The idea of this strategy is to advance to industrial as quickly as possible, revolt immediately, and go after the enemy base at with an army of
- some 35 Colonial Militia
- 19 Imperial Hussars
- 4 Falconets
- 2 Heavy Cannons (or 3 Mortars)
with another shipment due to arrive about when the attack hits, and several more to follow shortly afterwards. I can be at the enemy base in a little under 13 minutes; better players could probably be quicker. Ok, here we go:
Spanish Fast Revolution Strategy Necessary Homecity Level: Necessary Cards: These cards are for the "perfect" build order presented here. See below for an example deck, and for some more points on deck construction. Start out with the usual stuff: Collect crates, create settlers, build houses as necessary, start herding, scouting and gathering treasures. Send You should have two shipments ready upon reaching Age 2, so send You should have two shipments ready upon reaching Age 3, so send You should have at least one shipment ready upon reaching Age 4, so send I use the following deck: Age 1: As you can see, it contains a lot of cards I don't even plan to use. The point is that those make the strategy flexible. The resource crates can be used to get around resource shortages, the different military shipments to adapt to whatever the opponent fields. Cards like Advanced Arsenal, Factory or Royal Decree come only into play if the strategy has gone completely off track. All those cards can be replaced according to your personal preferences. A Fast Revolution strategy can be relatively easily forced off track by an early attack. The build order as described above works only this smooth if your opponent leaves you alone for the about 12 minutes you need to pull it off. So of course it is best used against a turtling or booming opponent. Speaking of flexibility, one point I only came across while writing this guide: If you didn't manage to ship in your Hussars earlier, or if you lost most of them it might be an idea to choose - some 35 Colonial Militia That doesn't look completely unimpressive either. I'll have to try it at some point. Once again, thanks to everyone I discussed the revolution feature with – here, there and everywhere. You might find some of your ideas in here. Not that I won't take all the credit, but I might need someone to blame for any bad ideas people may find. [This message has been edited by dr nefarious (edited 04-17-2007 @ 02:49 AM).]
- 50+ (better yet 60+)
- 3 Settlers
- 4 Settlers
- 5 Settlers
- 5 Hussars
- 2 Falconets (Age 3)
- 2 Heavy Cannons
For age up you have a number of options: The
If you didn't start with 200 wood, make sure that you don't run out of population space when you reach Age 2!
Save your next shipment for Age 3 if you don't absolutely need some military to beat off an enemy attack. Your explorer, some dogs, TC fire and possibly minutemen are quite capable to fight off a first wave, depending on what the opponent brings in.
Age up gets even more complicated than before as all four options are viable: The
You don't want to stay in Age 3 longer than absolutely necessary. So keep creating Settlers, but stop immediately once you have the resources to age up. Concentrate on gathering food and coin, but don't forget the wood. Apart from the 7 houses mentioned above you want to have 1000 wood ready upon reaching Age 4 to be able to revolt immediately.
Once again, the choice is all yours for age up. I prefer the
Go after the enemy base immediately with everything you've got; you should be there in less than 13 minutes. Another shipment should be just about ready by then, and more will come in quickly as the fighting starts. Bring those troops in as fast as you can – Gatling Guns if you are dealing with lots of infantry, Colonial Militia for everything else. And of course, Ironclads if you can drop them close enough to the enemy base for some offshore support.
The key is to throw everything at the opponent in a single, hard blow. Once you have hit that revolution button your economy comes to a complete halt, every second you lose from then on works only to your disadvantage. You crush the enemy town almost instantly, or you will lose just as fast if he manages to fight off your troops. Either way, the game will be over very quickly.
- 3 Settlers
- Advanced Trading Post
Age 2:
- 4 Settlers
- 5 Settlers
- 700 Food
- 700 Wood
- 700 Coin
- 8 Pikemen
- 7 Rodeleros
- Advanced Arsenal
- Royal Decree
Age 3:
- 1000 Food
- 1000 Wood
- 12 Pikemen
- 9 Rodeleros
- 5 Hussars
- 4 Hussars
- 2 Falconets
- Fort
Age 4:
- 7 Hussars
- 4 Culverins
- 3 Mortars
- 2 Heavy Cannons
- Factory
- Industrial Revolution
Therefore it is even more important than usual to actively scout your opponent to find out what he is up to. Use a dog or three for that, as they are relatively cheap and easily available.
Don't be afraid to bail out if necessary! Forget about saving up shipments for Age 3 if you come under attack in the Colonial Age. Use your military shipments, that's what they are in the deck for. In a situation like that I'd still recommend going to Age 3, but then forget about Age 4 for a while, and definitely forget about Mr. O'Higgins. Instead, build up your army and continue to grow economically "as usual". The deck should provide enough flexibility to do that. There will be another day for a revolution!
Another point where scouting comes into play is your Age 4 shipment. You'll get only one before the revolt, so choose wisely.
- 10 Outlaw Riders
- 10 Outlaw Pistoleros
- 9 Rodeleros
- 8 Pikemen
- 4 Falconets
- 2 Heavy Cannons
Ok, that's about it. I might upload a recording or two if I get a chance, but we usually don't save them on the LAN.