Australia

I got inspired and made another attempt at an Australian revolutionary deck, using the newer 25 card format from the recent revolution updates:

deck2

  1. First Fleet → ships a galleon with a TC wagon and 25 convicts inside
  2. Rum Rebellion → turns all infantry units into convicts, and grants 100 coin (50?) for each
  3. Bush tucker → villagers now gather some food as well while gathering wood
  4. Pastorialism (infinite) → 7 sheep and a homestead wagon
  5. 30 Convicts (infinite) → convicts are free villagers that defect into outlaws on the side of their foe when killed. They can’t be garrisoned and don’t have a build limit.

  1. Stockyards → allows cows to be trained
  2. Outback stations → ships 2 reskinned haciendas and allows them to automatically harvest livestock
  3. Merino wool → ships 10 sheep and makes sheep deliver coin instead of food when harvested
  4. Eureka Stockade → Ships 12 miners, improves their combat power, and allows them to build fortifications
  5. Victorian gold rush → allows miners to be trained, increases gold mine rates, and makes mines last longer
  6. Welcome stranger → ships a gold mine and crates of 1000 coin
  7. Bathurst Rebellion → all convicts turn into outlaws, increases outlaw combat stats

  1. 4x Gatling guns (infinite)
  2. 2x Ironclads (infinite)
  3. 1x fort wagon (infinite)
  4. 16x musketeers (infinite)
  5. 13x rangers (infinite)
  6. Queensland Volunteer Artillerymen (1,000 coin) → ships 16 guard grenadiers, enables them, and grants 15% combat buff to them (royal guard)
  7. Bushrangers (infinite) → ships 7 random outlaws

  1. New South Wales Lancers (1,000 food) → ships 12 powerful lancers and enables them at forts and stables
  2. Imperial Bushmen (800 gold) → ships 12 powerful musketeers and enables them at forts and barracks
  3. Inland Explorers → ships an explorer, reveals the map, and greatly improves explorer line of sight
  4. Battery Point Fortifications → 6 outpost wagons, grants outpost upgrades
  5. Federation → enables the capital to be built

what’s missing is some Aboriginal tech/alliance cards, but I didn’t really want to speculate on those unless/until we get some Aboriginal native sites in the game first

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