The Revolutions feature is availible in the TWC and TAD expansion that provides an alternate 'Imperial' Age for all European Civs. However, most of the time a normal Imperial age is a much better and Revolting is considered suicidal and will most likely lose the game for you. However in the right circumstances a Revolution can take your opponent completely offguard and give you a large (but short lived) military advantage. Here is a quick overview on the pros and cons of revolution:
Pros:
•Gives you an instant ~99 Colonial Militia which can be used to completely overwhelm your opponent.
•Gives you some alternative cards such as unlimited fort wagons and gatling guns.
•Is Cheaper than Imperial Age
•Gives you max pop without need for houses
•Makes your Home City Change and become overrun with drunks.
Cons:
•You lose all villagers and cannot create any more
•Lose access to all other cards
•Cannot gather any more resources or build buildings apart from Forts, TP and TC.
When to Revolt:
The most effective time to revolt is when you have a slight edge over your opponent or have amassed a huge army and can't create any more troops because of pop cap. The ~99 colonial militia give you the advantage of superior numbers.Another time to revolt is as a last resort if you are losing a battle and need the milita. However once the militia dry up you will probably lose anyway unless you can sufficently damage your opponents eco. All civs are pretty equal at revolutions but the dutch might be the best because of their banks can provide you with coin. Revolutions can be useful in large team games if one person revolts and uses the cards to create something like this:
How to optimize revolutions:
You should attack your opponent ASAP before his better economy can give him an advantage. Before you revolt make sure you have 2 factories, fishing if possible, and trickle cards and trading post upgraded to at least stagecoach. Also if you are playing a map with Cree make sure you own a settlement so you can produce coureurs after you revolt.It is unlikely that if your initial attack fails you will be able to continue staying on top because of your poor economy. Make sure that when you make you main assualt that who have everyone. It's a big waste if there are a couple of Colonial Militia near a clump of trees or garrisoned in a Town Center. If you're using the maximized AI then you can use the 'All Military Gather Point' button near the map. Also the Idle Military button/banner.
How to defend against an opponent who has revolted:
If you see that your opponent has revolted bring your troops into your main base and wait for the large onslaught of militia and other soldiers. Try to draw them under building fire and micro your soldiers accordingly. If your base gets wiped out you still have a chance to rebuild and overtake your opponents again. If you survive the initial attack then you should be able to gain economic and military advantage and win the game
Revolutionary Units:
Colonial Milita:This is a Musketeer type unit with a better ranged bonus against cav than normal musketeers. Quite useful in numbers. They are availible from HC, Towncenters or if you build a house as British.
Attack: All Cavalry, Heavy Infantry
Run From: Skirmishers and Artillery.
Gatling Gun:Similar to the Organ Gun. Has dimished attack against cav and artillery however still dishes out a fair amount of damage. Ok in large numbers with a anti-cav meatshield of CM. Unfortunatley they are quite expensive. Availible from HC and Foundry.
Attack: Everything.
Run From: Cav and Culverins.
Fort:A good defensive building that provides map control and will decimate an attacking force (unless they have mortars.) Availible from HC.
Attack: Anything that walks past
Run From: Termites
Ironclad: This is a monitor/frigate mongrel breed of ship that has surprisingly limited uses. The are only availible in limited numbers and without support will die! Availible from HC only.
Attack: Any Ship providing you have bigger numbers.
Run From: Culverins and Towers.
The most useful shipment in most revolutionary situations is 16 Colonial Militia!
A List of Revolutionary Politicians
L'Overture: (Britain and France)
Bonus: Increased Colonial Militia Hitpoints.
Not very good
Washington: (British and Dutch)
Bonus: Increased Gatling Gun Hitpoints
Not very good
Hidalgo: (Port and Spain)
Bonus: A small Force of Outlaws arrive at HC drop off point.
One of the best Politicians.
Bonifacio: (Dutch, Port)
Bonus: A group of Tupi warriors arrive at HC drop off point.
One of the best politicians.
Bolivar: (German, Russians)
Bonus: All units slightly increased HP.
Not a great option.
San Martin (German)
Bonus: 6 Imperial Howizters
Very Useful
Santander (French, Ottoman and Russian)
Bonus: 3 Ironclads.
Ok on water maps
O'Higgins: (Spain, Ottoman)
Bonus: 10 Imperial Hussar
Very helpful
As you can see the more useful politicians tend to be the ones that grant additional troops to add to your horde. The short term bonus are much better in a Revolutionary situation. The overall best Politician is O'Higgins. He grants you 10 Imperial Hussar, which also upgrades all Hussar to Imperial. This is good because it's the only unit you can make Imperial aswell as Hussar being able to protect your Colonial Militia from Cannons and Skirmishers.
Sepoy Resistance
This is a card availible to India in the Industrial age. It costs 2000 Wood to ship and converts all your villagers into Sepoys (+1 Villager). This option is basically a revolution for the Indians. However in many ways it is a less 'suicidal' option:
It Allows you to Continue training Villagers
You retain your original deck
You may still get to the Imperial Age
It's cheaper than Revolution (However you don't get a politicians bonus)
ESO NAME: UGMO
RANK: 1st Lieutenant
I AM USING: TAD
I AM PLAYING: The Aztecs, British and Russians
.oO James246: Well, you wouldn't be able to sigg any dumb things I say, because I don't say them. :P Oo.
•Gives you an instant ~99 Colonial Militia which can be used to completely overwhelm your opponent.
•Gives you some alternative cards such as unlimited fort wagons and gatling guns.
•Is Cheaper than Imperial Age
•Gives you max pop without need for houses
•Makes your Home City Change and become overrun with drunks.
•You lose all villagers and cannot create any more
•Lose access to all other cards
•Cannot gather any more resources or build buildings apart from Forts, TP and TC.
The most effective time to revolt is when you have a slight edge over your opponent or have amassed a huge army and can't create any more troops because of pop cap. The ~99 colonial militia give you the advantage of superior numbers.Another time to revolt is as a last resort if you are losing a battle and need the milita. However once the militia dry up you will probably lose anyway unless you can sufficently damage your opponents eco. All civs are pretty equal at revolutions but the dutch might be the best because of their banks can provide you with coin. Revolutions can be useful in large team games if one person revolts and uses the cards to create something like this:
You should attack your opponent ASAP before his better economy can give him an advantage. Before you revolt make sure you have 2 factories, fishing if possible, and trickle cards and trading post upgraded to at least stagecoach. Also if you are playing a map with Cree make sure you own a settlement so you can produce coureurs after you revolt.It is unlikely that if your initial attack fails you will be able to continue staying on top because of your poor economy. Make sure that when you make you main assualt that who have everyone. It's a big waste if there are a couple of Colonial Militia near a clump of trees or garrisoned in a Town Center. If you're using the maximized AI then you can use the 'All Military Gather Point' button near the map. Also the Idle Military button/banner.
If you see that your opponent has revolted bring your troops into your main base and wait for the large onslaught of militia and other soldiers. Try to draw them under building fire and micro your soldiers accordingly. If your base gets wiped out you still have a chance to rebuild and overtake your opponents again. If you survive the initial attack then you should be able to gain economic and military advantage and win the game
Attack: All Cavalry, Heavy Infantry
Run From: Skirmishers and Artillery.
Attack: Everything.
Run From: Cav and Culverins.
Attack: Anything that walks past
Run From: Termites
Attack: Any Ship providing you have bigger numbers.
Run From: Culverins and Towers.
The most useful shipment in most revolutionary situations is 16 Colonial Militia!
Bonus: Increased Colonial Militia Hitpoints.
Not very good
Bonus: Increased Gatling Gun Hitpoints
Not very good
Bonus: A small Force of Outlaws arrive at HC drop off point.
One of the best Politicians.
Bonus: A group of Tupi warriors arrive at HC drop off point.
One of the best politicians.
Bonus: All units slightly increased HP.
Not a great option.
Bonus: 6 Imperial Howizters
Very Useful
Bonus: 3 Ironclads.
Ok on water maps
Bonus: 10 Imperial Hussar
Very helpful
As you can see the more useful politicians tend to be the ones that grant additional troops to add to your horde. The short term bonus are much better in a Revolutionary situation. The overall best Politician is O'Higgins. He grants you 10 Imperial Hussar, which also upgrades all Hussar to Imperial. This is good because it's the only unit you can make Imperial aswell as Hussar being able to protect your Colonial Militia from Cannons and Skirmishers.
This is a card availible to India in the Industrial age. It costs 2000 Wood to ship and converts all your villagers into Sepoys (+1 Villager). This option is basically a revolution for the Indians. However in many ways it is a less 'suicidal' option:
ESO NAME: UGMO
RANK: 1st Lieutenant
I AM USING: TAD
I AM PLAYING: The Aztecs, British and Russians
.oO James246: Well, you wouldn't be able to sigg any dumb things I say, because I don't say them. :P Oo.
[This message has been edited by Colonel_UGMO (edited 10-15-2008 @ 06:49 AM).]