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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[]

Home City Cards[]

  • Purple: Shipment that can be sent an INFINITE number of times
  • Blue: Shipment that arrives fast (5 seconds)
United States Revolt Card Overview
Card Description
United States Home City (Lexington Minutemen) Lexington Minutemen Ships 16 Militiamen; Militiamen retain their hit points 80% longer and can now be called from Outposts and Forts
United States Home City (Rhode Island Militia) 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
United States Home City (Powder Alarm) Powder Alarm Ships 5 Petards and 2 Depot Wagons; ships 1 Depot Wagon with all future shipments
Federal card marions diversions Marion's Diversions Ships 2 Quaker Guns; Quaker Gun available at the Artillery Foundry; artillery get +5% speed
Maltese Home City 5 (25 Bourbon Allies) 25 Bourbon Allies Ships 25 Royal Musketeers and upgrades them to Veteran (if not already); costs 1,000 coin
United States Home City (Lee Continental Light Dragoons) 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 them to be upgraded to Veteran (if revolting from the Dutch) *
United States Home City (Morgan Continental Sharpshooters) Morgan's Continental Sharpshooters Ships 12 Revolutionary Sharpshooters; turns all Skirmishers/Bersaglieri/Rangers into Revolutionary Sharpshooters; Revolutionary Sharpshooters can be trained at Forts *
United States Home City (Haslet Continental Regiment) Haslet's Continental Regiment Ships 12 Regulars; turns all Musketeers/Caroleans into Regulars; Regulars replace Musketeers/Caroleans at Barracks, Forts, and Galleons *
United States Home City (Pulaski Continental Cavalry) 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
United States Home City (Washington Continental Grenadiers) Washington's Continental Grenadiers Ships 16 Legion Grenadiers with "Grenade Launchers"; Legion Grenadiers can be trained at Forts; costs 1,000 coin
United States Home City (Knox Continental Artillery) 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
United States Home City (Bushnell Continental Sappers) Bushnell's Continental Sappers Ships 6 Stealth Petards; Petards can use stealth; costs 500 coin
United States Home City (Knowlton Continental Rangers) 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
Gran Colombia Home City (Gatling Guns) 4 Gatling Guns Ships 4 Gatling Guns
Chile Home City (Revolutionaries) 16 Revolutionaries Ships 4 Revolutionaries
Gran Colombia Home City (Ironclads) 2 Ironclads Ships 2 Ironclads
Mexico Home City (Fort Wagon) 1 Fort Wagon Ships 1 Fort Wagon; Fort build limit +1
Mexico Home City (Citizenship) Citizenship Ships 6 Citizens; Citizens can to be trained at Town Centers for 70 coin; Fishing Boats can be trained at Docks
United States Home City (European Immigrants) European Immigrants Ships 6 Settlers and 4 Settler Wagons; gives a trickle of 0.45 XP/sec.; costs 500 food
Federal card fertile lowlands Fertile Lowlands Ships 6 semi-fattened Cows and 2 Homestead Wagons
United States Home City (Land of Washington) 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
United States Home City (Hero of the Two Worlds) Hero of the Two Worlds The Explorer can act like an Inspiring Flag; allows the General to receive Home City shipments
US Home City 3 (Patriotism) 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%
United States Home City (Continental Army) Continental Army Turns all Revolutionaries into Regulars; Regulars, Revolutionary Sharpshooters, Carbine Cavalry, Revolutionaries, Militiamen, and Prussian Uhlans get +15% hit points and attack; General and Legion Grenadiers get +10% hit points and attack; costs 500 coin
United States Home City (Pennsylvania Long Rifles) 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 a Gatling Gun, which will also receive more hitpoints. The United states also have the Volunteers shipment, 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 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 shipments[]

For all civilizations
  • 1 Covered Wagon: Since Militiamen can be improved with Conscription, having an extra Town Center may be helpful.
  • Cavalry Combat: it Benefits Cowboys, Comanche Horse Archers, and Cheyenne Riders. The Swedes lack this shipment.
  • 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. 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.
  • 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. The Italians lack this shipment.
  • 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, 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.
  • 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.
For 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.
For 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.
  • 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.
For Italians
  • Capitalism: Trickles of resources may be needed with revolutions like the United States
  • 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
  • Cavalry Combat: It benefits Cowboys.

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.

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 Immigration to the USA.
  • 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
3WCIcon48px 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
Age3DE Icon Age of Empires III: Definitive Edition
EuropeanArgentina flag revolt DE Argentina · Barbary States flag revolt Barbary States · Brazil flag revolt DE Brazil · Canada flag revolt Canada · Chile flag revolt DE Chile · Egypt flag revolt Egypt · Finland flag revolt Finland · Gran Colombia flag revolt Gran Colombia · Haiti flag revolt DE Haiti · Hungary flag revolt Hungary · Indonesia flag revolt Indonesia · Mexico flag revolt DE updated Mexico · Peru flag revolt DE Peru · France flag revolt Revolutionary France · Romania flag revolt Romania · South Africa flag revolt South Africa · United States flag revolt DE United States
MexicanBaja California flag revolt Baja California · California flag revolt California · Central America flag revolt Central America · Maya flag revolt Maya · Rio Grande flag revolt Rio Grande · Texas flag revolt Texas · Yucatán flag revolt Yucatán
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