Revolutionary Spirits is a mini-expansion mod that seeks to build upon many of the Revolutionary Civs and turn them into fully playable main civs, the first one being the Barbary States (USA is next). This was going to include larger rebalance and overhaul changes to each civ, but due to DE being in a miserable shape, this is the most I could salvage from that mod.
Download link: https://github.com/SquidTheSid/AOE3DE-New-Civs
Patch Notes:
New Civilization! Barbary States
Civ Bonuses: Killing units generates Gold instead of XP and can be upgraded at the market. Shipments are earned at a slightly faster rate to compensate (0.93 multiplier). Colonial Infantry and Cavalry are cheaper, weaker, train more quickly and are upgraded as a batch (trained all in the Casern, a modified Barracks). Villagers cannot gather from mines, but Estates are cheaper, available in the exploration age, villagers gather from them more quickly, and you get a free homestead wagon every Age. Town Centers and Forts slowly train fattened goats over time for free (150 seconds), but you have a 70 villager limit. Fishing Boats are more expensive and have a reduced build limit of 80, but gather more quickly (30%) and gain a ranged attack in Commerce Age. Cannot train Monitors and Frigates, but can build Catamarans and ship build limit increases on Age Up.
Unique units: Zuwawa Archer (foot archer), Zagaya (foot spearman), Kabyle Marksman (foot skirmisher), Mazargi (lancer cavalry), Ghazi (cavalry archer), Kulughli Rider (minutemen cavalry), Black Guard (tanky heavy cavalry), Prangi (cheap mobile anti-infantry and anti-ship artillery), Hawun (anti-artillery and anti-building artillery).
Zuwawa Archer: Cheap and weak foot archer that counters heavy infantry and light cavalry, but struggles versus anything else.
Available in Commerce Age.
Cost: 35 Food/Wood
Train time: 15 seconds
90 Base HP
20 Ranged armor
4.0 speed
20 range
6 base ranged damage with 3.5x Heavy Infantry and Light Cavalry, and 0.75x Cavalry/Shock Infantry, 1.5 ROF
5 base melee damage with 4.0x Heavy Infantry and Light Cavalry, and 0.75x Cavalry/Shock Infantry, 1.5 ROF
8 Siege damage, 3.0 ROF
Zagaya: Cheaper and weaker pikemen unit with decent siege. Good against heavy cavalry in melee, but struggles versus anything else.
Available in Commerce Age.
Cost: 35 Food/Wood
Train time: 15 seconds
110 Base HP
10 Melee armor
5.0 speed
1 range
7 base melee damage with 5x HeavyCavalry and 3.5x ShockInfantry, 1.5 ROF
26 Siege damage, 3.0 ROF
Mazargi: Cheap and weak lancer cavalry. Good against foot archers and skirmishers, and artillery if massed, but struggles versus anything else.
Available in Commerce Age.
Cost: 35 Food/Wood
Population Cost: 1
Train time: 20 seconds
125 Base HP
60 Ranged armor
6.75 speed
7 base melee damage with 5x foot archers/skirmishers and 2x artillery, 1.5 ROF
7 Siege damage, 3.0 ROF
Kabyle Marksman: Berber skirmisher with a slightly weak attack, but more hitpoints and reduced cost. Good against Heavy Infantry and Ranged Cavalry.
Available in Fortress Age (shadowtechs 20%)
Cost: 40 Food/65 Gold
Population Cost: 1
Train time: 25 seconds
125 Base HP
30 Ranged armor
4.0 speed
20 range
14 base ranged damage with standard skirmisher multipliers, 3.0 ROF
5 melee damage with standard skirmisher multiplier, 1.5 ROF
11 siege damage, 3.0 ROF
Ghazi: Fast and hard-hitting camel archer with a strong attack, but low hitpoints. Good as raiders or against artillery and Heavy Cavalry
Available in Fortress Age (shadowtechs 20%)
Cost: 80 Food/80 Gold
Population Cost: 2
Train time: 30 seconds
230 Base HP
20 melee armor
7.50 speed
14 range
16 base ranged damage with 3.5x Heavy Cavalry and 2.5x Shock Infantry and Artillery.
8 melee damage with 5x Heavy Cavalry, 2.5x Artillery, and 4.0x Shock Infantry
10 siege damage, 3.0 ROF
Black Guard: Elite Berber cavalry with an incredible amount of hitpoints and high armor.
Available in Fortress Age (does not shadowtech)
Cost: 40 Food/220 Gold
Population Cost: 3
Train time: 50 seconds
800 Base HP
40 Ranged armor
6.5 speed
30 base melee damage, 1.5 ROF
30 siege damage, 3.0 ROF
Kulughli Rider: Minutemen-esque heavy cavalry with the same stats as a Guard Hussar.
Available in Commerce Age
Cost: 150 Gold (each)
Population Cost: 1
Build limit: 12
Train Time: 3 Seconds
HP drain/s: 2%
Multipliers: 0.5x AbstractVillager
Prangi: Cheap, weak, and mobile artillery with a low population cost.
Available in Commerce Age
Cost: 100 Wood/200 Gold
Population Cost: 2
Train Time: 30 Seconds
HP: 112
Damage: 41, with 1 AOE, 3x Infantry, and 6x Ships
Speed: 3.5, always in bombard mode
75 Ranged armor
Hawun: Mobile hybrid of a mortar and culverin. Good versus artillery and buildings.
Available in Fortress Age
Cost: 200 Wood/ 200 Gold
Population Cost: 3
Train Time: 38 Seconds
HP: 225
Damage: 35, with 1 AOE, 5x Buildings, 4x Ships, 3x Artillery
Speed: 3.0, same movement in limber/bombard modes
75 Ranged armor
Civ Bonuses: Killing units generates Gold instead of XP and can be upgraded at the market. Shipments are earned at a slightly faster rate to compensate (0.93 multiplier). Colonial Infantry and Cavalry are cheaper, weaker, train more quickly and are upgraded as a batch (trained all in the Casern, a modified Barracks). Villagers cannot gather from mines, but Estates are cheaper, available in the exploration age, villagers gather from them more quickly, and you get a free homestead wagon every Age. Town Centers and Forts slowly train fattened goats over time for free (150 seconds), but you have a 70 villager limit. Fishing Boats are more expensive and have a reduced build limit of 80, but gather more quickly (30%) and gain a ranged attack in Commerce Age. Cannot train Monitors and Frigates, but can build Catamarans and ship build limit increases on Age Up.
Unique units: Zuwawa Archer (foot archer), Zagaya (foot spearman), Kabyle Marksman (foot skirmisher), Mazargi (lancer cavalry), Ghazi (cavalry archer), Kulughli Rider (minutemen cavalry), Black Guard (tanky heavy cavalry), Prangi (cheap mobile anti-infantry and anti-ship artillery), Hawun (anti-artillery and anti-building artillery).
Zuwawa Archer: Cheap and weak foot archer that counters heavy infantry and light cavalry, but struggles versus anything else.
Available in Commerce Age.
Cost: 35 Food/Wood
Train time: 15 seconds
90 Base HP
20 Ranged armor
4.0 speed
20 range
6 base ranged damage with 3.5x Heavy Infantry and Light Cavalry, and 0.75x Cavalry/Shock Infantry, 1.5 ROF
5 base melee damage with 4.0x Heavy Infantry and Light Cavalry, and 0.75x Cavalry/Shock Infantry, 1.5 ROF
8 Siege damage, 3.0 ROF
Zagaya: Cheaper and weaker pikemen unit with decent siege. Good against heavy cavalry in melee, but struggles versus anything else.
Available in Commerce Age.
Cost: 35 Food/Wood
Train time: 15 seconds
110 Base HP
10 Melee armor
5.0 speed
1 range
7 base melee damage with 5x HeavyCavalry and 3.5x ShockInfantry, 1.5 ROF
26 Siege damage, 3.0 ROF
Mazargi: Cheap and weak lancer cavalry. Good against foot archers and skirmishers, and artillery if massed, but struggles versus anything else.
Available in Commerce Age.
Cost: 35 Food/Wood
Population Cost: 1
Train time: 20 seconds
125 Base HP
60 Ranged armor
6.75 speed
7 base melee damage with 5x foot archers/skirmishers and 2x artillery, 1.5 ROF
7 Siege damage, 3.0 ROF
Kabyle Marksman: Berber skirmisher with a slightly weak attack, but more hitpoints and reduced cost. Good against Heavy Infantry and Ranged Cavalry.
Available in Fortress Age (shadowtechs 20%)
Cost: 40 Food/65 Gold
Population Cost: 1
Train time: 25 seconds
125 Base HP
30 Ranged armor
4.0 speed
20 range
14 base ranged damage with standard skirmisher multipliers, 3.0 ROF
5 melee damage with standard skirmisher multiplier, 1.5 ROF
11 siege damage, 3.0 ROF
Ghazi: Fast and hard-hitting camel archer with a strong attack, but low hitpoints. Good as raiders or against artillery and Heavy Cavalry
Available in Fortress Age (shadowtechs 20%)
Cost: 80 Food/80 Gold
Population Cost: 2
Train time: 30 seconds
230 Base HP
20 melee armor
7.50 speed
14 range
16 base ranged damage with 3.5x Heavy Cavalry and 2.5x Shock Infantry and Artillery.
8 melee damage with 5x Heavy Cavalry, 2.5x Artillery, and 4.0x Shock Infantry
10 siege damage, 3.0 ROF
Black Guard: Elite Berber cavalry with an incredible amount of hitpoints and high armor.
Available in Fortress Age (does not shadowtech)
Cost: 40 Food/220 Gold
Population Cost: 3
Train time: 50 seconds
800 Base HP
40 Ranged armor
6.5 speed
30 base melee damage, 1.5 ROF
30 siege damage, 3.0 ROF
Kulughli Rider: Minutemen-esque heavy cavalry with the same stats as a Guard Hussar.
Available in Commerce Age
Cost: 150 Gold (each)
Population Cost: 1
Build limit: 12
Train Time: 3 Seconds
HP drain/s: 2%
Multipliers: 0.5x AbstractVillager
Prangi: Cheap, weak, and mobile artillery with a low population cost.
Available in Commerce Age
Cost: 100 Wood/200 Gold
Population Cost: 2
Train Time: 30 Seconds
HP: 112
Damage: 41, with 1 AOE, 3x Infantry, and 6x Ships
Speed: 3.5, always in bombard mode
75 Ranged armor
Hawun: Mobile hybrid of a mortar and culverin. Good versus artillery and buildings.
Available in Fortress Age
Cost: 200 Wood/ 200 Gold
Population Cost: 3
Train Time: 38 Seconds
HP: 225
Damage: 35, with 1 AOE, 5x Buildings, 4x Ships, 3x Artillery
Speed: 3.0, same movement in limber/bombard modes
75 Ranged armor