(Poll) What is the best revolution?


Which imperial level revolution is the best?
  • Texas.
  • California.
  • Yucatán/Maya.
  • Revolutionary France.

0 voters


And of the other revolutions?
  • Argentina.
  • Baja California.
  • Barbary States.
  • Brazil.
  • Canada.
  • Central America.
  • Chile.
  • Egypt.
  • Finland.
  • Gran Colombia.
  • Haiti.
  • Hungary.
  • Indonesia.
  • Mexico.
  • Peru.
  • Rio Grande.
  • Romania.
  • South Africa.
  • United States.

0 voters


I consider that the most complete is the French Revolution, followed by the Maya. South Africa is viable only in 60 min treaty, especially in empire wars; in Atlas + treaty 60 + HR + empire wars, it is very strong.

In terms of most thematic/best done: Yucatan → Maya
In terms of most useful: California

As much as I love the French Revolution, the issues with the Sans-culottes make it incredibly difficult to use. Behind the Maya revolution, this is the second best thematically and otherwise a ton of fun to play and will definitely be a favorite if they can sort out the QoL issues with it. As for pure power, going into Mexican cav with up to 10 haciendas and 3 factories is very, very powerful. It’s an absolutely monstrous economy and you can set it up very easily if your goal is beelining the revolt.

Of the others:

  • Most powerful is without a doubt S. Africa, followed by Indonesia because of the stacking mechanics. In a long enough game, pure hp accumulation will break the stalemate. S. Africa has a better economy. Indonesian elephants are faster hp gain.

  • Haiti’s theme is the best. I love the pirate theme, but wish it had anything really to do with Haiti. It doesn’t. I’d honestly be fine seeing Chile replaced with a Spanish Caribbean nation that served as the pirate revolution. Colombia’s now their naval revolution option. They don’t need two.

Worst (I mention these because their core mechanics are so bad they actually discourage using them and desperately need developer attention and renovation):

  • Finland - the absolute hardest to use. Requires extensive setup. Guts your economy. Is extraordinarily dependent on micromanaging the economy in the late game without the tools to easily do it. The Karelian skirms suffer the same issues as Sans-culottes in that they don’t show up as villagers. Worse, you have to micro them on the mines, hunts, and trees you send by cards. And most importantly, you have to burn your shipments and your attention to keep your economy going instead of using them for military power like every other revolution gets to.
  • Brazil - an honorable mention here because the Voluntario da Patria (VdP) is the most suicidal unit in the game to employ and Brazil relies on spamming it. It’s too weak to do anything on the battlefield. They spawn out of TCs clogging up your population with useless units which actually prevents you making the units you actually need to break through to the enemy. If you spam TCs thinking to swarm with VdP, you end up simply getting wiped out by opponents who just swat them down as fast as they spawn and wreck your town. That’s true even if you turn off the spawns in your home town and rely exclusively on VdP from a forward base full of TCs. To play it optimally, you actually want to turn the things off and never use them. Honestly, making them cost 1/2 pop is would just be a start to addressing this issue.
3 Likes

I need to make another guide… Got some new concepts that sure would light a new hope to Revolutions.

1 Like

I feel sad :sob:

But I agree that HaitĂ­ has nothing to do with pirates.

Edit: if you want to add a pirate rev to Spanish, you could replace the Mexican revolution, given that Mexicans have their own civ now. Now, why would the Spanish have a pirate revolution, that’s something I don’t know.

What’s so great about the Argentine revolution? Am I missing something? Do the PUP changes have anything to do with it? Are those who vote for Argentina just chauvinistic Argentines?

Are you a Chilean phobic or just ignorant about Chilean history?

1 Like

I think it’s due to several factors, but if I had to pick one I’d say it’s because it’s fun to use. :slightly_smiling_face:


Yes, without a doubt we need you to make guides, many revolutions have a lot of potential, but for some reason people tend to ignore them. :slightly_smiling_face:


PS: I know that the developers read the comments, please improve the revolution of Peru and especially the Peruvian guard. :pleading_face:

3 Likes

that seems so specific it might as well be considered to be a fluke.

1 Like

Sigh. Good lord, this is like arguing with a 14-year-old. Disagreement does not mean I’m afraid of something, nor that I hate it. Stop this nonsense and don’t ever reduce someone’s counterargument to you’re a “phobe” or a hater. That’s ridiculous and 99.9% of the time will be wrong to the point that it completely ignores the other person’s point. It’s a terrible way to discuss anything. You don’t convince anyone when you twist their words and call them names, and usually, they’ll just think you’re a jerk and not listen to anything you have to say. If your goal is to persuade them that you’re right and they’re wrong, this is a terrible way to do it. It’s a lazy tactic that’s sadly become far too common in today’s society.

You specifically quoted what I said so you can read it again. I never said anything at all that implied fear or hate. I simply said I wanted a pirate civ and none of the Spanish options, let alone Haiti, fit that bill, so one should be created. Chile’s in-game niche crosses over with Colombia as the naval revolution. Since the devs just buffed Colombia, they intend to keep it, so I suggested changing Chile. It’s not hard logic to follow. Agree or disagree, but do it on the merits of my actual argument, please.

1 Like

Personally, I hope that the government can make an interesting Greek revolution (linked with the Farnar family) like the French and Maya revolutions

1 Like

Excuse me for giving so much importance to that silly comment you made.

1 Like

Revolutionary France because you can improve it to Napoleonic France and endure three rivals at the same time as a whole Napoleon xd…

Chile is not well known for having pirates…

Why not?.. Turtle Island (in French, Île de la Tortue; in Haitian Creole, Latòti) is an island in the Caribbean Sea 37 km long, 7 km wide and 180 km² in area, located northwest of the Republic of Haiti, which owns its sovereignty. It was baptized by Christopher Columbus during his first trip to America, referring to the fact that one of its mountains resembles the shape of a turtle. During the 17th century it was a stronghold for pirates and filibusters who sailed in the region.

Spain does not have a pirate rev…

Two words: Grenadiers on Horseback and second, France xd…

1 Like

Yeah, but that is not the political entity we know as HaitĂ­

What I meant is that I’ve heard people wanting a pirate Rev for Spain and I don’t get why. If anyone should have a pirate
Rev, it should be the Brits.

1 Like

The only revolution I remember that beat me and really surprised me was chile death hussars they were just unstoppable.

1 Like

Ok, then what British colony would you have revolt to the pirate civ that would fit? Jamaica? Belize? Something else? I’m really just looking for something valid that would seem to fit a fun idea for a revolution. AoE3 isn’t a history simulator. It’s a game, and pirates would be a lot of fun, especially with the many naval maps we have.

“Pirate republic” maybe.

7 Likes

I personally don’t think Spain or the Brits should have a pirate Rev but if we are entertaining the idea, as @ArrivedLeader22 said, the Pirate Republic may be an idea.

Britain and Spain are both more or less full, i see no reason for why they need more.

2 Likes

If anything, add Central America to Spain, but not much more. I would personally love having more LatAm countries if not as countries, at least as revs, but I know gameplaywise it’s unsustainable.

But a hill I am figuratively willing to die in is that Haití shouldn’t be a pirate rev.

1 Like

VERY ROUGHLY… i’ll make something here… Some fast reviews only.

I’ll introduce here the concept of “DRY REVOLUTION” and “JUICY REVOLUTION” << Open to new names.
Let’s define them first:

Dry Revolution: A revolution with NO UPGRADE CARDS. So, the best you’ll get, is the default power only.

Juicy Revolution: A revolution WITH UPGRADE CARDS, doesn’t matter how many, but those cards are shipped BEFORE the revolution to buff it’s potential.

With this in mind, let’s go:

REVOLUTIONARY FRANCE:

The most unique in the first chart, but really, only the sanscullote makes something, since it have about 300 HP with 2 cards with 23 attack. It’s an amazing unit with only 90 food cost but being a villager it’s terrible, it collect much slower. and barelly got any collection upgrades. So, if you pretend to use it you MUST use cows and sheeps, the collection of herdables can still mantain their production.
Aside from that, their “imperial” age got some units but lacks an affordable one with thos ecollection rates. Dragoons with 5x multiplier and grenadiers that can gather wood and gold?? Not sure if is worth the investment.
For what i played, this is a shipment focused revolution that got the most of it with the Sancullote doing the kills

Dry Rev. power: Weak - Revolutionary France NEED at least the villagers cards to buff the Sanscullote. And maybe the cows card to get an acceptable economy. 190 hp Sanscullote is a joke compared to their buffed version.

Juicy Rev. power: Standard power - Sanscullote with their HP cards can go to about 300 hp. this is almost 50% more than without cards, making it an impressive unit for it’s cost. And with the cows card, you can pretty much, got a sustainable way to keep making them.

ARGENTINA

I always think Argentina was strong because of the Gauchos. Argentina starts the revolution with this Heavy Weight unit available from the start, so you can spam them ASAP. Even without the M. Granaderos, I believe Argentina is by the strongest for their options at the beggining. And now got some interesting buffs, hope some of those cards goes for others revolutions too.

Dry Rev. Power: Strong - It’s a notorius strategy, a Fast Argentina revolution, and only work so well because of the Gaucho availability from the start, and the fact that the M. Granadero it’s also a powerhouse without ANY card.

Juicy Rev. Power: Strong - Of course it will get stronger, but I believe Argentina works best ASAP. If you want to delay it, I believe that you don’t have to delay more than 2 cards, particularly the “cavalry combat” card, and maybe some food gather card too. More than this, and I believe Argentina will let the enemy properly set it’s counters.
(Konahrik disagree with me here, I’m sure)

SOUTH AFRICA

One of the favorites and i’m it’s sure because you don’t lose your villagers. Their eco buff sure help but i always believe they lack a little in the unit department, even if they can buff them eventually.

Dry Rev. Power: Weak - Know that you only got 10% collection rate buff from a fast SA strategy. The other things there can help, but not sure if it’s worth to go there without any other cards. Even your units can benefit more from a “cavalry combat” card than by 2 “wanderlust” cards. So maybe not the best way to go?

Juicy Rev. Power: Strong - a little delay before revolting can really help SA. particularly unit buffs. Since it will need the most. It’s a game that the more time it takes, the more powerfull it gets. At least a cavalry combat will help, but it’s by far the safer revolution, even a long game revolution with SA, isn’t punishing.

CHILE

The new cards gave Chile some needed and coerent buffs (like advanced trading post, to work with “salitrera”). I believe Chile is a Heavy Units Revolution, since it’s revolutionary makes a good anti cav unit (even Dragoons), and the feared Death Hussar, makes an impressive light infantry and artilery counter unit, fully adapting the AOE counter concept.

Dry Rev. Power: Standard: A Chile with no cards will need to take carefull risks, since it’s Hussar is a costly unit, and the revolutionary still costs 100 food. Not so cheap to spam, and without cards, not so strong either. The new cards helps to mitigate some problems, but must be extra carefull.

Juicy Rev. Power: Strong: Death Hussar with 3 cards got about 608 HP if i’m correct, this unit is worth every resource, and can become even deadlier with the priest attack buff. All this delay the revolution in 4 cards. Can avoid the 2 comerce age, and get only “cavalry combat”, to a little weaker version, but still terrifiyng. Not sure the revolutionary is worth the wait. It’s a “High-risk High-reward” case.

BRAZIL

Mah Boy Brazil got a strong well know opening with the voluntarios, but never got why no one seems to know about the JAGUNÇO, one of the most powerfull outlaws. Even without cards, he can have about 400HP and NO PENALTY attack against villagers like other dragoons types… it’s a fliexible unit to be so ignored.

Dry Rev. Power: Strong - Without cards, the voluntario got 100HP, it is weak, but it got great numbers and of course the fact that he is created for free, makes it the ultimate cannon fodder. Again Jagunço without cards can have 400HP, making a great complement for the army. A pity that is a Tag Heavy unit, taking to much bonus damage, since it’s a LIGHT AND HEAVY cavalry at the same time. If it was a heavy only would counter or resist skirmishers pretty well balancing the army.

Juicy Rev. Power: Standard - The voluntario will end with 50% more HP, 150 total, greatly incrasing it’s power, but this will work only with 2 cards delay, and for the Jagunço, most civs will grant “cavalry combat” to improve it, making 3 total cards except Portugal. Ends up preety good, and with a good number of voluntarios, it’s almost granted that you’ll have time to recover to spam the Jagunço.

HUNGARY

The best revolutionary lives here, and all civs got a good variant. Not so sure about their first available unit, but Hungary is by far the most COMPLETE revolution unit-wise, but some will be required to delay at least to a “Theatres” card.

Dry Rev. Power: Standard - Hungary with no cards, can suffer from a population problem with some of their most powerfull units, or with the lack of some needed long range suport cards (like buffs for the pandour for example). The revolutionary will hold it’s own, for it’s 16 range will make it shoot before other H. infantry.
Aside from that, all other strong units, will cost some gold, without cards, the most reliable composition you’ll have is the Revolutionary and the H. Grenadier, that without it’s grenade launcher, won’t attack so fast as other units.

Juicy Rev. Power: Strong - With the right cards, this became a powerhouse with a LOT of good options for any situation. I would say the most important card would be the “Theatres” card, to make the Crabat 2 pop, or the now usefull Hajduk 1 pop. The best thing here, is not trying to buff all units before revolting, but only the ones you pretend to make the army, since got a good variation of units, and buffing all could delay TOO MUCH.
Ottomans got hurt here, since you can’t make the Magyar hussar anymore, Ottomans should have the Crabat instead.

PERU

Peru is as basic as it can be, but sometimes, you don’t need more than that. They get Bolivar from the start, and i’m not so sure if it makes for a strong diferencial for the opening, even granting 5% HP. Works best with cavalry, of course, so if you pretend to use it, try shipping the Morochucco ASAP, it’s almost a free “cavalry combat” card.

Dry Rev. Power: Standard - Peru without any cards can work somehow. Bolivar with it’s default 1500 HP, can tank a good damage to the revolutionary do the damage. Not sure it got something so good from this kind of strategy, only get’s terrifying with the “peruvian legion” that makes the revolutionary trhow grenades… but OMG they’re too slow. CAN work, but nothing special.

Juicy Rev. Power: Standard - Delaying the revolution can work best IMO. Morochuco will be the main unit in your army, so AT LEAST the “Cavalry” combat for Spain should be shipped. For Portugal, that don’t got this card nor a variant, you’ll only get revolutionary buffs. Peru is basic as that, simple and strong.

A new option for Portugal at least to buff the Morochucco would be nice

CANADA

Hoho, now that villager is a Sanscullote that didn’t drop school. Canada villagers got the attack buffs, and RETAIN it’s economic buffs, of course, they don’t get a “attack move” comand, not making it bad fighter, but a bad controlable fighter. Also Canada don’t get a new unit, instead they got a faster revolution strategies options, particularly, the Infinite fort spam, that they can start asap, and a faster Natives Backdoor too. Problem with natives, is that you must upgrade them via “blood brothers” card before revolting, or else you get the first upgrade for them only. Not possible with the British that don’t have this card.

Dry Rev Power: Weak - Not sure you have a good reason for a fast Canada. It’s units will only be at a default level, and Canada got nothing to buff them, making the only reason for this strat is trying to lock the map with Forts. Usable, but not sure it’s worth it.

Juicy Rev. Power: Standard: With at least 1 unit to focus your strength, i believe Canada became more dangerous. Usually this unit will be a skirmisher, and both variants got a good one. Basic and simple.

THE FORGOTTEN FIIIIINNNNLLLAAAANNNDDDD

I still hope for thee… Ok, from my games, i discovered that Finland should be a TWO RESOURCE REVOLUTION… let me explain.

  • With Russia, you MUST spam the Strellet, got no other option, and you have the 4 age card to make a strellet everytime you drop a blockhouse, highly incrasing the value of this strategy. Is this case, the problem is that you don’t have a backup unit, the only way to counter cavalry will be with the blockhouses that got a 1.5 damage mult. But only the strelet cost food and wood, hurting the overall game with Russia variant. “Oh, let’s collect gold too”… Filand collect TOO SLOW to make it worth it, and to make a weak unit, won’t work well.
    Russia variant will be full strelet + blockhouses = Wood and food collection, let 10 Karelian in gold, just to eventually make some artilery. BUT SPAM THOSE BLOCKHOUSES AD INFINITUM.

  • With Swedes variant, you must go for the Jaeger that their church upgrade provides, that cost GOLD AND WOOD. again mitigating their eco problems a good amount. You’ll spam the blockhouses, and the very well covered jaegers (not the villagers) will do the work. Trust me, it’s not worth trying other units, it will cripple you of resources.
    The way to fight with both is the same, fight close to the blockhouse, to get some counter against cavalry.
    The swedish variant got more resource availability to fight with and against artilery.

Dry Rev. Power: Weak: With no cards to buff those strategies, Finland can ONLY make infinite blockhouses, but it’s unit will be terrible especially for the Swedes that won’t have a spammable unit. Fighting with the karelian Jaegers only? Yeah… go for it.

Juicy Rev. Power: Weak: it hurts to say that, but even with some use from the cards, it’s TO MUCH that the karelian Jaeger don’t have any eco upgrades and can’t collect from some fonts like food from the Mill for example. Their options are nice but you don’t collect fast enough to go for a “zerg” Strategy, or a more cautious one with the swedes.

They NEED that economic changes at least. Just allow the villager again, os give the villager tag for Karelian Jaegers.

GRAN COLOMBIA

That’s another Heavy Units revolution, that got a similitar feeling to Chile, but G. Colombia is more consistent with it’s units, since you can make the musketeer in barrack, and don’t depend so much of revolutionaries. A perfect combo, Musk - anti cavalry, and Llanero - Anti Infantry. One of my favorites.

Dry Rev. Power: Standard: G. Colombia need some card before revolting, since their units without it, will suffer, particularly the musketeer. Llanero can still carry in this case, but it’s a melee cavalry, so, won’t be so deadly as other variations of outlaw.

Juicy Rev Power: Strong - With the right cards, Colombia is one of the strongest revolutions easily, with good strenghs in all areas, with Portugal ending with the best musketeer, and the other getting a strong Llanero (450 HP, 1 pop). Really one of my favorites.

INDONESIA

Indonesia will receive some buffs in the new patch, so I’ll try to ####### from the upgraded version. Indonesia will still start with a weak revolutionary, the Javanese Spearman… that CAN reveice a card from homecity (during revolution) that will buff it making him a good unit, but will still start weak, so be sure of that when you use him. The Cetbang cannon should be more popular, is so deadly as the gattling gun, firing at the same rate as the musketter 3 ROF and with 2 POP. The Elephant i believe will receive a needed correction to upgrade it to honored level when you ship it. Indonesia will now be a terrifying oponent.

Dry Rev. Power: Standard: Could be better, but they will open with the same weaknesses as before, with the possibility to make more cetbangs. This always was a plus for me. Without any cards before revolting, can be a trouble only if you don’t get a lot of gold to spam the cetbangs ASAP.

Juicy Rev. Power: Strong: With some shipments for your unit of choice, Indonesia will became the powerhouse they should’ve been. 2 strong revolutionaries now with the Cetbang cannon will be troublesome to deal. Don’t get so excited for the elephant, it’s a native that you can have only 8 in it’s default card, but with time you can ship an army (one more for each time you ship it)… so the more time it takes, the dangerous will be.

BARBARY STATES

OMG, they were so nerfed, to the point that i’m not sure if they have something going for them yet. Ok, I undestand that the Barbary warrior was too strong, too fast, and hard too kill, but, even the Marksman was nerfed? Problem is, the barbary warrior, don’t fill a good purpose the way it is. It’s an anti-cavalry, but it’s TO WEAK, with almost no bonus, 16 x 2 << 32 attack against cav?? Oh, the horror… Now it don’t fill any purpose even as a revolutionary, the villager bonus it still there, but the attack is too weak, should get at least 1x more multiplier against them.
And the markman, now costs 2 population, FORCING you to use the “theaters” card before revolting… This is a revolution that would benefit for having this card as an option, or similitar to the French church card, having this effect when you revolt.

Dry Rev. Power: Standard: Don’t get it wrong, the opening can still hurt the enemy economy, i only think the nerf was to strong for them, but the barbary warrior it’s still a threat to enemy economy. It only got a better rating for this, since 2 population marksman is terrible.

Juicy Rev. Power: Standard: Basically, you sacrifice the Barbary Warrior, and focus on the marskman, that still is a good unit. You’ll need the “theatres” card to make it 1 population, and maybe some gold buffs, since it changed its cost too. Marksman + forts still a thing.

EGYPT

The new revolutionary is supposed to be a hybrid betwen Revolutionary and the Nizam Fuzilier. It’s… OKAY, not to impressive as the Grenzers from Hungary that got 16 range, but here, you have a new bonus from his attack when you change stances and 15 Range. It’s surprisingly good with the british variation, but too frail with the Ottomans.
Actually, the Ottomans don’t get good times with their revolutions anymore. Egypt I believe is the one that suffers the most.
They still get the same units, mameluke and the Crabat, but their cost is as high as always, gold and population, making dificult to play with them.

Dry Rev. Power: Weak: Egypt with no cards, got a frail revolutionary, and their heavy cavalries, don’t get so much HP. Still believe the revolutionary suffers the most here.

Juicy Rev. Power: Standard: With some cards Egypt be really terrifying, particularly with the British variant. 3 cards for the Rev, and could have 3 for cavalry, but the “cavalry combat” is enough most times. So, 4 cards delay to make it strong… sounds good. The ottomans in it’s best days will make a 2 card delay only. If wasn’t the high cost of the cavalries Egypt would be so much more.

REVOLUTIONARY MEXICO

Don’t underestimate the revolutionary variation. With the new patch (i’ll base this on that version), Mexico will have maybe the strongest revolutionary possible. The cuerudo (I believe that is the name) It’s the only cavalry revolutionary (can be trained at the TC), and can be upgrade almost forever… Be sure that you can use the “folk heroes” tavern upgrade, and upgrade again in the new tavern that you get access when you revolt for Mexico. They won’t get another trainable unit, but this alone will solve almost everything, costing only 100 food. Mexico KINDA lost the ability to train the other units, that now are only available in the new tavern.

Dry Rev. Power: Strong - A fast revolutionary from the start it’s a dream that i lost since the Barbary States nerf, the difference is that the Mexican opening, will be a more combat focus than a raiding focus revolt. The cheap price will also encourage a fast spam;

Juicy Rev. Power: Strong - With some cards, you’ll have even more power in the opening phase, or even varying your army, since “theatres” card make the new outlaws cost 2 less population, and with all the other ones buffing the cuerudos, i’m sure no wall will stop it.

ROMANIA

Romania is one of my favorites when playing Russia, being almost identical to Hungary, but with a initial downgrades. First of, the Dorobant (revolutionary) having only 20 HP more, paying with 2 range, it’s a terrible trade of. 2 less range mean takes damage before doing yours, what it’s NOT a good thing, and still cost the same as the other variants, that can still have more HP than him in the end. Luckily Romenia strenght isn’t in this unit, but rather in the Vallachain Cavalry Archer, that got an impressive 1 ROF, trading some of its HP. now THIS IS A TRADE OF. Even some counters will have trouble dealing with it. Also, for each new shipment, you got a free blockhouse. This makes Romania another complete revolution.

Dry Rev Power: Standard - Without cards, Romania will get some trouble, since it’s units will lack too much HP. Their HP trades don’t work so well, for any unit. But they still have an awesome map control with their shipments.

Juicy Rev. Power: Strong - And WITH card, Romania became a powerfull threat, Even having some good option with it’s mercanaries, the Valacchian Cavalry Archer, makes it for both Nations, Russia got a better fighting unit, and the Ottomans, a better raiding one. If not the weak revolutionary, would be as powerfull as Hungary.

HAITI

It looks like no ones seems to know the power of the Buccanner. Now with the reworked unit, The bucanner, became a Shock infantry, it don’t take more extra damage from skirmishers, and still keeps it bonus damage against heavy infantry (with Haiti shipment). For me it’s one of the best units in the game. Even though now, it can be properly countered by Heavy Cavalry.

*Dry Rev. Power: Standard: Problem is, Haiti got a terrible start. The revolutionary got more HP, but still have a terrible range and a lower number, and this hurts a little to make an impact, but eventually with the shipment that allow the buccanner to shoot, it’s over for anyone who dares to face it.

Juicy Rev. Power: Standard: Delaying to get some infantry cards can help since everyone expect the French to go cavalry, and making some infantry, will always suprise and trust me, Haiti still compensate that wait, only need 2 cards to make the best version of the Buccanner.

Buccanner is a micro Heavy unit, must change stances to work well, and still got an impressive siege damage. OP unit.

UNITED STATES

Really, no votes? Hope you guys remember that revolutionary USA got a fort from the start, this alone should get one vote. Well, the sinergy with forts by itself is amazing, but the Cowboy outlaw should be remembered too. It’s a common variation but the USA can have the strongest variation with the British, not that the others are be weak. USA is a very complete revolution too, gaining 2 gattling guns with each fort too.
A cowboy + Gattling gun can be as terrifying combo as the main civilization ones.

Dry Rev. Power: Strong: But not for an imediate attack. Gaining the fort at the start can give you a tactical advantage asap. The cowboy with no cards, it still a force to be dealt with. You’ll get somewhere, but not attacking so fast as the other revolutions;

Juicy Rev. Power: Strong: All variants got something good to offer to USA, but almost all got at least 1 “cavalry combat”, that help the cowboy, and something to the revolurionary. If you want so much, try to get the “improved buidings” card, that GREATLY help your start with the USA.

That’s it, pre review.

3 Likes