This article is about the revolutionary civilization. For other uses, see United States (disambiguation). |
United States is one of the revolutionary nations in Age of Empires III: Definitive Edition, available to the British, Dutch, French, Italians, and Swedes.
Effects[]
- Sets population space to 200.
- Removes training Settlers/Merchants/Coureurs des Bois and Fishing Boats.
- Turns all villagers into Revolutionaries.
- Ships 1 General and 1 Fort Wagon.
- Existing and new Forts spawn 2 Gatling Guns; Gatling Guns can be trained at Artillery Foundries and Forts. They don't get their unit upgrades.
- The in-game demonym changes to "Revolutionary Americans".
Home City Cards[]
- Purple: Shipment that can be sent an INFINITE number of times
- Blue: Shipment that arrives fast (5 seconds)
Card | Description |
---|---|
Lexington Minutemen | Ships 16 Militiamen; Militiamen retain their hit points 80% longer and can now be called from Outposts and Forts |
Rhode Island Militia | Ships 10 Veteran State Militia and 5 Militiamen; Caravels, Galleons/Fluyts, Frigates, and Ironclads get +10% ranged attack per garrisoned State Militia and/or Militiaman (up to +60%); turns all Crossbowmen/Longbowmen and Pikemen into State Militia; State Militia replace Crossbowmen, Longbowmen, Pikemen, and Halberdiers at Barracks and Forts, and can be upgraded to Guard |
Powder Alarm | Ships 5 Petards and 2 Depot Wagons; ships 1 Depot Wagon with all future shipments |
Marion's Diversions | Ships 2 Quaker Guns; Quaker Gun available at the Artillery Foundry; artillery get +5% speed |
25 Bourbon Allies | Ships 25 Royal Musketeers and upgrades them to Veteran (if not already); costs 1,000 coin |
Lee's Continental Light Dragoons | Ships 12 Carbine Cavalry; turns all Dragoons/Ruyters/Hakkapelits into Carbine Cavalry; Carbine Cavalry replace Dragoons/Ruyters/Hakkapelits at Stables, Forts, and Galleons/Fluyts; upgrades Carbine Cavalry to Guard and allows the player to research the Veteran upgrade (if revolting from the Dutch) * |
Morgan's Continental Sharpshooters | Ships 12 Revolutionary Sharpshooters; turns all Skirmishers/Bersaglieri/Rangers into Revolutionary Sharpshooters; Revolutionary Sharpshooters can be trained at Forts * |
Haslet's Continental Regiment | Ships 12 Regulars; turns all Musketeers/Caroleans into Guard Regulars; Regulars replace Musketeers/Caroleans at Barracks, Forts, and Galleons * |
Pulaski's Continental Cavalry | Ships 12 Prussian Uhlans; Prussian Uhlans can be trained at Forts; Hussars cost -10% and their upgrades cost -50%; costs 1,000 food |
Washington's Continental Grenadiers | Ships 16 Legion Grenadiers with "Grenade Launchers"; Legion Grenadiers can be trained at Forts; costs 1,000 coin |
Knox's Continental Artillery | Ships 5 Consulate Culverins; artillery get +10% hit points and -10% train time, Culverins get +20% hit points and -25% train time instead; costs 500 wood |
Bushnell's Continental Sappers | Ships 6 Stealth Petards; Petards can use stealth; costs 500 coin |
Knowlton's Continental Rangers | Ships 12 Spies; upgrades Spies to Knowlton Rangers which get +60% hit points, +15 Line of Sight, a ranged attack, and now are tagged as ranged infantry instead of hand infantry; reduces the effects of the "Agents", "Assassins" Home City Cards, and Military Drummers technology for Spies; costs 1,000 food |
4 Gatling Guns | Ships 4 Gatling Guns |
16 Revolutionaries | Ships 4 Revolutionaries |
2 Ironclads | Ships 2 Ironclads |
1 Fort Wagon | Ships 1 Fort Wagon; Fort build limit +1 |
Citizenship | Ships 6 Citizens; Citizens can to be trained at Town Centers for 70 coin; Fishing Boats can be trained at Docks |
European Immigrants | Ships 6 Settlers and 4 Settler Wagons; gives a trickle of 0.45 XP/sec.; costs 500 food |
Fertile Lowlands | Ships 6 semi-fattened Cows and 2 Homestead Wagons |
Land of Washington | Allows the General to plant the Inspiring Flag anywhere; Inspiring Flag improves the working rate of military buildings by 50% in a radius of 14 |
Hero of the Two Worlds | The Explorer can act like an Inspiring Flag; allows the General to receive Home City shipments |
American Patriotism | State Militia train time -45%; Regular and Revolutionary Sharpshooter train time -35%; Carbine Cavalry and Legion Grenadier train time -25%; Home City Cards' that enables unique units for the Revolution arrive time -25% |
Continental Army | Turns all Revolutionaries into Regulars; Regulars, Revolutionary Sharpshooters, Carbine Cavalry, Revolutionaries, Militiamen, and State Militia get +15% hit points and attack; General and Legion Grenadiers get +10% hit points and attack; costs 500 coin |
Pennsylvania Long Rifles | Skirmishers, Rangers, Bersaglieri, and Papal Zouaves get +3 Line of Sight and +2 range; State Militia, Militiamen, and Spies get +4 Line of Sight and range |
Strategy[]
As with most revolutionary nations in the Definitive Edition, picking the United States can be a finishing move, as each Settler becomes a Revolutionary. However, unlike most other revolutionary nations, picking the United States also gives good bonuses for defense. Picking the United States may be preferred if the player previously focused on improving their defense and building statistics.
Most of the strategy involving the United States revolves around Forts and Gatling Guns. Once the player revolts, they receive a Fort wagon at their shipment point and each already deployed Fort will spawn two Gatling Guns. Gatling Guns can be trained at Artillery Foundries, but their unit upgrades are not available.
The United States give access to the General. This is the starting hero for the United States and Mexicans, and has the ability to rebuild Forts.
The United States have access to many unit and wagon shipments, so this is a comparison of them in value (subtracting their cost and multiplying to account for missing unit upgrades):
Non-infinite[]
- Lexington Minutemen: 1,200 resources. Also, Militiamen retain their hit points 80% longer and can now be called from Outposts and Forts.
- Rhode Island Militia: 1,275 resources. Also, m benefitsany around State Militia. Can be used for slightly more value if some Crossbowmen and Pikemen are made pre-emptively before changing to the slightly more expensive unit.
- Powder Alarm: 990 resources. Also, +1 Depot Wagon (120 resources)/future shipment. Effectively worth more, as Depots are balanced around having diminishing returns with their aura and location-focused ability, so unlocking them gives most of the value.
- Marion's Diversions: 200 resources. Also, Quaker Guns available at the Artillery Foundry; artillery get +5% speed.
- 25 Bourbon Allies: 1,054 resources.
- Lee's Continental Light Dragoons: 1,920 resources. 3,120 resources including the Guard upgrade.
- Morgan's Continental Sharpshooters: 1,380 resources.
- Haslet's Continental Regiment: 1,260 resources.
- Pulaski's Continental Cavalry: 980 resources (including the consulate unit buff). Hussars cost -10% and their upgrades cost -50%. Prussian Uhlans can be trained at Forts. The shipped units do not need unit upgrades.
- Washington's Continental Grenadiers: 2,168 resources. Legion Grenadiers can be trained at Forts. Ships the Grenade Launchers card. The shipped units do not need unit upgrades.
- Knox's Continental Artillery: 2,250 resources. Artillery get +10% hit points and -10% train time. Culverins get +20% hit points and -25% train time instead. The shipped units do not need unit upgrades.
- Bushnell's Continental Sappers: 400 resources. Also, Petards can enter stealth.
- Knowlton's Continental Rangers: 320 resources. Also, some major buffs for Spies.
- Citizenship: 600 resources (using the old cost of villagers). Also, villagers can be trained again.
- European Immigrants: 900 resources. Also, a trickle of 0.45 xp/sec. Effectively worth more because villagers are bottlenecked by production speed.
- Fertile Lowlands: 1,680 resources, when the Homestead Wagons are used to build Estates. Also, the Cows arrive with +150 food. Effectively worth more as Cows are often not unlocked.
Infinite[]
- 4 Gatling Guns: 1,120 resources. Also, high utility if a backline high dps unit is really needed, especially versus infantry.
- 16 Revolutionaries: 1,600 resources. Effectively worth less as time goes on as Revolutionary stats are pretty bad when the other units get their unit upgrades.
- 2 Ironclads: 1,760 resources. Also, high utility, due to the great stats of ships. Also, trainable Ironclads are balanced around a train limit of 1.
- 1 Fort Wagon: 1,660 resources (including Gatling Guns spawned by it). Also, Fort build limit +1.
A good idea for an opening move for this revolution could be to immediately send Continental Army and get the Regular unit upgrades to make use of the mass of military units originating from villagers. It also buffs many of the units of Revolutionary United States, giving late game value as well. Alternatively, infinite 16 Revolutionaries could be sent first, then Continental Army, to get more Revolutionaries to be upgraded.
Synergistic shipments[]
General[]
- 1 Covered Wagon: Since Militiamen can be improved with Conscription, having an extra Town Center may be helpful.
- Fencing School: Improves the creation speed of Klamath Riflemen, Revolutionaries, and Seminole Sharktooth Bowmen.
- Advanced Arsenal (For French, British and Dutch): Improvements allowed by this shipment benefit land units the United States provides. The Italians lack this shipment, but have the better Milanese Arsenal instead. The Swedes lack this shipment, but they have all Arsenal technologies available already.
- Engineering School (French and Swedes): Makes it easier to amass Gatling Guns.
- Town Mililita: Makes a perfect synergy with the "Conscription" shipment.
- Improved Buildings/Advanced Buildings: Since Forts play an important role in the United States' strategy, it is a good idea to have bulkier Forts.
- Heavy Fortifications: Grants all defensive building upgrades (if not already researched).
- Fort shipments: Since 2 Gatling Guns are spawned from each Fort when revolting into the United States. Also, they increase the Fort built limit, which synergises with the General's ability to rebuild them.
- Factory shipments: Since the economy is stopped until the Citizenship card is sent, it is a good idea to have a trickle of resources.
- Resource Trickle shipments, such as Colbertism, Distributivism, etc.: Helps economy continue on after revolting to afford important things. Generates xp when the gained resources are used to make units/buildings.
- All resource and livestock shipments. This revolution gives access to a lot of cards, especially including the base deck, so the xp generation when using the resources from these to make units/buildings can help send as many as possible. Especially from the base deck before the player loses access to them.
- Medicine: Generates xp when using the gained resources to make units. Synergizes with Citizenship.
- Hero upgrade cards: They buff the General. For the civilizations, they are:
- Captain (British)
- Stadhouder (Dutch). Also, Town Centers cost -50%, which generates xp from a better economy.
- Voyageur (French). Also, one of the strongest hero upgrade cards in general.
- Duelist (Swedes)
- Machiavellianism (Italians)
British[]
- Greenwich Time. Generates xp, especially from incentivizing the building of more Trading Posts.
Dutch[]
- Infantry Attack: It benefits Revolutionary Sharpshooters.
- TEAM Infantry Hitpoints: it benefits Revolutionary Sharpshooters, Revolutionaries, Klamath Rifleman, Militiamen, and Seminole Sharktooth Bowmen.
- Bank Shipments: Having a gold trickle while revolting is highly helpful.
French[]
- Long Range Infantry Hitpoints: It benefits Revolutionary Sharpshooters.
- TEAM Ranged Infantry attack: It Benefits Revolutionary Sharpshooters, Revolutionaries, Klamath Riflemen, Militiamen, and Seminole Sharktooth Bowmen.
Swedes[]
- Case Shot: It benefits Gatling Guns.
- TEAM Engineering School: makes easier to amass Gatling Guns.
- Kalmar Castle: Ships a Fort and gives Forts an aura that increases the xp yield.
- Torp shipments: Since Torps gather resources and Revolutions momentarily stops the economy, it is a good idea to have better gathering ratios for Torps.
Italians[]
- Lombard Shipments: Lombards can be a great tool for balancing economy in absence of villagers.
- Milanese Arsenal: Ships 1 Arsenal Wagon; Arsenal upgrades are 50% cheaper; provides Arsenals with more technologies.
- Venetian Arsenal: Enables Arsenals to improve the workrate of nearby military buildings, and Forts count as a military building.
- Schiavoni Swords: All cavalry and infantry get +15% hand attack. This benefits all United States units in their hand attack mode.
- Infantry Hitpoints: It improves Militiamen, Revolutionaries, and Volunteers
Recommended politicians[]
Commerce Age
- The Governor (all): Since this revolution focuses on Forts and map control, The Governor is a good start
- The Logistician (All except Dutch): In all cases except the Dutch, he sends an Arsenal Wagon, which may aid for improving Gatling Guns and Volunteers. For the Dutch, it ships a Military Wagon and allows Halberdiers earlier, so for them he is not that synergistic.
- The Naturalist (All Except Italians): She gives an early economic boost that may be used for a fast Revolution strategy. Also, since it is likely the player has a deck with improvements for herdable animals (like Cows) because of the advantages of this revolution, she synergizes quite well.
- The Medici (Italians): Gives a Settler and a Lombard Wagon that are helpful for performing a Fast Revolution strategy. The Lombard is also useful when revolting, since it can keep the economy going a bit.
- The Philosopher Prince: (British, Italians and Swedes): Like The Naturalist, he can make for a fast age advancement.
- The Quartermaster (Dutch and French): The wood given can be helpful for more fortifications.
Fortress Age
- The Bishop (All): The Covered Wagon provided helps to reach the Revolution while also improving economy.
- The Exiled Prince (Swedes, Dutch and French): His fast aging-up bonus may help to save time and get the Revolution earlier.
- The Mohawk Statesman (French and British): Given the United States has some shipments focused on native units, it makes it likely the player may have a base deck that focuses on native units, so this politician synergizes nicely.
Industrial Age
- The Engineer (All except Dutch): since Gatling Guns can be improved with the same shipments required for improving Falconets, he may synergize with the United States.
- The Logistician (British, Dutch and Italians): The United States strategy requires Forts. so having one previously to revolting is useful.
- The Viceroy (British and Dutch): The additional Villagers will become revolutionaries. Also, the economic boost is a good preparation for a revolution.
- The Tycoon (All except Italians): The coin crates allow for a Fast Revolution strategy.
- The Pope (Italians): The experience given can be used for United States shipments.
Changelog[]
- With update 14.43676:
- The Cowboy is no longer available for United States (Revolutionary).
- Cowboys (shipment) replaces with "Lee's Continental Light Dragoons" shipment, which allows the player to train Guard Carbine Cavalry at all military buildings.
- Gatling Guns don't get extra hit points.
- Ships a General on revolting.
- Cattle Drivers replaced by Fertile Lowlands.
- Conscription replaced by Rhode Island Militia.
- Native American Allies replaced by Bourbon Allies.
- Volunteers replaced by Morgan’s Continental Sharpshooters.
Trivia[]
- The United States' availability to the British represents the United States itself being founded after a revolt against British rule, and British (including Scottish, Irish, Manx, Welsh, Cornish) immigrants in the United States.
- The United States' availability to the French represents former French territories becoming part of the British colonies after losing the French and Indian War, or the Louisiana Purchase when a large swath of French territory to the west of the Mississippi River was purchased under American control. and Fayette's Army or French immigrants in the United States.
- The United States' availability to the Dutch represents New Amsterdam being taken from the Dutch to British control, which eventually became one of the largest cities in the then-new American nation and Dutch immigrants in the United States.
- The United States' availability to the Swedes reflects the Swedish colonies in the Americas and Swedish immigrants in the United States.
- The United States' availability to the Italians represents the Italian immigrants in the United States.
- It is possible for a player who revolted to the United States to encounter another player who starts off as the United States. However, both United States players will remain separate, either as allies or as enemies.
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 · Mexico · Peru · Revolutionary France · Romania · South Africa · United States |
Mexican | Baja California · California · Central America · Maya · Rio Grande · Texas · Yucatán |