I’ve been on this journey of begging for this change since June last year and I haven’t given up yet.
Malta is one of my favorite civs in this game, both because of the nostalgia of the campaign that was brought to multiplayer, as well as its unique design.
Both the Fire throwers, the hospital knights and the sentries are incredible units in terms of design, already in performance only the hospital knights and the Fire throwers are viable units…
…And this is such a waste, as it is the late game build of treaty, FFA and even sup who we can see the evolution of the asymmetry of these unique units and how it fits into the civ mechanics and currently the sentinels don’t fit into this, they don’t they are managing to deliver and play this role that for me at least is funamel within Age of Empires III DE
Malta is a defensive/camping civ and all the unique units together cost 2 pop is something very complicated due to a very large lack of pop, holding a position long enough to build all your forts, towers and fixed cannons with less than 50 units is complicated and challenging.
I know there is a Maltese build that is based on commendation units like lancers and portuguese cassadors (caçadores ), However, this build doesn’t take advantage of what Malta has to offer, but rather recycles units from another civ, which is bad, but its unique units don’t have to be overshadowed by units already existing since the vanilla game.
In terms of status, there is nothing that justifies sentinels costing 2 pop, their cost of 60f and 40g is already a relatively high cost, without the card that increases 45% of its previous cost to cost 87f and 58g
*** with the unit at its maximum using a deck that gives the maximum possible statuses to the sentinels, their stats reach these results.
(deck used for the test that provided the results below)
1- without the flintlock rockts card but with the cards gunpowder mills + solving order of malta + walls guns, totaling 24 cards and far from defensive constructions and in age V we obtain this result ( + walls and explorer aura buff+ 1 hospitaler aura buff)
2- all cards (25 cards) including flintlock rockts but away from defensive buildings and age V we get this result ( + walls and explorer aura buff+ 1 hospitaleraura buff)
3- all cards (25) including flintlock rockts + profimo of 5 forts and 14 towers and all available commendations avilable from the deck above reach this result from the deck above reach and fixed cannon this result ( + walls and explorer aura buff+ 1 hospitaleraura buff)
.
It becomes a considerable unit, but it is not comparable to a Mexican soldados who justifies his 2 pop or the mass of 1 pop units like Akan wirh aoe dmg, Janz, Caroleans, Maigadis, Sepoy or Ashigaros.
If that’s the case, it could even nerf the unit’s final stats so it costs 1 pop, but 2 pop makes it very inefficien.
It’s enough to be trisye, a unit with so much potential, with one beautiful thing, how the sentinels can be united like expensive vills to just build towers and forts.
wasted graphic design on an employee in the unit that by far has the best apparent evolution in the game.
(age II)
(age III)
(ageIV)
(age V)

You can feel the wear and tear and increase over time the evolution of the unit combat experience with through the ages.
final considerations: make the unit 1 pop even if necessary a nerf in its final stats, because otherwise the unit will continue in the shadows without seeing games and that is a complete waste.
You can feel the wear and tear and increase of combat experience over time, you can feel the pain and the evolution of this unit through the ages… which are a battlefield and Malta’s siege provided, until his liberation from Ottoman attacks.
Make the sentries Greatrs like they never be PLS!!! This unit deserves a light