More Unique Revolts

Looking at the Livonia deck…

The deck is focused on defensive buildings, archaic troops, mercenaries, and improving the explorer unit. The Livonia flag is the State of the Teutonic Order.

Several cards are directly associated with the German card deck: Mercenary Camps, TEAM Teutonic Town Center, Adler von Lübeck, etc.

A few cards are also associated with the Maltese deck: Trip to Jerusalem, Squires, Steel Bolts…

There are actually quite a few unique units, at least compared to other revolutions:

High Master ·Order Crossbowman · Order Musketeer · Teutonic Knight · Knight Brother

Apart from the cards unlocking and improving these units, the only truly unique Livonia cards are Teutonic Order Castles, Kontors, Monastic Granges, and Riga Blackheads.


There is no way to improve up to Age 4 like the Cossack Hetmanate revolt can. This severely limits the revolt’s staying power and unlike the Mexico early revolts, you can’t go back to the “home country”.

Monastic Granges, Kontors, and the bank from Riga Blackheads are the only directly economic buffs you get. There is no way to get factories and no Capitol eco techs available.

So, let’s add improve the Livonia revolt shall we…


Terra Mariana - Land villager cost and train time -15%. Native units are 10% cheaper. Outlaws and Mercenaries are 10% cheaper. All villagers get unique visuals.

Helfen, Wehren, Heilen - All villagers and priests move 10% faster and have 10% more health.

Riga Militias - Burgher Militia no longer lose hit points and can be healed. Ships 1 Fort Wagon; Fort build limit +1; Burgher Militia can be called from Outposts and Forts.

Teutonic Knight Honors - Teutonic Knight, Knight Brother, Order Crossbowman, and Order Musketeer +15% HP. Order Crossbowman and Order Musketeer damage +30%, siege attack damage +50%.

Schäffers - Gives a trickle of 2.00 food, 2.00 wood, 2.00 coin, and 2.00 XP/sec.

Castle Marienburg - Infantry and cavalry in an area of 30 around Forts have +20% hit points and damage. Ships 1 Fort Wagon; Fort build limit +1

Königsberg Castle - Fort Line of Sight and attack range +6. Forts become able to attack other buildings. Ships 1 Fort Wagon; Fort build limit +1

Livonian Brothers of the Sword - Delivers 5 Teutonic Knights. Sends 2 Church wagons and increases the church build limit by 2. Also adds a 1.00 coin trickle to all churches. Costs 300 gold.


Livonian Confederation - Advances the player to the Industrial Age, unlocking more military and economic options such as the training of Mortars and Horse Artillery at Artillery Foundries. Also enables Monitors at Docks. Also enables the “Guard Order” and “Guard Knight” upgrades at the Barracks and Stable which improve the Order Crossbowman/Order Musketeer and Teutonic Knight/Knight Brother respectively. Costs 1000 Food and 1000 Gold. This card cannot be sent until both the Sword-Brothers and Half-Brothers cards have been sent.

The following cards are added to the deck:

Teutonic Fleet of the Baltic Sea - Sends 2 Dock wagons. Dock damage +100%, heal work rate for ships +85%; war ship train time -33%. Armor Plating, Carronade, Percussion Lock, and Ship’s Howitzers dock techs cost and research time -50%. Warships get +10% attack, +2 Line of Sight and range. Costs 300 wood.

House of the Blackheads - Sends a Factory wagon and a bank wagon. Banks get +50% hit points. Factories get +50% hit points and are repaired for free; Cannery, Water Power, Steam Power, Mass Production techs are free. Cost 300 coin, 300 food, and 300 wood.

Livonian Diet Economic Policies - Villagers and fishing boats gather 20% faster. Mill, Estate, Livestock Pen, Folwark, cost -40%, build time -75%.

Livonian Diet Defense Policies - Infantry and Cavalry get +5% speed and -10% train time. Artillery get -5% train time.

Hochmeister - Delivers 1 additional High Master. High Masters gain an aura ability that increases the hit points of nearby friendly units. High Masters can now train Teutonic Knights and Knight Brothers.


And just for fun endgame shenanigans…

Gotthard Kettler’s Landtag - Enables Capitol to be built; Only tech available at first is Duchy of Courland and Semigallia. This card cannot be sent until the Livonian Confederation card has been sent. Costs 300 Wood.

Duchy of Courland and Semigallia - Unlocks Imperial Age techs at the Capitol. Deforestation, Excessive Taxation, Large Scale Agriculture, and Legendary Native Warriors cost -20%. Also changes the flag to the Duchy of Courland and Semigallia flag with the coat of arms at the center. The in-game demonym changes to “Courlanders”. Costs 1561 Food and Gold.


Phew… I think I’ve done 4 of these revolution update ideas by now. As always, please feel free to suggest new ideas.

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Excellent suggestions for reworking the Livonian Revolution; hopefully, the developers take some ideas from here. There are many interesting concepts that the developers could refine and officially implement.

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Thanks. It’s a Fortress Age revolt so maybe the developers didn’t want to go too crazy. Not that it stopped the Baja California revolt issues, and that was a Commerce Age revolt…

There are so much more things these revolts can offer though. They can be balanced with more expensive costs and prerequisites. If these nations aren’t going to be full civilizations, then the revolts are an opportunity to represent them in AoE3. They might as well have some good content.

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Yes, I suppose they’ll do it later, just like they did with revolutionary France 5 months after the release of KotM…

Yes, Belgium and Greece would be very good revolutions (I think that if it weren’t for the fact that the development of AoMR and TSA for AoE 4 ate up so many resources, we would have had the Greek revolution for AoE 3 by 2023 and the Belgian one by 2024 along with the Baltic DLC)…

Yes, “Na Séamasaigh” is the Irish Gaelic term for Jacobites, so that’s fine…

The term comes from Séamas (James in Irish). Historically, it referred to the supporters of King James II of England and VII of Scotland (of the House of Stuart) and his descendants, who were deposed after the Glorious Revolution of 1688.

It was probably from the Fortress Age (1600-1700?) (along with a Commonwealth revolution) since the British have the United States (1776), Canada (1867), Haiti (1804) and South Africa (1852/1914) in the Industrial Age…

But it refers to a revolution as such…

Yes, you have 2 options if they are not major civilizations: minor civilizations (as happened with native civilizations in classic AoE 3) or revolutions (as happened in TWC with Latin American civilizations)…

Do you think a revolution based on the Commonwealth of England would be a wise choice for the Age of Fortresses?

Frankly, I like the idea and find it quite interesting, though I’m not sure how feasible a revolutionary option like this would be.

Does anyone know what military or militia units this revolution might feature, or what economic cards it might include?

In fact, I’ve been looking at photos online of British Harquebusier units and units resembling Ruyters in the reliefs and paintings of the period. However, I do not know what other units might be present in a revolution of this nature.

Yes, it sounds interesting…it could be similar to the American Revolution, but the “British” one:

Home City Change: The British Home City ceases to be monarchical London and becomes the Houses of Parliament in Westminster.

Imperial Blockade: By declaring the revolution, access to the Imperial Age is canceled, but massive military shipments are received (no problem with that).

Republican Aesthetics: Flags without a crown, austere architecture, and simple uniforms.

New Unique Units:

Ironsides: Disciplined ranged heavy cavalry (like the Harquebusier), a replacement for the Hussars from the Stables.

New Model Army: Infantry with morale bonuses and a compact formation (The more units there are, the more HP and speed they receive). Replaces the Longbowman.

Puritan Preachers: A support unit that grants a discipline aura and can build republican churches (like the Mexican Padre).

Home City Cards:

Parliamentary Republic: +10% training speed for militia and musketeers, disables imperial upgrades.

Communal Economy: farms produce 20% more food, plantations produce 10% less gold.

Army of God: a combined force of musketeers and Ironsides, inspired by Cromwell’s campaigns.

Among others…

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