Jakobits and Cromwell for British Please
Jacobites, Irish and my favorite crackpot idea for a unique Brit Revolt: an Industrial Revolution.
The Dutch could also get a Belgian Revolution.
I think after considering it since the patch came out, I honestly would like Russians to get a Tatar revolt more than a Cossack revolt. Not that it wouldnât work, but I think itâd be more unique.
Or better yet, why not add a new factory shipment card for the British that is themed around the Victorian era and features unique technologies? P.S. Iâm still waiting for a revamp of British Manors and some unique mechanics or new technologies for them.
I hope they add the Belgian Revolution for the Dutch. It could be similar to the new Federal Germany revolt.
At the very least a unique skin and icon⊠There are so many beautiful examples of English architecture to draw from
Youâre absolutely right; a unique appearance, at the very least, wouldnât hurt.
Austria and the Swiss Confederation for the Germans, and Revolutionary Serbia and Greece for the OttomansâŠ
British
Pirate Republic (Nassau)
Mentioned by others and myself plenty of times. Haiti could do with being removed as itâs really not much of a British revolution. So hereâs the Flying Gangâs Pirate Republic
Makes an interesting, historically grounded ârevolutionâ - basically an interwar period where disenfranchised sailors/privateers turned to piracy, began a loose republic and used the shallow coast of the Bahamas as teh idea base to launch raids on vessels and Spanish wrecks. Apologies ahead for perhaps the scattergun approach to the listing of units, buildings, shipments, etc - in reality it would probably be only a few elements from the list as Rev civ
Home City: Nassau
Changes:
Upon Revolt:
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Houses & Stables are replaced by Pirates
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Town Center changes aesthetically to the tent campaign building âCommand Postâ, with a more worn & weathered look
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Walls cannot be built
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Outposts replaced with Lookout Posts (campaign Fort Tower) - with larger FOV and able to train Outlaws
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Raiding mechanic - Coin bounty can be gained when enemy units are killed. Wood bounty on building destruction, with additional Coin and Food plunder on respective resource production buildings.
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Explorer becomes Pirate Commander (Commander over Captain as itâs not just one fleet he ownsâŠ). Armed with Musketoon, has Swanshot (AoE attack) ability and can construct Tent Camp Towns. Named Hornigold or Jennings.
Land Units
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Settlers become Baymen. The âpirate lumberjacksâ. Armed with Buccaneer Guns (long barrel muskets used by pirates more than commonly than you think) and Felling axes for melee - can chop wood and hunt, in addition to filling out a crossbow-esque role for combat (tougher but shorter range than Topmen). Note - resource-procurement requires Rum-Punch shipment to unlock!
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Musketeers upgraded to Freebooters - their melee (cutlass) becomes worse, however in Carolean style, their ranged attack (muskets) become better (along with small cav multi). Again pirates, much preferred muskets over melee.
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Pikemen become Pressed Men - aesthetically a bit ragged and rough, Pressed Men, armed with Boarding Pikes, are cheape and fast on their feet. Expendable way to distract the enemy whilst your Freebooters fire.
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Grenadier Crew replaces Grenadiers. Can toggle between Grenados and Firepots (damage over time, shorter range). Less HP, cheaper but faster on their little (barefooted) pirate feet.
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Spies become Intelligencers - essentially spies that can bribe enemy units (think Priest convert) for cash on ability use. Armed with flintlock pistol.
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Boarders become available - reskinned and stat-upgrades versions of the new Sailor unit (though armed with a blunderbuss). Armed with Boarding Axe in melee
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Topmen - replaces Longbownen/Rangers with a shipâs sharpshooter unit. These are agile marksmen, armed with long-barrel Buccaneer Guns. Can Stealth.
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Carpenter - a reskinned Surgeon - builds all structures. Can repair ships. Unlocked via Sea Artisans
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Sea Dogs - become standard (non-outlaw) versions of the Pirate unit that replace Hand Cav (being hand shock infantry).
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Mariners - replaces Dragoons - ranged shock infantry armed with flintlock pistols. Weaker, but 1 pop and cheap.
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Swivel Gun - reskinned Leather Cannon. Even less range than LC, but fires grapeshot for wider and more powerful AoE damage.
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Ship Gun - reskinned (Iro) Field Cannon (crewed by Pirate models)
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Other artillery are removed
Naval:
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Caravels are replaced by Rowboat Raiders (Rowboat model with Pirate crew)
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Galleons get replaced by Bermudan Sloops (renamed, tougher Privateers). Can train Pirate Republic infantry. Has the ability, Boarding Actions, which allows it to convert other ships at close range
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Fishing boats - untouched
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Frigates - untouched (Golden Age pirates did get hold of full-rigged ships)
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Monitors - removed
Building changes:
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Artillery Foundary gets replaced by Warehouse (reskinned Depot). Trains Grenadier Crew, Swivel Gun, Ship Gun, and Petard. Gains resource shipment requesting function (ala Basilica/Custom House). Can still detonate.
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Barracks changes into Tent Camp Town (reskinned Field Hospital/Hospitaller tent) - very cheap, low HP barrracks that support 15 population
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Tavern limit significantly increased (also replaces on-screen Church, as well as hosts the Intelligencer)
Shipments:
*Note: no mention of Letters of Marque/Buccaneers - these were before âGolden Age Piratesâ (I.e true piracy and not privateering/buccaneering)
- Buccaneer Guns - ranged gunpowder infantry gain a range increase
- Rum-Punch - Baymen can chop wood and hunt/forage
- Signed Articles - Converts all on-screen Pressed Men into Pirates
- Self-funded arms - Freebooters, Sea Dogs, and Topmen get Flintlock Charged shot ability
- Logwood barricades - Baymen can construct Stockades (campaign building) - small, somewhat weaker fortresses (possibly similar to AD Castles)
- Captured Coehorns (Infinite) - ships a number of Hand Mortars (with Pirate crew models)
- Sea Artisans - ships a group of Surgeons, Carpenters, Pirate Drummer (Drummer reskin). Enables their (limited) training in Taverns. Drummer has Vaporing ability, rousing nearby units with combat (HP?) bonuses.
- Smokers - Bermudan Sloops and Frigates can convert to Fireships
- Wreckers - all units can recover Treasures and mine Coin. Ships a Salvage Camp Wagon to plunder from when deployed (not sure on building).
- Interlopers - Docks generate Coin depending on how many of your (and ally) Fishing boats are in-game. Upgrades Dock to Advanced Dock and renames Fishing boats to Smuggler Boats. Enables Pirate Canoa (native canoes with musket-armed Pirate cews).
- No Purchase, No Pay - Unit and building bountry increased
- Scourge of the Seas (Infiinite) - Ships a Frigate containing a Pirate Captain (a lesser Pirate Commander hero unit), along with a medley of piratical infantry/shock infantry. On land-only maps, you get a cannon or two in lieu of a ship. On the thematic side, Pirate Captains can be named Edward Teach, Sam Bellamy, Charles Vane, etc.
- Smuggling Syndicate - Taverns become minor Factories of sorts - allowing a selectable (very small!) resource trickle (no Heavy Cannon option).
- Feral Spanish Livestock - ships Feral Pigs and Cows (huntables)
Could possibly lead to another Revolution by way of the Pirate Round (basically the last hurrah for Caribbean Pirates - sailing to the Red Sea for bigger prizes), changing the HC from Nassau to Ranter Bay, Madagascar, with shipments that change Sea Dogs to Roundsmen (even tougher, veteran pirates), Madagascan Warriors, upgrade Trading Posts to cannon-armed Private Trader buildings that also allow Outlaw training, unlocking Battleship shipments (representing the much bigger Prize ships aquired), etc. Or that could be too much ![]()
Love the concept, I think this would fit well as a Fortress Age Revolt option, like Livonia or the Cossacks.
I think this would be the best way, as Revolts in-game are primarily militaristic, whereas the Industrial Revolution was anything but.
Iâd rather an early Factory via Fortress Age shipment, called âArkwrightâs Factoryâ or something else in reference to another Industrial Revolution pioneer. Adds +1 to Factory limit.
If itâs too OP, then the early factory could be a âwatered downâ/lesser version until Industrial.
Current state of livonians (teutonic order)
= Currently useless or very circunstancial
= totally useless
Another idea was a Janissary Revolt of the Ottomans
Make the Hungarian Revolt German only. Replace Ottoman/russian/Maltese with something else (Greece/Bulgaria/Serbia?). It is a 2 parter representing the 1848 Revolt in the first part, unique Revolutionary is the Honved (Grenzer can become a mercenary or something). The second part is the Compromise of 1867. Austria-Hungarian representation for German civ.
Yes, a patchwork of European Revolutions (1820-1830-1848)âŠ
No, not at all; the Livonia revolution is actually quite good. It just needs some polishingâperhaps adding a few more Home City cards would make the difference needed to turn it into an excellent revolution.
Adding Austria, Serbia, Belgium and Greece as revolutionary options would be fantastic, as that way the entire European map would be covered.
Yes, at least if they donât arrive as complete civilizations, let them arrive as revolutions, so whoever wants to play with Prussia can play with Prussia and whoever wants to can play with Austria without having to break up the GermansâŠ
Exactly, thatâs how it should be.
Not exactly a revolt but Iâd like to see a Chinese equivalent of Meiji restoration - The Self-Strengthening Movement (1861â1895).
So that units in the endgame look on par with endgame historical units.
Yes, I was thinking of a âBoxer Rebellion,â âCixi Reforms,â ââor âNew Policiesâ card, or something like that, or even the âWesternizationâ card for the RussiansâŠ






