|This article is about the revolutionary civilization. For the campaign civilization, see United States.|
Effects[edit | edit source]
- A Fort Wagon appears in the Home City shipment point and the Fort build limit is increased by one.
- Existing and new Forts spawn a Gatling Gun.
- Gatling Guns get +25% hit points and can be trained at Artillery Foundries and Forts.
Home City Cards[edit | edit source]
- Purple: Shipment that can be sent an INFINITE number of times
|4 Gatling Guns||Ships 4 Gatling Guns|
|2 Ironclads||Ships 2 Ironclads|
|1 Fort Wagon||Ships 1 Fort Wagon; Fort build limit +1|
|Cattle Drivers||Ships 8 semi-fattened Cows, 1 Cowboy, and 1 Homestead Wagon; Cow train limit +8|
|Cowboys||Ships 10 Cows and 10 Cowboys (Comancheros with a ranged attack firing in bursts, cost food instead of coin, uses 1 population, can build Livestock Pens, train Cows, and gather from livestock); Cowboys can be trained at Stable, Fort, Galleon, and Saloon; Cow train limit +10|
|Conscription||Ships 16 Minutemen; Minutemen no longer lose hit points over time; Forts can use Levy (and Conscription if "Town Militia" has been sent before revolting)|
|Volunteers||Existing and new Forts spawn 4 Volunteers|
|Native American Allies||Ships 3 Native Embassy Travois, allows Cheyenne Riders, Comanche Horse Archers, Klamath Riflemen, and Seminole Sharktooth Bowmen to be trained in Native Embassies, and upgrades them to Elite (if not already); the player is considered to be allied with Cheyenne, Comanche, Klamath, and Seminole for "Native Treaties"|
|Citizenship||Ships 6 Citizens (Settlers) and allows them to be trained at the Town Center for 70 coin, and allows Fishing Boats to be trained at the Dock|
Strategy[edit | edit source]
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 a Gatling Gun, which will also receive more hitpoints. The United states also have the Volunteers shipment card, which basically enables each Fort to spawn 4 Volunteers, which are basically a Skirmisher with overall better statistics, so with each Fort the player will have a small army ready to be used. Another complement to this strategy is the Conspription card, wich enables Forts to use Levy and Conscription (the latter if the required shipment card Town Militia has been sent previously). In addition to this, Militiamen no longer lose hit points, making it viable to use them for an attack against an opponent.
Another great asset that the United States provides is the Native American Allies card, which ships 3 Native Embassy Travois and enables the player to train Cheyenne Riders, Comanche Horse Archers, Klamath Riflemen and Seminole Sharktooth Bowmen, regardless of the map, so if the player previously focused on improving their native units, picking the United States for revolting can be a good choice.
Last but not least, like many other American Revolutionary nations, the United States grants access to a Comanchero-like unit that gathers food from herdable animals through the Cowboys shipment.
Recommended shipment cards[edit | edit source]
- For British, Dutch, French and Swedes
- 1 Covered Wagon: Since Militiamen can be improved with Conscription, having an extra Town Center may be hepful.
- Cavalry Combat (for British, French and Dutch): it Benefits Cowboys, Comanche Horse Archers, and Cheyenne Riders
- Fencing School: Improves the creation speed of Klamath Riflemen, Revolutionaries, and Seminole Sharktooth Bowmen.
- Riding School: This can facilitate the further creation of Cowboys, Comanche Horse Archers, and Cheyenne Riders
- Advanced Arsenal (For French, British and Dutch): Improvements allowed by this shipment benefit land units the United States provides.
- Stockyards: Cowboys can gather food from herdables, and this shipment helps to fatten those faster.
- Ranching : Having extra fattened herdable animals beforehand is helpful, since Cowboys can gather them, so economy may not be too constricted when revolting.
- Landgrab: Makes Livestock Pens cheaper, which synergizes with the Cowboy ability of gathering from herdable animals.
- Native Warriors: Makes the native units provided with "Native American Allies" cheaper
- Engineering School (French and Swedes): Makes it easier to amass Gatling Guns.
- Town Mililita: Makes a perfect synergy with the "Conscription" shipment card.
- Improved 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, especially Castrametation: since one Gatling Gun is spawned from each Fort when revolting into the United States, having extra Forts in advance is helpful; also, enabling the Explorer to rebuilt Forts is also helpful.
- Factory shipments: Since the economy is stopped until the Citizenship card is sent, it is a good idea to have a trickle of resources.
- Stonemasons: Since the United States relies on placing Forts for spamming aditional units, creating them faster is helpful.
- Colbertism (Swedes, Dutch and French): gives a trickle of food that can be helpful when revolting.
- Distributivism (British and French): Gives a trickle of wood that can be helpful when revolting.
- For British
- TEAM Wool Staple Ports: since Cowboys can gather from herdables, it is a good idea to have already fattened animals.
- The Glorious Revolution: Enables the Thin Red Line technology, which applies to Revolutionaries, Volunteers, Klamath Riflemen, Seminole Sharktooth Bowmen, and Militiamen.
- For Dutch
- Infantry Attack: It benefits Volunteers.
- TEAM Infantry Hitpoints: it benefits Volunteers, Revolutionaries, Klamath Rifleman, Militiamen, and Seminole Sharktooth Bowmen.
- Bank Shipments: Having a gold trickle while revolting is highly helpful.
- For French
- Long Range Infantry Hitpoints: It benefits Volunteers.
- TEAM Ranged Infantry attack: It Benefits Volunteers, Revolutionaries, Klamath Riflemen, Militiamen, and Seminole Sharktooth Bowmen.
- Native Warrior Combat: Benefits Comanche Horse Archers, Klamath Riflemen, Seminole Sharktooth Bowmen, and Cheyenne Riders.
- TEAM Improved Native Warriors: Benefits Comanche Horse Archers, Klamath Riflemen, Seminole Sharktooth Bowmen, and Cheyenne Riders.
- Wilderness Warfare: Benefits Comanche Horse Archers, Klamath Riflemen, Seminole Sharktooth Bowmen, and Cheyenne Riders.
- For Swedes
- Case Shot: It benefits Gatling Guns
- TEAM Ranged Cavalry Combat: Benefits Cowboys and Comanche Horse Archers.
- TEAM Engineering School: makes easier to amass Gatling Guns.
- Kalmar Castle: Ships a Fort and gives Forts an aura that increases the experience 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.
Trivia[edit | edit source]
- The United States' availability to the Swedes reflects the Swedish colonies in the Americas.
|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|