More Unique Revolts

British

Pirate Republic (Nassau)
Mentioned by others and myself plenty of times. Haiti could do with being removed as it’s really not much of a British revolution. So here’s the Flying Gang’s Pirate Republic

Makes an interesting, historically grounded ‘revolution’ - 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:

  • Houses & Stables are replaced by Pirates

  • Town Center changes aesthetically to the tent campaign building ‘Command Post’, with a more worn & weathered look

  • Walls cannot be built

  • Outposts replaced with Lookout Posts (campaign Fort Tower) - with larger FOV and able to train Outlaws

  • 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.

  • Explorer becomes Pirate Commander (Commander over Captain as it’s not just one fleet he owns…). Armed with Musketoon, has Swanshot (AoE attack) ability and can construct Tent Camp Towns. Named Hornigold or Jennings.

Land Units

  • Settlers become Baymen. The ‘pirate lumberjacks’. 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!

  • 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.

  • 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.

  • 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.

  • Spies become Intelligencers - essentially spies that can bribe enemy units (think Priest convert) for cash on ability use. Armed with flintlock pistol.

  • Boarders become available - reskinned and stat-upgrades versions of the new Sailor unit (though armed with a blunderbuss). Armed with Boarding Axe in melee

  • Topmen - replaces Longbownen/Rangers with a ship’s sharpshooter unit. These are agile marksmen, armed with long-barrel Buccaneer Guns. Can Stealth.

  • Carpenter - a reskinned Surgeon - builds all structures. Can repair ships. Unlocked via Sea Artisans

  • Sea Dogs - become standard (non-outlaw) versions of the Pirate unit that replace Hand Cav (being hand shock infantry).

  • Mariners - replaces Dragoons - ranged shock infantry armed with flintlock pistols. Weaker, but 1 pop and cheap.

  • Swivel Gun - reskinned Leather Cannon. Even less range than LC, but fires grapeshot for wider and more powerful AoE damage.

  • Ship Gun - reskinned (Iro) Field Cannon (crewed by Pirate models)

  • Other artillery are removed

Naval:

  • Caravels are replaced by Rowboat Raiders (Rowboat model with Pirate crew)

  • 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

  • Fishing boats - untouched

  • Frigates - untouched (Golden Age pirates did get hold of full-rigged ships)

  • Monitors - removed

Building changes:

  • 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.

  • Barracks changes into Tent Camp Town (reskinned Field Hospital/Hospitaller tent) - very cheap, low HP barrracks that support 15 population

  • 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 ‘Golden Age Pirates’ (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 :smiley:

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