Sid Meier's Civilization VI

Sid Meier's Civilization VI

33 ratings
Zigzagzigal's Guides - Poland (R&F)
By Zigzagzigal
A complex and versatile civ, Poland offers tools to help with the cultural, domination and religious games alike. Here, I detail Polish strategies and counter-strategies.
   
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Legacy Guide
If you have the Gathering Storm expansion, click here for the updated guide.

This guide is no longer updated, but will remain for the sake of those without the Gathering Storm expansion.
Introduction
Note: This guide requires the Rise and Fall expansion and the Poland Civilization and Scenario Pack.

Content from other DLC packs (Vikings, Australia, Persia/Macedon, Nubia, Khmer/Indonesia) is marked as such.

Our Commonwealth enters a brave new world. Although we start in this world anew, we are not yet lost. From humble beginnings, once more shall we trade across the plains, once more shall the Winged Hussars ride on, and once more shall the true faith spread through our lands. But our potential requires the will to achieve it; the ability to balance a myriad of competing pressures, to balance our many strengths. To neglect a part of what we are capable of is to neglect the whole.

How to use this guide

This guide is divided into multiple sections explaining how best to use and play against this specific civ.
  • The Outline details the mechanics of how the civilization's unique features work and what their start bias is (assuming they have one at all).
  • The Victory Skew section describes to what extent the civ (and its individual leaders where applicable) are inclined towards particular victory routes. This is not a rating of its power, but rather a general indicator of the most appropriate route to victory.
  • Multiple sections for Uniques explain in detail how to use each special bonus of the civilization.
  • Administration describes some of the most synergistic governments, government buildings, policy cards, age bonuses, pantheons, religious beliefs, wonders, city-states and Great People for the civ. Only the ones with the most synergy with the civ's uniques are mentioned - these should be given more consideration than they would be for other civs but are not necessarily the "best" choices when playing as the civ for a given victory route.
  • Finally, the Counter-Strategies discusses how best to play against the civ, including a consideration of leader agendas if the civ is controlled by a computer.

Note that all costs (production, science, culture, gold, etc.) mentioned within the guide assume a game played on the normal speed settings. To modify these values for other game speeds:
  • Online: Divide by 2
  • Quick: Divide by 1.5
  • Epic: Multiply by 1.5
  • Marathon: Multiply by 3

Glossary

Terminology used in this guide and not in-game is explained here.

AoE (Area of Effect) - Describes bonuses or penalties that affect multiple tiles in a set radius. Positive examples include Factories and Stadiums (which by default offer production and happiness respectively to cities within a 6 tile radius unless they're within range of another building of the same type) and a negative example is nuclear weapons, which cause devastation over a wide radius.

Beelining - The strategy of obtaining a technology or civic quickly by only researching it and its prerequisites. Some deviation is allowed in the event that taking a technology or civic off the main track provides some kind of advantage that makes up for that deviation (either a source of extra science/culture or access to something necessary for a eureka or inspiration boost.

CA (Civ Ability) - The unique ability of a civilization, shared by all its leaders. Unlike unique units, buildings, districts and improvements, civ abilites do not have to be built.

Compact empires - Civs with cities close together. This is useful if you want to make use of districts that gain adjacency bonuses from other districts, maximise the number of copies of the same district in the same area, or to maximise the potential of area-of-effect bonuses later in the game.

Dispersed empires - Civs with cities that are spread out. This is useful if you want to ensure cities have plenty of room for both districts and tile improvements. Civs with unique tile improvements generally favour a more dispersed empire in order to make use of them, as do civs focused on wonder construction.

GWAM - Collective name for Great Writers, Artists and Musicians. All of them can produce Great Works that offer tourism and culture, making them important to anyone seeking a cultural victory.

LA (Leader Ability) - The unique ability of a specific leader, which like civ abilities do not have to be built. Usually but not always, they tend to be more specific in scope than civ abilities. Some leader abilities come with an associated unique unit on top of the standard one every civ has.

Prebuilding - Training a unit with the intention of upgrading it to a desired unit later. An example is building Slingers and upgrading them once Archery is unlocked.

Start bias - The kind of terrain, terrain feature or resource a civilization is more likely to start near. This is typically used for civilizations that have early bonuses dependent on a particular terrain type. There are five tiers of start bias; civs with a tier 1 start bias are placed before civs of tier 2 and so on, increasing their odds of receiving a favourable starting location.

Complete information on start biases within the game can be found in the Civilizations.xml file (find the Civ 6 folder in Steam's program files, then go through the Base, Assets, Gameplay and Data folders to find the file). DLC and Expansion civs have a similarly-named file in their corresponding folders. If a civilization is not listed as having a start bias there, it does not have one, even if you feel like you keep spawning in the same terrain when playing as that civ.

Super-uniques - Unique units that do not replace any others, and are hence particularly unique. Examples include India's Varu and Mongolia's Keshigs.

Tall empires - Empires that emphasise city development over expansion, usually resulting in fewer, but bigger, cities.

Uniques - Collective name for civ abilities, leader abilities, unique units, unique buildings, unique districts and unique improvements.

UA (Unique Ability) - A collective name for leader abilities and civ abilities.

UB (Unique Building) - A special building which may only be constructed in the cities of a single civilization, which replaces a normal building and offers a special advantage on top.

UD (Unique District) - A special district which may only be constructed in the cities of a single civilization, which replaces a normal district and offers some unique advantages on top. In some cases, there may be minor disadvantages as well, but these are always outweighed by the positive features. All unique districts cost half as much to construct relative to the regular districts they replace.

UI (Unique Improvement) - A special improvement that can only be built by the Builders of a single civilization. Unlike unique buildings or districts, these do not replace a regular improvement. Some require a technology to unlock, and many have their yields improved with later technologies. "UI" always refers to unique improvements in my guides and not to "user interface" or "unique infrastructure".

UU (Unique Unit) - A special unit that may only be built by a single civilization, and in some cases only when that civilization is led by a specific leader. These usually replace an existing unit and offer extra advantages (and occasionally minor disadvantages as well in exchange for bigger advantages).

Wide empires - Empires that emphasise expansion over city development, usually resulting in more, but smaller, cities.
Outline
Start Bias

Poland has no start bias.

Civilization Ability: Golden Liberty
  • One military policy card slot is converted into a wildcard slot, assuming your government contains at least one.
  • Constructing an Encampment district or a fort improvement within your own territory causes a culture bomb, granting you all surrounding tiles.
    • Only tiles that are within the workable range of the tile's city will be granted (in other words, they must be within a 3-tile radius from the city centre).
    • This includes tiles from other civs, but will incur a diplomatic penalty if you steal tiles off them this way. Taking land from city-states has no penalty.
    • Tiles stolen containing non-unique tile improvements will retain them.
    • Tiles containing completed districts, wonders or national parks will not be stolen, but incomplete ones will be, destroying them.

Jadwiga's Leader Ability: Lithuanian Union


  • Holy Sites receive +1 faith per adjacent district, instead of from every two
  • Relics provide +4 gold, +2 faith and +2 culture each in addition to their usual yield of 4 faith and 8 tourism.
    • The faith bonus is affected by the Reliquaries belief.
  • If you take land off another civ's city via a culture bomb, it converts to your founded religion.

Unique Unit: Winged Hussar


A medieval-era heavy cavalry unit which does not replace anything

Research
Obsoletion
Upgrades from
Upgrades to
Cost
Maintenance
Resource needed

Mercenaries
Civic
Medieval era

Rifling**
Technology
Industrial era
None

Tank
(??? Gold)
250 Production
or
1000 Gold
or
500 Faith*
3 Gold
None
*Purchasing units with faith requires the Grand Master's Chapel government building, which requires either the medieval-era Divine Right or renaissance-era Exploration civics.

**Winged Hussars are unique among units as they obsolete before their upgrade becomes available. This means even if you lack oil, you cannot build Winged Hussars beyond the usual point of obsoletion.

Strength
Ranged Strength
Moves
Range
Sight
Negative Attributes
Positive Attributes
55 Strength
N/A
4 Movement Points
N/A
2
None
  • Ignores Zone of Control
  • Knocks back defeated units

Notable features

Winged Hussars have the following negative differences relative to Knights:
  • Costs 250 production, 1000 gold or 500 faith, while Knights cost 180 production, 720 gold or 360 faith (+39%)
  • Cannot be upgraded into (Heavy Chariots upgrade into Knights)

The following neutral difference:
  • Unlocks at the Mercenaries civic instead of the Stirrups technology

And the following positives:
  • No resource requirement
  • 55 strength, up from 48
  • When attacking, if the defending unit deals less damage than the Winged Hussar it retreats one tile either directly or diagonally backwards and the Winged Hussar advances into the space. If the unit can't manage that, it takes extra damage.
    • This ability works even for amphibious (embarked vs. land) attacks.
    • Units pushed into the coast will embark if possible.
  • Reduced cost to upgrade

Unique Building: Sukiennice


A classical-era Commercial Hub building which replaces the Market

Research
Prerequisites
Required to build
Cost
Maintenance
Pillage Yield

Currency
Technology
Classical era

Commercial Hub
District

Bank

Stock Exchange
120 Production
or
480 Gold
None
50 Gold

Fixed yields
Other yields
Citizen slots
Great Person points
Miscellaneous effects
2 Gold
  • +1 Trade Route Capacity unless a Lighthouse is already present in the city
  • Internal trade routes from this city provide +4 Gold each
  • International trade routes from this city provide +2 Production each
1 Merchant
(4 Gold
if filled)
1 Great Merchant Point
None

Positive changes

  • Internal (domestic) trade routes from this city provide +4 gold each
  • International trade routes from this city provide +2 production each
Victory Skew
In this section, the civ is subjectively graded based on how much it leans towards a specific victory type - not how powerful it is. Scores of 3 or more mean the civ has at least a minor advantage towards the victory route.

Leader

Culture

Domination

Religion

Science
Jadwiga
7/10
(Good)
8/10
(Good)
9/10
(Ideal)
5/10
(Decent)

Poland has a decent shot at early cultural victories thanks to their incentive to get plenty of relics, bonus to international trade route production (making it easier to get the 25% tourism bonus associated with it) and changes to government policy cards making Autocracy and Monarchy much easier to make use of. Autocracy can be used to help with early wonders, while Monarchy allows you to build defensive buildings faster, which offer tourism later in the game. The main problem is the reliance on things you can't guarantee on getting; sources of relics rely on random chance or the Mont St. Michel wonder while you need the Reliquaries belief and Cristo Redentor wonder along with St. Basil's Cathedral to maximise their tourism.

Domination is a slightly more consistent path for Poland to take, though you'll need the Crusade belief to bring Poland to their maximum potential here. Winged Hussars are very strong when they arrive, decent through the renaissance era and can even perform reasonably well into the early industrial era. Meanwhile, taking land off enemy cities via forts or Encampments can give you an advantage in war by having tiles your units can heal up in closer to the enemy city (not to mention granting you bonus era score, helping you maintain a Golden Age and its loyalty advantages), while converting them in conjunction with the Crusade belief can provide you with a significant strength advantage.

Religious victory, however, is Poland's most effective route. Having a wildcard slot available early in the game allows you to pick up Revelation for a better stab at getting a Great Prophet, bonus faith from relics and Holy Sites is useful for the religious game in general, and converting cities via culture bombs can save a significant amount of faith. If that wasn't enough, international trade from Sukiennice cities provides bonus production meaning you can more easily make use of trade-based religious spread.

Science is Poland's weakest victory path, though it's not terrible. Culture bombs can help you take mountains off other civs for better Campus districts, and a good faith output can be used with the Jesuit Education belief to buy science buildings with, while an early wildcard slot can help you use Mysticism's Inspiration policy card (+2 Great Scientist points per turn) earlier than most civs.
Civilization Ability: Golden Liberty (Part 1/2)

I'm free! Free to pick whatever I want!

Poland's civ ability brings gameplay elements normally tied to warfare to be useful for any kind of playstyle.

One military card becomes a wildcard

Essentially a lighter version of Greece's civ ability which offers an extra wildcard slot, Poland also gets one - albeit at the cost of a military card slot.

Starting Out

Once you have Code of Laws, you can have both God-King and Urban Planning at the same time, giving you both decent production and a head start on forming a pantheon. Passing up Discipline does mean you'll have a trickier time with Barbarians, so make sure you don't neglect your military too much as you expand your empire. A few Slingers (which you can upgrade to Archers soon enough) will get the job done.

And expand your empire you should! Winged Hussars are one of the few UUs to arrive on the civics tree, and early in the game, the best way of obtaining culture is to expand your empire and construct plenty of Monuments. Having lots of cities will be great for maximising your faith output as well.

Although you'll want to get to Mercenaries on the civics tree reasonably early, first make a beeline to Mysticism so you can use the Revelation policy card before nearly every other civ. With it and a Holy Site district in one of your cities, you can usually secure one of the first religions without having to spend too much production and time on religious infrastructure early in the game. Be sure to take the Reliquaries and Crusade beliefs - Jadwiga has strong synergy with them both.

Government Choices

Once you reach Political Philosophy, you have a choice of three different governments. Classical Republic is fine due to its bonuses to Great Person Points and amenities, but what really shines in Poland's hands is Autocracy. It normally can be prone to having too many military policy cards for its own good, but for Poland its policy card distribution is well-balanced. That makes it easier to use its key advantage - getting boosts to all yields in your capital and Government Plaza city, boosted further with its corresponding legacy card.

Speaking of legacy cards, Poland can use one and still have a wildcard slot left over once they have a tier one government or better. This is particularly useful during Dark Ages, as it allows you to take a legacy card and Dark Age policy simultaneously, such as Autocratic Legacy and Isolationism.

The second tier of governments comes in the late medieval and early renaissance eras. All three are of use to Poland; Monarchy's heavy emphasis on military policy cards isn't the problem for Poland it is for many civs and it comes at the same civic as Chivalry (needed to boost the production of your Winged Hussars), Merchant Republic offers a lot of flexibility due to having three wildcard slots as Poland, and Theocracy works well when playing the religious game.

As for the modern-era governments, Poland's civ ability is a little less impactful by that point, but it's still nice to have greater flexibility than most other civs. With the Democracy government for example, you can take six economic policy cards at once - great for supporting religious development late in the game. Fascism gains a little more flexibility, particularly for times you're out of combat between wars, and Communism gets a policy card arrangement more suited for peaceful play.
Civilization Ability: Golden Liberty (Part 2/2)
Culture Bombs


Kaboom! The amber is mine!

Worry about civs settling close to your cities and taking land that's rightfully yours no more! Poland can take land off other civs by constructing Encampments and forts on the edge of your territory, although you can only gain tiles within the workable range of one of your cities that way, and you can't take completed districts or wonders.

Encampments

Until the renaissance era, this ability can only be used when you place Encampment districts.

Encampments can't be placed adjacent to your city centre, and you won't gain many (if any) tiles if they're three tiles away from the city centre, so consider going for a spot two tiles away from the centre that'll give you lots of land. Placing Encampments in the second ring of a city's workable area not only gives you the most tiles - it also leaves a gap between the district and your city centre that's perfect for placing a Holy Site. That Holy Site will start with at least a +2 faith yield thanks to Jadwiga's leader ability.

There is a significant catch, however. Poland has a lot of other districts competing for attention, and the culture bomb bonus alone isn't really worth building Encampments for. You'll want Commercial Hubs for your UB, Holy Sites for faith and Campuses for science, so it might be a good idea to only build 1-2 Encampments in your empire prior to the arrival of Winged Hussars. You'll want at least one city with an Armoury so you can train Military Engineers, and you'll want to secure a classical or medieval-era Great General to boost your Winged Hussars' speed and strength, but otherwise, you won't need Encampments early on.

Forts

Once you have the medieval-era Military Engineering technology, you can train Military Engineers at cities which contain an Armoury. With the renaissance-era Siege Tactics technology, those Military Engineers may construct forts. This requires quite a heavy research investment, so once you've got hold of Currency (for Sukiennices) and any useful Builder technologies, you'll want to focus on getting those two technologies as soon as you can.

Culture bombing with forts can be a powerful tool to grab land you really have no business taking. You can push back the front lines in war, push another civ's city out of natural wonders, get payback for a city buying a luxury tile before you could quite reach it or even destroy another civ's wonder progress by taking the tile!

An even more powerful use comes with Jadwiga's leader ability, as you can use fort culture bombs to instantly convert cities of other civs. If you can position your Military Engineers so their fort culture bomb takes tiles from more than one rival city, you can get two conversions for the price of one! This helps you get more out of your Military Engineers, especially considering their high initial cost (170 production, or 85 production per charge).

Later in the game, Military Engineers become more manageable in cost, and you can afford to be a little more reckless in your usage. Settling a colony city on a foreign continent and taking land off other civs with forts can be very effective. Just be aware that you're not going to win many friends that way.

Further Reading: The Origin of the Culture Bomb

The "culture bomb" terminology used in Civ 6 might be confusing to a player unfamiliar with the series, considering it doesn't actually involve the culture yield.

The term originates from Civ 4. Rather than claiming land on a tile-by-tile basis, cities would expand the radius of their borders once they reached certain culture thresholds. Cities with very high amounts of culture could even flip the tiles of those owned by other nearby civs to their side. Great Artists could be expended to produce a high quantity of culture, which would also rapidly expand the city's borders in the process and could often capture a lot of tiles off other civs. "Culture bombing" became a fan nickname for this function of Great Artists.

In the base game of Civ 5, Great Artists had an ability literally called a "culture bomb" allowing you to expend them to claim all surrounding tiles, including those owned by other civs. While sharing the land-grabbing ability of the Civ 4 counterpart and also being tied to Great Artists, this notably differed by no longer offering you culture.

The Gods and Kings expansion of Civ 5 changed the mechanic of culture bombs, giving Great Generals the ability when they were expended to construct a Citadel (a kind of super-fort) but removing the culture bombing functionality from Great Artists. Poland's culture bombing abilities very much follow on from this.

Summary

  • Take both God-King and Urban Planning once you have the Code of Laws civic finished for both good production and a fast pantheon
  • Beeline the Mysticism civic for the Revelation wildcard and a much better shot at founding a religion
  • Build Encampments in a city's second ring to claim more tiles, but avoid building more than a couple early on as you need district capacity for other things.
  • Use forts to take land in war-time, giving you a tactical advantage.
  • Try to take the Crusade belief so culture bombing in war is even more effective
Jadwiga's Leader Ability: Lithuanian Union

The Reliquaries belief triples faith and tourism of relics - and even applies to Jadwiga's bonus faith, making a very powerful relic indeed!

Jadwiga sets out Poland's advantages to the religious game, which makes it all the more important you found your own religion. Take the Revelation policy card at Mysticism and construct one or two Holy Sites and that should suffice.

Double Holy Site District Adjacency


Other civs (aside from Japan) would only get a +1 faith bonus here.

Poland gets as much Holy Site adjacency from other districts as they do from mountains. Although at the very most that's a +3 faith bonus relative to normal (and usually it's only worth one or two extra points of faith), it nonetheless takes a lot of pressure off finding the best spots. Poland should expand rapidly early in the game to maximise Monument culture, and this little bonus means you won't be punished for expanding into mountain-free terrain.

Aside from your first Holy Site or two to ensure you can grab a religion, consider holding off building more until after you've launched a Winged Hussar war. The reason for that is you'll need to develop Commercial Hubs and one or two Encampments among other districts that may be competing for your attention and offer more immediately helpful yields.

Relic Bonuses

Along with Kongo and the Khmer, Poland is one of three civs to receive bonuses associated with relics. While Poland can't amass relics in high quantities like the Khmer, they aren't capped on how many they can hold like Kongo is.

There's four methods of obtaining relics:
  • Discover one randomly in ancient ruins
  • Be suzerain over Kandy (a religious city-state), then discover a natural wonder
  • Have an Apostle with the Martyr promotion die in Theological Combat (the most common method)
    • You can guarantee new Apostles get this promotion with either the Mont St. Michel wonder or being suzerain over Yerevan, a religious city-state.
    • If neither of those are an option, purchasing an Apostle in a city where Governor Moksha (the Cardinal) with the Patron Saint promotion is present will increase the chance you get to choose the promotion.
  • Retire the renaissance-era Great General Jeanne D'arc. Unlike other sources of relics this can only be done once.

After the Mercenaries civic for Winged Hussars, if you have enough spare production and faith, consider heading to Divine Right next for the Mont St. Michel wonder and the guarantee that every killed Apostle creates a powerful relic. By that point, you should have enough rivals that theological combat becomes possible. Try to use up all but one of an Apostle's spread religion charges before you start theological combat to make the most of your faith.

A unit that dies in theological combat will drop its religious pressure in nearby cities, while the victorious unit gains religious pressure in those cities. As such, taking bonuses to strength in theological combat (like the Theocracy government) might be a good idea. Rather than simply letting your unit die, take out a few enemy religious units and get your religious pressure up. You may get relics a little bit slower that way, but it may help you win the game faster. And in the end, that's what counts.

If you want a cultural rather than religious victory, feel free to be more aggressive with theological combat, as the tourism output of relics (especially with the Reliquaries belief and the St. Basil's Cathedral wonder) is quite something. Civs with The Enlightenment civic will be only affected half as much by relic tourism, but you can counter that with the Cristo Redentor wonder. Relic culture combined with the culture infrastructure you'll have established to get to Mercenaries (and hence Winged Hussars) sooner should get you to Mass Media reasonably quickly to give you a head start on building it.

If no-one is countering your Apostles with Inquisitors or Apostles of their own, try keeping some one-charge Apostles in their territory just in case while you flood their lands with Missionaries. Either they'll have to let you convert their land, or they'll have to start producing religious units of their own. This is a very powerful tactic if you're doing well in both tourism and in progress towards religious victory, as it forces your opponents to help you with one or the other.

Culture Bomb Conversions


The city loses a rainforest and converts to Catholicism.

When you take land off other civs via Encampments, forts, the Burial Grounds enhancer belief or an Industrial Zone with the Renaissance-era Great Engineer Mimar Sinan activated, you'll convert them to your religion. This is notable because you don't need to expend faith to do that, and that you can do that surprisingly effectively even in the middle of a war. Converting a city of another religion in war-time grants you 3 era score every single time, which can secure you a Golden Age quite easily if repeated multiple times.

When bringing a Military Engineer to the front lines, bring a Builder as well in case there's any woods or rainforest you need to remove before a Fort can be placed. Though Military Engineers can clear them as well for a build charge, Builder charges are far less valuable. To save on production, try to build Forts so they take tiles from two different enemy cities simultaneously. To work out which tiles belong to what cities, hover over them with your mouse cursor.

Try to get the Crusade belief in your religion. In war, you can construct forts on the front line to push back enemy territory while also giving yourself a powerful strength boost. Winged Hussars boosted by Crusade have an incredible 65 strength, which is three points better than Cavalry!


Scythia's capital didn't put up much of a fight.

If you can't manage Crusade, Defender of the Faith can be reasonably good as well. Once you've converted a city and captured it, it'll be much harder for the other civ to take it back again.

One challenge in warfare is dealing with loyalty pressure from the enemy civ's remaining cities. Thankfully, cities you own following your religion have a +3 loyalty bonus. This means not only will converting cities make them easier to capture, but easier to hold onto as well.

If you're not so interested in war, consider taking the Pilgrimage belief so you all these fort conversions give you extra faith - directly helping your religious aims.

Summary
  • You don't need to worry so much about terrain adjacency much when placing Holy Sites; district adjacency is nearly always as good
  • Try to get the Mont St. Michel wonder so you can easily obtain lots of relics, and St. Basil's Cathedral to make some even more powerful.
  • Use the Crusade belief so culture bomb conversions can give you a huge wartime advantage
Unique Building: Sukiennice


There are two main types of trade routes: internal and international. Early in the game, internal trade is great for food and production, while international trade is great for gold and also offers tourism and religious pressure bonuses against the target civ. The Sukiennice UB blurs the lines between the two by giving internal trade routes a great sum of gold, and international routes reasonable production.

Now, this sounds great, but there's a bit of a catch. Trade routes used for the sake of extra production or food are most effective in new cities, but new cities won't have this UB yet. You can try and balance your distribution of boosted routes and routes in new cities, or alternatively use Governor Reyna (the Financier) with the Contractor promotion to buy Commercial Hubs in new cities, purchase the Sukiennice as well, buy a Trader and get the new city trading immediately.

Internal Trade


The +4 gold from "other" bonuses is the Sukiennice in action.

Extra gold for internal trade routes is most effective in war-time, where you need gold to support an army but don't necessarily have any good trading partners (it doesn't help that other civs are more likely to declare war on you when you're already at war). You can have the benefits of a strong economy while having trade routes that are safe from pillagers.

If you fall into a pre-modern Dark Age, you may use the Isolationism Dark Age wildcard. It adds +2 food and production to all domestic trade routes but stops you from founding new cities. That's really helpful if you're preparing for war or have already started one.

External Trade

Extra production for international trade routes is good for cultural and religious players alike, and will be great for anyone once the bonuses from trading with an ally come into play from the Civil Service civic onwards.

If you have at least one trade route with another civ, you'll have a 25% tourism boost against them - considering Poland's incentive to get lots of relics, you could potentially win an early victory this way. Normally, cultural civs are somewhat discouraged from international trade at first because it doesn't offer much production, which is crucial for constructing wonders with. Poland, however, can trade with other civs and get roughly the same amount of production as they'd get trading internally. Admittedly, the food yields are worse, but the fact you don't need to settle in mountainous areas for good Holy Sites can lead you to plenty of good open land for farms.

For the religious game, external trading can complement your Missionaries, Apostles and culture bombs as a means of providing religious pressure. You'll still have production to help build your Winged Hussars, districts and Military Engineers with, so you can push for empire development and religious spread at the same time.

With the Civil Service civic, you can form alliances with other civs; most of these boost your trade routes yields for trading with them. The Wisselbanken and Arsenal of Democracy diplomatic policy cards (available at the renaissance-era Diplomatic Service civic and the modern-era Suffrage civic respectively) both boost your trade yields with allies further by adding extra production and food to them.
Unique Unit: Winged Hussar


Winged Hussars are basically super-Knights. Knights are strong for their era and are great at breaking up front lines. Winged Hussars are incredibly powerful for their time and are even better in that role thanks to their ability to knock back defeated foes.

Getting to Winged Hussars

Unusually among UUs, Winged Hussars are unlocked through the civics tree rather than through technology. This means you can be competitive on the battlefield while still having a surprising amount of flexibility over what to research. That being said, you'll want Astrology for a Holy Site, Currency for Sukinniences, Military Engineering for, well, Military Engineers, and Siege Tactics for forts, but keeping to this technology path isn't quite as crucial as it would be if your UU was at the end of it.

To maximise your culture output, dedicate a lot of your production early on to building Settlers and then have as many cities as possible building Monuments.

Before you beeline Mercenaries, head to Mysticism so you can use the Revelation policy card. Here's what you need:
  • Code of Laws
  • Foreign Trade (Boost: Discover a foreign continent - Usually not too hard on larger maps or pangaeas of at least small size, but may prove difficult otherwise)
  • Mysticism (Boost: Found a pantheon - By taking the God-King policy card after Code of Laws, you can usually get a pantheon in time.)

With that out the way, you'll want to get to Political Philosophy next for a better government. Here's what you need:
  • Craftsmanship (Boost: Improve three tiles - Just one Builder will be enough for that)
  • State Workforce (Boost: Build any district - You'll need at least one Holy Site to found a religion and things like Campuses and Commercial Hubs are good anyway)
  • Early Empire (Boost: Grow your empire to a population of 6 - If you've not been neglecting expansion, this should be easy)
  • Political Philosophy (Boost: Meet three city-states - Usually not a problem if you can dedicate a unit to exploration)

At this point, you may be tempted to make a detour to Drama and Poetry for Theatre Squares and extra culture, but you'll usually be better-off investing production in Settlers so you can get more cities and therefore more Monuments. As such, it's probably best to just carry on towards Mercenaries:
  • Games and Recreation (Boost: Discover the Construction technology - Construction is on the way to Military Engineering, though it's hard to research it in time for the boost to Games and Recreation. Consider just researching this all the way if need be.)
  • Defensive Tactics (Boost: Be the target of a declaration of war - Mainly out of your hands; you might have to hard-research this.)
  • Feudalism (Boost: Have six farms in your territory - A couple of Builders can get the job done.)
  • Military Tradition (Boost: Destroy a Barbarian Encampment - Barbarians are everywhere. Getting this boost is easy.)
  • Military Training (Boost: Build an Encampment - You'll need them to train Military Engineers with, and having a Stable makes better Winged Hussars, so meeting this requirement should be manageable)
  • Mercenaries (Boost: Have 8 land military units in your territory. Archers are a good choice for this as they're fairly cheap, and Mercenaries offers a policy card that makes them cheaper to upgrade)

Now, Winged Hussars are pretty expensive and unlike Knights you can't upgrade other units into them. Divine Right offers the Chivalry policy card allowing you to build them faster, but that will take a while to reach after Mercenaries. Just find some productive cities and get to work! By the time you've got some built, you shouldn't be far away from Military Engineering and Siege Tactics on the technology tree allowing you to use fort-based culture bombs. Also consider getting to Machinery on the technology tree to upgrade Archers into Crossbowmen so they can support your attack.

The Strength of Winged Hussars

At 55 strength, Winged Hussars have a seven-point advantage over regular Knights (which are already the most powerful unit of their time) and are even strong enough to win against Pikemen despite their +10 strength bonus against mounted units. They're on a par with Musketmen in terms of strength and production cost, but are slightly cheaper to maintain and are more mobile.

Knights are excellent at breaking entrenched enemy positions down, especially with the Charge (+10 strength versus fortified units) and Marauding (+7 strength versus units in districts) promotions, and Winged Hussars are no different. Alternatively, the other side of the promotion tree offers Barding and Rout, which are a bit less powerful but more versatile. Barding helps your Winged Hussars resist ranged attacks, while Rout makes them stronger against units on less than full health.

Knockback



You can even force units to embark!

If a Winged Hussar deals more damage than the unit it's attacking, the unit will either be pushed back a tile or take additional damage. The pushback isn't necessarily directly backwards - sometimes the defending unit will be moved diagonally. You can use this to keep enemy units away from tiles (or civilian units) they're trying to protect, or to push them into a tile that makes them easier to finish off (like open terrain).

Without the Breakthrough promotion, Winged Hussars cannot move after attacking. This is important for the battles where you might not want to occupy the enemy's tile. If the enemy unit has more strength than the Winged Hussar, you should be fine, but if not, consider hitting them with ranged attacks instead.



Alternatively, exploit the fact Winged Hussars ignore Zone of Control to go behind the enemy unit and push them towards your units.

You can also use the pushback ability to clear Barbarian Encampments with ease, even with an amphibious attack.

Forming up

Considering Winged Hussars are rather strong, they have a wide window of usage. By forming corps (available at the industrial-era Nationalism civic), you'll have a 65-strength unit that can take on most industrial-era threats and go toe-to-toe with Pike and Shot units. Winged Hussars can even perform reasonably well in the modern era when formed into armies (requires Mobilisation), though watch out for enemy Infantry or Pike and Shot corps, Cavalry armies, Tanks and AT Crews.

Unfortunately, even with a Military Academy to cut the cost, Winged Hussar corps and armies aren't particularly cost-effective, so any you build later in the game should be mainly used for the knockback function. Once other civs start largely using units over 72 strength, it's time to upgrade your Winged Hussar armies.

Finally, beware that Winged Hussars obsolete at Rifling and not Combustion as you might expect.
Administration - Government and Policy Cards
Note that the Administration sections strictly cover the options that have particularly good synergy with the civ's uniques. These are not necessarily the best choices, but rather options you should consider more than usual if playing this civ relative to others.

Governments

Tier One

Autocracy performs fairly well thanks to its decent array of policy cards as Poland, and its handy boost to all yields in your capital and Government Plaza city. Alternatively, Classical Republic has no military policy cards (and as such lacks direct synergy with Poland's civ ability) but comes with a handy early amenities boost.

As for Government Plaza buildings, you've got some choice here. The Ancestral Hall helps speed up expansion, allowing you to build more Monuments and hence get to Winged Hussars faster. Alternatively, the Warlord's Throne makes your conquests boost the production of all your cities temporarily.

Tier Two

All three governments can work well.

Monarchy is the fastest government to unlock, and for Poland has a reasonable array of policy cards. Theocracy fits a religious playstyle best. Merchant Republic offers the most wildcards and a district production bonus, which is helpful considering the large range of districts Poland benefits from.

The Grand Master's Chapel allows you to buy Winged Hussars for 500 faith each, which is a pretty fair cost even if it does mean giving up the potential for a few Missionaries and Inquisitors. You'll also get a bit of faith every time you pillage. The Intelligence Agency may be a more reliable choice if you can't spare the faith for purchasing military units as an extra Spy offers a lot of versatility.

Tier Three

Democracy is a good choice for religious victory, and is decent for culture as well due to its sheer number of economic policy card slots. Communism can be good for cultural victories as well. The high production bonus is as helpful as always for building wonders and training Archaeologists, while the array of policy card slots is better-suited for cultural playstyles than it would be for a civ other than Poland. If you want to continue on the warpath, take Fascism.

Cultural players will want the National History Museum building, while religious players and warmongers will generally prefer the War Department.

Policy Cards

Ancient Era

Caravansaries (Economic, requires Foreign Trade) - Make your trading even more lucrative. Internal trade routes are now worth 6 gold each if from cities with your UB.

God-King (Economic, requires Code of Laws) - You can, and generally should, take both economic policy cards at Code of Laws. God-King can help you to secure an early pantheon. Once you're done with that, switch to something else.

Inspiration (Wildcard, requires Mysticism) - Only Poland and Greece can use this card that early, which can be helpful if you want to work towards a couple of early Great Scientists. Still, you're usually better off using Revelation for a Great Prophet.

Revelation (Wildcard, requires Mysticism) - Helps you get a Great Prophet without you having to worry too much about Holy Sites early in the game (you'll still need at least one though).

Urban Planning (Economic, requires Code of Laws) - There's nothing particularly special about the effect itself for Poland, it's just that you can take both it and God-King at the start of the game so you can both have a nice productive start and be fast to a pantheon.

Classical Era

Scripture (Economic, requires Theology) - Doubles Holy Site adjacency bonuses. Poland gets particularly good Holy Site adjacency, so you'll get more faith out of this than most.

Veterancy (Military, requires Military Training) - You'll need Armouries in order to train Military Engineers, but they can take a while to build. This policy card will really help with that.

Medieval Era

Chivalry (Military, requires Divine Right) - Winged Hussars are pretty expensive. They're still a bit expensive with this policy card, but slightly less so.

Renaissance Era

Religious Orders (Economic, requires Reformed Church) - A dead Apostle with the Martyr promotion gives you a relic, but unless you're after tourism and don't care too much about the religious game, it's better to take a few enemy religious units down with them. Religious Orders boosts the strength of religious units in theological combat.

Simultaneum (Economic, requires Reformed Church) - Poland's bonus to Holy Site adjacency from other districts makes it easier to achieve the 3+ adjacency prerequisite for this policy card's full effect - making your Holy Site buildings produce extra faith.

Triangular Trade (Economic, requires Mercantilism) - Has great synergy with both the religious and trade aspects of Poland, making all trade routes offer a small amount of faith and a decent sum of gold on top of everything else.

Wars of Religion (Military, requires Reformed Church) - Complement Winged Hussar warfare with a strength bonus against civs following rival religions. If you're culture-bombing to convert 1-2 cities at a time, you generally won't flip the religion of the civ as a whole until they're too weak for you to need the bonus.

Wisselbanken (Diplomatic, requires Diplomatic Service) - Got an ally? Great! Trade with them from a Sukiennice city for at least +4 production, +2 food, and a bunch of other bonuses.

Modern Era

Arsenal of Democracy (Diplomatic, requires Suffrage) - Trading with allies becomes extremely lucrative here, as you'll get at least 6 production and 4 food on top of everything else if you're sending the route from a Sukiennice city.

Collectivisation (Economic, requires Class Struggle) - Alternatively, trade internally for a high amount of food in addition to gold.

Market Economy (Economic, requires Capitalism) - Get even more out of international trade.

Information Era

Ecommerce (Economic, requires Globalisation) - Boosts internal and international trade alike. Your internal routes from Sukiennice cities will produce at least 9 gold, and your external routes from them will produce at least 4 production, alongside a heap of other yields.

(Cultural) Onlne Communities (Economic, requires Social Media) - Poland has less trouble switching from internal to international trade than most civs, making it easier to make use of this powerful tourism boost.
Administration - Ages
Age Bonuses

Only bonuses with notable synergy with the Poland's uniques are covered here. Note that Poland's extra wildcard slot makes it easier to use (or even stack) Dark Age bonuses, while the ability to convert cities with culture bombs makes it much easier to achieve the +3 era score bonus for converting an enemy city while at war, in turn making it easier to achieve Golden Ages later in the game.

Isolationism (Dark Age, Classical to Industrial eras) - Even stronger internal trade routes is quite tempting when you already have the Sukiennice UB, but be sure you've already settled all the cities you need before taking this wildcard.

Monasticism (Dark Age, Classical to Medieval eras) - Got a bunch of early Holy Sites? Enjoy a lot of science as well! Watch out for the culture penalty, however - it'll make you take longer to reach Winged Hussars.

Twilight Valour (Dark Age, Classical to Renaissance eras) - Winged Hussars are already better-suited for attack than defence, and the +5 attack bonus on offer here only builds on that. Just be sure to retreat any unit that gets too injured.

Exodus of the Evangelists (Dedication, Classical to Renaissance eras) - While this can be useful if you found an early religion, it's most effective in the renaissance era in conjunction with culture bombing. Culture bomb a civ you're at war with and you could receive +5 era score. Get two cities in a single culture bomb, and you're looking at +10.

Free Inquiry (Golden Age, Classical to Medieval eras) - Poland's incentive to build a lot of Commercial Hubs can lead to a lot of science with this Golden Age dedication.

Monumentality (Golden Age, Classical to Renaissance eras) - Culture bombing will be a major means in which you'll spread your religion, allowing you to spend faith on other things, such as Settlers, Builders and Traders via this Golden Age dedication.

Pen, Brush and Voice (Golden Age, Classical to Medieval eras) - A substantial boost to culture output which really helps cut down the time needed to reach Mercenaries and hence unlock Winged Hussars.

Reform the Coinage (Dedication, Renaissance to Modern eras) - Poland's incentive to have a lot of trade routes makes this a straightforward source of era score.

Reform the Coinage (Golden Age, Renaissance to Modern eras) - The Golden Age version of Reform the Coinage is very relevant as well. Your traders will be immune to pillaging, meaning you can really make the most of the powerful international trade routes offered.
Administration - Religion and City-States
Pantheons

City Patron Goddess - Whether it's Encampments, Holy Sites or Commercial Zones you're after, this pantheon will help you get your first district up and running sooner.

Divine Spark - A fairly safe choice which can help you to generate your Great Prophet sooner, and help out with some Great Writers later. Considering you can pick up the Revelation policy card early, the bonus here might not be necessary so feel free to choose whatever pantheon you like.

Religious Beliefs

You can have one founder, one follower, one enhancer and one worship belief.

Burial Grounds (Enhancer) - Allows culture bombs from the construction of Holy Sites, which gives you another shot at converting rival cities. Still, you'll usually be better off taking Crusade.

Choral Music (Follower) - Of great help when you're on the way to Winged Hussars or the Theocracy goverment, this belief adds culture to your Holy Site buildings based on their faith output.

Crusade (Enhancer) - A spectacular choice as Poland. Because of the way fort culture bombs work, Poland can convert enemy cities without needing to get near them, which is very powerful in wartime. After taking an enemy city, use a fort to culture bomb another enemy city, converting it to your religion and letting you use the +10 strength bonus on offer here.

Defender of the Faith (Enhancer) - Weaker than Crusade for Poland (unless you're at threat of invasion) but can be effective to stop captured cities flipping back. Remember that you can't convert cities by culture bombs if you own them, so convert them before you capture them.

(Cultural) Jesuit Education (Follower) - Offers a great way to convert faith into something more directly useful for cultural victory, though Reliquaries is often more useful.

Meeting House (Worship) - Winged Hussars are expensive and getting more production will help here.

Monastic Isolation (Enhancer) - A helpful belief for a non-warfare-inclined Poland, as any Martyr Apostles you send to die for relics won't hurt the spread of your religion.

Mosque (Worship) - An extra spread religion charge for Apostles lets you get more out of them, which is particularly useful if you're reserving the last charge so they can engage in theological combat.

Pilgrimage (Founder) - Culture bombs let you convert cities at no faith cost, and this belief will make those cities give you faith. Against a civ with a stronger faith output than you, this belief can go far.

Reliquaries (Follower) - An essential pick for cultural Poland players, as it makes relics produce three times the normal tourism and faith.

Wat (Worship) - Poland has advantages linked to Encampments, Holy Sites and Commercial Hubs alike. By taking the Wat as your worship building, you can get a decent science output even with a low number of Campuses, allowing you to focus more on the districts Poland's best at using.

World Church (Founder) - Lets culture bombs actually provide you with culture, which can help you get to key civics like Reformed Church sooner.

City-States

Antioch (Trade) - Get a little more gold out of international trade.

Bandar Brunei (Trade) - Like Amsterdam, also helps you get more out of international trade.

Carthage (Militaristic) - The city you produce Military Engineers in will also be useful for purchasing Winged Hussars in.

Kandy (Religious) - Unfortunately the faith bonus to relics doesn't affect Poland's unique boost to relic faith, but you can still gain free relics by discovering natural wonders. If you lose the suzerain status, be sure to stop uncovering new tiles until you can get it back again - there's little worse than losing the status, then discovering three natural wonders immediately afterwards.

Kumasi (Cultural) - City-state trading counts as international trade, so Sukiennices will add production to them. Kumasi makes trading to city-states also provide extra culture and gold.

Muscat (Trade) - The Sukiennice UB requires you to construct plenty of Commercial Hubs. Muscat makes Commercial Hubs also grant you amenities, helping you to support conquests or wide expansion. Requires the Vikings scenario pack.

Valletta (Militaristic) - You can use your faith to purchase Encampment buildings with this city-state, helping you get to Armouries sooner, which is needed for Military Engineers.

Yerevan (Religious) - An alternative to the Mont St. Michel wonder as a source of Apostles with the Martyr promotion.
Administration - Wonders and Great People
Wonders

(Cultural) Oracle (Ancient era, Mysticism civic) - You can turn Poland's strong faith output into GWAMs with help from this wonder. It also helpfully comes at a civic you'll want as soon as possible anyway.

Colossus (Classical era, Shipbuilding technology) - Extra trade route capacity means more gold or production.

Jebel Barkal (Classical era, Iron Working technology) - An excellent way to get your faith output off to a good start without you needing to spend too much time building Holy Sites. Requires the Nubia civilization and scenario pack.

Mahabodhi Temple (Classical era, Theology civic) - Poland is often late to Theology as civs with religious inclinations go, so it might be hard getting this wonder. Still, if you manage it, it's great for adding crucial extra beliefs to your religion.

Alhambra (Medieval era, Castles technology) - Don't like the lower number of military policy cards in your governments? Get the Alhambra wonder. Your governments will now be as good as Greece's.

(Religious) Hagia Sophia (Medieval era, Education technology) - An extra charge out of Apostles means you can get more out of them before sending them off for theological combat.

Mont St. Michel (Medieval era, Divine Right civic) - A very important wonder for Poland as it makes gaining relics considerably easier. You'll be guaranteed a relic for any future Apostles who die.

Forbidden City (Renaissance era, Printing technology) - With this wonder, all of your governments will have an incredible amount of flexibility. For religious players in particular, this allows you to hold onto the Theocracy government for longer without falling behind other civs in terms of how strong your government is.

Great Zimbabwe (Renaissance era, Banking technology) - Makes some amazingly strong trade routes.

St. Basil's Cathedral (Renaissance era, Reformed Church civic) - Doubles your religious tourism in one city, meaning your relics there will be twice as powerful. Combine it with Cristo Redentor and the Reliquaries belief for the maximum effect.

Big Ben (Industrial era, Economics technology) - An extra economic policy card makes it easier to use the Theocracy government for longer without neglecting card slots.

(Cultural) Cristo Redentor (Modern era, Mass Media civic) - A must if you want a cultural victory as Poland, as it removes penalties to relic tourism.

(Cultural) Eiffel Tower (Modern era, Steel technology) - Taking the Cristo Redentor wonder is mainly useful for boosting your relic tourism, but it also makes Seaside Resorts much more effective. Seaside Resorts require lots of appeal, so the Eiffel Tower will really help out there.

Great People

As usual, I'm only covering Great People with particular synergy with Polish uniques. Any classical or medieval-era Great General can complement Winged Hussars well, but it'd be redundant to list them all.

Classical Era

Zhang Qian (Great Merchant) - +1 trade route capacity, which goes well with the Sukiennice UB.

Medieval Era

Bi Sheng (Great Engineer) - The sheer variety of districts Poland benefits from makes an expanded district capacity for a city very useful.

Hildegard of Bingen (Great Scientist) - Your decent Holy Site adjacency bonus can become a small, but useful, amount of science.

Marco Polo (Great Merchant) - Another helpful bonus to trading.

Renaissance Era

Jeanne D'arc (Great General) - Receive a relic when you retire her.

Mimar Sinan (Great Engineer) - Industrial Zones now create culture bombs, allowing you another means of converting neighbouring cities of other civs.

Raja Todar Mal (Great Merchant) - Extra gold for internal trade.

Industrial Era

Ada Lovelace (Great Engineer) - More district capacity to help you make the most of Poland's uniques in a city.

Modern Era

John Rockefeller (Great Merchant) - More gold for trade routes.

(Cultural) Sarah Breedlove (Great Merchant) - Makes the first international trade route you send to a civ boost your tourism even more.

Atomic Era

(Cultural) Melitta Bentz (Great Merchant) - Another boost to trade route tourism.
Counter-Strategies
Poland's versatility can make them unpredictable foes, though versatility does tend to come with a lack of substantial strength in any one area.

Civilization Ability: Golden Liberty

Military card becomes a wildcard

Poland's government comes with a little more flexibility than most; wildcard slots can easily flip from offering peaceful to wartime bonuses, while Poland can also more easily stack Dark Age wildcards with each other or government legacy bonuses. Still, Poland has to either pay money or finish a civic to change policy cards, so it's not as if they are completely flexible in the way they use their government.

One of the interesting consequences of this aspect of Poland's civ ability is that they're likely to use fewer military bonuses in their government than another civ would. That can make them vulnerable to invasion in eras where their Winged Hussars aren't a factor.

Culture bombs

If you border Poland, pay attention to where their city centres are relative to your own. Using map pins, you can mark out a line three tiles away from their city centres, giving you an idea of how much land Poland can potentially take off you. Avoid using tile improvements in that area as they could be stolen off you, and don't construct wonders on the Polish border - they might just destroy your progress with a culture bomb.

Culture bombs can destroy incomplete districts and wonders, but they can't take completed ones. A line of districts (Neighbourhoods are especially good in that role) can be a good preventative measure, but make sure Poland doesn't culture-bomb you while you're setting it up.

The most effective way for Poland to culture bomb is via the fort improvement. Forts need Military Engineers, which in turn need Armouries. If you find yourself in a drawn-out war with Poland, targeting their Encampments might help to stop them pushing the front lines into your territory with culture bombs.

Jadwiga's Leader Ability: Lithuanian Union

Holy Site Faith

Poland's improved adjacency bonuses from districts next to Holy Sites makes woods and mountains a little less useful to them relative to some civs, in favour of somewhat more open terrain. That can leave more mountains for you to use, which is great for Campus districts. Speaking of science, Poland has strengths at three different district types but not Campuses, which can lead them to neglect technology.

Relic Bonuses

So long as Poland doesn't have Mont St. Michel nor suzerainity over Kandy or Yerevan, getting relics is pretty hard for them. The odd Apostle might have the Martyr promotion, but you can try to force them to use their spread-religion charge instead of engaging in theological combat by avoiding keeping religious units too close to them.

Assuming Poland does have suzerain status over Yerevan or the Mont St. Michel wonder, be very careful about killing their Apostles. Keep a close eye on their tourism output (you can find this on the cultural victory progress screen). If Poland's religion is much stronger than their tourism, then feel free to kill those Apostles. If it's the other way around, try to force them to use their spread-religion charges instead.

Relic tourism is boosted with the Reliquaries belief and the St. Basil's Cathedral and Cristo Redentor wonders. Getting any of those for yourself can be a good way to deny Poland them.

Conversion from Culture Bombs

In the case of cities which are near a Polish city and have at least one tile within a three-tile radius of their city centre, don't worry too much about converting them to your faith. Target other cities first; you can come back for those later.

If Poland has the Crusade belief, watch out - a single culture bomb can suddenly make it much harder for you to hold onto your city. Consider keeping an Inquisitor or two around border cities just in case.

Jadwiga's Agenda: Saint

Jadwiga likes civs that generate a lot of faith, and dislikes those that don't.

Religious civs should find it fairly easy to get along with Poland - at least until you have to start converting their cities.

Cultural civs tend to have the second-highest faith outputs behind religious civs due to the use of faith for National Parks. Being friendly with Poland later in the game isn't too difficult in that case.

Scientific civs tend to have the lowest faith outputs, and as such you should ensure your defences are up-to-date if you border Poland and are playing that way.

Unique Unit: Winged Hussar

As strong as Winged Hussars are, they tend to arrive a bit later than Knights. While seven points stronger than Knights, they're quite a bit more expensive so you should be reasonably-balanced in warfare.

Pikemen are another option; they're 4 points weaker than a Winged Hussar in direct combat, but you can close this gap with the Echelon promotion or even the Oligarchy government. Eventually, Pike and Shot units will provide an even better counter.

When dealing with the knockback ability, make sure that any civilian units are away from your front lines so they don't get captured. Leave some room for your units to retreat if need be so they don't take the extra damage penalty, and make sure your front line is a solid one without gaps partly because of the useful flanking bonuses, but also to stop the Winged Hussars from slipping behind your units and dragging them forward to a more vulnerable location. By having a solid front line, with gaps in the second line, Winged Hussars' knockback ability can actually be a liability for them - they can end up pushing themselves into a situation where they're surrounded by enemy units!


Here's an example. The Winged Hussar has pushed into your front line - leaving them surrounded by your own units and vulnerable to counter-attack.

Be aware of strength differences. A unit with more strength than a Winged Hussar usually won't get knocked back, so having fewer-but-stronger units can be preferable to having a higher number of weaker units. Once you can form some corps, do so.

Unique Building: Sukiennice

Sukiennices require Commercial Hubs, so if Poland's pushed to settle coastal areas and end up building Harbours, they'll probably neglect them therefore leading to them having fewer copies of their UB. Otherwise, the main ways to stop Poland using their UB are in war - you can pillage their Commercial Hubs or the routes themselves.

That being said, Poland being able to engage in international trade with most of the advantages of domestic trade can make them a decent ally, as they're likely to maintain a trade route with you and hence maximise alliance point bonuses.
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