


Turning them into military, ok (although i´m up for your idea to not transform into revolutionary)… but have to ship a CARD to make them again? No… i would change the villager card to 50% training time and keep some other buff (like indonesian food tickle, or Brazil gold one) AT LEAST, but not blocking them. There’s a lot of other buffs/tweaks I’d like for various other unique revolts, especially Canada (which is really bad) but that would make this opening post exceptionally long. Your opponent knows they only need to hang on and the pressure is on you to win before they reach age 5, even if you recover your economy you can never go age 5 and will always be on the clock to win the game. This is the second reason revolts don’t get used. Possibly reenabling Imperial age at a cost (a card in place of the ability to retrain villagers).If revolts are made more ‘viable’, unlimited forts or other strong shipments like unlimited 3 falconets probably need to be revaluated in addition to other things like Spain to Chile or Ottoman to Hungary Hussars.


It’s very much an all in, at a time in the game where you don’t really want to all in and it’s unsurprising that most revolt strategies are ‘fast’ revolts where you aren’t really losing that much investment and are taking advantage of the unlimited shipments and are trying to win the game on the spot. In exchange you get a new deck and all villagers become various revolutionaries. Some revolts are basically irrelevant and have little to no flavour and most are just straight up bad but the core reason they are niche is that it requires you to spend 3000 resources to sacrifice your entire economy (with two exceptions) and denying yourself Imperial. Personally I like the new revolts and how they were changed but ultimately in practice they remain at best an incredibly niche and in some cases annoying asinine strategy that usually has to be nerfed into questionable usefulness (e.g Peru).
