This is just a list of my thoughts and questions on Revolts and especially their changes in the Public Update Preview.
Before I get into my thoughts on each one specifically, I want to preface this with my idea of what a revolt should: gives some kind of immediate benefit militarily or economically, but due to missing most age 5 economic and military upgrades, it falls off in the very late stages of the game. You may disagree with this and I’m perfectly fine with that, but that’s just how I see them. So with that in mind here we go…
ARGENTINA: Like many of the changes and new cards; INF 7 lancers, 3 Lil Bombards, Criollos (22 guard consolute musketeers), San Martin, INF 3 Mortars, flying batteries, Trattoria, Buenos Aires. I believe that’s the whole list. But I have some questions/suggestions about some of them and even Grenedaros as a unit.
Lil Bombards: I believe this is supposed to be a reference to Italian immigration, the same as Trattorias and Buenos Aires. While the latter 2 are fun nods to Italian influence, the Lil Bombards just seem a bit much, as the presence of large bombards (lol), seems like they would have made some splash in Argentine history, but as far as I can find they didn’t exist. I’m fine with this card if they did, but I just can’t find it, so if they didn’t I probably would remove them, same with the Elmetti.
Flying battery: I believe the purpose of the flying battery card is probably mainly to give you another reason to use Argentia’s mortars, but I find this strange as flying battery refers to horse-drawn artillery, So that feels very weird.
Criollos: feels like a slightly weird application of what I understand the word to mean, but I’m ultimately fine with it enabling strong Spanish musketeers, with a couple of suggestions–raise the food cost to 2000, lower the number to 10, and make them imp. Either that or make you be able to upgrade them to imp, also please replace the normal musketeer in the fort cause it’s weird having two. Being able to train imp extra strong musketeers from only your forts would be pretty fun imo, without making the revolt too strong in 1v1 situations.
Grenedaros: This unit is still very Very strong, specifically when paired with gauchos, there really is no counter due to them having no negative multipliers with their ranged siege attack. My fix? Make them more like what they actually were elite cavalry, yes, they did have guns, but I think they should be based on how they fought at the Battle of San Lorenzo. They would be an expensive two-pop cavalry with slightly above average hp and charged lance attack, with good standard melee to follow up. They could be made trainable only from forts (tho not too slowly), so as to compete with Criollo production as well. I know the developers have a thing for anything with “grenad” being a grenade-throwing unit, but I think this could be a good step towards some more historical accuracy and pretty fun.
BRAZIL: With the edition of Feitorias, Rio De Janeiro (which is bugged), and Amazonia it seems like you’ll be able to have a pretty good economy with Brazil. And the extra explorer capital upgrades is a nice focus. The wildlife card is bugged showing the number 20 while only shipping ten capys (and jags?). I am quite happy with the Brazilian imports card (although it is also bugged) and I find the Bonificieo card interesting (also bugged)
INF Cassadors is a nice add, although it will only be useful for ports, and the inf soldado add is also pretty cool, the developers even gave them different voice lines which show thoughtfulness. Both of these cards are bugged not being purple, but I do quite like them. This is in no way necessary but, if you’re going to give them special voice lines and even an Imperial-age look, I think it might be cool if they were trainable from forts, as putting all this work into shipping 6 soldados just feels like a loss.
I don’t really like the Akan shipment, I know there were Africans brought over from Africa but, unless I’m missing something, I don’t think they came over armed with “old muskets” (I have a bit of this same problem with the Haiti revolt). Plus, this shipment is literally EVERYWHERE (it feels like).
I like Independence Guards, but wish they would replace Ruyters for Dutch.
PERU: Waiting for some information before posting.
HUNGARY: I love the 15 Magyar Hussar shipment, but suggest the name be changed simply to “Michael Kovats de Fabricz” as, unlike Pulaski, he didn’t really have a Legion named after him. With the changing of this name you could also add him as a sort of hero unit like San Martin. He could probably replace about 4 of the Hussars in the shipment, and you could make him about 3 strong, to balance things out. Also, “Georgian Hussars” overwrites the Magyar Hussars’ skin, even though it has to be sent before. It is also the only way to get the Guard upgrade for them, whereas Ottomans gets it automatically when shipping them. For the Maltese, it doesn’t replace the Order Hussars in the fort, and they don’t get the guard upgrade either.
The inf 6 grens is a good addition.
ROMANIA: Dunabian Principalities is a fun card, but I would suggest enabling access some kind of imp or imp-like upgrade, as right now its really not worth using. Especially since right now you have to upgrade them to guard, meaning you must–Revolt, ship this card, just to have access to veteran units which you must upgrade yourself.
Rosier Dragoons: I don’t know why Rosier Dragoons lose hp and gain attack and speed, Hussars of Death is a straight improvement, Magyar Hussars are a straight improvement, and Gran Columbia can get Imp upgrades, so why does this unit have to lose stats to gain stats?
Wallachian Horse Archer: Same problem as Rosier Dragoons but honestly worse. Why do I have to lose 33% hp, just to get Imp DPS and some speed? Hussars of Death get MORE than IMP dps but lose nothing at all, and they don’t take a shipment. I really just don’t get it. At least give them the Ottoman firing animation boost or range increase (for Russians).
CANADA: Fun changes, but Native Warriors Conscription makes things WAY too cheap when paired with “Native Warriors”. Like, Natives costing 60 res total cheap–it’s just a bit much (or little). There are 2 Fencible shipments but I assume that’s a bug, but the 16 range you can get honestly isn’t a bad add imo (the price is LOL).
Inf 12 skirms is a good addition, although not at all helpful for the British.
Inf 4 War Canoes is good. But the icon is bugged.
Quebec is a good card. But the icon is bugged
I like the militia-focused design, very different.
Hunting-focused design is also good.
Lenape is a good shipment but I just don’t like using them, the war cry animation is way too long.
I really like Canadian Loyalists as a card for this revolt, and for Hauda, but I think they could use something special so they aren’t just generic age 4 goons.
Haiti: People hate on the Pirate theme but honestly I don’t mind it–the island of Tortuga was a pirate hotspot and I personally just enjoy it. The developers have added more to do with the actual slave revolution, but some of the choices are weird…
There weren’t a bunch of Akans fighting in the revolution, the slave did not go back to their “African Roots” and started throwing spears again. The Pickets are fine but Yoruba Legionaries? Akans armed with “old muskets”? The Dahomys are actually good as some of them were hired, but these other choices just seem completely fictional.
USA: Washington Grenadiers and normal grens are separated in the fort, which is confusing.
SOUTH AFRICA: Changes were good.