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[edit | edit source]
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 and 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 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/Manors, 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, Spahi, 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
- 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.
Features[edit | edit source]
Choices[edit | edit source]
|Ships 10 Gauchos and 10 cows. Enables you to recruit Gauchos which can gather from livestock and slow enemies with bolas.||Germans|
|Ships 10 Corsair Marksmen and Privateers can be hired from the Dock. Settlers become Barbary Warriors instead of Revolutionaries.||Ottomans|
|Voluntarios da Patria rally to your cause!||Dutch|
|Your Settlers gain a powerful ranged attack instead of becoming Revolutionaries.||British|
|Grants 10 Hussars of Death which are Guard Hussars with twice the attack.||Spanish|
|Every shipment delivers an extra Mameluke.||British|
|Delivers 4 Frontier Blockhouse Wagons. Your Settlers become Karelian Jaegers, which can gather from crates, trees, and construct Blockhouses.||Russians|
|Ships 2 Ironclads. Settlers become Independence Guards, which are powerful but slow-marching Musketeers.||Germans|
|Revolutionaries have 25% more hitpoints, but are more expensive. Town Centers and Saloons spawn Pirates for free. Privateers can be hired at docks.||French|
|All Outposts/Blockhouses spawn a Pandour/Hungarian Hussar/Hungarian Grenadier and every shipment delivers an extra Outpost/Blockhouse Wagon. Settlers become Grenzers - Revolutionaries with more range but less hitpoints.||Germans|
|Ships 4 Cetbang Cannons and allows you to construct them. Wokou Junks can be hired from the Docks. Settlers become Javanese Spearmen.||Dutch|
|Your Settlers become Vaqueros which can gather from livestock and are armed with a revolver.||Spanish|
|Simón Bolívar leads the cause! He grants +5% hitpoints to nearby units.||Portuguese|
|All Outposts/Blockhouses spawn a Roșior Dragoon and every shipment delivers an extra Outpost Wagon. Settlers become Dorobants, which have less range but more hitpoints than Revolutionaries.||Ottomans|
|Settlers gather more quickly instead of becoming Revolutionaries and can garrison in Trek Wagons for transport and protection. Ships 3 Trek Wagons.||British|
|Ships 1 Fort Wagon. Gatling Guns have 25% more hitpoints and all Forts spawn one for free.||British|
|Ships 6 Mortars and upgrades Mortars to Imperial Howitzers||Germans|
|Ships 20 Tupi Blackwood Archers and grants Legendary Native Warriors||Dutch|
|Ships 10 Hussars and upgrades Hussars to Imperial/Imperial Guard||Ottomans|
|Ships 3 Ironclads||French|
|Colonial Militia gets +10% hit points||British|
|Ships 10 Outlaw Pistoleros and 10 Outlaw Riders||Portuguese|
|All units get +5% hit points||Germans|
|Gatling Guns get +25% hit points||British|
Units[edit | edit source]
Infantry[edit | edit source]
- Revolutionary: Solid general-purpose infantry. Good against cavalry.
- Volunteer: Skirmisher with low hitpoints, but a strong attack. Good against infantry.
- Barbary Warrior
- Corsair Marksman
- Javanese Spearman: Resilient Javanese rebel armed with a spiked bamboo spear to defeat cavalry.
Cavalry[edit | edit source]
Artillery[edit | edit source]
- 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.
Ships[edit | edit source]
- Ironclad: Advanced armored warship.
Others[edit | edit source]
Revolution Deck[edit | edit source]
All of the listed Home City Cards can be sent an INFINITE number of times.
|Ships 16 Colonial Militia|
|Ships 4 Gatling Guns|
|Ships 1 Fort Wagon and Fort build limit +1|
|Ships 2 Ironclads|
In the Definitive Edition, each revolutionary nation have their own, specific decks.
Strategy[edit | edit source]
- 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 Colonial Militia 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 Colonial Militia. 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 Colonial Militia.
- 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[edit | edit source]
- 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.