Since 1848, the Swiss Confederation has been a federal state of relatively autonomous cantons, some of which have a history of confederacy that goes back more than 700 years, putting them among the world's oldest surviving republics. The the history of Switzerland since 1848 has been largely one of success and prosperity. Industrialization transformed the traditionally agricultural economy, and Swiss neutrality during the World Wars and the success of the industry furthered the ascent of Switzerland to its status as one of the world's most stable economies.
In Wars of Liberty, the Swiss are a mercenary civilization, with its focus on their late industrialization that is overlaying the traditional rural economy. They have the best melee infantry from Europe, but are quite bad at gunpowder combat and cavalry training. As they don’t have a sea access, they don’t have exploration colonies, but some settlements on all continents.
Their leader is Jonas Furrer, who was the first president of the confederation from 1848 to 1849 and again in 1852, 1855 and 1858. Jonas participated actively on the political life of Switzerland, helping to create the Federal Constitution. His main quest before being elected for the first time was to end the Sonderbund conflicts. This guided him to a certain presidential office. His favorite personality traits are Mercantile and Diplomatic and his homecity is Bern.
Swiss Clockwork: Their culverins are already improved and they can build watch towers that are able of training settlers.
Alpine Cottage: Houses slow down nearby units.
Religious Freedom: Laicism is free (although they have also Lutheranism and Calvinism).
Banking: The Swiss banks are represented as their no need of chests. The gold you send to your settlement is directly put on your inventory.
Expensive early game: The Swiss are a really late game civilization, with expensive options in the start and no gunpowder or cavalry units to rush.
No Sea: The Swiss have access only to fishing boats and caravels, so they have to bring ships from other civilizations at expensive gold costs.
Unique Units and Buildings:
Handgonnes: Their late archaic and slow musketeer, can be only upgraded to veteran status, but is cheaper than a normal musketeer. 50f, 25g, 1pop.
Fusilier: The ultimate Swiss unit. 70f, 100g, 3pop.
Flag Bearer: Unit that calls a temporally cease-fire.
Alpine Cottage: House that slows down enemy units and can herd animals. 125w.
Watch Tower: Trains villagers. Can’t be garrisoned or attack, but receives shipments and has a nice line of sight. 100w, 50g, can build one per age.
Mercenary Embassy: Replaces the barracks and the stable and always let you train the Swiss pikemen mercenary. 200w.
Church techs (Federal Constitution shipment):
Industrialization Doctrine: Industrialization politics let your explorer construct a factory (300f, 300w, 300g), but mills and plantations will produce 25% less resources. Age V.
Skirmish Force: Ships a number (10) of Württemberg Jaegers (skirmishers). 1000g, 10pop. Age III.
Grenadier Force: Ships a number (10) of Württemberg Grenadiers. 2000g, 20pop. Age IV.
Red Cross: Ships a number of surgeons (2) and a field hospital wagon. 100f, 50w, 100g, 2pop. Age II.
2 settlers (Age I), 4 settlers (Age II), 3 settlers (Age I), 5 settlers (Age II), 8 settlers (Age III).
Food crates ‘till 1000 food, all wood crates and all coin shipments (remembering that they are special, as specified).
7 sheeps (Age I), Cheese Production (7 cows and cows fatten faster - Age II)
1 covered wagon + 1 watch tower (Age III), 2 covered wagon + 1 watch tower (Age IV)
TEAM 2 surgeon + 1 field hospital (Age II), TEAM 4 surgeons + 2 field hospitals (Age III), University Hospital of Geneva (1 hospital wagon + 2 surgeons, Age IV)
Alpinist (Improves your explorer in combat and gives him a powerful canine companion, Age I), Diplomat (Gives you a flag bearer, that can call a cease-fire, Age II).
Balloon shits, whatever.
8 Crossbowman (Age II)/10 Crossbowman (Age III)/24 Crossbowman (Age IV)/14 Crossbowman (Age III)/Swiss Switchblade (Ranged infantry hand attack increased, Age III)
8 Pikemen (Age II)/14 Pikemen (Age III)/Reisläufer (Each Watch Tower spawns 6 pikemen, Age IV)/TEAM Hand Infantry Attack (Age III)/Hand Infantry Hitpoints (Age II)/Hand Infantry Combat (Age III)
TEAM 1 Military Wagon + 2 Handgonnes (Age II), 6 Handgonnes (+ Veteran upgrade, Age III), 1 Military Wagon + 8 Handgonnes (Age IV), Cavalry Handgonnes (All your handgonnes transform into dragoons, Age IV + 500g)
TEAM 1 Agricultural Wagon + 1 Hussar (Age II), 4 Hussars (+ Veteran Upgrade, Age III), 2 Agricultural Wagons + 5 Hussars (Age IV).
7 Halberdiers (Age III)/10 Halberdiers (Age IV)/8 Halberdiers (Age III)/TEAM 4 Swiss Pikemen (Age III)/11 Halberdiers (Age IV)/13 Halberdiers (Age IV)/Wooden Buckler (Hand Infantry hitpoints increased, Age II)
5 Fusilier (Age IV)/ 6 Fusilier (Age IV)
4 Grenadiers (Age III)/7 Grenadiers (Age IV)
6 Petards (Age III)/Explosive Bridges (Your walls deal damage when destroyed, Age IV)
2 Culverins (Age III)/4 Culverins (Age IV)/3 Culverins (Age III)/1 Culverin + 1 Artillery Foundry Wagon (Age II)/Counter-Artillery Attack (Age III)/Counter-Artillery Hitpoints (Age III)/TEAM Counter-Artillery Combat (Age IV)
Advanced Artillery (Age 4)
1 Falconet (Age IV)/2 Horse Artillery (Age IV)/Militia Act (Settlers and revolutionary militia do increased damage against artillery and buildings, Age IV)
Native Lore/Native Treaties/Native Warriors/Advanced Trading Post/Blood Brothers/TEAM Multicultural Civilization (Native researches are cheaper, Age I)
Fencing School/Engineering School/Research Freedom (Artillery units train even faster, Age IV)
Colonial Militia/Pioneers/Improved Buildings/High Camps (Your houses have a increased slowing range, Age IV)
Fort/National Redoubt (Walls are built faster and improvements are cheaper, Age I)/Castrametation
TEAM Alpine Defenses (1 outpost wagon and increased alpine LOS, Age I)/Frontier Defenses/Advanced Frontier Defenses/Extensive Fortifications/Heavy Fortifications
2 spies/4 Spies/Agents
Federal Constitution/Advanced Surgeries (Your surgeons heal faster, Age III)/Advanced Religion
Advanced Mill/Advanced Plantation/Advanced Market/Advanced Dock/Rhine River Defenses (Your fishing boats get an attack and your docks can now fire without garrisoning, Age III)
Factory/Chocolate Production (Better food production at factories, Age IV)/Wooden Furniture (Better wood production at factories, Age IV)/Textile Industry (Better gold production at factories, Age IV)/Swiss Clockwork (Cannons are produced faster at factories and Watch Towers get an improved line of sight.
Stonemasons, Land Grab
Fish Market/Rendering Plant/Schooners/River Lighthouse (Watch towers now boost near ships movement speed, Age II)
Establish Ironmonger/Silversmith/Royal Mint/Capitalism
Food Silos/TEAM Sustainable Agriculture/Refrigeration
Furrier/Ram Hunting (Each town center will spawn 6 rams, Age IV)
Rum Distillery/Cigar Roller/TEAM Textile Mill
1 Caravel/2 Portuguese Caravels (400g)/1 Dutch Fluyt (400g)/1 Spanish Galleon (600g)/1 German Frigate (750g)/1 British Monitor (800g) = All these cards are infinite, except the “1 Caravel”.
Dance Hall/Swiss Pub (Now saloons can be built on Age I and boost nearby working, Age I)/Alpine Inn (Saloons get more hitpoints and you can construct another 2, Age III)/Nightclub (Swiss Pikemen cost less population and can now be trained at town centers and forts, Age IV)
Band of Swiss Pikemen Mercenaries (6 units, Age II, 500g)/ Hire Swiss Pikemen Mercenaries (12 units, Age III, 1000g)/ Hire Swiss Pikemen Army (24 units, 2000g).
TEAM Band of Swiss Pikemen Mercenaries (3 units, Age II, 500g)/ TEAM Hire Swiss Pikemen Mercenaries (6 units, Age III, 1000g)/ TEAM Hire Swiss Pikemen Army (12 units, 2000g).
Band of Swiss Pikemen Mercenaries (Infinite, 5 units, Age II, 600g)/ Hire Swiss Pikemen Mercenaries (Infinite, 10 units, Age III, 1200g)/ Hire Swiss Pikemen Army (Infinite, 20 units, 2400g).
TEAM Mercenary Loyalty/ Switzerland Mercenary Nation (All Swiss pikemen mercenary cards are free, Age IV, 3000g)
Crossbowmen: Can become an Arbalester with the royal guard upgrade.
Pikemen: Hand infantry.
Halberdier: Can become Papal Guard with the royal guard upgrade.
Handgonnes: Archaic musketeers.
Hussars: Hand cavalry unit.
Fusiliers: Their ultimate unit.
Swiss Pikemen: Mercenary hand infantry unit.
(Remember that the Swiss pikemen can’t be trained on forts without shipments.)
OBS: Sorry for any English error and I hope you like my idea.
OBS²: I’m not Swiss, so maybe you will find some inconsistencies.