, 450 wood, ships 6 sentinels and 1 Hospitaller (as well as the commandry).
“Spanish Tongue”. Age 3, 750 wood, ships 14 Sentinels, and 1 Chevalier (as well as the commandry).
“Italian Tongue”. Age 3, 750 wood, ships 3 Order galleys and 3 Hospitallers (as well as the commandry).
“French tongue”. Age 4, 1000 wood, ships 12 Dragoons and 1 Chevelier (as well as 3 commanderies and +3 build limit to showcase the three French tongues).
“Portuguese Tongue”. Age 4, 1000 wood, ships 6 falconets and 1 Chevelier (as well as the commandry).
This is 13 commanderies total if you ship all of them. The Russian Tongue card is changed to:
“Russian Resettlement”. Age 4, 2000 coin, increases Commandry build limit by +7 (this is mostly for late game style games for people who don’t want to ship 6 cards just to get to that higher build limit. But it wouldn’t be used much in comp because it’s 2000 Coin).
Specific cards:
Flame throwers will be replaced by “Trumps” in age 3 (watch the vid if you want to learn about why it’s called that). This card would also replace Fire towers, giving both your fire throwers and towers a charged Flame Thrower attack.
“Rockets” and “Flintlock rockets” would be removed (age 4 upgrade for Fire Thrower would increase range).
I wasn’t sure what I would do with the Sentinel late-game, but I think there are a few options.
- Represent the British occupation of the island and the “regularizing” of their troops. )“Provincial Battalions”. The British raise local militias to defend the island. Makes the Sentinels 1 population, decreasing their attack and HP but increasing their range and speed.) The British, alongside the regular island militia, created a light infantry battalion so the range is to kind of showcase that without creating a new unit and lowering their stats is so they aren’t OP.
- Lean more into the piracy identity of the Knights. The Sentinels (representing both the knights as well as the local Maltese) would have often been the same soldiers going on raids. So if you wanted to go a little wild with the design, you could go with (“Sea Devils”. Your soldiers become expert seamen, growing rich off piracy and raids. Grants Sentinels more range, a multiplier against settlers, and siege damage.)
- Go with something more standard like (“Religious fervor”. Your soldiers are inspired to fight to the last to defend their faith. Increases HP and Damage). There are also other names or slight differences you could go with to cause a similar effect, but option 3 is my least favorite, so I’m not gonna go too deep with it.
“Walls guns” is changed into an age 3 Tower card that grants them a special second long ranged attack (good damage vs everything except cannons).
The “Knights of” cards would be adjusted for Hospitaler being a higher pop unit.
“Extensive fortifications” would be removed, and instead, you would have three Tower upgrade cards.
- “Wignacourt Towers”. Ships 2 towers, increases Tower LOS by 4, and the Tower build limit by 2.
- “Lascaris Towers”. Ships 3 towers, reduces their coin cost (Lascaris paid for the towers personally), and increases the Tower build limit by 2.
- “De Redin Towers”. Ships 4 towers, enables the training of infantry (except Hospitallers) from them, and increases the Tower build limit by 2.
“Auberges” now grants commanderies +10 pop space and decreases Tongue cards’ costs. It cost 500 coin itself.
(New) “Saint Elmo’s pay” grants Towers a Big Button ability which enables the throwing of fiery hoops and fearing the enemy (the name comes from the payment (being shown no mercy), the Ottomans had to give for their treatment of the bodies of the knights of St. Elmo)
(New) “Rapiers” grants all units a new Rapier stance which sets them to a hand attack that is 20% better then their standard melee damage but with no multipliers.
I’m sure there are more cards you could adjust and add, but I think this is a nice start. Als,o all of this may seem OP, but it would be easy to adjust the numbers a bit to balance it. I know this won’t get made, but it was at least fun for me. Lemme know what you think!