Well, I was somewhat unsure where this post would make a better fit. At first I thought adding it to the Future ES Games forum would be a good idea. Yet, then it came to me that, since part of this has to do with making the Revolution concept more fun and "balanced" (Not going into the extremes it does right now), it could serve as a good proposal for the AoE 3 Balance Forum. This is a serious balance and gameplay suggestion. 
I'm not expecting for anyone to think my ideas are the best or anything of that sort (as some people have a tendency to believe their ideas are), nor do I really expect for anyone from ES to answer this post. I'd just like to point out what I believe would be a good thing in order to balance the Revolution.
You might just agree with some, but all I'd want is for ES to for the least consider some of the suggestions. I'm sure some could be in a patch, with ES's own special changes of course.
First, we should look at what happens when a revolution takes place:
- Only the European Civilizations are able to revolt.
- Only one revolution can happen per game.
- You get 2 options for a revolution.
- Once complete, revolution changes your HC.
- You also get a new "Revolutionary deck."
- You get new units like: Colonial Militia, Gatling Guns, Ironclads, and Fort Wagons.
- All the settlers become Colonial Milita, and you can't make new settlers.
- Certain civilizations get unfair bonuses, like the Dutch still have their banks for coin, the Germans can still train settler wagons, those lucky enough to have trading posts or factories still get income. Everyone else gets stuck with spending what they have left.
- You can't build anything new other than what the explorer can build, which stick to Trading Posts and Town Centers. OR the fort that is sent through the HC.
Basically, the player gets thrown into a military extreme that really leaves a large risk that few players are willing to take. Even I barely use the concept since it generally ends up back-firing and the others quickly do away with me as I lose troops and can't find a way to create more due to my lack of resources (which in part comes from my inability to gain them).
Then, there are some people that whine and complain about revolutionaries being "wrong" and not being part of their nation (Like Bolivar, which people want Venezuela and not Peru representing him), or that their nation was not in the game, or that ES is wrong because they hate life and thus they hate ES too. 
Sure, we also have to take a look at the positives (ES didn't just make the idea without prior thought and discussion; I'm sure of that). First, ES made a nice "historical" option for all of America. I mean, being a U.S. company, ES could have simply made all the revolutionaries U.S. revolutionaries (IMO, there are plenty to pick, such as Ben Franklin, James Monroe, Thomas Jefferson, John P. Jones, James Madison, etc.); instead, they decided to add several nations of the continent of America that, at that particular moment, were important (the current list of nations). Next, using the Revolution option can sometimes really help to destroy your enemies, especially if you had a great early start and have tons of resources ready to spend on your military for the revolution, and a good amount of XP points left to use for calling out troops like gattling guns and more colonial militia. Finally, the revolutionary HC has nice graphics with the troops coming out as you send for them through cards.
Yet, as in every good game, there's always room for change and/or improvement. The following are, after careful consideration from my part, the things that would improve the Revolution and would make players actually want to "go for it" and not put such a strain on their economy.
Proposing Balance Improvement (6 Proposals + 1 Interesting Idea):
I mean, first by historically speaking, not every single person in the revolutions of America turned into soldiers (colonial militia in this case). Realistically, it would be strategically illogical to have all of your people be soldiers. Why should the game (which is supposed to have some base on strategy) have revolutionary civilizations turn all of its units into soldiers? Secondly, gameplay wise, the Revolution should be an option that gives you an extra help in defeating civilizations in the Imperial Age or that have some other of strong hand in something. Yet, the option only gives the player a momentary military strength that eventually becomes a burden as the economy becomes completely destroyed. Seriously, that's not fun at all.
The reasons are pretty much the same. But, okay, let's say all of the prior colonists still turn into soldiers. That would give an economic blow to the new Revolutionary in the map. Yet, by having the ability to build more settlers, the player would have the chance to recover and thus be able to continue the attack. The player would also be able to still build colonial militia. Of course, I know that would suddenly make the Revolutionaries OP, but the rise in the price of settlers would account for some more work needed. Also, the balance suggestion is not over...
Why not? Once again, historically speaking, the Revolutionary civilizations eventually ended up having wars between each other. There's the Mexican-American War, the war of 1812 (Almost a U.S. vs. Canada thing), the War of the Triple Alliance, the wars between Peru and Great Colombia, the war between Brazil and Argentina, etc.
With the gameplay, that would allow other civilizations to also revolt and give a shot at destroying others. I think it would be very fun to have ironclad battle another ironclad, or a gattling gun going at it against another gattling gun. How could this possibly not be fun? OR how could this destroy "gameplay?" It's up for the player to make the decision, and if the decision ends up in a backfire, then for the least he had a fair choice.
Why should the HC change? Sure, historically Revolutions cause for new governments to be made and blah, blah, blah. Yet, wouldn't it be more simple to simply have the flags of the original Home City change to that of the revolutionary and say that the city is not the same as before? The only thing to change would be the cards...
What else could I say other than it would be a fair change since now the revolutionaries have colonists they can use to gather resources? The only card that wouldn't be affected would be the one for fortress wagons, whose limit should only expand with each wagon sent from the HC.
- Add a couple of new revolutionaries and "fix" one to make some people happy.
Several players complained about Simon Bolivar and how Venezuela should be the nation that represents him. Of course, I really don't care much about their whines since, historically speaking, Peru was much more important than Venezuela at that time (Which is part of the reason the Spanish made Lima, capital of Peru, their center of operations in South America; also why it took the armies of Bolivar, O'Higgins, and San Martin to liberate Peru; among other reasons).
Nevertheless, if you would want to make some people happy, why not make a couple of new revolutionaries along with changing Bolivar's flag to that of Venezuela? The game already has 8, and adding a couple of more would make 10, and 10 certainly makes a nicer number than 8. Here are those I think would do nice in the game, along with a possible bonus:
- Peru -> Ramon Castilla. Bonus: All units recover HP (ES decides by how much and how fast).
- Paraguay -> Fulgencio Yegros. Bonus: Can get a couple of Imperial Upgrades (ES decides which, depending to which civilization the nation goes).
- By having the two, or just simply Peru, above: Venezuela now represents Bolivar.
Since the flag of Peru is already in the game, there's no reason as to why it should be eliminated. The only things being added would be 2 flags and 2 pictures.
I guess you could give Peru or Paraguay to the Spanish, which would make the Spanish have that particular bonus, which would be both unique and historically accurate (since the Spanish did have several colonies revolt under them). The other one could be a civ. specific revolt, much like Argentina is for the Germans.
Interesting Idea:
Another neat idea would be to give each of the available Revolutionary nations Unique Units for their particular nation. They already get Unique Technologies (Their Bonuses), so why not give them one Unique Unit?
I know the ironclad, colonial militia, and gattling guns are already unique to the Revolutionaries. Yet, how about giving each of them just one Unique Unit? Maybe they could be built solely out of the fort (hence that would give the fort a more interesting purpose), or be sent only through cards. These are just some of the ideas I had:
United States: Continental Infantry. Desc.: Instead of Colonial Militia and Settlers, the U.S. gets Continental Infantry. They work as settlers (Maybe 1/2 as good), but have the same stats. as Colonial Militia.
Argentina: Horse Grenadiers. Desc.: They would be a grenadier on a horse, and would have hand grenades as their main weapon. They would be both a horse and artillery unit, and even though it would be a strong hit-and-run type unit, they would also be able to get easily killed by anti-horse and anti-artillery units.
Colombia: Batallon Rifles. Desc.: They would replace the Colonial Militia and cost the same, but have higher attack, defense, or speed. It depends on what you want to make them as unique.
Peru: Hussar of Junin. Desc.: They would be a type of elite hussars. Their hand-to-hand attack would be very strong and they would also be faster than the average cavalry unit. They probably would need a lower HP or lower defense to balance their extra-attack and speed, or cost more resources.
I could probably think of some more, but I don't want the thread to be based around this part (which would be a nice inclusion). Like I said at the start, I'd like for this to be taken as a serious balance suggestion (not a "future ES Games" thing).
Thanks for taking the time to read this. Hope you liked it. 