Game systems · Revolution · Definitive Edition

United States (revolution)

United States is an Industrial Age Revolutionary Nation available through eligible European civilizations, with New York City as its Home City. It converts Villagers into Revolutionaries, sends a General and Fort Wagon and makes existing as well as new Forts spawn Gatling Guns. Guard upgrades for Regulars and, for most eligible civilizations, Carbine Cavalry add further army changes.

APPLIES TO Age of Empires III: Definitive Edition — Revolutionary Nation
United States (revolution) in Age of Empires III
United States (revolution)

Access & effects

The population cap becomes 200 and Settler, Merchant, Coureur des Bois and Fishing Boat training is disabled. The transition sends one General and one Fort Wagon, enables the General’s Carbine Attack and increases the Fort build limit by one. Existing and new Forts spawn two Gatling Guns; Gatlings can also be trained at Artillery Foundries and Forts, but do not receive their unit upgrades. Regulars gain the Guard upgrade, and eligible Carbine Cavalry gain Guard except for the Dutch path.

Availability

Definitive Edition; Industrial Age. Eligible parent civilizations are British, Dutch, French, Italians, Poles and Swedes. Sends a General and Fort Wagon; Forts spawn two Gatling Guns; Regulars gain Guard, with Dutch Carbine Cavalry excluded from that upgrade.

Army & economy

The route favors a prepared defensive network: existing Forts immediately add Gatling Guns, and the wagon can establish another production point. Protect the Forts and use mobile troops around them so the army can advance beyond their range. Gatlings are useful support but lack their normal upgrade path, so do not treat them as a self-sufficient late-game army. Revolt after placing valuable structures and preparing shipments, since ordinary workers and Fishing Boats stop training.

Forts as Gatling production

The Fort effect makes a protected structure a recurring source of two Gatling Guns. The first Fort Wagon therefore has value beyond the building itself: the position can add firepower to nearby engagements over time. Place it where the army can defend it and where the spawned units can reach a relevant front. The Gatlings reinforce a position but do not remove the need for mobile troops, which protect the Fort and let the army move beyond its range.

General and defensive timing

The General and Fort network work best when they support a clear objective such as holding a crossing or defending a forward base. Build the first Fort before the opponent can isolate the wagon, then use mobile forces to keep control around it. Do not spend the entire army on static defense if the match requires an advance. Once the position is stable, use the added Gatling force to escort a push or secure the next location.

The United States transition and its timing

The United States revolution sets population space to 200 and stops training Settlers, Merchants, Coureurs des Bois and Fishing Boats. All Villagers become Revolutionaries, so this route gives a sharp military conversion while ending ordinary worker production. It also sends a General and a Fort Wagon, enables the General’s Carbine Attack and increases the Fort build limit by one. This is a point-of-no-return economic decision: prepare the resource base, production buildings and Home City cards before committing. The timing is most effective when existing infrastructure is already ready to produce the replacement army and when Forts can be protected. Revolting before placing a useful Fort or preparing the next shipment can leave the player with a converted force but too little production or sustain to continue. The United States is available to multiple European civilizations, and some unit upgrades or political options differ by the civilization that takes the path.

Forts and the Gatling network

Every Fort already on the map and every Fort built afterward spawns two Gatling Guns. The revolution also supplies a Fort Wagon and increases the Fort build limit, while Gatling Guns can be trained at Artillery Foundries and Forts. This makes existing Fort positions valuable immediately and gives the player a way to establish a new defended point. Gatling Guns do not receive their unit upgrades, so their numbers and placement matter more than an assumed late-game upgrade path. Forts should be positioned to protect a route, objective or forward production area, with mobile troops covering approaches that the structure cannot. An unprotected Fort Wagon can be intercepted before it contributes; a Fort built too far ahead can be isolated. The Gatlings support defense and a controlled push, but they do not replace infantry, cavalry or artillery counters needed to keep the opponent from reaching the structure.

The General and the Inspiring Flag

The General arrives with the revolution and gains Carbine Attack. The General is also able to rebuild Forts, making the hero a continuing part of the defensive plan rather than a one-time shipment. Land of Washington lets the General plant the Inspiring Flag anywhere; the flag improves the working rate of military buildings by 50% within a radius of 14. This can accelerate the production network around a planned position, so choose a location where several useful military buildings can benefit and where the General is protected. Hero of the Two Worlds makes the Explorer act like an Inspiring Flag and allows the General to receive Home City shipments. These cards change how the player positions support units and buildings. Keep the flag within its stated radius and make sure the production buildings are relevant to the army instead of placing them there solely to receive a bonus.

Militia, Regulars and the Continental Army

Lexington Minutemen supplies 16 Militiamen and upgrades them to Lexington Minutemen. They lose 0.4% of their hit points per second, but can be called from Outposts and Forts, adding a temporary defensive response. Rhode Island Militia supplies ten State Militia and five Militiamen; it replaces Crossbowmen or Longbowmen, Pikemen and Halberdiers with State Militia at Barracks, Forts and on the map, gives them Veteran status and enables Guard State Militia. Continental Army transforms all Revolutionaries into Regulars and increases hit points and damage by 15% for State Militia, Regulars, Revolutionary Sharpshooters, Carbine Cavalry, Revolutionaries and Militiamen. The General and Legion Grenadiers instead receive a 10% hit-point and damage increase. This is a major composition change; plan production and the front line around the resulting Regulars rather than treating the card as a small stat bonus.

Sharpshooters, Rangers and sight upgrades

Morgan’s Continental Sharpshooters delivers 12 Revolutionary Sharpshooters and transforms existing Skirmishers, Bersaglieris and Rangers into that unit; it also enables training them at Forts. Knowlton’s Continental Rangers delivers 12 Spies and upgrades them into Knowlton Rangers, which gain hit points, 15 more line of sight and a ranged attack, and are classified as ranged infantry instead of hand infantry. Pennsylvania Long Rifles extends line of sight and ranged attack range for Skirmishers, Rangers, Bersaglieris and Papal Zouaves by three and two respectively. State Militia, Militiamen and Spies receive four additional line of sight and ranged attack range. These options let a deck alter the scouting and ranged-support role of its army, but they use different transformation paths and unit classes. Choose the card that matches the units already present rather than assuming that every ranged troop becomes the same unit.

Cavalry and heavy infantry shipment options

Lee’s Continental Light Dragoons sends 12 Carbine Cavalry, replaces Dragoons, Ruyters and Hakkapelits with Carbine Cavalry at Stables, Forts, Galleons or Fluyts and on the map, and grants the Guard upgrade. The Dutch path has a special sequence: the card activates Veteran Carbine Cavalry and enables Guard training at Stables. Pulaski’s Continental Cavalry sends 12 Prussian Uhlans, enables Polish Uhlans at Forts and reduces Hussar cost by 10%; Veteran and Guard Hussars receive a 50% cost reduction. Haslet’s Continental Regiment sends 12 Regulars and replaces Musketeers or Caroleans with Regulars at Barracks, Forts, Galleons and on the map. These shipments change both the units delivered and future production, so read the civilization-specific line before planning a stable or barracks composition. Washington’s Continental Grenadiers sends 16 Legion Grenadiers with Grenade Launchers and enables their production at Forts.

Artillery, Petards and siege support

Knox’s Continental Artillery sends five Consulate Culverins and improves artillery training time and hit points; Culverins receive a larger training-time and hit-point improvement than the general artillery effect. Marion’s Diversions sends two Quaker Guns, enables their production at Artillery Foundries and increases artillery speed by 5%. Powder Alarm sends five Petards and a Depot Wagon, then delivers another Depot Wagon with every future Home City shipment, including its own. Bushnell’s Continental Sappers sends Stealth Petards, enables Petards to use Stealth and lets Ironclads use Hide. Together these cards cover direct siege, artillery production and repeated positional support. Pick the tools needed for the opponent’s defenses: Culverins support an army against artillery, while Petards and Grenadiers threaten structures at close range. Do not rely on stealth to make a siege unit safe after it has been discovered.

Naval and garrison support

Rhode Island Militia provides a naval interaction as well as an infantry roster: Caravels, Galleons or Fluyts, Frigates and Ironclads gain 10% ranged attack damage per garrisoned State Militia or Militiaman, up to 60%. This rewards a fleet that can carry the named garrison units, but those troops then are not available on land. The separate two-Ironclad shipment adds a direct naval force, while Bushnell’s Continental Sappers gives Ironclads the Hide ability. These are situational investments. On a land map, a naval shipment may do little; on a water map, it can combine with garrison bonuses and a protected dock to control a crossing. Consider the opportunity cost of taking infantry away from the Fort network and whether the fleet can reach useful targets. The cards create an option for water control rather than guaranteeing that the United States should always build a navy.

Economic cards after worker conversion

Citizenship delivers six Citizens, enables Citizens to be trained at Town Centers for Coin and restores Fishing Boat production at Docks. It offers a way to rebuild economic production after ordinary Settler and Fishing Boat training has stopped, but it requires surviving Town Centers or Docks and competes with immediate army cards. European Immigrants sends six Settlers and four Settler Wagons and adds 0.45 to the experience trickle rate. Fertile Lowlands delivers six Cows carrying additional resources and two Homestead Wagons. These shipments help the player shift from the initial conversion toward a more sustainable base. The Cows and wagons need safe placement and time to return value, while Citizens and restored Fishing Boats require production structures that have not been lost. Choose recovery cards when the army can hold long enough for new gatherers to repay the shipment timing.

Production speed and army coordination

American Patriotism reduces training time by 45% for State Militia, 35% for Regulars and Revolutionary Sharpshooters, and 25% for Carbine Cavalry and Legion Grenadiers. It also reduces arrival time by 25% for Home City cards that enable unique revolutionary units. This is a coordination card for a deck with several production and shipment lines: it makes follow-up units arrive or train sooner, but it does not create the required buildings or resources. Pair it with a plan that can exploit the accelerated units, especially after a Fort or forward base is secure. The Inspiring Flag’s 50% military-building work-rate bonus acts at the location of its radius, while American Patriotism changes unit training and shipment arrival. These are distinct sources of speed and should not be conflated when planning a push.

Choosing and sequencing Home City cards

The United States has a wide card pool that mixes defensive structures, unit transformations, economic recovery and map control. Before revolt, decide which shipments must be available immediately and which can wait until the converted army has established a position. A Fort-centered deck can use the Fort Wagon, Gatlings, Regulars and artillery support; a more mobile force can prioritize Carbine Cavalry, Sharpshooters or Uhlans. Team and water maps can justify State Militia garrison bonuses, Ironclads or shipment-based economic support. Some cards replace units across multiple production sources, while others merely deliver a group or unlock production, so their long-term value differs. The player should also account for units with no upgrade path, including the Gatling Guns, and select other troops that can scale. Sending many attractive shipments without matching production and resources leaves the Fort network unsupported.

Political choices before the revolution

The recommended politicians vary by civilization and age. In the Commerce Age, the Governor fits the focus on Forts and map control. The Logistician supplies an Arsenal Wagon for most eligible civilizations, although the Dutch receive a Military Wagon and earlier Halberdier access instead. The Naturalist supports a fast transition and herdable-based deck, while Italians can use the Medici for a Settler and Lombard Wagon that help keep some economic activity going through the change. The Philosopher Prince helps British, Italian and Swedish age advancement, and the Quartermaster gives Dutch and French players wood for fortifications. In the Fortress Age, the Bishop adds a Covered Wagon and the Exiled Prince offers a faster transition to several eligible civilizations. The Mohawk Statesman can suit British or French decks already focused on Native units. Match the politician to the civilization-specific options listed for that age.

Industrial-age political choices

At the Industrial Age, the Engineer can support an artillery-focused United States, since Gatling Guns benefit from the same kinds of artillery shipments used for Falconets. The Logistician is available to British, Dutch and Italian paths and can establish a Fort before the revolt. The British or Dutch Viceroy adds Villagers that will also become Revolutionaries, while the Tycoon’s Coin crates can help fund a fast transition for eligible non-Italian civilizations. Italians can choose the Pope for experience that can be spent on United States shipments. These options underline the main timing choice: build a fortified position first, accelerate the revolution, or arrange experience and Coin for a shipment sequence. Use the politician’s actual civilization availability rather than copying a generic build order across all revolting nations.

A Fort-centered plan and its limits

A practical United States plan begins by identifying which Forts will remain defensible after the economy converts. Existing Forts immediately add two Gatling Guns apiece; the Fort Wagon provides another potential position, and the General can help rebuild a lost Fort. The army should secure the area around each structure, while Gatlings defend the fixed position and trained mobile units protect flanks. If the opponent can attack from several directions, spreading Forts too far apart can allow each to be isolated. If the player remains static, the opponent can avoid the network and pressure resources or production elsewhere. Use the Forts to control a route or support a measured advance, then move the General and army together. The strategy is strong when the structures influence the map and weak when the player assumes that a Fort’s spawn effect alone will win engagements.

When to choose the United States

The United States is a strong choice when the player has prepared Fort infrastructure, defensive upgrades or a deck that can exploit the unique shipment roster. It turns the worker population into an immediate army, adds a General and Fort Wagon, and makes existing Forts productive military positions. The route can finish a game with a concentrated push, but its structure-based bonuses also support defense and map control. The weakness is the abrupt loss of ordinary worker production and the need to spend shipments or surviving structures to recover an economy. Gatlings do not receive unit upgrades, so an army composed only of Fort-spawned guns will not scale like a balanced force. Revolt when a Fort network, replenishment sequence and target are ready; otherwise the conversion can trade away the economy before the defensive system has time to work.