German Livonia
Germans
Livonia is a hard revolt to grasp (or maybe I just suck). While this revolt is straightforward with Malta, adapting it for Germany was a bit more challenging. The build requires a trade route.
Game plan :
Perform a greedy fast fortress, then build a mass of doppelsöldners and convert them into bonker Teutonic Knights with the power of the Livonia revolt
Age I :
Classic German market opening. Age at 17/20 population. Priority on coin or wood treasures until the house is built. Age up with the quartermaster at 17/20 population.
In transition, chop wood for a TP, placer mines and bank 125 wood and 125 coin for steel traps.
Age II :
Ship 3 settler wagons immediately. Collect the wood crates and build two houses and a church (or a TP if you have a 2nd safe TP). Start macroing for age 3 and keep training settlers. You can harass with the Uhlans but do not waste them. We need them later for the big push. Your 3rd shipment is 700 wood. Research placer mines, build a barrack and more houses. You want to click the exiled prince shortly after the 700w have arrived.
In transition to age 3, train doppelsöldners. You want as many of them as possible. The train bounty will accelerate the next shipments.
Age III :
Ship 1000w as soon as possible and start macroing for Livonia (750f/750w/750c). The wood will come from the shipment; focus only on the food and coin.
Once the crates have arrived revolt to Livonia. If you are being pushed as you complete age up, delay and distract with Uhlans. The best outcome for you is to have the enemy army in your base as you click on the revolt button. This will maximise the impact of your burgher militias.
Revolt !
Keep training doppelsöldners ! Push with the burgher militia. While you push, secure a coin mine with the fort, and the militia will distract while it is going up. You want to ship "Sword Brothers" as soon as possible. This card will convert your doppelsöldners into death machines. After the conversion, push and use the uhlans to snare units trying to kite the Teutonic Knights. The uhlans will snare and allow the knights to connect with their target.
Follow-up :
Unlike other revolts, you are not expected to end the game with the initial push as Livonia. Burgher militias are expendable units and do not have meaningful siege. The real power spike comes from the conversion of your dopps into teutonic knights. While "value-wise" you lose with the conversion (dopps are pricier than TK), in terms of raw stats it is an enormous gain. What happens after the power spike depends on you :
- More economy ? Ship Kontors
- You want more siege ? Ship Baltic crusade
- Your teutonic knights are being kited by musketeers ? Ship the cranequiniers
- Your teutonic knights are being kited by skirmishers ? Ship the fortified wagons
- Your teutonic knights are being kited by dragoons ? Ship the order crossbows
Meme variant :
If you get attacked in age 2, you can ship the "Team House of Hohenzollern" to buff your TC. This card can be combined with the "Team Teutonic Town Centre" after the revolt, and Town militia to get a TC that is absurdly tough to take down and dishes out the pain. The explorer card completes the combo by making your explorer (and later Hochmeister) tougher and capable of building TCs faster. Crawl forward by building TCs and starve your opponent of his natural resources.