Maltese villagers limit

Lol. You literally showed where he said “farming”… he specifically said that about farming. You then switched topics to say that small +% on units can be decisive (which it can, and he already agreed with my point earlier in the thread that it could throw off breakpoints).

But then you switched back, you quoted his +5% for everyone again and were clearly talking about food because you said it would impact age up vill numbers. He hadn’t said anything in the thread about a hunting boost. The only food boost he suggested in the thread was on farms (he said mills earlier so the two terms are being used interchangeably).

What? If you want to talk about fishing or cows then open a new thread, that has nothing to do with what I said.

It’s a bug. It’ll probably get fixed. That’s frankly implied, what do you expect me to say?

I forgot all the trees vanish immediately when someone reaches age 4 (sarcasm). I’ve played team Sup games as Malta and won using wood units in age 4. You have 4 upgrade cards for Xbows and with RG tech they have insane stats for their cost. It’s not permanently doable, so kill the enemy faster. In treaty it’s admittedly not as doable as the finite nature of wood starts to matter. Pointing out the unintended buff to early-lategame sup isn’t unreasonable. If it’s doable now, it’ll be much stronger with 16-20% more units. Also everyone basically agrees Malta needs buffs, you just happen to be suggesting ones that don’t fix core issues and come with clearly unintentional buffs to the parts of the civ that are fine now and were nerfed because they were too good at release. The civ was a mixed bag at release with half of the stuff being OP or obnoxious and the other half being subpar or down right bad. They nerfed mostly things that needed to be for Supremacy’s sake but didn’t properly buff what was still poorly implemented.