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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

Revolutionmessage

The message that appears when Revolting from the player's civilization

Revolution Peru Argentina

The revolutionary politicians menu in the original Age of Empires III: The WarChiefs; Peru (Simon Bolivar) and Argentina (Jose de San Martin) are shown here

Im 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 WarChiefsand The Asian Dynasties, a revolting player still can keep a small economy going through the following:

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

Choices

Nation Leader Bonus Civ.
Argentina flag revolt
Argentina
JosƩ de San Martƭn
JosƩ de San Martƭn
Ships 6 Mortars and upgrades Mortars to Imperial Howitzers Germans
Brazil flag revolt
Brazil
Bonifacio
JosƩ BonifƔcio de Andrada e Silva
Ships 20 Tupi Blackwood Archers and grants Legendary Native Warriors Dutch
Portuguese
Chile flag revolt
Chile
Bernardo O'Higgins
Bernardo O'Higgins
Ships 10 Hussars and upgrades Hussars to Imperial/Imperial Guard Ottomans
Spanish
Colombia flag revolt
Colombia
Santander
Francisco de Paula Santander
Ships 3 Ironclads French
Ottomans
Russians
Haiti flag revolt
Haiti
L'Ouverture
Toussaint L'Ouverture
Colonial Militia gets +10% hit points British
French
6MĆ©xico
Mexico
Miguel Hidalgo
Miguel Hidalgo
Ships 10 Outlaw Pistoleros and 10 Outlaw Riders Portuguese
Spanish
Peru flag revolt
Peru
SimĆ³n Bolivar
SimĆ³n BolĆ­var
All units get +5% hit points Germans
Russians
United States flag revolt
United States
Revolution politician washington
George Washington
Gatling Guns get +25% hit points British
Dutch

Nation Home City Bonus Civ.
Argentina flag revolt DE
Argentina
Buenos Aires
Ships 10 Gauchos and 10 cows. Enables you to recruit Gauchos which can gather from livestock and slow enemies with bolas. Germans
Spanish
Barbary States flag revolt
Barbary States
Algiers
Ships 10 Corsair Marksmen and Privateers can be hired from the Dock. Settlers become Barbary Warriors instead of Revolutionaries. Ottomans
Portuguese
Brazil flag revolt DE
Brazil
Rio de Janeiro
Voluntarios da Patria rally to your cause! Dutch
Portuguese
Canada flag revolt
Canada
Quebec
Your Settlers gain a powerful ranged attack instead of becoming Revolutionaries. British
French
Chile flag revolt DE
Chile
Santiago
Grants 10 Hussars of Death which clear all in their path. Spanish
Egypt flag revolt
Egypt
Cairo
Every shipment delivers an extra Mameluke. British
Ottomans
Finland flag revolt
Finland
Helsinki
Delivers 4 Frontier Blockhouse Wagons. Your Settlers become Karelian Jaegers, which can gather from crates, trees, and construct Blockhouses. Russians
Swedes
Gran Colombia flag revolt
Gran Colombia
Bogota
Ships 2 Ironclads. Settlers become Independence Guards, which are powerful but slow-marching Musketeers. Germans
Portuguese
Spanish
Haiti flag revolt DE
Haiti
Port-au-Prince
Revolutionaries have 25% more hitpoints, but are more expensive. Town Centers and Saloons spawn Pirates for free. Privateers can be hired at docks. French
Hungary flag revolt
Hungary
Budapest
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
Ottomans
Russians
Indonesia flag revolt
Indonesia
Yogyakarta
Ships 4 Cetbang Cannons and allows you to construct them. Wokou Junks can be hired from the Docks. Settlers become Javanese Spearmen. Dutch
Portuguese
Mexico flag revolt DE
Mexico
Mexico City
Your Settlers become Vaqueros which can gather from livestock and are armed with a revolver. Spanish
Peru flag revolt DE
Peru
Lima
SimĆ³n BolĆ­var leads the cause! He grants +5% hitpoints to nearby units. Portuguese
Spanish
Romania flag revolt
Romania
Bucharest
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
Russians
South Africa flag revolt
South Africa
Pretoria
Settlers gather more quickly instead of becoming Revolutionaries and can garrison in Trek Wagons for transport and protection. Ships 3 Trek Wagons. British
Dutch
United States flag revolt DE
United States
New York City
Ships 1 Fort Wagon. Gatling Guns have 25% more hitpoints and all Forts spawn one for free. British
Dutch
French
Swedes

Units

Colonial militia unit Revolutionary: Solid general-purpose infantry. Good against cavalry.
Gatling gun Gatling Gun: Early automatic-fire weapon. Better against infantry than buildings.
Ironclad aoe3 unit Ironclad: Advanced armored warship.
Vaquero
Barbary Warrior
Corsair Marksman
Javanese Spearman
Cetbang Cannon
Trek Wagon

Revolution Deck

All of the listed Home City Cards can be sent an INFINITE number of times.

Card Description
16 Colonial Militia
Ships 16 Colonial Militia
4 Gatling Guns
Ships 4 Gatling Guns
1 Fort Wagon
Ships 1 Fort Wagon and Fort build limit +1
2 Ironclads
Ships 2 Ironclads

In the Definitive Edition, each revolutionary nation have their own, specific decks.

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 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

  • 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.
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