I was bored so I thought I'd post what (in my opinion) would make a Revolution able to compete with advancing to the Imperial Age. The basis for Revolution is sacrificing your entire eco and sustainability to make one single, powerful assault. This strategy only works if done quickly, and only one or two civs can use a Revolution without getting crushed after the initial assault. In most cases Revolution is underpowered because getting a medicore military advantage does not compete with the economic power of going to the Imperial Age.
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-There are no longer any restrictions on who can start a revolution. If one player revolts, so can any other player.
-Any TEAM settler shipments will give a receiving Revolution player colonial militia.
-Cree Coureurs are no longer trainable after a Revolution.
-The Cherokee 4 settler technology is now disabled after revolting.
- Each civ will have its own unique benefit from revolting, regardless of which leader they choose. To balance this out, the cost of Revolution is changed to 1750 of each fresource, up from 1000.
Spanish: Double experience trickle and 1.5x from building/combat.
British: Explorer can build manors; +10 manor limit. (Manors are able to train militia already)
French: Receives a moderate trickle of all three resources. (2.75 resources of each/second)
Portuguese: Spyglass recharges very fast(about 10 seconds), allowing the Explorer to rapidly spyglass parts of the map. Also receives a free Advanced Hot Air Balloon.
Dutch: Explorer can build banks; +2 Bank limit.
Russians: Can train gatling guns and colonial militia from forts and blockhouses. Militia train 10% faster.
Germans: Skirmishers upgraded to Imperial Needle Gunners for free.
Ottomans: Colonial militia are generated from town centers in the same way as settlers. +2 Town Center limit. Choosing O'Higgins gives 10 Imperial Gardeners instead of 10 Imperial Hussars.
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-Here's how some units would be changed:
Colonial Militia no longer have a Heavy Infantry tag, but lose their bonuses against cavalry and light infantry. Resistance changed to 0.10 hand resistance. They can also gather crates.
Gatling Guns no longer have any penalties against units; ranged resist lowered to 0.50.
Ironclads now have a 0.25 siege resistance in addition to 0.75 ranged resistance (if that's possible).
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-In addition to these benefits, there would be new cards unlocked to boost the meager unit shipments.
Infinite 1 factory: allows new factories to be built/replaced, with a build limit of 10. 500 coin is needed for a factory shipment.
Infinite 4 Surgeons.
Continental Redoubt: Militia can now build Walls and Outposts. Costs 700 Wood.
Battlefield Construction: Militia can build Blockhouses/Barracks, Stables, and Artillery Foundries. Costs 700 Wood.
Continental Navy: Militia can build docks; Ironclads trainable from docks (650 Wood, 650 Coin) with +1 build limit. Costs 700 Wood.
Continental Army: Veteran and Guard upgrades unlocked for Militia at the Town Center. Costs 700 Coin.
Guerilla Warfare: +4 Militia range. Costs 700 Food.
Rotary Turret: Ironclads now have a broadside attack. Costs 700 Coin.
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-In addition to these shipments, some new techs would be added to the Town Center:
Counterintelligence (10000 Coin): Nullifies the effect of the Spies tech; if an enemy researches or has researched Spies, your units/buildings will not be revealed to them. Also works against the Great Buddha's Informers ability.
Blockade Runners (15000 Coin): Nullifies the effect of the Blockade tech; you will be able to recieve shipments regardless of whether Blockade has been researched or not.
Town Magazine (700 Food/Wood/Coin): Gives all Arsenal techs (including Advanced Arsenal techs)
Constitution (200 Food/Wood/Coin): Gives all non-unique Church technologies except Mercantilism (which is now disabled after a revolution). Gives 1500 XP.
Veteran Militia (200 Wood, 200 Coin, activated via card): +15% Militia attack and HP.
Guard Militia (500 Wood, 500 Coin, activated via card): +20% Militia attack and HP.
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Basically, these changes would allow Revolution players to maintain some sort of long-trerm sustainability and economy that can be replenished but still not as good as an Imperial economy. In addition militia are more than just cannon fodder- although still much weaker than an Imperial Musketeer, they are much more versatile.