It’s no secret that developers have trouble balancing grenadier type units and that’s why I feel it’s necessary to make this topic. I think the Argentine revolution needs to be completely rethought and changed to adapt to both current revolutions and to be more historically accurate.
Obviously I’ll take some creative liberties to make it a fun revolution, but coherent and balanced as much as possible.
Let’s start with the most elementary changes.
When you revolutionize with Argentina, the colonists should become gauchos, which, as we currently know them, are dragons with adequate performance for what the revolution was, but in my opinion their only use should be only a mounted colonist specialized in livestock and with the ability to defend themselves. (same as any colonist)
My proposal is to change their role to be only a replacement for the colonist, keeping their speed of 7 and their bola attack that slows, but losing their role as a military unit. They can still defend themselves, but by gaining the Villager, Economic and light cavalry tag, it may not be the most advisable although it would still be possible. For practical purposes, their bonus is movement speed and they could collect from cattle at a base speed of 8.
Unlike other revolutions, the Argentine revolution would guarantee a limit of 100 (80 + 20 = 100) for cows and sheep, in addition to enabling the creation of cows on a basic basis without the need for a card.
Obviously this is more than enough to cover the food costs of the revolution and is just to emphasize the country’s cattle history.
Another feature of the revolution is that it has immigrant cards, but unlike the “American” cards, these can be sent twice and have two different effects.
Below I give my ideas for these cards, which I think would be suitable for this iteration of the revolution.
Argentine Creoles.
When sent for the first time: Removes Mills and Plantations; enables the construction of haciendas and sends 4 hacienda construction carts. If the player had any mills or plantations built, they are destroyed, this card cancels the production of soldiers from the haciendas and increases the construction limit of the same by 6.
When sent for the second time: Enables the Spanish cards Hand Cavalry Hitpoints, Cavalry Combat and Hand Cavalry Attack in the metropolis; these cards now cost 500 wood and gold to be sent.
Italian Immigrants.
When first sent: Allows Lombards to be built, sends 4 Lombard construction wagons; increases Lombard limit to 8.
When second sent: Enables the Italian cards Usury, Advanced Lombards and Schiavoni Swords in the metropolis; Now these shipments cost 750 gold to send.
French Immigrants.
When first sent: Settlers collect 10% more from all sources except livestock.
When second sent: Enables the French cards, Gribeauval System, Flying Battery and Engineering School, for the hometown; these cards now cost 1000 wood to send.
German Immigrants.
When first sent: Hero type units gain 150% health and damage; outlaw Landsknecht can now be trained in barracks, Galleons/Galleass, bar, fortresses and Lombards.
When second sent: enables the “German” Advanced Arsenal, Castramentation and Riding School cards for the metropolis; these cards now cost 500 food to send.
It should be noted that this iteration of the Argentine revolution lacks the infinite shipments of fortresses, revolutionaries, and gatling guns. I also intend to maintain the idea of a cavalry and artillery revolution, even if this requires me to take creative liberties such as some of the effects of these cards I proposed.
In addition to the above cards, the Argentine revolution should have its flagship units and for obvious reasons keep up with the new revolutions that have so enchanted the entire community. For this reason I want to propose the following cards that also enable the training of these Argentine units.
Patrician Regiment. (new skin for this unit)
Effect: When this card is sent, guerrilla units automatically upgrade to Patricians (equivalent to the Guard-level guerrilla upgrade + 10% health and damage) and gain the Skill Promotion ability. (Additional range and faster attack speed).
Mounted Grenadier Regiment. (Same skin)
Effect: Sends 20 Mounted Grenadiers (revolutionary equivalents to the mercenary elmeti) and allows them to be trained in Stables, Forts and Galleons/Galleass; enables the imperial upgrade of this unit but does not research it and increases its cost by 100%; cost 1810 of gold. (this unit replaces the Spanish lancer if the latter is trainable)
Infernales Regiment. (new skin for this unit)
Effect: Upgrades the dragoon to infernal (basically dragons with bolas) and sends 20 infernals; enables the imperial upgrade of this unit and increases the infernal’s firing speed by 10%; cost 1500 of gold.
It should be noted that for balance reasons these units maintain their population and resource costs identical to their European counterparts, except for the mounted grenadier, which costs 3 population and 150 food and gold.
Below I would like to propose some cards that I think could be kept or added to the deck.
Self-explanatory and already in the deck.
Blandengues (Keep)
Land Grab (Keep)
Stockyards (Keep)
Caballeros (Keep)
Trattoria (Keep)
3 Mortars (inf) (Keep)
20 Outlaw Band (inf) costs 1,000 coin (modified)
10 Garrochistas (inf) (modified)
San Martin (Keep) costs 1,200 coin
20 Semi-Fattened Cows (Inf) (New)
Liberation March (New)
Barbacoa (New)
Argentine Mortars (Keep)
Royal Mint (New)
New and complex.
Presidential Cavalry.
Effect: Hussars and Uhlans can be upgraded to Imperial.
Monastery artillery/Artilleria Monasterio.
Effect: Allows you to upgrade your artillery to Imperial, but upgrades cost 50% more.
Lautaro Lodge. (team)
Effect: Every revolution gains 2 shipments to spend and gains a General with the ability to build fortresses, detachments and medical camps. The General has the inspiring flag ability that increases the attack speed of your own or allied infantry units in its area of effect by 10%. (Two flags together do not increase beyond 10%)
I think these changes would result in a comparatively more historically correct Argentine revolution that maintains its essence of being a cavalry, artillery and livestock revolution, while making it more fun to use. I also want to point out that I was tempted to use the Soldier as a replacement for the Musketeer, but between the fact that this revolution already has a very expensive unit (the Mounted Grenadier) and the fact that I strongly believe that this unit should be used to improve the Peruvian revolution, I decided to do without it.
I should point out that I also tried hard not to add new buildings or mechanics and tried to use what would make the developers’ job easier; at most I would like them to give us skins for the unique units of the revolution, but I am aware that even that can be complicated.
I want it to be clear that this proposal is a set and I thought it to be strong in cavalry and artillery, if this Argentine revolution is allowed to grow and boom without interruptions for a long time, it is designed to forcefully punish the passivity of the opponent, but at the same time At the same time, this revolution could not compete with an imperial economy, whether of supremacy or treaty, so it should not represent any problem in any game mode.
I think my proposal is balanced and in the worst case scenario you could always add or increase the cost of some card to compensate, so it is very easy to solve any potential imbalance, although I doubt it exists.
Thank you for reading and I apologize if any sentence in any language sounds wrong, let’s agree that the translator is not perfect and my spelling even less so.