Revolution is a feature in Age of Empires III: The WarChiefs that allows European civilizations to revolt from their Home City and form a new political entity with additional unit types and specific bonuses. This can greatly boost the player's military strength at the cost of being unable to advance into the Imperial Age while stalling all resource gathering by units.
Revolting is expanded in the Definitive Edition with new mechanics. For most revolutionary nations, new shipments allow for the training of Settlers, enabling players to restart their economies. Selecting Canada and South Africa retains Settlers immediately, improving their ranged attack and gathering rates respectively.
Overview[]
In The WarChiefs and The Asian Dynasties, Revolting allows a choice of one of two revolutionary leaders, or one of two to five revolutionary nations in the Definitive Edition, per European civilization with different bonuses (see below), and is a much cheaper and faster option than advancing into the Imperial Age (which costs 4,000 food, 4,000 coin, and takes 90 seconds).
Once Revolution is researched:
- The player's flag and Home City changes to the relevant revolutionary nation's, and their deck will also be set to a Revolution Deck which contain various cards depending on the nation. In The WarChiefs, the Revolutionary Deck always contain identical cards no matter which revolutionary leader they choose (see below).
- All Home City shipments on their way are canceled and the shipment(s) used are refunded.
- All Settlers and their equivalents (Coureurs des Bois, Architect, and Settler Wagons) turn into Revolutionaries or their equivalents for certain revolutionary nations; Settler(s) being trained are canceled with their food costs refunded, and any Settler(s) or their equivalents rescued from treasures turn into Revolutionaries or their equivalents; any buildings being constructed (except by wagons) will thus be left incomplete. This does not occur when the player revolts to Canada or South Africa in the Definitive Edition; the player will retain their Settlers and can continue playing as they were before revolting.
- Each Settler Wagon turns into two Revolutionaries or their equivalents instead of one, with the additional Revolutionaries appearing as a Home City shipment.
- Town Center build limit is automatically increased to 10 and, along with Houses/Manor Houses, are no longer needed to support population; the latter does not apply if the player revolts to Canada, Finland, or South Africa in the Definitive Edition.
As Revolution is not counted as an Age, all units that are automatically upgraded in every Age (Explorer, War Dog, Explorer Dog, Sipahi, Spy, Petard, etc.) will not be upgraded when the player revolts.
Even though a revolting player no longer has Settlers to gather resources, most revolutionary nations can restart their economy through certain units or Home City Cards. In The WarChiefs and The Asian Dynasties, a revolting player still can keep a small economy going through the following:
- Trading Posts built by Explorers on trade routes
- Fishing Boats
- Fishing with Native Canoes and Caravels/Galleys
- Banks
- Factories
- Settlers/Settler Wagons/Villagers sent by allied TEAM shipments or from Sequoyah's Cherokee Syllabary
- Resource trickle Home City Cards (only if they are sent before revolting)
- Cree Coureur des Bois
- Settlers/Villagers/Coureur des Bois rescued from treasures after revolting
Only one player in each team may revolt in a game; after someone revolts, their teammates won't be able to revolt themselves. In The WarChiefs, only a single player may revolt in a game; after someone revolts, all other players may not revolt themselves. Regardless, the other players can still advance to the Imperial Age.
Mexicans[]
The Mexicans have the unique ability to revolt as early as the Commerce Age, with earlier revolutions being much cheaper than later ones. In addition, they are also capable of revolting twice (from Yucatán to Maya).
The Mexicans can undo their revolt and become Mexico once again, keeping all bonuses from revolutionary cards they have sent as well as retaining certain revolutionary cards if they haven't been sent yet and advances the Mexican player into the next two Ages from when they revolted (e.g. if the player revolts to Rio Grande at the Fortress Age, undoing it advances the player to the Imperial Age). However, revolting to California, Maya, and Texas are irreversible.
Features[]
Choices[]
Nation | Home City | Bonus | Civ. |
---|---|---|---|
Ships 10 Gauchos and 10 Cows. Enables the training of Gauchos which can gather from livestock and slow enemies with bolas. | Germans Italians Spanish | ||
Settlers become Filibusters. Ships 2 Frontier Post Wagons. | Mexicans () | ||
Ships 10 Corsair Marksmen and Privateers can be hired from the Dock. Settlers become Barbary Warriors instead of Revolutionaries. | Italians Maltese Ottomans Portuguese | ||
Voluntários da Pátria rally to your cause! | Dutch Italians Portuguese | ||
Settlers becomes Californios, Cow build limit and fatten rate greatly increased. | Mexicans () | ||
Settlers gain a powerful ranged attack instead of becoming Revolutionaries. | British French | ||
Artillery and Forts are available. Ships 7 Settlers. | Mexicans () | ||
Grants 8 Hussars of Death which are Guard Hussars with twice the attack. | Spanish | ||
Every shipment delivers an extra Mameluke. | Ottomans | ||
Delivers 4 Frontier Blockhouse Wagons. Settlers become Karelian Jaegers, which can gather from crates, trees, and construct Blockhouses. | Russians Swedes | ||
Ships 2 Ironclads. Settlers become Independence Guards, which are powerful but slow-marching Musketeers. | Germans Portuguese Spanish | ||
Settlers become Maroons which have lower HP but higher range. Town Centers, Galleons, Forts and Taverns can train Pirates and have a Population cost of 2. Privateers can be hired at Docks and can train units. | British French | ||
All Outposts/Blockhouses spawn a Pandour/Magyar Hussar/Hungarian Grenadier and every shipment delivers an extra Outpost/Blockhouse Wagon. Settlers become Grenzers - Revolutionaries with more range but less hit points. | Germans Maltese Ottomans Russians | ||
Ships 4 Cetbang Cannons and allows the player to train them. Wokou Junks can be hired from the Docks. Settlers become Javanese Spearmen. | Dutch Portuguese | ||
Infantry units become Cruzob soldiers, cavalry units become Cuatreros, Stables become War Huts, unlocks Mayan Holcan Javelineers and War Huts. | Yucatán | ||
Settlers become Cuerudos which can gather from livestock and are armed with a revolver. | Spanish | ||
Simón Bolívar leads the cause! He grants +5% hit points to nearby units. | Portuguese Spanish | ||
Coureurs des Bois turn into Sansculottes, revolutionary gatherers that are better at fighting. | French | ||
Settlers become Revolutionaries and Guard upgrades are available for free. | Mexicans () | ||
All Outposts/Blockhouses spawn a Roșior Dragoon and every shipment delivers an extra Outpost Wagon. Settlers become Dorobants, which have less range but more hit points than Revolutionaries. | Ottomans Russians | ||
Settlers gather more quickly instead of becoming Revolutionaries and can garrison in Trek Wagons for transport and protection. All houses turn into Trek Wagons | British Dutch | ||
Settlers become Volunteers, enables the training of United States units, and Minutemen levies enabled at the Town Center. | Mexicans () | ||
Ships 1 Fort Wagon and a General. All existing and new Forts spawn two Gatling Guns for free. | British Dutch French Italians Swedes | ||
|
Insurgentes becomes Yucateco Insurgentes, Hacienda upgrades are available for free. | Mexicans () |
Nation | Leader | Bonus | Civ. |
---|---|---|---|
Ships 6 Mortars and upgrades Mortars to Imperial Howitzers | Germans | ||
Ships 20 Tupi Blackwood Archers and grants Legendary Native Warriors | Dutch Portuguese | ||
Ships 10 Hussars and upgrades Hussars to Imperial/Imperial Guard | Ottomans Spanish | ||
Ships 3 Ironclads | French Ottomans Russians | ||
Revolutionary gets +10% hit points | British French | ||
Ships 10 Outlaw Pistoleros and 10 Outlaw Riders | Portuguese Spanish | ||
All units get +5% hit points | Germans Russians | ||
Gatling Guns get +25% hit points | British Dutch |
Units[]
The following list encompass all the unique units, variants or skins for the revolting nations:
Villagers[]
- Citizen: Settler which cost coin, available through a Home City Card.
- Huguenot Coureur des Bois: Coureur des Bois variant, with just a unique skin. (South Africa)
- Métis Pathfinder: Settler variant, with more attack. (Canada)
- Métis Voyageur: Coureur des Bois variant, with more attack. (Canada)
- Sansculotte: Coureur des Bois variant that is better at fighting than gathering resources. (Revolutionary France)
Infantry[]
- Revolutionary variants
- Dorobant: Revolutionary with more hit points but less range. (Romania)
- Grenzer: Revolutionary with more LOS and range but less hit points. (Hungary)
- Khevite Fusilier: Solid general purpose infantry. (Egypt)
- Maroon: Revolutionary with more range but less hit points. (Haiti)
- Peruvian Guard: Upgraded Revolutionary through a Home City Card, which have a secondary ranged attack by throwing grenades. (Peru)
- Revolutionary: Solid general-purpose infantry. Good against cavalry.
- Voluntário da Pátria: Revolutionary with half hit points and attack, but automatically spawned at Town Centers. (Brazil)
- Renegado variants
- Bandido: Bandido variant which costs food and only one population, fires faster, and has more LOS and range, but with less attack. (Mexico)
- Other infantry units
- Barbary Warrior: Weaker variant of the Barbary Corsair that have a multiplier against villagers and with a lower siege rate of fire. (Barbary States)
- Corsair Marksman: Skirmisher variant that have a multiplier against villagers and with a lower siege rate of fire. (Barbary States)
- Cruzob Avenger: A variant of the Salteador unique to the Maya, which have more LOS, range and speed. (Maya)
- Cruzob Infantry: Cruzob Musketeer that counters cavalry from range. (Maya)
- Filibuster: Freewheeling heavy infantry on an unauthorized military expedition. Constructs buildings or destroys them with dynamite. (Baja California)
- Hungarian Grenadier: Grenadier variant with more LOS and range. (Hungary)
- Black Watch: Highlander with a different name. (Canada)
- Javanese Spearman: Resilient Javanese rebel armed with a spiked bamboo spear to defeat cavalry. (Indonesia)
- Karelian Jaeger: Skirmisher variant that can gather from crates and trees. (Finland)
- Independence Guard: Musketeer variant, with more hit points but less speed. (Gran Colombia)
- Pirate: A dangerous Pirate. (Haiti)
- Revolutionary Sharpshooter: Skirmisher with low hitpoints, but a strong attack. Good against infantry. (United States)
- Yucateco Insurgente: Veteran Insurgente with 10% more attack and a Lasso ability. (Yucatán)
Cavalry[]
- Comanchero variants
- Cowboy (United States)
- Cuerudo (Mexico)
- Gaucho (Argentina)
- Jagunço (Brazil)
- Llanero (Gran Colombia)
- Morochuco (Peru)
- Hussar variants
- Hussar of Death Hussar of Death: Hussar with twice the attack of regular Hussars. (Chile)
- Magyar Hussar: Hussar with twice the hit points of regular Hussars. (Hungary)
- Dragoon variants
- Independence Dragoon: Dragoon variant with a increased hand attack but with removed hand attack multipliers, available through a Home City Card. (Brazil)
- Roșior Dragoon: Dragoon variant with less hit points, but higher attack and speed. (Romania)
- Other cavalry units
- Mounted Granadero: Ranged cavalry with a powerful grenade attack. Very effective against buildings. (Argentina)
- Wallachian Horse Archer: Cavalry Archer variant that fires faster and has more speed, but with less hit points. (Romania)
- Californio: Ranged Cavalry with a Lasso ability. Good against cavalry. (California)
Artillery[]
- Gatling Gun: Early automatic-fire weapon. Better against infantry than buildings.
- Cetbang Cannon: Light mobile cannon that can fire and reposition quickly. Good against infantry and ships. (Indonesia)
Heroes[]
- Bolivar: Hero of the revolutions against the Spanish in South America. (Gran Colombia)
- Corsair Captain: A mighty captain armed with a sabre to swashbuckle among his fellow Barbary pirates. (Barbary States)
- San Martin: Hero of the revolutions against the Spanish in South America. (Argentina)
Ships[]
- Ironclad: Ironclad. Advanced armored warship.
Others[]
- Trek Wagon: Wagon that can be used to protect villagers, explore or support the army. (South Africa)
- Honcho the Pet Grizzly Bear: A pet grizzly bear that loves salmon and is good against guardians. (California and Canada)
Revolution Deck[]
In the Definitive Edition, each revolutionary nation have their own, specific decks. In The WarChiefs and The Asian Dynasties, all revolutions have the same deck.
All of the listed Home City Cards can be sent an INFINITE number of times.
Card | Description |
---|---|
Ships 16 Revolutionaries | |
Ships 4 Gatling Guns | |
Ships 1 Fort Wagon and Fort build limit +1 | |
Ships 2 Ironclads |
Strategy[]
- It is still possible for a revolting player to win by a Trade Monopoly.
- The "move all military units to one location" button on the right hand corner of the mini map is very useful at the start of a Revolution and allows players to move all of their Revolutionaries to one point on the map.
- Have Factories in game before initiating a revolution (if the Home City Cards are available). This will help produce resources as all Settlers will become Revolutionaries. Trading Posts, especially upgraded to Stagecoach or Iron Horse, are also very useful.
- Ensure that a few shipments are available when revolting. This will help to get a couple of Fort Wagons and a few Gatling Guns just in case. Or if one feels so and are in a hurry, send important shipments from the Home City before revolting, such as Factories and unit upgrades.
- Ensure that a large stockpile of resources are available to build more units as Skirmishers and artillery can easily kill Revolutionaries.
- Ironclads are good with their special long distance shell, but also have some support ships to protect them in close quarter fights as they can only be sent by Revolutionary Deck cards.
- After revolting, search for Cherokee and Cree native settlements, which gives the Sequoyah's Cherokee Syllabary improvement (which ships 4 Settlers) and Cree Coureurs des Bois respectively, allowing the player to have some workers.
- Ensure that all the important buildings (such as Artillery Foundry, Arsenal and Church) are built, since they can't be built anymore after revolting.
Trivia[]
- The revolution choices for certain civilizations (e.g. Germans can become Argentina or Peru and Ottomans can become Chile or Colombia) in The WarChiefs are not historically accurate, as the revolution mechanic is confined to the colonies in the Americas.
- The new revolution choices in the Definitive Edition now reflects the base civilization more accurately. See each revolutionary nation's Trivia section for details.
- By default, all the revolutionary nations' Home City will use the Black Family Estate's model, with the only difference being the displayed flag, which will change depending on which nation one revolts to.
- Curiously enough, doing the French Revolution will change the Home City's model to the Black Family Estate but it will still be named "Paris".
- Several Home City Shipments have the word revolution (or a similar word) in their name and effects typical of revolutions. While sharing some traits, they are not mechanically actual revolutions, and so do not change the flag, demonym, Home City, or the remaining Home City Cards. Some of these are: Flemish Revolution, Belgian Revolution, Tupac Amaru Rebellion, Sepoy Mutiny, March Revolution, and Bear Flag Revolt. The card Napoleonic Era is available to the Revolutionary French, whose effects are closer to a regular revolution rather than the aforementioned cards, as it changes the demonym, card deck, as well as flag.
Gallery[]
Map[]
The following map shows real world locations of the Home Cities of all civilizations, including revolutionary nations.
Revolutionary leaders and nations in Age of Empires III | |
---|---|
Age of Empires III: The WarChiefs | |
Bernardo O'Higgins · Francisco de Paula Santander · George Washington · José Bonifácio de Andrada e Silva · José de San Martín · Miguel Hidalgo · Simón Bolívar · Toussaint L'Ouverture | |
Age of Empires III: Definitive Edition | |
European | Argentina · Barbary States · Brazil · Canada · Chile · Egypt · Finland · Gran Colombia · Haiti · Hungary · Indonesia · Peru · Revolutionary France · Mexico · Romania · South Africa · United States |
Mexican | Baja California · California · Central America · Maya · Rio Grande · Texas · Yucatán |
Ages in the Age of Empires series | |
---|---|
Age of Empires | |
Stone Age · Tool Age · Bronze Age · Iron Age Cut: Prehistoric Age · Republic Age | |
Age of Empires II | |
Dark Age · Feudal Age · Castle Age · Imperial Age | |
Age of Mythology | |
Archaic Age · Classical Age · Heroic Age · Mythic Age · Titan Age | |
Age of Empires III | |
Exploration Age · Commerce Age · Fortress Age · Industrial Age · Imperial Age Revolution | |
Age of Empires IV | |
Dark Age · Feudal Age · Castle Age · Imperial Age |