Northern Nations (Revolutions)

Greetings to everyone; I hope you are all doing well. Today, I am presenting the " Northern Nations (Revolutions)" mod. This project redesigns the Canadian and Mexican revolutions, as the original versions lacked historical context and depth during gameplay. It is worth noting that the North American revolution remains unchanged, as it was already well-designed and required no adjustments. Regarding the changes, many of the original Home City cards for the Canadian and Mexican revolutions have been completely removed; the Canadians are the only ones retaining a portion of their old Home City cards, whereas the Mexican revolution has been entirely reworked, leaving only a few original cards. All information included here is historical in nature; there is no intent to depict fictional events or the like. The material presented below has been thoroughly reviewed by yours truly to ensure historical accuracy. Without further ado, I hope you enjoy this magnificent overhaul of the Canadian and Mexican revolutions.

1 - United States:
This revolution’s deck remains unchanged, as it is the only one that is well-balanced and features many historical cards that fit it perfectly; however, some adjustments would be made to the appearance of the military units belonging to the legions of Washington, Pulaski, and Armand.

Washington Legion (new skin)

Pulaski’s Legion (new skin)

Armand’s Legion (new skin)

New Guard update for Hussars:

7th Cavalry Regiment:
Upgrade your standard Hussars to Regiment’s Cavalry, which have +15% attack, +10% hit points, and +5% speed. Send 10 Regiment’s Cavalry.

2 - Canada:
The Canadian revolution introduces new Home City cards and brings two major changes: if you revolt while playing as the French, you gain two exclusive cards—the Seven Years’ War card, which sends a army of Musketeers and Royal Dragoons, and the Système Vallière card, which sends several horse-drawn artillery cannons and improves the speed of the cannons; additionally, the Métis Voyageurs receive a new look. On the other hand, if you revolt as the British to form Canada, you gain two exclusive cards: the Battle of Queenston Heights, which sends an army of Redcoats accompanied by Black Watch Highlanders, and Rocket Warfare card, Send some Congreve rockets, and artillery is produced faster at the artillery foundry; the Métis Pathfinders also get a new appearance. Below, I show the Metrópoli cards that have been removed.


Métis Voyageurs:
The Métis Voyageurs receive a new look while retaining the same skirmisher and gatherer stats.

Métis Pathfinders:
The Métis Pathfinders receive a new look while retaining the same skirmisher and gatherer stats.

Métis Legacy:
Métis Voyageurs and Métis Pathfinders gain +15% attack, +15% health, and +2 range.

Canadian Pioneers:
Villagers get +40% hit points; units affected by villager upgrades get +15% hit points and 1.0 distance armor

Red River Cart:
The Red River cart is a large two-wheeled cart made entirely of non-metallic materials. Often drawn by oxen—though also by horses or mules—these carts were used throughout most of the 19th century in the fur trade and during westward expansion in Canada. Métis Voyageurs and Métis Pathfinders gain +20% gathering speed for all resources and +5% movement speed.

Native Warrior Conscription:
Native warrior cost -25% and train limit +20%.

Native Warrior Combat:
Native warriors get +15% hit points and attack.

Guerre de la ConquĂŞte (exclusive to France):
France sends you its best soldiers from the homeland to support the cause of the Seven Years’ War in America. It sends 10 Royal Musketeers and 6 Royal Dragoons. Cost: 1000 food.

Système Vallière (exclusive to France):
Artillery moves 5% faster. sends 4 Horse Artillery Cannons. Cost: 500 Gold.

Battle of Queenston Heights (exclusive to the British):
England sends a regiment of Redcoats and Black Watch Highlanders from the homeland to support the war against the United States and drive the North American invaders out of Canada. It sends 10 Redcoats and 6 Black Watch Highlanders. Cost: 1,000 Gold.

Rocket Warfare (exclusive to the British):
Artillery is produced 10% faster. send 4 Rockets. Cost: 500 Gold.

Fort York:
Send 1 Fortress Wagon; Fortress construction limit +1; Militia officers can build forts. The strong ones are 30% cheaper. Militia units attacking near a fort deal double damage.

Parliament Hill:
Sends a Capitol wagon. Enables some Capitol technologies.

    • Canadian Confederation:
      The Canadian Confederation of 1867 aimed to industrialize the country in order to introduce the new agricultural and railway technologies that were becoming global industry milestones at the time. Send a Factory Wagon; this Factory operates 10% faster. If you have lost a factory, you can have another one sent from your Town Center for a modest price. Cost 400 Food / 400 Wood.
    • Canadian Pacific Railway:
      Following Canadian Confederation, the creation of the Canadian Pacific Railway was an undertaking originally launched as the “National Dream” by Prime Minister John A. Macdonald’s government; completed in 1886, it laid the foundation for Canada’s first passenger and commercial train services. Train technology is upgraded directly at trading posts. Trading posts generate +10% resources and +5% experience. Send 2 trading post wagons. Cost 1000 Gold
    • Klondike Gold Rush:
      The Klondike Gold Rush was a migration of approximately 100,000 gold seekers to the Klondike region of the Yukon, in northwestern Canada, between 1896 and 1898. Following the discovery of gold in the area, various claims were established and registered for operation over several years; one of the most famous of these claims was staked by the American George Carmack. Enable Miners at your town centers. Enables prospector wagons at your town center, which you can order for a modest fee. Miners extract gold from mines 20% faster. Send 4 Miners and a prospector wagon. Cost 850 Food

Canadian Loyalists:
Canadian Loyalists, or United Empire Loyalists, were American colonists who remained loyal to the British Crown during the American Revolutionary War. Following the war in 1783, some 100,000 exiles fled north, shaping Canada’s Anglophone identity and founding new provinces such as Ontario and New Brunswick. Send 8 Sharpshooters and 6 Cavalry Carbineers loyal to the British Crown.

Infantry Officer:
Infantry Officer carried a halberd-like pike known as a spontoon, which they used to issue combat orders—such as directing battle formations or signaling a retreat—and, if the situation demanded it, also employed as a weapon for hand-to-hand combat, with cavalry serving as the primary target. Enables the Infantry Officer at the Barracks, replacing Pikemen and Halberdiers. The Infantry Officer has 25% more attack and 20% more hit points; the Pikeman’s bonus against buildings is removed, and it now features a bonus against cavalry and a small bonus against infantry. This unit now costs 60 Food and 40 Wood. Sends 14 Infantry Officers.

Permanent Active Militia:
The Permanent Active Militia was a Canadian military corps responsible for protecting cities; it was primarily composed of Canadian citizens and volunteers with little combat experience. Enables the Canadian Militia at barracks, replacing Crossbowmen and Longbowmen. Send 12 Canadian Militia units.

Canadian Regiment of Fencible Infantry:
The strength of the Canadian army lay in professional soldiers trained according to military methods taught by British generals in the early 19th century; these soldiers were known as Fencibles. Enable Fencibles at the barracks where they replace Musketeers. Fencibles they are 10% cheaper than Musketeers and possess +10% health, +10% attack, and +2 range. Send 10 Fencibles.

Queen’s Rangers:
The Queen’s Rangers also known as York Rangers are a Canadian Army regiment with a history spanning over 200 years. Their origins date back to 1756, during the Seven Years’ War, and to the Loyalist forces of the American Revolutionary War. These Loyalists, faithful to the British Crown, migrated to Canada following American independence and became part of the Canadian Army. They fought in key conflicts such as the War of 1812 and the Battle of Queenston Heights, Throughout their history, they changed their name on several occasions. remaining active into the early 20th century; the regiment fought on the British side during World War I, after which its active military service as a regiment came to an end. Enables the York Rangers at the barracks, replacing standard skirmishers. The York Rangers feature +15% attack, +10% health, and +2 range.

Canadian Grenadier Guards:
The Grenadiers were Canada’s royal guard; consequently, this elite military unit was responsible for protecting the interests of the British Crown in Canada. Enables Canadian Royal Guard Grenadiers at the artillery foundry, replacing standard grenadiers. Sends 10 Canadian Royal Guard Grenadiers.

North-West Mounted Police:
The North-West Mounted Police was a paramilitary police force created by the Canadian government in 1873 to establish law and order in the vast Northwest Territories, safeguarding the areas that today comprise the provinces of Alberta and Saskatchewan. Enables Mounted Police at the stables, replacing Dragoons. Mounted Police feature a more powerful saber attack and greater ranged reach than standard Dragoons, boasting 15% higher melee attack and +2 range. Sends 10 Mounted Police.

Maritime Provinces:
British colonization of the Maritime Provinces—as the colonies of Nova Scotia, New Brunswick, and Prince Edward Island came to be known—accelerated during the late 18th and early 19th centuries. This growth was driven by significant immigration, notably involving Scots displaced by the Highland Clearances and the Irish fleeing the Great Famine (1845–1849). The influx of Irish and Scottish labor facilitated major technological advancements in the maritime sector, establishing a new model of naval commerce centered on the new vessels that began operating in the region. Caravels are completely replaced by sloops at the docks and on the map; sloops gain +15% attack and hit points. Send 2 sloops.

3 - Mexico:
The Mexican Revolution has been reworked from scratch (the cuerudos have been removed). Now, settlers transform into revolutionaries; additionally, upon revolting with Mexico, you receive 12 veteran insurgents with the “Reservists” ability, and they become available at the barracks, replacing archaic infantry (crossbowmen and pikemen are removed). Mexico now takes a more realistic and historically accurate approach, featuring more precise military units for this new revolution—units you can unlock from the Home City using the corresponding cards.

The old flag of the Mexican Revolution has been restored, removing the Trigarante flag.

Latifundios Autosuficientes:
After independence, Mexico invested in the agricultural sector by granting Haciendas—formerly owned by the Spanish Crown—to Mexican peasants. These new landowners innovated with sustainable methods, alternating between crops, plantations, and tree groves on a single estate, thereby achieving self-sufficiency for the farming sector without relying on external resources. Enables Campesinos in urban centers. Campesinos can build Haciendas. The limit for building Haciendas is 3. Sends 5 Campesinos and 1 Hacienda wagon.

Catedral Metropolitana:
Your explorer loses the ability to breed hunting dogs, as this practice is considered barbaric by the Church. Upgrade churches to Cathedrals; Cathedrals feature unique upgrades and can train the Padre—a priest capable of both fighting and healing your units. You can build a second Cathedral. Send a Cathedral Wagon.

Metodos Tradicionales:
Gives a trickle of 1.8 food/sec. grants peasants +20% food gathering speed.

Aserraderos de Chihuahua:
Grants peasants a +25% bonus to wood gathering, and enables wood gathering on Haciendas.

Minas de Zacatecas:
Sends 3 Silver Prospector Wagons and villagers gather coin from mines 40% faster the first time sent; ships 1 Silver Prospector Wagon thereafter. (card renamed Minas de Zacatecas).

Barbacoa:
Haciendas automatically gather up to 2 fattened herdable animals in a radius of 16 at the gathering speed of 8.0/sec, Cows fatten 25% faster when tasked to Haciendas.

Palacio Nacional
Sends Capitol Wagon, Enables certain Capitol technologies.

    • Plan de la Noria:
      The Plan of La Noria was a political-military uprising proclaimed by General Porfirio Díaz on November 8, 1871, at his hacienda of the same name in Oaxaca. Its primary objective was to reject the re-election of Benito Juárez, arguing that it violated the 1857 Constitution’s mandate against re-election. Sends 4 Advanced Outpost Wagons and upgrade outposts to frontier outposts. Enables the creation of military units; Outposts can now train Skirmishers and Hussars, and all infantry is trained 25% faster. Cost 1000 Food.
    • Leyes de Reforma:
      The Reform Laws gave rise to the famous War of Reform, in which the conservative army clashed with Benito Juárez’s liberal army; this conflict brought drastic changes to the Mexican government, leading to a period rife with rebellions and insurrections that culminated in the French invasion of 1862. Enables imperial upgrades free for your military units, but these take a little longer to complete. Cost. 2,500 Gold / 2,500 Wood.

Porfiriato:
Sends 1 Factory Wagon; get +100% hit points and are repaired for free; Water Power, Steam Power, Mass Production and Imperial Cannon upgrades are free; costs 500 Food / 500 Wood.

Central American Allies:
Sends 3 Native Embassy Travois, allows Apache Cavalry, Maya Holcan Javelineers, Navajo Riflemen, and Zapotec Lightning Warriors to be trained at Native Embassies, and upgrades them to Elite (if not already); the player is considered to be allied with the Apache, Maya, Navajo, and Zapotec for Native Treaties.

Outlaw Combat:
Outlaws and mercenaries get +15% hit points and attack.

2 Falconets:
Sends 2 Falconets.

Lanceros:
Lancer cavalry gains 20% more attack and a bonus against infantry.

Fuerte de San Juan de UlĂşa:
Send 1 Fortress Wagon. Fortress upgrades are 50% cheaper. A second Fortress is enabled, and your Explorer can build Fortress. Increases the strength of cannons fighting near a Fortress.

BatallĂłn de San Patricio:
The Heroic Saint Patrick’s Battalion was a military corp of Irish immigrants that fought on the Mexican side during the 1846 war against the United States; they played a significant role in the battles of Churubusco and Cerro Gordo, operating Mexican artillery with exceptional skill. Unlocks the Irish Brigadier at taverns. Send 8 Irish Brigadiers. Cost: 500 gold.

Piquetes de Tlapa:
Following the war against the United States, the last Spanish Crown loyalists residing in California took up arms to defend Mexico against the Yankee invaders, as they adamantly refused to accept the imperialist regime in California. Donning the traditional attire inherited from the fervent Tercios who had originally arrived in New Spain, these Spaniards fought once more with massive pikes to shatter enemy cavalry formations—greatly astonishing the North Americans facing them, who had never before witnessed the military tactics of the Spanish Tercios. Upgrades Tercios to Imperial Tercios and enables their recruitment at forts. Deploys the last Spanish Tercios of California, 12 Imperial Tercios, and 8 Garrochistas. Cost: 1,200 Food.

Granaderos de Iturbide:
Originally conceived as Agustín de Iturbide’s royal guard during the Mexican War of Independence, this Mexican soldier unit was the longest-serving in the country’s history; it fought in Mexico’s major battles and made its final appearance during the Guerra de Reforma, After the Reform Laws were enacted, the Soldado Mexicano was modernized and renamed the "Soldado Liberalista."Enable Soldado at the Barracks, replacing Musketeers. Soldado use grenades to attack buildings and possess a powerful ranged attack. Grenade technologies are unlocked at the Artillery Foundry. Sends 8 Soldados.

Regimiento de Dragones de Tampico:
These brave horsemen fought in Mexico’s most famous battles, including the Pastry War, the Spanish reconquest attempt at Tampico, the Battle of the Alamo, and the U.S. invasion, However, his most celebrated appearance was the defense against the Spanish invasion on the coast of Tampico, where his reputation became unrivaled. Enables Tampico Dragoons at the stables, replacing standard Dragoons. Tampico Dragoons possess 15% higher melee attack power. Send 12 Tampico Dragoons.

Coracero de Tulancingo:
This powerful cavalry unit is inspired by Napoleon’s French cuirassiers; the regiment was created in 1842 by General Antonio López de Santa Anna. It deploys 6 Tulancingo Cuirassiers and enables them at forts. Cost: 500 food, 500 wood.

Lanceros de Jalisco:
Known as Mexico’s secret weapon, these powerful lancers were a devastating cavalry force against infantry and enemy artillery. They played a major role in the Mexican-American War and subsequent conflicts; the regiment was disbanded in the late 19th century. Enables Jalisco Lancers at Forts. Send 6 Jalisco Lancers. Cost: 500 Food / 500 Gold.

Charros
Known primarily as Chinacos, they evolved over time into the modern-day Charros. Originally, they were a military cavalry unit that fought in Mexico’s mid- and late-19th-century wars; they saw their final combat action in the 20th century. Following the Mexican Revolution, the Charros formally ceased to be a military unit and transitioned into a cultural entity within Mexican society. Enables the training of Charros at stables, replacing the Spanish Lancer. Send 10 Charros.

Vigilantes Fronterizos:
This military unit was conceived during the French invasion; upon the establishment of the Second Mexican Empire, these Vigilantes served as border guards, protecting the interests of the new Emperor of Mexico, Maximilian of Habsburg. Enables the deployment of Vigilantes from barracks, replacing skirmishers. Sends 12 Vigilantes

Guardia Nacional de Puebla:
The Puebla National Guard was a military corps of fierce peasants from the Sierra who called themselves Zacapoaxtlas; they fought fervently against the French in the Battle of Puebla. Upgrade your Insurgents to the Guard rank. Zacapoaxtlas are the ultimate Insurgent unit: they wield a powerful machete for hand-to-hand combat and carry a modern breech-loading rifle for ranged attacks. Send 14 Zacapoaxtlas.

Napoleon del Oeste:
Antonio LĂłpez de Santa Anna has arrived to hold the invaders threatening the people of Mexico at bay. He sends 10 Soldados, 8 Tulancingo Cuirassiers, 10 Tampico Dragoons, and 1 Heavy Cannon. Cost: 2,000 gold.

Policia Rural
The Guardia Rural was the Mexican police force that maintained order in the country’s various cities from the late 19th century through the early 20th century. This force was established in 1876, during the early years of the Porfiriato. The force faced heavy criticism for employing unorthodox methods to uphold justice on Mexican soil; its members wore dress uniforms and were heavily armed—if a thief tried to escape, they would not hesitate to shoot at point-blank range. Upgrade your Revolutionaries to the famous Guardia Rural. The Guardia Rural boasts 15% higher attack power and 15% more health points, as well as a bonus against buildings. The cost to train the Guardia Rural is 60 food and 40 wood. Send 12 Guardia Rural units.

Bateria de Montaña:
Following its defeat in the war against the United States and the loss of more than half its national territory, Mexico began reforming its army. These military reforms included the acquisition of modern weaponry, such as new cannons. These new mountain guns offered greater versatility, as they could be assembled and disassembled for easy transport across difficult terrain; furthermore, their firepower far exceeded that of the antiquated falconets used in the previous century. Upgrade your falconets to Mountain Obus, which boast +20% attack, +15% hit points, and +5% speed. Sends 2 Mountain Obus.

Armada Naval Mexicana:
Proximity to the United States and the emergence of maritime trade involving new steamships prompted Mexico to acquire vessels for both commercial shipping—enabling access to new trade routes—and national defense, with modern artillery to protect its coasts; this led to the creation of the Mexican Navy in the late 19th century. Upgrade your caravels, galleons, and monitors into sloops, steamers, and ironclads. Send ironclad.

4 Likes

You’re seriously removing Pioneers? They’re kind of fundamental to whole identity of the revolution and an extremely important part of Canadian history.

If want to remove cards, get rid of the Lenape Allies because they’re not even from Canada or the Militia Officer because it’s not representing much of note other than reusing assets from historical battles.

Why would Canada have a card using the American name for the war? It’s known as part of the 7 years war here.

This is also a mostly American thing used primarily in their civil war.

Not even the Brits get this. A War of 1812 card that ships some could make sense, but not training them.

There’s already a Loyalists card that’s a lot less wordy. If you wanted it to do something different I’d say make it send an American unit like Sharpshooters.

They were actually the North-West Mounted Police during the AoE3 timeframe so it would be better to just call them Mounties. They also should be a distinct unit, not a Dragoon replacement. They should have a bonus vs outlaws and be able to construct a few buildings like Trade Posts and Outposts, and maybe even have a dismount ability.

The transition to steamships was initially detrimental to Canada’s navy. Canada has abundant lumber and lots of coast so it was well suited to making wooden ships, but that industry was lost when they became obsolete. Something like a Maritime Provinces card that boosts ship construction and maybe just enables Sloops would be better.

There’s also a lot more cards you could mention. For example:

Canadian Pacific Railway - Upgrade land trade routes to max. This was instrumental to making Canada a functional country.

Klondike Gold Rush - Gives a temporary mining boost kind of like Marvelous Year and sends a prospector wagon. Gives at least a little representation to the West Coast.

Fort York - Ships a fort and enables them to detonate. They blew it up to blunt an American advance.

Red River Carts - Essentialy the same function as the Red Sea Trade tech. References the Metis traders on the prairies.

4 Likes

The “Pioneers” card was removed because the “Métis Legacy” card boosts the hit points and attack power of Métis units while also increasing their resource gathering speed; keeping the “Pioneers” card would have made the Métis overpowered.

The Seven Years’ War was a military conflict that took place in Europe; in the Americas, it was known as the French and Indian War. The dispute began over control of the Ohio River Valley, a region strategic for the fur trade. Both nations, alongside their respective alliances with Indigenous tribes, clashed in a series of battles. After several initial setbacks, the British deployed more military resources, successfully capturing Quebec in 1759 and Montreal in 1760.

The Napoleon cannon was used throughout North America and Canada—not just in the United States—and its design traces back to France.

The British Congreve rocket officially entered service in 1805, and by 1812, it was commonly used on battlefields. Congreve rockets were used in Canada. The British Army actively employed them on Canadian soil during the War of 1812 against American forces.

Sharpshooters are a distinctly American unit. While various Native Americans fought on the Canadian side in several wars—mostly as skirmishers loyal to the British Crown—the card you are referring to sends Dragoons, which have no connection to Canadian Loyalists.

I will make some adjustments to the mounted police unit.

The “Royal Canadian Navy” card references Canadian industrialization and applies broadly; the Texas, California, and Gran Colombia revolutions feature similar cards that also upgrade ships. Claiming that industrialization affected the timber trade is more of a personal take; it has nothing to do with the historical reality that Canada inevitably industrialized.

Canadian Pacific Railway

Klondike Gold Rush

York Factory

Red River Carts

You are actually correct about those last four options you mentioned; I’m going to look into them to see how to incorporate them into the “Revolution” aspect. Everything else you brought up has already been settled, I think your opinions are more personal than historical, but anyway, they are respected.

1 Like

Some portraits have been updated, corrections have been made regarding the Canadian Revolution, and several new cards have been added. Please read the post from the beginning to see all the changes. Thanks to M00Z1LLA for the suggestions; regards to everyone.
:slightly_smiling_face:

But why get rid of a tangible reference for some vague fluff? This doesn’t reference anything tangible as they were still forging their legacy.

If you want something specific to their economic pursuits you could go with a Seigneurial System card unique to the French revolt that allows spawning them from newly built houses like the British can. The main reason the Metis rebelled is because the Canadian government was going to resurvey and dispossess their properties that were laid out in using river lots according to the Seigneurial System.

No, in America is is know as the French and Indian War. In Canada it is know as the North American theater of the 7 Years War. Every single war fought on Canadian soil involved the French and Indians so it would be confusing to know what war is being referred to with a name like that.

Sure, then just leave it as a card that ships them. My issue is with your proposal for training them from the Foundry. There’s no good reason to give Canada that ability.

And the Loyalists were former Americans. That’s why I suggest an American unit to represent them.

I’m not talking about the timber trade, I’m talking about the ship building industry. Canada had a huge industry of building wooden ships that suffered a major downturn after metal ships became dominant. Canada had a huge incentive to keep building wooden sailing ships for as long as possible, so a card that replaces all their wooden ships doesn’t make any sense.

“Between 1786 and 1920, over 4000 wooden sailing ships exceeding 500 tons were built in eastern Canada. The fast passages made by Canadian-built ships, their great size and innovative design made them popular among British owners and contributed to Britain’s commercial conquest of the seas. As iron- and steel-hulled sailing ships and steamships built in Britain, Germany and Denmark replaced wooden square-riggers, Canada found it harder and harder to compete. By 1895 the Canadian builders were out of the big-ship business, although construction of fishing schooners and coasters continued for many years. Tens of thousands of men skilled in marine ironworking, sail making, wood shaping, etc, were put out of work.”

What I mentioned was Fort York (a fort in what is now Toronto). York Factory is a fur trade post in northern Manitoba.

1 Like

I’ve added a new “Canadian Pioneers” card; it has an effect similar to the standard Pioneers card but is slightly toned down so it doesn’t become overpowered when the “Red River Cart” card is activated. These new metropolis cards should more than make up for the absence of the old Pioneers card.

What you’re saying about the Seven Years’ War is interesting; from my research, it was known as the French and Indian War throughout the Americas, but I’ll look into it further to get a better understanding of the details you’re describing.

The Rocket and Napoleon Cannon cards serve as counterparts for those respective nations; it’s a way to balance the choice of revolting with one nation over the other. The goal is to reward players for choosing their preferred side, knowing that the experience with England will differ from the experience with France.

My goal with the “Canadian Loyalists” is to give Canada a somewhat distinct identity. What’s the fun in using North American military units when revolting as Canada? I really don’t see the point or the fun in that. It’s all about giving Canada more character by adding new units, allowing players to experience a fresh and complete Canadian revolution.

I’ll look into what you mentioned regarding the ships to see what modifications I can make in that area.

(post deleted by author)

Some text was corrected, some Home City cards were updated, certain existing mechanics were adjusted, and some new photos were added.

New update for Guard Hussars (United States Revolution)

New Portrait update for Washington’s Legion (United States Revolution)

Text revision regarding the technology of the Mexican Capitol’s Plan de la Noria (Mexican Revolution)