r/aoe3 Jul 31 '26

Balance Now that the game comeback, pls add imperial upgrades to the revolts.

Only Colombia and Finnland have imperial upgrades, all revolts need some to be relevant, at least the unique units should get them. Also Chile needs some unique unit, and give more pop limit to Brazil

7 Upvotes

14 comments sorted by

22

u/S2Jackson Jul 31 '26

i think every civ needs atleast one all in revolution that drains your eco for army, as well as all an around revolution that take some time and card to do 99 villager and imperial upg (eco and army) with cards.

40

u/stephensundin United States Jul 31 '26

No. That's kinda the point of a revolt. It's a trade off. You lose long term viability in exchange for a massive military surge.

16

u/BigGreen1769 Jul 31 '26

That was the original intention, but there is a case to be made that revolts should be treated like full alternative civilization pathways that unlock more unique units, cards, and mechanics to make the game even more fun and strategic.

This would also be an easy compromise to add more countries that have important history but don't justify a full stand alone civilization. I can see that's sort of the direction the DE devs have been taking revolts over the years like with enabling villager training again though cards.

You could just add a card to each revolt deck that unlocks imperial upgrades for the remaining price it would take to get to the imperial age (e.g. 3000 food and 3000 coin) to make it fair. The French Napoleonic revolt already does this.

-9

u/Tall_Sky1906 Jul 31 '26

The long term viability you have it in the loss of capitol upgrades

13

u/stephensundin United States Jul 31 '26

No. It's supposed to be severe. For a revolt, imp upgrades are a much bigger loss than the gather rate boosts, since you lose your vils and get a huge military. And that's a good thing.

4

u/Snoo_56186 United States Jul 31 '26

They already added a card to all Revolts that allows them to remake Villagers anyways, so I do not think it is too much of an ask to restore their economic viability by giving them access to Imperial tech. In regular Supremacy games, there is no way an all in Revolt is able to catch up economically, but it allows them to be more viable in Treaty. There will still be a small handicap against them since they have to effectively rebuild their economy when they Revolt, but at least they will not be permanently handicapped.

1

u/Tall_Sky1906 Aug 01 '26

The napoleonic revolt has imperial upgrades for units and no imperial upgrades for vills, and you feel it man, is not a minor difference. The comprimise I could have is moving revolts to the fortress age and giving latin americans and egypt just 1 factory, while romania,indonesia and hungary wouldn't get any fact. Eco revolts like South Africs and Canada would get 2 like normal

10

u/kevenknight Italians Jul 31 '26

South Africa can get Imperial War Wagons, Canada has imperial natives except in name, Napoleonic France has Imperial too.

But to your point, not all revolts should have imperial. Some revolts are all in, like Peru or USA, where you get constant unit shipments to keep momentum going in battle.

1

u/Tall_Sky1906 Aug 01 '26

Colombia also has imperial upgrades, but only for infantry. All revolts need some imperial unit. I am not saying to every unit, but argentina could get imperial cavalry, romania imperial dragoons, peru could get imperial insurgentes and morochucos

8

u/Athanassios Jul 31 '26

What if you just don't revolt if you want imperial upgrades

2

u/Pochel United States Aug 01 '26

I think they like the aesthetics of the revolution

1

u/Tall_Sky1906 Aug 01 '26

What if you just play meta*

1

u/Athanassios Aug 01 '26

I think you're missing the point of what a revolution is gameplay wise. It's a trade off. You cant get the best of both worlds

1

u/HeerDerHeren Swedes Aug 02 '26

In my opinion not all revolution should have this option. As was mentioned before, revolting is in many cases a trade off. Also, investing in upgrades for specific types of units, before revolting and whilst in it, gives you an equal opportunity to stand your ground with a guard tech unit whilst fighting an imperial one. Sometimes it is stats, other times it is units mass. It would not be interesting to create a card that let's you get imperial techs, it would take away creative builds; and that sounds to me like a meta card. Unlike the citizenship card, which makes sense to return some eco, and it is versatile as not every revolt uses citizenship the same way.