Maltese cards upgrade and depot

Maltese_Home_City_3_(Gunpowder_Mills)Never saw anyone use it.


Maltese_Home_City_2_(Flame_Throwers)Since Malta does not have a fire throwers shippment in the age 2, I suggest giving this card 3 fire throwers.


Maltese_Home_City_3_(Fire_Towers)Spending an entire card to upgrade towers to the second level, despite the fact that there is an upgrade of all fortifications to a maximum at age 4, is simply stupid. I think this map should be redesigned. Fire damage gives a very weak bonus at age 3, and at age 4 makes the tower even weaker. Damage should probably increase more at age 4.


  1. Due to the fact that the explosion affects allies, the aura should also affect allies.
  2. The amount of health should be increased.
  3. The building turns out to be useless when playing through crossbowmen(And there is no one else to play with). Perhaps it should act not only on firearms units, but on all range units in general.
  4. Remove build limit.
2 Likes

it might be fun if “Gunpowder Mills” gave Mills the same effects as depots instead lol

6 Likes

Nah. This would just be spammable and omega lame.

Otherwise the card ideas arent that bad.

4 Likes

Gunpoweder mills is quite fun against the AI :smiley:

But yeah, overall the gunpoweder mills card isn’t great. Also it can only be sent once meaning that it is even worse since maltas bonus only kicks in once.

The flamethrower card would be amazing since normaly there’s not many skirm / grenadier shipments in age 2.

Flamethrower tower card needs more kick, if it would send an tower ontop of the boost and upgrade it may well be worth a consideration.

3 Likes

No. You obviously don’t know what was happening on Sup that caused these to get nerfed. Some people were spamming these everywhere, they were a cancer on the game.

To the HP point, I think the best thing would be some kind of shadow teching where they upgrade as you age up. That way most of the hp improvement could be shifted later in the game where this is an actual issue. They don’t need more base HP.

As far as them buffing allies goes, I think that would be super op. Imagine Portuguese OGs shooting 10% faster
 this shouldn’t be a thing.

Sentinels need some modest buffs, and a few other things (such as a couple eco cards) are needed too. Lets not buff everything all at once. It will likely take less drastic changes than you think to move them from poor to average or above average in Sup.

4 Likes

You’re right, OGs and Gatlings will become very scary. But then it turns out that your depots will simply interfere with your allies without giving any bonus. The absence of a limit is also aimed at 3v3 4v4 games. On huge maps they are of no use. Actually, every deposit costs money.
I also watched a lot of fights in Malta and none of the players built depots before 30 minutes. And as a rule, someone already started to win.

The fire-towers card should just be ‘baked’ into Maltese towers anyway. Just give their Outposts Battery Tower art (or something more Maltese, i.e short and angular/blocky - not the LOTR style on the card art), add the card’s benefit to them and call them something on-brand, such as ’ Lascaris Towers’ or something - fits the Maltese defensive schtick.

3 Likes

drop 100res and build with uber tank explorer
get 10% attack boost Gucci
move
make another at new fight
delete old ones once limit hit.

Its not that hard

:worried:
They explode when removed


Continuing the topic. Malta has only one useful team card, while other civilizations have 3-5. Russia has the same problem. There are only two useful cards. Are these civilizations simply unfinished? Or have they never been team players like Japan?


Portuguese walls get +200% HP, while Maltese buildings only get +25% WTF
Maybe all maltese team cards should get +2% hp to allies? Team round table need remove. All maltese building take +1% HP like ships.

Walls aren’t maltas thing, TOWERS are where it’s supposed to be.

I’d like to see a “safe disarm” option for depots, similar to how you can dismantle fixed guns to re-set them somewhere else.

1 Like

depots explode
Contrary to popular belief you dont have to put all your eco next to a depot before triggering it

-russia/malta not enough team cards
Kamchatka expeditions, team patriarchy and the fact russia is just a solid civ that benefits disproportionately better from team cards due to its cost effective gameplan means it doesnt need as atrong team cards. Same with malta. What makea a civ good in teams isnt just team cards but often the scaling of that civs unit’s, of which malta and russia are uniquely set up to grind should their eco/upgrades come in.

Also team fixed gun is hilarious and actually pretty rough if pulled off. Casual 21-28 pop worth of cannons in 3v3s not bad

1 Like

Yeah this is one of the only things I disagree with on the list

Exactly, well said on all points. I know Malta well and I’m weary of giving them too many buffs in all areas. Just small buffs in several weak areas and to make some cards more useful/usable to boot.

1 Like
  1. 2%HP is an insane buff to all units because of thresholds
  2. I just tested ingame and it gives 2% for every member of the team so it’s gonna be 4/6/8% which is even more insane and quite busted for an age1 shipment that also sends a military unit for everyone

That’s wild. I didn’t know it stacked as the team gets bigger. I already thought it was an okay card (not amazing and not terrible), but that makes it extremely interesting.

That is, shipments of 10% and 15% for the entire team at one time need to be nerfed?

I think this useless crap needs to be removed.

What are you talking about?

Breakpoints. An age 2 huss takes 3 swings to kill a jungle bow. If you add even 1 hp it now takes 4 hits. Basically a 33% increase to the difficulty that a huss has killing JBs.

And no, you don’t need to nerf the +10/15% cards that other civs have. Not all cards need to be equal. It’s also relevant that those other cards usually only help 1 type of unit, and don’t give units.

You think 3-4 dops in age 2 aren’t good? At 3 it’s a solid enough shipment.

The card can have a huge impact on game deciding fights. Falcs 2-shot falcs, you add 4hp and suddenly it takes 3 hits to kill them. You add the absorption ability on the Hospitallers and that can be huge on early artillery battles.

The card is neither great nor terrible.

1 Like

Agreed by 90% but the last part is wrong since the card is great imo.
To my knowledge there’s only one comparable card for breakpoints and that’s India’s age4 card for 5% stats. All the other 10/15% cards are as you said limited to infantry, cav, or even just special units/unit types and they are still all in every team deck so why wouldn’t 8% to ALL units be strong? And also one unit per mate would be a nice bonus for an age2 card but in age1 it’s just stupid - there are no other military units in age1 for a reason(except Mexico but that’s just
 Mexico)