Game systems · Revolution · Definitive Edition

Hungary

Hungary is an Industrial Age Revolutionary Nation in Definitive Edition, available to the Germans, Maltese, Ottomans, Poles and Russians. It turns the remaining worker force into Grenzers and builds a military network around Outposts or, for the Russians, Blockhouses. Its army differs by the civilization that revolts: each of the four paths receives a distinct unit from its defensive buildings, and Hungary upgrades Hussars into powerful Magyar Hussars. The Home City is Buda in Knights of the Mediterranean and later versions.

APPLIES TO Age of Empires III: Definitive Edition — Revolutionary Nation
Hungary in Age of Empires III
Hungary

Revolution access & effects

On revolting, Villagers become Grenzers, a ranged revolutionary unit with extended sight and attack range, a strong bonus against Treasure Guardians and the ability to collect Treasures; their hit points are lower than the replaced workers’ normal profile. Settler Wagons produce an additional Grenzer shipment. Hussars become Magyar Hussars, gaining substantially more durability and damage. Each Outpost or Blockhouse can spawn a civilization-specific unit: Germans receive Pandours, Maltese receive Hajduks, Ottomans receive Magyar Hussars, while Poles and Russians receive Hungarian Grenadiers. Hungary shipments also provide an Outpost Wagon and increase the building limit, so repeated shipments can extend the defensive network.

Army & economy

Hungary rewards planning before the revolution. Place useful Outposts or Blockhouses, preserve the shipments that add wagons or improve the spawned units, and keep enough resources for the initial transition. German Pandours reinforce a mercenary-oriented army; Maltese Hajduks fit a defensive and outlaw-focused roster; Ottoman Magyar Hussars support cavalry pressure; Russian Hungarian Grenadiers add a heavy-infantry and artillery role while using Blockhouses. This is not one fixed composition: the base civilization determines what the network produces. The route can function as a finishing move, but also helps a player who has already invested in defensive buildings. Protect the structures because they are production points, not merely population support, and use Grenzers to collect remaining Treasures when doing so does not expose the new army.

How each parent civilization changes the army

The same Hungarian revolution creates different armies depending on the civilization that chose it. Germans receive Pandours, a mercenary infantry addition that can benefit from their existing mercenary support. Maltese receive Hajduks, an outlaw and counter-skirmisher option that fits a defensive structure plan. Ottomans receive Magyar Hussars, so the conversion supports a cavalry force while Outposts generate additional troops. Poles receive Hungarian Grenadiers from Outposts, while Russians receive them from Blockhouses instead of Outposts; this can pair with their existing Blockhouse shipments and defensive improvements. The Grenzer conversion also changes the map-control role of the former Villagers because Grenzers can collect Treasures and scout farther. Decide which spawned unit is useful before revolting; an Outpost network has little value if its output does not support the force you plan to field.

Shipments make the frontier grow

Hungary’s shipment pattern rewards preparation and continued Home City access. Shipments can add an Outpost Wagon and raise the Outpost or Blockhouse build limit, so each card can expand both military production and the safe area the army controls. Some unit shipments also let the spawned type train from defensive or military structures, reducing the need to protect a single Barracks or Stable. The Military Frontier card can allow Grenzers to build Outposts or Blockhouses, extending that network after the workers have been converted. Place structures where they defend resources or connect to the next objective rather than building a ring that never supports the army. If the opponent stops the initial push, surviving buildings and subsequent shipments can help the revolution retain map control; if those positions fall, the plan loses much of its reinforcement advantage.

Exact Grenzer and Magyar Hussar changes

Hungary sets population space to 200, or 210 for the Russian path. The revolution removes further Settler, Settler Wagon and Fishing Boat training. Converted Villagers become Grenzers with +4 Line of Sight and ranged attack range, 3× damage against Treasure Guardians and the ability to collect Treasures, but they have 10% fewer hit points. Since Definitive Edition update 19.17293, Hussars gain Veteran and Guard status, +50% hit points and +1 population cost as Magyar Hussars; before that update the bonus was +200% hit points and +50% damage. These values explain the route’s split between a more useful scouting and treasure unit, and a much more durable cavalry unit. Check the parent civilization before assigning the new population: Russian Blockhouses and Hungarian Grenadiers work differently from the Outpost network and unit spawns used by the other three paths.

The conversion changes the economy as well as the army

Hungary sets population space to 200, or 210 for the Russian path, and stops further training of Settlers, Yörüks, Settler Wagons and Fishing Boats. Villagers are converted into Grenzers, so the timing of the revolt determines how much of the workforce becomes an army at once. Settler Wagons contribute one additional Grenzer each. This is a decisive military swing, but the converted population no longer gathers resources; existing Trading Posts, Banks, Factories, ships, livestock, trickle cards and resource shipments become important to sustaining production. Before revolting, finish any worker training that is worth keeping, protect the resource buildings that remain useful, and send essential cards from the old Home City deck. Keep a reserve of Food, Coin and Wood for the first army and structures rather than expecting ordinary worker production to continue.

Five civilization paths produce different armies

The German, Maltese, Ottoman, Polish and Russian revolutions all select Hungary, but their defensive buildings create different unit networks. Germans use Outposts that spawn Pandours, supporting a mercenary infantry composition. Maltese Outposts spawn Hajduks, an outlaw and counter-skirmisher option; Sentinels can build Outposts without relying on a converted worker. Ottoman Outposts spawn Magyar Hussars and support a cavalry plan. Polish Outposts and Russian Blockhouses spawn Hungarian Grenadiers. The Russian path has the special Blockhouse Wagon and a population space of 210; its existing Grenadiers can become Hungarian Grenadiers, which are trained at Blockhouses, Forts and Galleons in place of ordinary Grenadiers. Check which shipment and building combinations are available to the chosen civilization before queuing units: the same building slot does not yield the same force on every path.

Magyar Hussar bonuses are version-sensitive

In Definitive Edition after update 19.17293, the Hungary revolution upgrades Hussars to Veteran and Guard status and grants +50% hit points with +1 population cost. The earlier profile instead gave +200% hit points and +50% damage; do not use those legacy bonuses when planning a current DE army. The unit article lists the current Fort-trained Magyar Hussar at 640 hit points and 3 population, compared with 960 hit points and 2 population before that update. The Ottoman path has another distinctive interaction: existing and newly built Outposts spawn a Magyar Hussar. Home City shipments can also make Outposts or Blockhouses produce one Magyar Hussar apiece, while Kovat’s Legion sends a group and enables Fort training. These are separate ways of adding cavalry and should be valued alongside the other units that the same network can produce.

Shipments expand both the frontier and unit production

Home City shipments to Hungary include an Outpost Wagon and increase the Outpost or Blockhouse build limit by one, including with infinite shipments. Repeated deliveries can therefore add a structure, another unit-producing position and more Grenzers or civilization-specific troops. Military Frontier is infinite: it enables Grenzers to build Outposts, or Blockhouses for Russians, and each matching structure spawns one Grenzer. The additional wagon and build limit make the card useful for extending a defended line after conversion. Other Hungary shipments can make their unit available from several production sites; the Hajduk, Crabat and Pandour shipments, for example, extend their corresponding units to a broader set of structures such as Outposts or Blockhouses, Forts, Barracks, Taverns and Galleons where applicable. Site each building near resources or an objective that the army can actually hold. A long row of exposed structures gives the opponent targets and may consume resources without protecting the economy.

Prepare the Home City deck for the chosen route

The best pre-revolt cards depend on the path. Defensive shipments such as Frontier Defenses can place Outposts before the conversion; Advanced Frontier Defenses adds Outpost Wagons, while Extensive Fortifications can improve building durability and increase the Outpost limit for civilizations with access. Russian players can prepare Blockhouse cards such as Detinets or Blockhouse Cannon, and Strelet Horde can make Blockhouses spawn Streltsy. Advanced Arsenal and suitable infantry or cavalry upgrades improve the units the selected path will actually field. If the new economy lacks workers, Factory and resource-trickle shipments help bridge the pause until Citizenship or other nation-specific options restore some capacity. Send these useful cards before the deck changes; plan later infinite shipments around the unit composition and buildings that survived the first attack.

Protect the economy through the transition

The troop conversion can leave Hungary with a large force and few ordinary ways to replace resources. If the match is not already decided, prepare a recovery route before revolting: retain safe Trading Posts, Banks or Factories where the selected civilization has them, and send useful resource or trickle shipments from the original deck. Factory and resource cards also generate Experience when their resources are spent on units and buildings, helping the new Home City cycle. The Citizenship shipment is important when the player needs to restore worker training; until that support is available, existing Villagers have been converted and new workers are not produced through the usual queue. Do not count an unclaimed Trade Route or a vulnerable Factory as guaranteed income. Protect the buildings and use the map’s livestock and Treasure opportunities without splitting the force that must secure the Outposts.

Match upgrades to the units the chosen path actually receives

Several familiar cards have different value across the five Hungary routes. Cavalry Combat and Riding School can improve Magyar Hussars and Crabats, but the Maltese lack Cavalry Combat and the German version does not benefit those units. Grenade Launchers supports Hungarian Grenadiers, while Maltese lack that shipment. Fencing School improves infantry supplied by Hungary, but is unavailable to Maltese and Ottomans. Advanced Arsenal is broadly useful; Improved Buildings applies to Outposts and Blockhouses. Heavy Fortifications can cheaply add defensive upgrades for some civilizations, although Germans and Ottomans lack that card. Stonemasons speeds building by 65% for Villagers once the player can use them again. Compare the exact card in the selected civilization’s deck instead of assuming that a shipment with the same name works identically for every path.

Russian and Ottoman combinations reward advance planning

The Russian route can build its Hungary army around Blockhouses. Strelet Horde makes existing and later Blockhouses spawn five Streltsy, so the shipment can turn a defended line into repeated infantry production. Blockhouse Cannon enables Falconets and Mortars at those buildings; Detinets can add Blockhouses before the revolt, and Dueling School improves the infantry available from the new nation. Pjotr’s Toy Soldiers does not improve Hungarian Grenadiers, which use a separate unit profile, so do not assume every Russian Grenadier card carries over. Ottoman decks can strengthen Crabat through Akincis, improve Hungarian Grenadier durability or damage with Cebeci, Topçular and Kuleli School, and use Mosque research to add Nizam Fusiliers where available. These options give Ottoman players more than a cavalry conversion: plan whether the army will lean on Magyar Hussars, Grenadiers or both before committing shipments.

Use the network for map control, not empty coverage

An Outpost or Blockhouse is worthwhile when it guards something the army needs: a mine, a route between the base and a contested village, or a position from which reinforcements can reach the next fight. Repeated wagons and increased build limits allow the defensive line to grow, but they also create more sites that can be attacked. Place structures within supporting distance of one another and keep a mobile group ready to punish a siege force. If the opponent stops the first all-in, use surviving structures to continue producing the path-specific unit and protect the economy until more shipments arrive. If the enemy has artillery, do not leave Grenzers or Outposts unsupported; if it has anti-cavalry infantry, avoid treating Magyar Hussars as a replacement for the ranged or siege line.

Read the army profile and age upgrades before committing

Each converted Villager becomes a Grenzer with +4 Line of Sight and ranged attack range, 3× damage against Treasure Guardians, and the ability to collect Treasures, at the cost of 10% fewer hit points. The Grenzer’s extra vision can scout a route, but it is not a substitute for a durable frontline. Hungarian Grenadiers start with 10% more hit points and damage than standard Grenadiers and gain +6 Line of Sight and attack range; they then receive automatic +20% hit points and damage in the Fortress Age, +30% in the Industrial Age and +50% in the Imperial Age. Their heavy-infantry and artillery classifications let the unit interact with upgrades for both roles, but the short-range attack still needs protection as it approaches buildings. Magyar Hussars follow the current post-19.17293 bonuses described above. Review these milestones against the match Age: a unit shipment can benefit differently before and after its automatic upgrade.

Check the position before choosing the conversion timing

A Hungary revolt is most convincing when existing production sites can survive long enough to make the new spawn bonus useful. Scout for remaining guarded Treasures before converting workers, place any Outpost or Blockhouse that can be held, and decide which path-specific unit is needed next. If the opponent can siege the network immediately, keep units close and prepare a response rather than stretching the new build limit across the map. The transition is not a routine economic upgrade: it stops ordinary Villager and Fishing Boat production and hands the army a short window in which to turn its structures and Home City into continuing pressure. Wait until the army can contest the first counterattack.