Worked out · AoE3: DE 100.19.18309
Maltese builds
For the Maltese in AoE3: Definitive Edition 100.19.18309, the Fortress Age army that answers the most enemy units for the same resources is Pikeman, Sentinel and Falconet: between them they beat 97% of the 119 regular units of all civilizations out by then (average edge ×1.88). Colonial rush (Colonial Age): Pikeman and Sentinel, 77%. Boom (Industrial Age): Pikeman, Sentinel and Falconet, 97%. Treaty (Imperial Age): Crossbowman, Pikeman, Sentinel and Falconet, 97%.
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Quick answers (4)
- What is the best Maltese army in AoE3?
- Colonial Age: Pikeman and Sentinel (beats 77% of 77 units); Fortress Age: Pikeman, Sentinel and Falconet (beats 97% of 119 units); Industrial Age: Pikeman, Sentinel and Falconet (beats 97% of 123 units); Imperial Age: Crossbowman, Pikeman, Sentinel and Falconet (beats 97% of 123 units) — base stats, AoE3: Definitive Edition 100.19.18309.
- What beats the Maltese Fortress Age army?
- Jaguar Prowl Knight (its best answer, Sentinel, is at ×0.66), Maceman (its best answer, Pikeman, is at ×0.8), Veteran Halberdier (its best answer, Sentinel, is at ×0.85), Levied Gunner (its best answer, Falconet and is at ×0.92).
- Which cards should the Maltese send first?
- For the fast fortress: 3 Settlers, 2 Settlers, 7 Semi-fattened Cows and Archaic Soldier Attack.
- Which Maltese age-ups hand over the most?
- to the Colonial Age: The Naturalist (≈ 500 resources); to the Fortress Age: The Sergeant at Arms (≈ 800 resources).
Colonial rush · Colonial Age
Army
Beats 77% of the 77 regular units out by the Colonial Age (average edge ×1.34), training the right one of them against each.
Age-ups
- II
The Naturalist≈ 500
Cards to send, in order
- 1.I
3 SettlersEconomy · hands over ≈ 300 net - 2.I
2 SettlersEconomy · hands over ≈ 200 net - 3.II
9 Phanar AlliesArmy · hands over ≈ 760 net - 4.II
Hire CranequiniersArmy · hands over ≈ 660 net - 5.II
8 CrossbowmenArmy · hands over ≈ 640 net - 6.II
Archaic Soldier AttackUpgrade · helps Pikeman - 7.II
Archaic Soldier HitpointsUpgrade · helps Pikeman
The full deck (25 cards)
Fast Fortress · Fortress Age
Army
PikemanInfantry · answers 27 enemy units
40
40
SentinelInfantry · answers 40 enemy units
60
40
FalconetArtillery · answers 48 enemy units
400
100
Beats 97% of the 119 regular units out by the Fortress Age (average edge ×1.88), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.66
Maceman×0.8
Veteran Halberdier×0.85
Levied Gunner×0.92
Age-ups
- II
The Naturalist≈ 500 - III
The Sergeant at Arms≈ 800
Cards to send, in order
- 1.I
3 SettlersEconomy · hands over ≈ 300 net - 2.I
2 SettlersEconomy · hands over ≈ 200 net - 3.II
7 Semi-fattened CowsEconomy · hands over ≈ 1,050 net - 4.II
Archaic Soldier AttackUpgrade · helps Pikeman - 5.III
9 Fire ThrowersArmy · hands over ≈ 1,125 net - 6.III
7 Phanar AlliesArmy · hands over ≈ 1,040 net - 7.III
Hire PandoursArmy · hands over ≈ 1,035 net - 8.III
Archaic Soldier CombatUpgrade · helps Pikeman
The full deck (25 cards)
Boom · Industrial Age
Army
PikemanInfantry · answers 29 enemy units
40
40
SentinelInfantry · answers 40 enemy units
60
40
FalconetArtillery · answers 50 enemy units
400
100
Beats 97% of the 123 regular units out by the Industrial Age (average edge ×1.9), training the right one of them against each.
Weak against
Jaguar Prowl Knight×0.66
Maceman×0.8
Veteran Halberdier×0.85
Levied Gunner×0.92
Age-ups
- II
The Naturalist≈ 500 - III
The Sergeant at Arms≈ 800 - IV
The Engineer≈ 1,000
Cards to send, in order
- 1.I
3 SettlersEconomy · hands over ≈ 300 net - 2.I
2 SettlersEconomy · hands over ≈ 200 net - 3.I
DistributivismEconomy · gathering or trickle bonus - 4.II
7 Semi-fattened CowsEconomy · hands over ≈ 1,050 net - 5.II
Cigar RollerEconomy · gathering or trickle bonus - 6.II
SilversmithEconomy · gathering or trickle bonus - 7.II
Archaic Soldier AttackUpgrade · helps Pikeman - 8.III
RefrigerationEconomy · gathering or trickle bonus - 9.III
Archaic Soldier CombatUpgrade · helps Pikeman - 10.IV
4 FalconetsArmy · hands over ≈ 2,000 net - 11.IV
24 CrossbowmenArmy · hands over ≈ 1,920 net
The full deck (25 cards)
Treaty · Imperial Age
Army
CrossbowmanInfantry · answers 4 enemy units
40
40
PikemanInfantry · answers 27 enemy units
40
40
SentinelInfantry · answers 40 enemy units
60
40
FalconetArtillery · answers 48 enemy units
400
100
Beats 97% of the 123 regular units out by the Imperial Age (average edge ×1.91), training the right one of them against each.
Weak against
Maceman×0.8
Jaguar Prowl Knight×0.81
Veteran Halberdier×0.85
Levied Gunner×0.96
Age-ups
- II
The Naturalist≈ 500 - III
The Sergeant at Arms≈ 800 - IV
The Engineer≈ 1,000 - V
El Presidente≈ 2,000
Cards to send, in order
- 1.I
DistributivismEconomy · gathering or trickle bonus - 2.I
Establish IronmongerEconomy · gathering or trickle bonus - 3.II
Cigar RollerEconomy · gathering or trickle bonus - 4.II
Archaic Soldier AttackUpgrade · helps Crossbowman, Pikeman - 5.II
Archaic Soldier HitpointsUpgrade · helps Crossbowman, Pikeman - 6.III
Archaic Soldier CombatUpgrade · helps Crossbowman, Pikeman - 7.III
Sovereign Order of MaltaUpgrade · helps Sentinel - 8.III
Steel BoltsUpgrade · helps Crossbowman - 9.III
RefrigerationEconomy · gathering or trickle bonus - 10.III
Royal MintEconomy · gathering or trickle bonus - 11.IV
Flintlock RocketsUpgrade · helps Sentinel
The full deck (25 cards)
What to train against the most common units
The Maltese unit that does best for the same resources against each of the 12 units most civilizations have (any age).
How this is worked out
Army: every mix of 2 (Colonial), 3 (Fortress, Industrial) or 4 (Treaty, Imperial) of the civ's own regular units out by that age is tried against every regular unit of every civilization out by then. Against each enemy the best unit of the mix counts, by its edge for the same resources (Lanchester's square law: strength = (resources ÷ cost)² × damage per second × hit points; edge = √ of the strength ratio, held between ×¼ and ×4). The mix with the highest geometric mean of those edges wins; "beats" = the share of enemy units where that edge is above ×1.
Age-ups: on the way, the choice that hands over the most (shipped units at their train cost, livestock and crates at what they hold, resources). Cards: economy first (villagers, crates, livestock, gathering and trickle bonuses), then the shipments of fighting units worth the most net of their price, then cards that raise hit points, damage, resists, range or speed of the army's units or cut their cost or train time. The Treaty plan keeps only cards that last (upgrades, gathering and trickle bonuses, building improvements), no one-off shipments. The deck adds more of the same by value, spread over the ages by the plan (an early plan keeps more early cards), at most 10 per age, 25 cards.
Not modelled: upgrades, civilization bonuses, range and speed (kiting), area damage beyond one target, abilities, maps, timing and the economy behind it. These plans are what the game's numbers favour, not build orders from top players.
Maltese: bonuses, units and every cardMaltese deck builder← All civilizations' builds