- Still needs to support population.
- Three Trek Wagons appear in the Home City shipment point, which can also be trained at the Town Center.
- Villagers have their gather rate increased by 10% instead of having Settlers becoming Revolutionaries.
- Dutch Banks have their coin trickle rate increased by 10%.
Home City Cards
- Purple: Shipment that can be sent an INFINITE number of times
|1 Fort Wagon||Ships 1 Fort Wagon; Fort build limit +1|
|Wanderlust||All units get +5% hit points; Settlers and wagons get +5% speed|
|Xhosa Food||Ships 900 food, 3 Cows, 3 Goats, 3 Sheep, and 1 Homestead Wagon|
|Huguenots||Coureurs des Bois can be trained at the Town Center with a train limit of 30|
|5 Military Wagons & 2 Trek Wagons||Ships 5 Military Wagons and 2 Trek Wagons|
|3 Homestead Wagons & 2 Trek Wagons||Ships 3 Homestead Wagons and 2 Trek Wagons|
|4 Outpost Wagons & 2 Trek Wagons||Ships 4 Outpost Wagons and 2 Trek Wagons|
|Diamond Rush||Ships 1 Diamond Prospector Wagon|
|Factory Wagon||Ships 1 Factory Wagon|
|Robber Barons||Ships 1 Factory Wagon|
|Industrial Revolution||Ships 1 Factory Wagon|
Unlike other revolutionary nations, which are made for a massive attack at the expense of economy, South Africa fares otherwise. Instead of becoming Revolutionaries or other military units, Settlers remain as they were, but with better gathering rate, and most of South Africa's Home City Cards are focused on economy and defense rather than shipping military units or increasing the abilities of military units.
Picking South Africa should be preferred if the player wants to increase its economy faster than its opponents in order to perform a booming strategy and attack much later (with units with better hitpoints due to the "Wanderlust" card), considering that revolting is cheaper and faster than advancing to the Imperial Age. Still, this will be at the expense of negating their access to Imperial Age technologies.
One of the most important assets for South Africa is the Trek Wagons, which are basically a transport unit that enables Villagers to move more efficiently through the map, so they can escape from an opponent, reestablish in another region of the map, and make a comeback later. The "Diamond Rush" card helps for a comeback, as the Diamond Prospector Wagon places a Diamond Mine which has a yield of 100,000(!) coin. Trek Wagons also gain a ranged attack as long as they have Settlers garrisoned inside.
South Africa gives the player access to the "Factory", "Robber Barons", and "Industrial Revolution" cards, so the player will be able to have a maximum of three Factories instead of just two like most European civilizations. Considering this, it is redundant to place these shipments in the base decks if the player decides to pick South Africa, since the cards cannot be shipped twice.
The focus of South Africa on economy also makes this revolution flexible, as the player doesn't have to mind much which kind of military units they use before revolting and can use a base deck that focuses more on improving their military units and then use South Africa advantages for increasing the economy.
- British and Dutch
- Cards that improve military units (since South Africa doesn't have options that help the military, aside from the "Wanderlust" card, so the player can have ways to respond on an emergency)
- 1 Covered Wagon: Since booming with South Africa is highly viable, having an extra Town Center is a must.
- Pioneers: Increases Settler hit points.
- Colonial Militia: Enables Town Centers to use Conscription in case of an emergency.
- Extensive Fortifications: Increases the creation limit and hit points of Outposts.
- Improved Buildings: Increases hitpoints of all buildings.
- Advanced Mill: Reduces the cost of Mills and gives them more hitpoints.
- Advanced Estate: Makes Estates available since the Exploration Age, reduces their cost and increases their hitpoints
- Stonemasons: Settlers and Wagons build buildings faster.
- Any economic cards that increases Settler gathering speed for a resource (since they will stack up with the 10% gathering speed South Africa grants).
- Medicine: Villagers are created faster.
- For British
- Florence Nightingale: Makes Manors have a healing aura, so the player can defend better.
- Virginia Company: Reduces the cost of Manors.
- Estates: Manors become Estates that can train Settlers, but Settlers are now produced slower. Still, this helps for a South African boom.
- Distributivism: Enables wood trickle.
- TEAM Rum Distillery.
- For Dutch
- Stadhouder: Enables the Explorer to create cheaper Town Centers, which helps for a boom with South Africa.
- Bank Shipments (Bank of Amsterdam, Bank of Rotterdam, Religious Freedom as it enables Coffee Trade, Tulip Speculation and Dutch East India Company): Banks are the most important asset for the Dutch, as they produce coin, and South Africa also increases their coin trickle a little bit.
- Colbertism: Enables food trickle.
- TEAM Spice Trade.
- South Africa's availability to the Dutch reflects the Dutch Cape Colony; their availability to the British reflects the Dutch Cape Colony's subsequent annexation by the British after Napoleon annexed the entirety of the Netherlands.
- The flag used is that of the South African Republic, an independent state that lasted from the First Boer War in 1852 until the Second Boer War in 1902.
|Revolutionary leaders and nations in Age of Empires III|
|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|
|Argentina · Barbary States · Brazil · Canada · Chile · Egypt · Finland · Gran Colombia · Haiti · Hungary · Indonesia · Mexico · Peru · Romania · South Africa · United States|