Argentina
Argentina is an Industrial Age Revolutionary Nation for Germans, Italians and Spanish, with Buenos Aires as its Home City. Villagers become Revolutionaries; the transition also delivers Gauchos and Cows and replaces Comancheros with trainable Gauchos. This distinction matters: the converted workforce is not itself a Gaucho army. The route combines a standard revolutionary conversion with a separate mobile outlaw-cavalry and livestock economy.

Access & effects
The transition sets population space to 200 and disables Settler, Settler Wagon and Fishing Boat training. Each Settler Wagon converted also produces an extra Revolutionary. The shipment delivers ten Gauchos and ten Cows, and Cow capacity increases by ten. Gauchos replace Comancheros at Stables, Forts, Galleons, Taverns and Lombards; they can build Livestock Pens, train Cows and gather from herdable animals. Their bolas slow enemies, while their cavalry role makes them a specialist support unit rather than the same unit as the converted Revolutionaries.
Availability
Definitive Edition; Industrial Age. Available to Germans, Italians and Spanish. Population space becomes 200; Settler, Settler Wagon and Fishing Boat training is disabled. Home City: Buenos Aires.
Army & economy
Pick Argentina when the prepared army can use the large worker conversion and the map offers room for Gaucho raids or livestock gathering. Keep the Revolutionaries together as the main force, then use Gauchos to slow vulnerable targets, threaten artillery or gather safe herdables. Do not assume the shipped Gauchos replace the whole converted army, and do not send livestock gatherers into enemy territory without protection.
Unit roles and livestock economy
The opening package asks the player to use cavalry for two related jobs. Gauchos can pursue exposed troops and use bolas to slow a retreat, while their livestock-gathering ability lets them turn Cows into additional food when the area is safe. These jobs compete for the same mobile units: a Gaucho sent to gather is temporarily absent from the attack. Secure the route first, then decide whether the match needs immediate pressure or a safer food return.
Transition and counterplay
Argentina changes the value of an existing cavalry plan rather than supplying a complete army by itself. Ranged units and artillery can support the Gauchos against infantry that is dangerous in melee, while a screen can prevent dedicated anti-cavalry troops from reaching them. Keep the shipped Cows near friendly control and avoid letting the opponent pick them off. The route is most efficient when the player already has enough food and support to turn the first mounted attack into continued map control.
The conversion and its strategic cost
Argentina sets population space to 200 and stops Settler, Settler Wagon and Fishing Boat training. Villagers become Revolutionaries, with an additional Revolutionary delivered for each Settler Wagon converted. The transition therefore creates a large immediate army, but it removes ordinary worker production and does not turn the workers into Gauchos. Gauchos are a separate unit line: ten are shipped with ten Cows, and Cow capacity increases by ten. Keep this distinction clear when planning the attack. Revolutionaries form the converted infantry body, while Gauchos and other cavalry shipments serve specialized jobs. Argentina is strongest when the player has already prepared resources, shipments and supporting units, rather than expecting the newly named nation to rebuild an economy automatically.
Gauchos: bolas, counters and limits
Gauchos are outlaw light ranged cavalry that replace Comancheros and can be trained at Stables, Forts, Galleons, Taverns and Lombards. They cost 120 Food, use one population, have 225 hit points and 30% ranged resistance. Their bolas snare a target without area effect, and their best matchups include heavy cavalry, hand shock infantry and artillery. They are not general-purpose damage dealers: their damage against units they do not counter is low, and they have reduced multipliers against Villagers in both ranged and hand modes. Use their ranged attack for raiding and their slow to hold a priority target; avoid sending them into a larger army without support. Their ranged resistance and body-blocking can help protect light infantry or artillery.
Mounted Granaderos and artillery pressure
The Mounted Granadero is a mounted outlaw Grenadier and a distinct card-enabled unit. It counters buildings and has a ranged attack with a 2.5 area of effect. Its unusual tags—both light ranged cavalry and heavy cavalry—mean it can be affected by more enemy multipliers than a typical cavalry unit, but also benefit from upgrades for both categories. Its ranged attack deals siege damage against units, allowing it to threaten artillery even without a dedicated artillery multiplier, and it has no reduced ranged multiplier against Villagers, making it effective in raids on dense economies. Folk Heroes supports its outlaw status and increased experience bounty. Use it for siege and carefully chosen raiding targets, not as a substitute for a conventional cavalry line.
San Martín as a timed hero asset
San Martín is a heavy-cavalry hero shipped by his Home City card. He has 1,000 hit points, 40% ranged resistance and 6.5 speed. His Trample mode retains attack damage and covers a four-unit area, compared with the Hussar’s three, which can make it useful against a dense group. Trample slows movement, however, and San Martín takes some of the damage he deals back; it should be activated when he is already among targets and the area attack has a clear payoff. His value accumulates through scouting, combat and other hero actions, so an early shipment can be worthwhile when the player can protect him. Hero upgrades and cavalry support cards improve this investment.
Mortars, Imperial Howitzers and siege decks
Argentina can turn a Mortar-heavy deck into a strong finishing plan. The Argentine Mortars shipment supplies three Mortars and enables the Imperial Howitzer upgrade, adding a path to stronger siege. Advanced Arsenal improves many units available to the revolution, while a Factory shipment or other resource trickle can keep the siege force supplied. Mortars require a screen: Gauchos or cavalry can disrupt enemy artillery and protect the slow siege weapons, while Revolutionaries hold space. Focus on valuable buildings and defensive positions rather than splitting fire. If the opponent can reach the Mortars, add anti-cavalry and ranged support before advancing.
Key shipments and the jobs they serve
Argentina’s Home City includes combat, economy and infrastructure shipments. Granaderos supplies mounted support, Cattle Drivers adds semi-fattened Cows and a Homestead Wagon, and Jagunço-like livestock options are complemented by Gauchos’ ability to gather herdables. Citizenship enables Citizens to train at Town Centers for Coin, while Buenos Aires ships Lombard Wagons and unlocks Lombard production for civilizations that do not already have it. Trattoria adds a Tavern build limit and a Coin trickle. Criollos sends 22 Consulate Musketeers and enables Musketeers at Forts; this is particularly useful for Germans, who otherwise lack a standard Musketeer line. Other cards include mercenary hires, San Martín, Outlaw Band and resource shipments. Pick cards that solve a role the current army actually lacks.
Infinite cards for different battle states
Argentina’s infinite shipments cover several independent needs. Sixteen Revolutionaries can add cheap population quickly, but their relative value falls when the opponent completes unit upgrades. Four Gatling Guns provide backline damage against infantry; two Ironclads suit a water map; one Fort Wagon adds a costly defensive anchor; three Mortars extend siege; seven Lancers provide a mounted batch. Cattle Drivers adds eight Cow capacity and a Homestead Wagon for an Estate plan. These cards do not form one fixed sequence. Choose the shipment whose effect changes the present battle or economy, and reserve resources and experience for the follow-up rather than repeatedly sending the same army card.
Economic transition and recovery
Argentina can convert a food and livestock economy into other resources after the revolt. Citizenship allows Town Center training of Citizens, while Buenos Aires provides Lombard access and Trattoria adds recurring Coin. Mills, Livestock Pens and Estates can be staged through Land Grab or Cattle Drivers, but constructing too many Estates can consume the wood and time needed for the army. Cows and herdables help the player gather food; Gauchos can build Pens and train Cows, and livestock upgrades improve the return. If the first attack fails, the economy cards make a recovery possible, but ordinary Settlers remain unavailable unless a specific shipment restores an alternative worker route.
Deck preparation and synergistic upgrades
Mortar shipments and Advanced Arsenal benefit the mixed army. Capitalism, factories, resource shipments and Medicine can bridge the resource pause around the conversion and generate experience as the player spends crates on units and buildings. Mercenary Loyalty lowers mercenary shipment costs; Theaters can reduce outlaw population and enable Ronin. Hero upgrades improve San Martín. Spanish cards such as Liberation March, Unction, Llama Ranching and Viceroyalty of New Spain support Revolutionary speed, nearby attack, livestock and Hacienda recovery. Germans can prepare cavalry and mercenary discounts, while Italians can use Milanese Arsenal, Lombard upgrades, Cavalry Combat and Uffizi. Send critical pre-revolution cards first, because the deck and available cards change when the revolution is taken.
Parent-civilization differences
The same Argentina plan plays differently for each eligible parent. Spanish players can use Hacienda cards and the Scout’s Hussars to support Granaderos and Gauchos, then transition to Haciendas and Citizens where available. Germans can use Criollos to establish a Musketeer line, cavalry shipments and the Prince Elector route to support native or mercenary cavalry; their worker economy and Fort training options shape recovery. Italians can use Lombards to exchange and balance resources, take advantage of Milanese Arsenal rather than Advanced Arsenal, and use shipment-experience cards to cycle through the large deck. Choose shipments and age-up politicians for the parent economy instead of copying one universal Argentina build.
Timing, shipment experience and map choice
Argentina can function as an all-in finish or a planned late-game route. A fast revolt is more attractive when the player has accumulated shipments and can make the converted Revolutionaries, Gauchos or Mortars matter immediately. On open maps, cavalry can reach exposed Villagers; on maps with safe livestock, Gauchos also support food gathering. Water access makes Ironclads an option but does not automatically make Argentina the best naval choice. Experience matters because the Home City offers many shipments, so Trading Posts, resource spending and combat can sustain the sequence. Select the timing around the opponent’s age, army counters and the safety of your own livestock and production.
A practical sequence and decision points
One approach is to ship San Martín early so the hero begins scouting and accumulating value, then prepare Folk Heroes if Mounted Granaderos are central. A Mortar-oriented player can send artillery support and pressure infrastructure as soon as the revolution completes. Another line builds food and herdable capacity first, then uses Citizenship or Buenos Aires to recover Coin and Wood. Town Center and Hacienda placements should be protected; the livestock force cannot replace every missing economic unit. Before revolting, confirm the first shipment, the resource reserve and a target worth attacking. After the opening, reassess: continue with cavalry raids, use siege to remove a defensive core, or switch to economic recovery if the opponent holds.
Livestock shipments and food conversion
Cattle Drivers sends eight partly fattened Cows with a Homestead Wagon and a Gaucho, and raises Cow capacity by eight. It can establish an Estate-based livestock plan while adding food already stored on the animals. Gauchos can build Livestock Pens, train additional Cows and gather from herdables, so the shipment supports both raiding and recovery. Use it when there is room to protect the animals and the Estate; if the herd is exposed, a direct military or resource shipment may have greater immediate value.
Shipment sequencing
Because Citizens, Gauchos, Mortars and mercenary cards serve different plans, send the cards that enable the chosen route before using an infinite shipment. Keep enough experience for follow-up cards and avoid mixing all three plans without resources to support them.
Final transition check
Keep one shipment ready to answer the opponent’s first counter.
Non-infinite shipments and unlocks
Several non-infinite cards are valuable because they unlock production or change the roster, not only because of the units delivered. Granaderos ships a mixed military batch, raises Cow capacity and enables Mounted Granaderos. Argentine Mortars add artillery and unlock the Imperial Howitzer upgrade, making the card particularly relevant to an existing siege deck. Trattoria increases the Tavern build limit and adds Coin trickle, while Citizenship unlocks Citizens at Town Centers for Coin. Buenos Aires sends Lombard Wagons and unlocks Lombards for civilizations that do not already use them. Criollos ships 22 Consulate Musketeers and makes Musketeers available at Forts, which gives Germans a standard ranged infantry line. Hire Italian Elmetti, Li’l Bombards, Outlaw Band and San Martín provide other ways to fill army roles.
Infinite shipments and when they matter
The infinite cards cover different problems. Sixteen Revolutionaries can add immediate numbers early, before the opponent’s units have completed their age upgrades; later, their low relative quality makes them a less efficient answer. Four Gatling Guns are a backline option against infantry. Two Ironclads can contest naval routes and coastal positions. One Fort Wagon adds a building that is normally limited, while three Mortars add siege pressure. Seven Lancers provide cavalry, though their value changes if Blandengues has already been sent. Cattle Drivers adds semi-fattened Cows, Cow capacity and a Homestead Wagon. Repeating an infinite card is strongest when its benefit remains relevant to the current matchup.
Shared deck support and shipment experience
Mortar shipments, especially a team Mortar shipment, support the artillery line. Advanced Arsenal improves several units Argentina can field; Italians can use Milanese Arsenal for a different and often stronger arsenal route. Factory shipments and Capitalism help maintain resource flow around the transition, particularly if Citizenship has not yet restored worker training. Mercenary Loyalty lowers mercenary shipment costs, and Theaters changes Tavern access while reducing outlaw population. Resource and livestock shipments contribute both materials and Home City experience as the player spends them on troops and buildings. Medicine also supports this shipment cycle and pairs with Citizenship. Send important economic and upgrade cards before changing the deck.
Spanish synergies
Spanish cards can support both the converted Revolutionaries and the new cavalry. Liberation March improves infantry, cavalry and shock infantry speed and training time, benefiting Gauchos, Granaderos and Revolutionaries. Unction increases the attack of nearby troops around Missionaries, which can support the cavalry, Gatling Guns, Ironclads and Imperial Howitzers. Llama Ranching improves the value of herdables gathered by Gauchos. Viceroyalty of New Spain can send Hacienda Wagons, and Haciendas continue to offer resource trickles and worker production when available. The Scout’s Hussars pair with Granaderos and Gauchos. These cards make the Spanish path flexible, but the player should still identify whether the plan is cavalry pressure, artillery or economic recovery.
German synergies
German support can turn Argentina into a mixed cavalry and mercenary army. Cavalry Attack, Riding School and Spanish Riding School help Gauchos, Granaderos, Lancers and San Martín. Reichsritter reduces Stable costs, which matters if training Mounted Granaderos or Gauchos repeatedly. Treaty of Westphalia and Improved Mercenaries can strengthen mercenary shipments, while Native Warrior reduces native-unit costs and supports Prince Elector units. The Criollos card is especially useful because it ships Consulate Musketeers and unlocks Musketeers at Forts, filling a ranged infantry role Germans otherwise lack. Consider the source of each unit and its upgrade path before making the army too broad.
Italian synergies
Italians can use Lombard shipments to balance the economy after worker conversion. Buenos Aires already provides Lombard Wagons, so upgrades such as Uffizi, Usury and Advanced Lombards can improve the building network. Cavalry Combat and Riding School support mounted units; Infantry Hit Points helps Revolutionaries and mercenary infantry. Schiavoni Swords improves hand attack for cavalry and infantry, while Milanese Arsenal supplies discounted upgrades in place of the standard Advanced Arsenal route. Venetian Arsenal increases military production near the structure. These cards let Italians invest in cavalry, artillery or a shipment-heavy plan, but they compete for slots and should be selected around the intended composition.
Age-up politicians and preparation
Age-up politicians can prepare either a fast revolt or a more resilient economy. The Naturalist gives early food and herdable synergy; the Philosopher Prince and German Exiled Prince can accelerate aging. The Medici provides an Italian Settler and Lombard Wagon. In the Fortress Age, the Bishop’s Covered Wagon supports Town Center placement and later recovery, while the Spanish Scout supplies Hussars. The Italian Mercenary Contractor opens Mounted Riflemen and Royal Horsemen through Lombards and Taverns. In the Industrial Age, the Cavalry Marshal prepares mounted pressure; the German Viceroy provides resources; the Engineer suits an artillery deck; and the Italian Pope supplies experience. Choose a politician for the planned transition, not solely for the immediate crate.
Building a late-game deck around Argentina
Argentina’s 23-card revolution deck can support a late-game plan while earlier-age slots remain available for an aggressive opening. That approach works when the parent civilization can accumulate experience, preserve enough resources for shipments and send key cards before revolting. A player can prepare an early rush, then choose Argentina based on the surviving army and map: Mortars for infrastructure, Gauchos and Granaderos for open-ground raids, Citizens and Lombards for recovery, or Ironclads for relevant water. The revolt is most adaptable when the deck contains more than one way to finish or recover. Decide which path has priority before selecting the transition so the first shipments reinforce one plan rather than competing strategies.