700Civilizations
Civilization
United States
Civilization bonus:
- Minutemen levies can be called repeatedly from Town Centers and Outposts. Unlocks two Factory cards in the Industrial Age.
Culture Bonus:
- Starts with a General who can plant an Inspiring Flag and build Forts instead of Town Centers. Advances in Age by choosing a Federal State that unlocks two powerful unique cards. Has access to Saloons, Sloops, Steamers, and unique Outlaws.
National guard units:
- State Militia (Volunteer)
Unique units:
- Carbine Cavalry, Minuteman, State Militia, Regular, Sharpshooter, Gatling Gun
Unique buildings:
- Can build a Meeting House and a State Capitol which may train Construction Wagons or research unique improvements.
The "land of opportunity" provided a new world for people from many nations, creating the famous melting pot of cultures. Expanding from militia forces skilled in skirmishing tactics and marksmanship to a professional army, the United States of America ensured its independence and impressive road to prosperity.
Starting Resources
Starting Units
Age Ups

700
800
800
800
800
1200
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1200
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1200
1000
1200
1000
1200
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1200
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4000Decks

Delaware
Massachusetts
Pennsylvania
Rhode Island
Virginia
Indiana
250
250
200
Kentucky
500
Maryland
New Hampshire
250
250
Tennessee
California
1000
1000
1000
New Jersey
Ohio
South Carolina
Vermont
Connecticut
Florida
Illinois
1500
New York
2500
Texas
300
225
225
300
400
250
250
300
300
400
250
250
400
250
250
500
500
600
250
500
500
1000
1000
1000
250
500
500
1000
1000
500
500
3500
300
300
1000
2500
1000
1000Revolutions
This civilization does not expose any revolution decks in the current data.



