Civilization comparison · AoE3: DE 100.19.18309
Maltese vs Mexicans
Maltese and Mexicans share 9 of their regular units and 47 Home City cards. Maltese start worth 1,400 resources and train 18 kinds of units; Mexicans start worth 1,450 and train 22.
Start worth 1,400 · 1 Chests of Coin, 4 Crates of Food, 2 Cords of Wood, 6 Settler, 1 Grand Master
Civilization bonus: Maltese units gain additional hitpoints with each shipment and heal over time when idle. Royal Guard Units: Crossbowman (Arbalesters) and Culverin (Basilisks) Unique Units: Fire Thrower, Grand Master, Hospitaller, Sentinel Unique Buildings: Hospital, Fixed Gun, Depot, Commandery
Start worth 1,450 · 1 Cow, 1 Chests of Coin, 4 Crates of Food, 2 Cords of Wood, 6 Settler, 1 General
Civilization bonus: Livestock and Settlers may be tasked to Haciendas to produce resources or spawn units. Can revolt in earlier ages and return to Mexico afterwards. Gains an additional Padre hero early on. Culture Bonus: Starts with a General who can plant an Inspiring Flag and build Forts instead of Town Centers. Advances in Age by choosing a Federal State that unlocks two powerful unique cards. Has access to Saloons, Sloops, Steamers, and unique Outlaws. National guard units: Chinaco (Charro), Salteador (Vigilante) Unique units: Padre, Insurgente, Salteador, Soldado, Chinaco Unique buildings: Can build Haciendas and a Cathedral which may research unique improvements.
Units only one of them has
Both: Culverin, Falconet, Fishing Boat, Frigate, Mortar, Settler, Surgeon, Petard, Spy.
Best age-up per age
| Age | Maltese | Mexicans |
|---|---|---|
| Colonial Age | ||
| Fortress Age | ||
| Industrial Age | ||
| Imperial Age |
The choice that hands over the most in resources (units at train cost, livestock and crates at what they hold).
Home City cards
122
only Maltese
47
in both decks
109
only Mexicans