Nope, that would go against the nature of the civ. Not to mention it would do nothing for late-game. Smaller more realistic and non-game-breaking buffs are far superior.
A proposal: The “Wall Guns” card (or perhaps another card/tech) also allows Sentinels to build walls (The recent rework to the walls gives us the possibility to make these changes).
Malta’s design has a tendency, even if is not easy to see (or is not hard-implemented): healing units and defending places. For this, I insist again (is the 3rd or 4th time I say this in this forum):
Sentinel:
+2.25X against Artillery on all attacks.
+15% Siege resistance
+1 melee range.
Even if is implemented on an expensive Church Tech.
In minor changes, what can be done for the Fixed Gun, that fully loses a shot if the objective dies before it shoots?
It should be either revert XP or boost church XP, both at the same time will be broken. Probably boosting churches’ XP is more normal so that 3 churches making more sense in first age.
Decrease cost of Depot yes, but time should be the same.
German tongue i am not sure, if you sending this it makes sending a card sooner that other players, so no.
Buff sentinel card yes by making sentinels 1 pop. propose on making sentinels able to build lower cost outposts maybe on 200 wood at age IV. It should make this Civ keep up in late game with other civs.
Factory idea makes sense but i am not sure of the technologies, seems a bit broken. Maybe 500 each and i would accept it. But it should be send 20 secs slower than the normal factory. Edit: Could be American Tongue in age IV costing 1000 wood wih lower cost of upgrades. That way it doesn’t outscale other economies hard and prevent Mad Fast Industrial techniques.
One other issue is of the many cards this Civ has got. I insist that malta needs a merge of some cards. I ve mentioned this in the past, too. It is like Italy’s chaotic pool of choices.