Sup, long time no see… I did a complete reworked guide of all revolutions, because since the last one, a lot has changed, even the way some base civilizations work, so a rework was needed.
This time, I’ll start with some brief analysis, showing some ideas of how to fight with said revolution, and some things to keep in mind if pretending to revolt with it, and i won’t mention too much about losing your villagers, since everyones agrees that not a good thing. It’s a pity we have to make them all over again, but unless the revolt do something with it, I won’t mention too much.
Also, I’ll introduce the concept of a “Dry revolution” that is when you revolt with no main civilization shipments to upgrade your units, usually applying to revolts that you try to go ASAP for them, like Argentina for example, since the units ends up strong anyway. This is to analyse what it can do by itself.
So, let’s start… this will be a long one.
ARGENTINA
- Argentina is the top tier of the “Dry Revolution”. If you look the effect when you revolt, you’ll see Argentina got 10 Gauchos right at the start, making an impressive bonus to get. Gauchos as you see, even in the “Dry power” are almost stronger than a Dragoon, with even a more flexible cost. Revolting with a lot of food can be deadly for any enemy, as they can almost be insta trained without shipments.
Gaucho makes a little more in this case then the revolutionary, that’s just a standard one, nothing special.
About the Mounted Granaderos, i don’t even need to say anything. Maybe the stronger revolution unit in the game even without shipments. When they enter… “Adios… Hermano”.
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Argentina got a deck upgrade recently adding some variety for their livestock strategies, and a discount for their melee cavalry. It… works. Far more usefull for spain, since you can put to great use with the Haciendas. Germans and Italians need to use the livestock pens yet, not getting the full benefit of those shipments.
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For long games, if you choose, or if you couldn’t finish your enemy, Argentina get a little more dealable. The Mounted Granadero will always be challenge to deal with. just be sure to protect your food gathering. Argentina, as you see in their deck, can still go for a INFINITE FORT SPAM, granting you the best of two worlds. A hard time for enemies to get in with your forts, and an easy time getting on their base, with the Granaderos.
For their units, let’s start with:
Revolutionary - Standard revolutionary infantry that counters ALL cavalry. Argentina got nothing special with them.
Germans - Nothing changed with them. Still the fastest revolutionary, and the costly one. If not for their pathetic HP, would be a more reliable raider, since not many shots already kill him. Still can be used with great effect if the enemy don’t wall-up. Only cavalry can consistently chase him, and he got extra damage in ALL cavalry, not only heavy ones.
Italians - Italians, got a good final version, being the most balanced of the 3. Good attack, good HP, and the best Melee attack, for how little it is. Nothing special, but not underwelming neither.
Spanish - The last debuff in the “guerilas” card, nerfed the final version of the revolutionary, but still hold it’s crown. If you somehow plan to keep making them, it’s only this version that hold up a good fighting chance.
Mounted Granadero - The Argentinian MVP. If you plan to revolt for Argentina, you WILL ship this unit. And why you wouldn’t? Cheap for it’s power, only 1 resource, area damage, great siege, great speed… “Adios Hermano” for real, even being a little Tag Heavy since it’s a heavy cavalry, AND a light one. You can take a lot of damage of all sources, for the high HP, he still hold his ground.
Germans - I don’t get why they end with the strongest attack, but i’m not complaining. Their ranged cavalry shipment apply 2 times? Well, even if that’s the case, it makes up for the lowest HP betwen the variations. He’s the fastest one too, although, not sure the speed card would be a worth one for the granadero.
Italians - Italy gives some unique buffs for their units too. Cavalry combat, help to boost the Granadero, while their church cards, gives a 10% attack speed incrase, especially usefull in a Hit and Run tactic.
Spanish - The Spanish used to rule that variation, but now i’m a little more inclined to give Italy the first place, definetly a hard fight betwen the two, but a win for Argentina nonetheless. This variation isn’t so fast as the German one, but still faster than Italy. In all cases a MUST HAVE UNIT.
Gaucho - The “Dragoon Outlaw” unit type from Argentina. Since he can be created right from the start, you already got a strong unit without the need to ship anything, adding to the initial push or even a surprise defense.
Germans - Here he don’t get the same weird effect that the M. Granadero, and his attack ends up the same as the others. Still the fastest possible, but i doubt that you’ll ship the speed card, it’s only 10%. Well, i listed only the end result, but this would be a not so important thing to have. The default speed is good enough. But hey, it’s there.
ltaly - Italian Gaucho sound like some kind of bad opera with a destructive lyric, put to a very good use in this case. Again a faster attack rate, that i believe helps a lot more here since the gaucho got a slow firing animations, kinda like the Hajduk before.
Spanish - Again the Spanish ends as a jack of all trades unit. Good speed, good HP, Perfect to spam.
EXTRA
- This card grants a discount only to the MELEE CAVALRY. Good in paper… but… usually, cavalry will be used against units that counters, obviously. But in those cases, what would be? Light infantry? M. Granadero do it better. Artilery? At this point in the game, it will be protected, making again the M. Granadero a more viable option. A nice card, but not sure Argentina get much benefit from it.
For italy, if you chosse, the “Lancers” Shipment grant a little more power for your lancers against infantry. A surprise actually.
Next one is:
BARBARY STATES
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My sweet little Barbary States… what they did to you? I know they got nerfed because the Ottomans got a powerfull strategy with them, but… maybe was too much, don’t you think? The barbary warrior, lost it’s outlaw TAG, and now it’s that joke over there.
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But the Corsair marksmen got it worse… OMG. The price it’s terrible, The starts aren’t nearly strong as before. But for the REVOLUTION in itself, i believe the worst thing is that with the 2 population cost, you’ll be forced to bring the “theaters” card ONLY FOR HIM. It’s too impractical, to use.
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Actually, this would be a good change for them. A lot of revolution outlaw based actually, but this one in particular. Theaters card should be given by default. Really… REALLY, the barbary states needs some kind of buff. Maybe the same treatment that was given to Indonesia? I can’t believe I’m saying this, but the Javanese Spearman now it’s a strong unit, or at least CAN BE.
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TERRIBLE for a “DRY REVOLUTION” without any shipments, the Barbary States are a joke now. At least Theaters + Advansed arsenal shipments should be given freely to them.
Barbary Warrior - Their version of a revolutionary that is a surprinsingly fast unit, and got extra damage against villagers and of course, should be used to raid when you got the chance. Deeply hurted by the nerfs, that make him too weak for other things, even to fight cavalry, that it supposedly he counters it.
Can’t believe this land shark became a shrimp.
Ottomans - There’s no strong points with the Ottomans variation, nor good unit combinations.
Portuguese - Again, nothing special for the portuguese.
Maltese - Malta also gains nothing with this variation, but maybe for Malta it’s a little more usefull, since they don’t have a more “cheap” way to raid. Order Hussars, are far more limited strategicaly than this unit.
Italians - Now we’re talking. I still believe it’s a weak unit, but Italy end’s up with a decent unit at least. Not the op monster that was before, but not the weakling that is now. We could go from there Dev team? I believe in you. But in the end, this don’t save the Barbary States from the terrible status they are now. The unit it’s only USABLE, it’s not a definitive factor as it was before.
Corsair Marksman - If someone suffer with this nerf, was the C. Marksman… OMG… OMG!!! REALLY. He’s terrible now. He was a faster skirmisher before… that 6 speed, before, was AMAZING, even in his description it says “a fast unit”… yeah, as you can see above. Problem is, Now you have to ship “theaters” To make him an usable unit, and he’s slow… only 1.25 against vills OMG… Well, i know it was for a balance reason, but, again… how about the Indonesia treatment? I’m only mad because I use to love this unit.
Ottomans - Aside from the nerfs, the Ottomans still got a good use for this unit, since they don’t have a 1 population skirmisher, it can still be used effectivelly.
Portuguese - Dead for Portugal. It ends weaker than the caçador, with less armor, less HP, and less attack. Portugal got no more use for Barbary states, nothing beat their units or flexibility at ANY point. Even in 4 age.
Malta - Malta like the Ottomans, got a good use for this unit, since, again, they don’t have a dedicated skirmisher… ok… a gold based one, also, he can get the 10% attack rate buff from some of their buildings. usable here…
Italy - Ends up as a strong unit, but suffers from the same problem as Portugal. Their main units covers the same problems. Man… if at least the corsair could have that insane speed. I would stay with this s*** even with italy.
BRAZIL
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Another good contender for the crown of the “Dry Revolution” master. But I must be realistic here, I don’t think the double voluntarios numbers beats the Gaucho Spam from start. Brazil will be locked with the voluntario for some time. This can be used for great effect, but you won’t be unstopable until you drop the Jagunço in the field. Jagunço can be even scarier than the granadero in his own way.
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I think Brazil revolution is a little more “forgiving” if you miss anything, since voluntarios are made for free, you’ll always have someone in the field, even if you only need to hold a little more. To build a fort, mass units, whatever, you always have someone to hold the line.
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Before revolting, just be sure to not spam Heavy infantry units. Voluntario can fill that gap for good use. And don’t put much hopes in that Dragoon.
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Also, know that all Brazil unique units are weak against light infantry… Fight near forts (Infinite of course) or prepare some artilery to fight some if this units.
Voluntario da Patria - Free unit generated in your town center, in groups of 9. The ultimate cannon fodder of the game, with a surprisingly good effect against cavalry, even if it doesn’t look like. His upgrades get a “special flavour” since most units got about 25% more total HP, but Voluntario, for his weak nature, got a 50% HP increase, making a lot more value in the end.
Dutch - All variation ends up similar, But the Dutch can fill the field with more units, because of villager limitation… you’ll note this better if the game last longer.
Italy - Italy got the best of all worlds AGAIN. They can have the initial push almost stronger as the Portuguese, with a good recovery time. Don’t bother with the incrased melee damage. It’s only potential, but i wouldn’t ship that card.
Portuguese - Classical. Portugal, for its free town centers beforehand, will have the strongest initial push. The Voluntario is a consistent unit in all its variations.
Jagunço - The outlaw MVP of Brazil. This unit got impressive stats that makes that “punch” Brazil needs. If you choose this revolt, try to get this unit ASAP. Unluckly… or not, it’s “tag heavy”, being a heavy cavalry, AND a light one, benefiting from both, but taking extra damage from both too. Another great thing for jagunço, is that different from other outlaw units, he don’t get a penalty against villagers, making it almost on par with the Romenian cavalry archer for raids.
Dutch - The Dutch ends up with a strong variation, even stronger than Portugal. It only got a bad sinergy because the Dutch are more gold based, and Jagunço its full food. You could focus all the extra gold for artillery however.
Italy - I loved Italy the moment i saw how Jagunço could be upgraded. The strongest variation, with a slightly faster attack rate. The definitive Jagunço.
Portugal - As an Ode to irony, Portugal Jagunço ends up as the worst of the 3. No buffs whatsoever. Only thing going for Portugal is a good setup before revolting.
Independence Dragoons - This guy was supposed to be the MVP, but his bonuses are terrible. Ind. Dragoons got a powerfull melee attack and the guard upgrade when shipped. I said in the last guide and there’s no change in that opinion… this attack serves no purpose. Artilery is protected, so you’ll be using your ranged attack anyway… light infantry counter you before you close the gap. Other units are better fought at distance, like heavy infantry or cavalry… also, the Jagunço does those counters and everything else better overall… so, why it’s here??
Dutch - Dutch Ind. Dragoons don’t get anything special, the difference is that their ruyter got a stronger melee attack too. Pass. Not worth it.
Italy - Same as the Dutch, with a faster attack rate… again… Jagunço does everything better.
Portugal - HOW DARE YOU GOOD SIR? Trick me with your sarcasm?? First, you have a shipment that incrase your ranged distance… now Brazil gives you a stronger melee attack… you must decide where you want to fight… close or far away. In Both cases, Jagunço does better with a cheaper cost, and less population space… making 2 jagunços > 1 Ind. Dragoon. Sad Vibes.
CANADA
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Canada is the perfect revolution if you’re getting a backdoor. The incrased villager attack can be helpfull if you need that firepower. Although Canada don’t get many offensive new options, it got a more consistent start, since you keep your villagers intact. Just remember, even having stronger fighting villagers, you still want them COLLECTING not fighting.
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If you Choose Canada, you’ll have two main options: Go for an INFINITE FORT SPAM, ASAP, or go for a NATIVES BACKDOOR. More on that later.
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Canada could have some more options like allow the creation of the Highlander, and not shipiping it, like the Dutch have it now. And maybe more card for natives, in particular “blood brothers” and the price one (the one in the image).
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Also, since you don’t have any new units, most of the time, you’ll be fighting with vanilla ones, so, be sure to upgrade them acordingly, like the British Musketeer or the French Voltigeur, for example.
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Not a good revolution to go for a “DRY” strategy. It really need shipments before revolting.
British Variation - The pathfinder is the same villager with a stronger attack, nothing too big of a deal. I put the “pioneers” shipment only to see what it can be, but it’s a bad card to have in your deck. This should be in Canada default deck actually. About the natives, the best you got with the British, is a discount. They’re still weak overall, but can be well used for a cunning backdoor. Trust me… it REALLY works. A shame they’re not in their last upgrades.
French Variation - Now we’re talking. You can see the difference betwen this natives and the last ones. The French variation got more going for it than the British. Of course this backdoor will be far more effective.
As for the Voyageur, even though he got impressive stats with those cards, you won’t bring them… villagers should be collecting not fighting. Canada at least give this option, but as soons as you can, you want troops fighting troops.
CHILE
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Chile got some new cards some patches before, and i think that was a great help, specially the advanced feitorias. I believe some revolutions should have that “closed” aspect in itself… like, it’s a Cavalry revolution? Should have some of the main cards that upgrade it. Chile got some of that, with the Feitorias and the training card, and OF COURSE, the water aspect that I’m not covering in this guide. Still the economic ones are more than welcome here, as Chile is a costly unit revolution;
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Chile is a “Heavy Revolution”, heavy cavalry with a heavy infantry unit supporting it. Can be very unique, but also troublesome, since it got so many counters specially at this time in the match, and again, a melee unit plus a 12 ranged one… Chile must be used with care. It’s not fast to regrow an economy, so be sure to not pick bad fights.
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Due to the nature of the Death Hussar, Chile CAN WORK with a “DRY Revolution” mindset, but it’s too risky, since Hussars are expensive and you don’t want to lose them for nothing. Try to raid your enemies fast with him.
Since it’s Spain exlusive:
Hussar of Death - When i was looking trough with the “dry” options, i expected a more significant difference here. But 75 to 84 attack… I would consider not getting the attack only upgrade if I want to get Chile ASAP. It’s worth of course, but remember that upgrades consider the base stat (32 attack for the Hussar) and delay the revolution. Still the unit with everything is a monster worth of its name, not many will stand before it. Just be sure to cover it properly, for his HP isn’t that good.
- Remember that you can go beyond the 100 damage with the missionaries card becoming the ultimate Avatar of Death. Just protect your missionaries to keep the damage high.
Revolutionary - Revolutionary ends up with solid stats, perfect to cover the Hussar particularly against Dragoons that got that extra damage. Would like to make them from outposts like the Hungarians, or the barracks… Town centers need to work for a long time after the revolution, and you can’t build more in better places.
EGYPT
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Egypt got some changes after my last guide too. And… I’m not sure what was the intent here taking out the Nizam Fusilier. That was the defining aspect for Egypt, but Nizam Fusilier let his most trusted pupil to carry on his legacy, the Khevite fusilier… Well, we can all agree he don’t teach him well. Khevite fusilier, has some of his master tricks, like a more limited stance changer modifiers, here limited to volley and stagger stances that gives him more range (15 range total) and bonus against siege units and artillery. Not bad, since grenzer for example, got 16 range.
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I believe Egypt lacks a good support unit or main unit if you wish to call that way, because khevite by itself, can’t hold his own so well, and the Stradiot and the Mameluke aren’t as flexible or made in good numbers to help acordingly. It’s strange, it always feel… lacking, a thing that nizams fusiliers used to cover well for the price of only be possible to be made them in forts… it used to take time to make Egypt work and was satisfying, but not anymore.
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Not sure why all those mercanaries… none can be trained after shipping them, what could bring some needed numbers to make Egypt work a little better.
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Oh, the 50 gold cost, I believe was to make the Stradiot and Mamelukes a little more forgiving to train. But only got that way if you ship that card. Until you ship it, Khevite will cost 100 food.
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Egypt can’t work all that well in a “DRY Revolution” setup. Khevite Fusiliers aren’t enough to make it worth it… hold a little.
Khevite Fusilier - I believe I said enough before, but here, we see a GREAT difference between them, and remember that the british can train them from their houses with the “terraced houses” card.
British - If you even hope to “remember the time”, I mean… revolt for Egypt, do it with the British. Khevite becames almost as good as the grenzer, losing for 1 range and ends up as an impressive unit by itself with the right upgrades.
Ottomans - Weak… ends with the same attack, but far less HP.
Stradiot - This is the main cavalry for Egypt. But it’s TOO EXPENSIVE, OMG. 300 gold and 3 population space… Holy s***. It’s a good unit, of course, but maybe too expensive and limited to cover the Khevite accordingly. Don’t let that HP fool you, not that stronger than a Death Hussar.
British - With all those cards, of course that would be the better variant. Again, 3 cards cost. Choose your poison before revolting, Egypt can end up with a lot of good units, but 6 cards (3 cavalry, 3 infantry) can be too much.
Ottomans - A little more limited than the British counterpart, but again… less cards = Faster times. And Stradiot with cavalry combat only don’t end up all that weak, can be used for great effect.
Mameluke - The basis for the Abrams war tank. Mameluke got an INSANE amount of HP. But he put all points in vitality, forgetting some in attack. It still a 4 population unit made to take hits only. Not sure it’s worth it.
British - This variation make the HP get even more insane. 2k… OMG. But only take hits well, a thing that won’t get you far. You see what I mean? It always looks that Egypt lacks that “Punch”. Khevite needs a more numerous cavalry to help it. The mercenaries even ending up as impressive units, lacks a lot in numbers.
Ottomans - Got some okay stats for it’s price, and a not soo good melee armor… i mean, you won’t send mameluke fight heavy infantry with that leaf armor will ya?
FINLAND ( MY BABY )
- You know that joke character in fighting games?? Well, we have a similar thing here. Let’s start with my favourite problem.
ALL THAT TIME AND THE KARELIAN JAEGER STILL DON’T GET THE VILLAGER TAG!!!
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This alone greatly impact finland, because they don’t get ANY new unit… usable I mean. Karelian Jaeger is a villager and should be collecting, not fighting… Canada gives an attack to villagers and if you guys try some thing like the Infinite fort with Canada, or the natives backdoor, you’ll see how strong Canada can be… but here… OMG. You’ll always on the edge of poverty. Karelian NEED to get an economic buff. It just can’t keep the way it is.
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He can’t collect or build mills or any economic building… This create an annoying problem that is constantly forcing you to create herdables assuming you make some livestock pens before revolting, and if not, directing your hunts that you can ship from homecity… it get distracting after some time… ESPECIALLY with Russia, but very forgiving with the Sweden that can gather coin from estates (at the same rate as mines)
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Another thing, as you see in the image above, Finland don’t get any new units, so you’ll have to fight with those ones. Pykeman + Leather Cannon, in the 4 age?? Don’t panic, the Swedish Finland won’t fight with those units. Thats because, i finally found a “reliable” way to fight with Finland.
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“DRY revolution” potential?? HAHAHAHAHAHA.
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FINLAND IT’S A TWO RESOURCE REVOLUTION. Remember this: FINLAND NEEDS TO COLLECT WOOD and some other needed resouce ONLY. You don’t want to divide the Karelian Jaeger weak collection rate too much. The basis for it to work is build as many blockhouses as you can. Karelian Jaeger can construct them and collect wood right from the start. This is how you play Finland actually:
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But of course, in a real game, it’s not that simple… wood isn’t that abundant in some maps. But Finland can make a tree in EACH of those blockhouses via shipments, making it a surprisingly usefull revolution. you can cover large areas of the map, IF you have that much wood. But again, i said TWO resources, and wood is just one.
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If you’re playing with RUSSIA. YOU MUST ship the “Strelet Horde” Shipment. It means ALL blockhouses will create 5 strelets for FREE. After you build one you’ll have free strelets getting out to help. You won’t need any other unit, since the blockhouses got an extra damage on cavalry. So retreat if need to counter.
Problems is… you only have this. You won’t have a support or main unit to push the game. WOOD AND FOOD revolution. Don’t got any unit Wood and Gold based to fill the field, affecting an artillery push for example, since only the swedes got a food and wood cannon. -
If you’re playing with the SWEDES, YOU MUST ship the “Treaty of Roskilde” (church shipment). This will allow you to create the Savolax Jaeger (another Jaeger…) That cost WOOD AND GOLD. Making easier to make artillery that’ll help push the game forward… I believe it ends a little more capable to fight than the Russian counterpart… With it’s own share of problems, but manageable. WOOD AND GOLD revolution.
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I would say to let Karelian Jaeger just be a regular military unit with a new cost, since both nations lack a dedicated 20 range skirmisher (1 population) and allow the normal villager to collect and construct.
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“All man can dream, but the best ones dream for Finland” - Unknown Author
Blockhouses - That’s not much variation between the two so I’ll cover the basis only. As you saw in the image above, it’s on your best interest to spam those blockhouses. Finland don’t get the INFINITE FORT SPAM, but can construct infinitelly right from the start and still ship 5. If only it’s economy could work with it.
Strelet - The backbone of the Russian Finland Revolution. The spammable nature of strelet can be put to good use here. A shame it can only go alone, since TRUST ME, you don’t want to let Karelian Jaeger collecting anything that you don’t need. I could see a good combo, with Strelet and the Leather cannon altered in some way, to have a Food - Wood based army.
Savolax Jaeger - The backbone of the Sweden Finland revolution. It’s only usefull because allow you to use two resouces… if not for this, Finland would never had a chance with Sweden. But hey, this unit it’s REALLY that strong, even if enemy cavalry attack you, you can always retreat for your blockhouses to cover. Best part, is that allow to create some artillery without going out of your economy to keep making the blockhouses.
OMG, my head… let’s continue…
GRAN COLOMBIA
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La Gran Colombia was one of the victims of the benevolence of the devs. I really like those changes… in particular the “Advanced arsenal” card. As you noted in this guide, almost all units benefit from it somehow. I even think that “Advanced arsenal” and “theaters” should be standard shipments for all revolutions, or even given freely. This would allow one less card to ship before revolting.
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Also, 2 town centers… and one factory?? Well, everyone got favorites right? Colombia greatly benefit from this allowing a lot of versatility in it’s execution. Having 6 town centers to rebuild you economy that WILL be halted during some time it’s a BLESSING. I use to like colombia already, but after this update, It’s one of my favorites now.
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Llanero ends up with a better final result overal than the musketeer that really need some upgrades. Again, after ship what you need, go ASAP for the INFINITE FORT SPAM.
Musketeer - A classical one, don’t have much to say. When you revolt if you don’t have the veteran (first) upgrade, you gain it, and 10% hp and attack bonus and 10% speed debuff). And THAT’S your revolutionary… Colombia don’t have the normal one.
Germans - The german variation, ends up the fastest, although not an incrased cost. Not sure 4.8 speed is worth of this, specially since the Germans get a powerfull Llanero that in fact IS the main unit with them, being the musketeer the support one in this case.
Portugal - THE BEAST. Portugal got an amazing musketeer already, and Colombia grant a new upgrade for it. The difference will be more in the way you fight since with Portugal, the musketeer will be your main unit. With Colombia you want the combo Musketeer + Llanero + Infinite forts.
Spanish - Here we got the slowest variation of the 3. Like the Germans, the Spanish will be more cavalry focused, But their musketeer ends up a little more capable than the German variation at least… Still a must for Colombia.
Llanero - The outlaw MVP of Colombia. Llanero is a weaker and cheaper version of the spanish Garrochista with an impressive attack against infantry, for its cost, of course.
German - For a 1 population unit it ALMOST got 500 HP. German Llanero can be the fastest, although not so deadly as the spanish, but still pose a great threat to anyone.
Portugal - Finally Portugal got an upgrade for an outlaw… Far more modest than the other 2, but here, the Llanero is the support unit for the Musketeer, not the other way. If you prefer, it still only one card to fully upgrade THIS variation.
Spanish - Another monster… For the BEST variation, its 5 cards expensive… maybe too much. But if you go for it, just look man… 75 attack against infantry…
- Colombia is a true revolution. Deadly where it must be… weak where it must be.
HAITI
- Now that’s an underestimated revolution. Haiti probably is my favorite revolution. Although with a slow start, it can snowball and be unstoppable.