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.
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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.
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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.