
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. Introduction Following this guide requires the Gathering Storm expansion. It also assumes you have all other Civ 6 content, listed below, though it is not necessary to have these to utilise the key strategies of each civ. Pre-Rise and Fall content packs Vikings, Poland, Australia, Persia/Macedon, Nubia, Khmer/Indonesia Rise and Fall Expansion New Frontier content packs Maya/Grand Colombia, Ethiopia, Byzantium/Gauls, Babylon, Vietnam/Kublai Khan, Portugal These content packs include exclusive civs, city-states, districts, buildings, wonders, natural wonders, resources, and a disaster, but not core game mechanics - all you need is the base game and the Gathering Storm expansion for those. 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 if they have one. The Victory Skew section describes to what extent the civ (and its individual leaders where applicable) is inclined towards particular victory routes. This is not a rating of its power, but an 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 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, 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) - Bonuses or penalties that affect multiple tiles in a set radius. Positive examples include Factories (which offer production 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 - 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 (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. Compact empires - Civs with cities close together (typically 3-4 tile gaps between city centres). This is useful if you want to make use of districts that gain adjacency bonuses from other districts, or to maximise the potential of area-of-effect bonuses later in the game. Dispersed empires - Civs with cities that are spread out (typically 5-6 tile gaps between city centres). 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. GPP - Short for Great Person Points. Districts, buildings and wonders generate these points and with enough you can claim a Great Person of the corresponding type. 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. Usually but not always, they tend to be more specific in scope than civ abilities. Some leader abilities come with an associated unique unit or infrastucture. 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. Sniping - Targeting a specific city for capture directly, ignoring other enemy cities along the way. Typically used in the context of "capital sniping" - taking a civ's original capital as quickly as possible to contribute towards domination victory without leading to a drawn-out war. 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. Super-uniques - Unique units that do not replace any others. 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, costs half as much to build and offers some unique advantages on top. UI (Unique Improvement) - A special improvement that can only be built by the Builders of a single civilization. "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 trained by a single civilization, and in some cases only when that civilization is led by a specific leader. 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

圣地每相邻一个区域+1信仰值,而非每两个相邻区域+1信仰值。 圣物除常规产出4信仰值和8宗教旅游外,额外提供4金币、2信仰值和2文化值。 信仰加成受【圣物匣】信条影响,但不受【康提】城邦影响。 若通过文化炸弹夺取其他文明城市的土地,该土地将皈依你创立的宗教;若你未创立宗教,则皈依你城市中占多数的宗教。 特色单位:翼骑兵

文艺复兴时期的重骑兵单位,替代胸甲骑兵 研究 淘汰 升级自 升级至 成本 资源 维护费用
重商主义 市政 文艺复兴时代

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*使用信仰值购买单位需要【宗师礼拜堂】政府建筑,该建筑需要中世纪时代的【神权】或文艺复兴时代的【探索】市政。 *如果无法获取石油,即使研究了【内燃机】科技,仍可继续训练【翼骑兵】。 战斗力 远程战斗力 移动力 射程 视野 负面属性 正面属性 64
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对城市城墙和城市防御造成-85%的伤害 忽略控制区域 攻击时击退被击败的单位。 变量变更:解锁时间从工业时代的弹道学科技改为文艺复兴时代的重商主义市政 这一变更意味着翼骑兵将受益于中世纪时代的伟大将军,而不像普通胸甲骑兵那样受益于工业时代的伟大将军。 正面变更:训练所需铁资源从20减少至10(-50%) 攻击时,如果防御单位对翼骑兵造成的伤害低于翼骑兵对其造成的伤害,防御单位将直接或斜向后退一格,翼骑兵则前进到该位置。如果防御单位无法后退,则会受到额外伤害。 此能力即使在两栖攻击(已登船单位对陆地单位)时也能生效。单位被推至海岸时,若条件允许将自动登船。 特色建筑:苏肯尼察(Sukiennice)

古典时代的商业中心建筑,替代市场 研究 先决条件 建造要求 成本 维护费用 基础掠夺产出

货币 科技 古典时代

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该城市的每条国际贸易路线提供+2
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积极变化:该城市的国内贸易路线每条提供+4金币。此金币产出不受运输效率影响,因此不会因贸易路线穿越湖泊、海洋、铁路和山地隧道而提升。该城市的国际贸易路线每条提供+2生产力。 胜利倾向:在本节中,将根据文明对特定胜利类型的倾向程度进行主观评分,而非其强度。评分3分或以上意味着该文明在该胜利路线上至少具有轻微优势。 领袖

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科学 雅德维加 7/10(良好) 5/10(尚可) 8/10(良好) 9/10(理想) 5/10(尚可) 波兰有不错的机会实现早期文化胜利,这得益于其获取大量遗物的激励机制、国际贸易路线产出加成(更容易获得与之相关的25%旅游业绩加成),以及政府政策卡的改动使得独裁政体和君主政体更易发挥作用。独裁政体可用于助力早期奇观建设,而君主政体能让城墙发挥更大作用,城墙在游戏后期将提供旅游业绩。主要问题在于依赖一些无法保证获得的要素:遗物来源不稳定,同时还需要圣物箱信条、基督像奇观以及圣...为了最大化旅游业绩,玩家可以建造瓦西里大教堂。 对于波兰而言,外交玩法表现不俗。将军事政策卡转化为通用政策卡后,君主制政府(及其实用的+50%影响力点数加成)会变得更容易使用。苏肯尼察集市和圣物带来的额外金币有助于玩家赢得援助紧急事件。 相比文化胜利,统治胜利对波兰来说是一条更为稳定的路径,但玩家需要选择十字军信条才能充分发挥波兰的潜力。翼骑兵登场时非常强大,在文艺复兴时期表现尚可,甚至在工业时代初期也能有不错的发挥。同时,通过堡垒或军营夺取敌方城市的土地能为玩家在战争中带来优势——让己方单位能在更靠近敌方城市的区域进行治疗,有助于向敌人施加压力。转化城市将获得额外的时代分数,有助于你维持黄金时代及其忠诚度优势,而结合十字军信条转化城市则能为你提供显著的战力优势。 不过,宗教胜利是波兰最有效的途径。游戏早期拥有一个 wildcard 槽位,让你可以选择启示信条,从而更有机会获得早期的大预言家。来自圣物和圣地的额外信仰通常对宗教胜利有帮助,通过文化炸弹转化城市可以节省大量信仰。将军事政策卡转换为 wildcard 槽位,能让你在神权政体中获得更多宗教加成。如果这些还不够,来自苏肯尼茨城市的国际贸易会提供额外产能,这意味着你能更轻松地利用基于贸易的宗教传播。 科技胜利是波兰较弱的胜利路径之一,但也不算太差。文化炸弹可以帮助你从其他文明那里夺取山脉,以建造更好的校园区域;较高的信仰产出可以配合【耶稣会教育】信条,用信仰购买科技建筑;而早期的 wildcard 槽位能让你比大多数文明更早启用【神秘主义】市政的鼓舞政策卡(+2 大科学家点数/回合)。 文明能力:黄金自由(1/2 部分)

为何要做选择,两者皆可拥有? 波兰的文明能力将通常与战争相关的游戏元素融入到了各种游戏风格中。 一张军事政策卡可作为 wildcard(百搭卡) 波兰文明能力的这一方面可以看作是希腊文明能力的简化版,能够实现许多相同的策略。但这需要占用一个军事政策卡槽位。 初期发展 一旦研究出法典,你就可以同时拥有神权统治和城市规划,这能为你带来不错的生产力,同时让你在创立万神殿方面抢占先机。不过放弃纪律意味着你在应对蛮族时会更加棘手,因此在扩张帝国的同时,确保不要过度忽视军事建设。一些投石兵(很快就能升级为弓箭手)就能完成这项任务。 你应该扩张你的帝国!翼骑兵是少数通过市政树解锁的特色单位之一,而在游戏初期,获取文化的最佳方式就是扩张帝国并建造大量纪念碑。拥有许多城市也有助于最大化你的信仰产出。 尽管你会希望尽早在市政树中研究到重商主义,但首先要直奔神秘主义,这样你就能比几乎所有其他文明都更早使用启示政策卡。有了该政策卡,再在某个城市建造圣地区域,你通常无需在游戏初期花费过多生产力和时间在宗教基础设施上,就能获得首批宗教之一。一定要选择圣物箱和十字军信条——雅德维加与这两者有很强的协同效应。 政府选择 当你研究完成政治哲学后,你可以选择三种不同的政府。古典共和制很不错,因为它能提供伟人点数和宜居度加成。独裁制能显著提升首都和政府区城市的所有产出,并且相比古典共和制,波兰还能额外获得一个 wildcard( wildcard)槽位。 当你切换到新政府时,波兰更能容纳上一个政府的传承政策卡。这在黑暗时代特别有用,因为它允许你同时使用一张传承政策卡和一张黑暗时代政策卡,例如独裁传承和孤立主义。第二层级政府出现在中世纪晚期或文艺复兴早期。这三种政府对波兰都有用处:君主制为波兰提供三个 wildcard( wildcard),并与骑士制度在同一市政解锁(骑士制度是提升翼骑兵生产力所必需的),同时它拥有最多的 wildcard 槽位;商业共和国是一种全面的政府类型;神权政体则在进行宗教玩法时表现出色。 至于现代政府,到了那个阶段,波兰的文明能力影响会稍弱一些,但相比大多数其他文明,拥有更大的灵活性仍然是不错的。例如,采用民主政体时,你可以同时使用六张经济政策卡——这非常有利于在游戏后期支持宗教发展。法西斯主义获得了更多灵活性,尤其适用于战争间隙处于非战斗状态的时期;共产主义的政策卡配置则更适合和平玩法。 关于信息时代政府,在现有基础上额外增加一个 wildcard(通配符)带来的影响相对较小,但考虑到所有未来时代的政策卡都是通配符,该能力能让你在原本无法添加的情况下多插入一张。可以尝试在统治胜利游戏中使用企业自由主义——波兰建造商业中心和军营的倾向与其提供的生产力加成相得益彰。凭借额外的通配符,若还有奇迹或剧院广场表演等城市项目需要建造,它在文化胜利游戏中也能发挥出色。对于宗教类游戏,选择【合成技术官僚制】,并将城市的额外生产力用于【圣地祈祷】项目。 文明能力:黄金自由(第2/2部分) 文化炸弹

抱歉,我需要那块沼泽地。 你的邻居买的地离你太近了?或者你只是想先占个据点,方便以后攻击他们?波兰有办法! 波兰可以通过在领土边缘建造军营和堡垒来夺取其他文明的土地,但这样只能获得你某个城市工作范围内的地块,而且不能夺取已建成的区域或奇观。 军营 在文艺复兴时代之前,波兰唯一能激活的独特文化炸弹是在军营区域建成时触发的。 军营不能放在与你的城市中心相邻的位置,如果它们距离城市中心三格远,你可能不会获得多少(甚至根本不会获得)地块,所以考虑选择距离市中心两格且能获得大量土地的位置。在城市可开发区域的第二环放置营地,不仅能获得最多的地块,还能在该区域与市中心之间留出一个完美的位置来建造圣地。得益于雅德维加的领袖能力,这个圣地将至少获得+2信仰产出。 不过,这里有个重要的问题。波兰有许多其他区域需要优先考虑,单靠文化炸弹的加成并不值得专门建造营地。你会需要商业中心来建造独特建筑,需要圣地获取信仰,还需要学院发展科技,因此在翼骑兵出现之前,你的帝国建造1-2个营地或许是个不错的选择。你至少需要一座拥有军械库的城市,以便训练军事工程师。同时,你需要招募一名中世纪或文艺复兴时期的伟大将军,来提升翼骑兵的速度和战斗力。不过在游戏初期,你并不需要建造军营。 堡垒: 一旦你研发出中世纪时期的军事工程学科技,就可以在拥有军械库的城市中训练或购买军事工程师。而当你掌握文艺复兴时期的 siege tactics(围城战术)科技后,这些军事工程师便能建造堡垒。这需要大量的研究投入,因此在研发完成货币(用于 Sukiennices)和任何有用的建造者科技后,应尽快专注于获取这两项科技。 利用堡垒进行文化轰炸是一种强大的手段,能帮助你获取那些本不属于你的土地。你可以在战争中击退前线,将其他文明的城市从自然奇观区域排挤出去,报复那些在你即将抵达前抢先购买了奢侈品地块的城市,甚至通过夺取地块来破坏其他文明的奇观建造进度!

多亏了要塞文化炸弹,我拥有了一块紧邻巴黎的地块。这提供了一个安全的进攻角度,因为我的单位如果受伤,在那里每回合可以恢复15点生命值——如果该地块所在的新城市中有拥有【圣手】晋升的莫克沙总督(红衣主教),则可以恢复至满血。 雅德维加的领袖能力让要塞文化炸弹有了更强大的用途,你可以用它瞬间转化其他文明的城市。如果能部署军事工程师,让他们的要塞文化炸弹从多个敌对城市夺取地块,就能以一敌二完成两次转化!这能让军事工程师发挥更大作用,尤其是考虑到他们较高的初始成本(170生产力,或每充能85生产力)。在游戏后期,军事工程师的成本会变得更容易承受,你可以在使用上稍微大胆一些。在外国大陆建立殖民城市,并用堡垒从其他文明手中夺取土地会非常有效。但要注意,这样做不会为你赢得多少盟友。 延伸阅读:文化炸弹的起源 《文明6》中使用的“文化炸弹”术语可能会让不熟悉该系列的玩家感到困惑,因为它实际上并不涉及文化产出。 这个术语起源于《文明4》。在《文明4》中,城市不是逐格夺取土地,而是在达到特定文化阈值后扩大其边界半径。文化值极高的城市甚至可以将附近其他文明拥有的地块转变为己方所有。大艺术家可以被消耗以产生大量文化值,这一过程还会快速扩张城市边界,并且常常能从其他文明那里夺取大量地块。玩家们将大艺术家的这一功能戏称为【文化炸弹】。 在《文明5》的基础游戏中,大艺术家拥有一项名为【文化炸弹】的能力,允许玩家消耗他们来夺取所有周边地块,包括那些属于其他文明的地块。尽管与《文明4》中的对应能力一样具备抢占土地的效果,且同样与大艺术家相关,但明显不同的是,《文明5》的【文化炸弹】不再提供文化值。《文明5》的“众神与国王”资料片改变了文化炸弹机制,赋予伟大将军在被消耗时建造要塞(一种超级堡垒)的能力,但移除了伟大艺术家的文化炸弹功能。波兰对营地和堡垒的文化炸弹能力可视为该功能的继承者。 总结: 1. 完成“法典”市政后,同时选择“神王”和“城市规划”政策,以获得良好的生产力和快速的万神殿。 2. 优先研发“神秘主义”市政,以获得“启示” wildcard和更高的宗教创立几率。 3. 在城市第二环建造营地以获取更多地块,但早期避免建造过多,因为你需要区域容量来建造其他区域。在战争时期利用堡垒占领土地,为你提供战术优势。 尝试获取十字军信条,使战争中的文化轰炸效果更佳。 雅德维加领袖能力:立陶宛联盟(1/2部分)

圣物匣信仰会使圣物的信仰值和旅游业绩变为三倍,甚至适用于雅德维加的信仰值加成,造就极为强大的圣物! 雅德维加为波兰在宗教胜利中带来优势,因此创立自己的宗教尤为重要。在神秘主义时代采用启示政策卡,并建造一到两个圣地,通常就已足够。 圣地区域相邻加成翻倍

Most other civs would only get a +2 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 you need additional Temples for relic slots. That's because you'll need some spare district capacity for Commercial Hubs and a couple of Encampments. If you're not taking the Reliquaries follower belief for better relics, consider taking Work Ethic so your stronger Holy Sites can provide more production as well. Relic Bonuses Introduction Along with Kongo and Sweden, Poland is one of three civs to receive bonuses associated with relics. While Kongo has difficulty generating and storing relics but makes particularly strong ones, and Sweden can double their yields with theming bonuses, Poland falls somewhere in the middle with a range of yields (like Kongo) but no particular disadvantages to generating them (like Sweden). Amassing Relics To collect relics, you'll first need somewhere to store them (Temples in Holy Site districts are the easiest option), and to perform any of the following actions to create them: Discover one randomly in tribal villages 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. Win a Religious Emergency as a coalition member. Keep in mind that all other members of the emergency will also be granted a relic - you can try trading for it or capturing the city they decide to store it in. Retire the renaissance-era Great General Jeanne D'arc. Unlike other sources of relics this can only be done once. After the Mercantilism 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 religious rivals that theological combat becomes possible. 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, try to use up all but one of an Apostle's spread religion charges before you start theological combat to counteract this loss of pressure, and to make the most of your faith. 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. Having the Crusade belief in your religion will make them think again about taking the third option of declaring war on you. Watch out for the World Religion resolution in the World Congress. One of the options allows other civs to condemn your religious units even without declaring war. A condemned Apostle will never create a relic. Relic Rewards Relics produce +4 faith and +8 religious tourism by default. For Poland, they'll create bonus faith, some culture and gold on top, for a total yield of 8 religious tourism, 6 faith, 4 gold and 2 culture. The tourism yield of relics is high relative to other sources early in the game, so even though Poland doesn't have an advantage to relic tourism, it's worth keeping it in mind. Relics by default offer +8 tourism, though this is halved against civs not following your religion, and halved again against civs with the renaissance-era Enlightenment civic. Still, with the Reliquaries belief, it's up to +24 base tourism, and if you can secure the St. Basil's Cathedral wonder, all stored in its city are worth a massive +48 tourism. The modern-era Cristo Redentor wonder cancels out the halving of religious tourism against civs with the Enlightenment civic. Taking the Reliquaries belief also triples relic faith yields - for Poland, this means every single one is worth a massive +18 faith per turn. You can reinvest this faith into additional Apostles, or perhaps into purchasing civilian units (with the Monumentality Golden Age dedication) or military units (with the Grand Masters' Chapel building in the Government Plaza district).

拥有足够的遗物后,你可以建立相当大的信仰优势。波兰遗物在完全忠诚的城市中还能提供与纪念碑相当的文化值。对于非文化胜利的游戏,这能让你在不占用宝贵区域容量建造剧院广场的情况下,在市政树中保持进度。对于文化胜利的游戏,这是推进市政树的额外小助力。一般来说,利用文化加成来帮助解锁【重商主义】以获取翼骑兵是比较困难的,但其他方面的应用仍然很有帮助。最后,每个波兰遗物价值+4金币,几乎足以覆盖一名翼骑兵的维护费用。与苏肯尼察UB提供的金币一起,你可以支持一支比原本规模大得多的军队,或者用多余的金币购买宗教和文化建筑。 雅德维加的领袖能力:立陶宛联盟(第2/2部分) 文化炸弹转化

一举两得的转化! 简介 每当波兰进行文化炸弹时,失去土地的城市将皈依波兰的宗教。若拥有合适的信仰,这会产生毁灭性的效果——尤其在战时。 触发文化炸弹的方式 波兰有两种独特的文化炸弹触发方式——建造军营和建造堡垒。但也存在多种其他方法: 完成任意区域(若你是世界议会决议“边境控制条约”效果A的当前目标)。 完成圣地(若你拥有“墓地”强化信仰)。激活文艺复兴时期的大工程师米玛尔·希南后完成工业区。 若要快速使用这些文化炸弹,可使用拥有神圣建筑师晋升的总督莫克沙(枢机主教)以信仰值购买区域,或使用拥有承包商晋升的总督雷纳(金融家)以金币购买区域。 不过总体而言,你还是会希望将堡垒作为文化炸弹的主要来源,因为堡垒的建造成本更低且速度更快。 转化 当你对其他文明的城市使用文化炸弹时,会将这些城市转化为你的宗教。这一点值得注意,因为你无需花费信仰值即可做到,并且即使在战争期间也能有效进行转化。在战争时期转化其他宗教的城市,每次可获得3点时代分数。若多次进行,能轻松确保黄金时代的开启。 将军事工程师带到前线时,建议同时带上建造者,以防需要先清除森林或雨林才能放置堡垒。虽然军事工程师也能消耗建造次数来清除这些地形,但建造者的次数通常价值较低。为节省生产力,尽量将堡垒建在能同时占据两个敌方城市地块的位置。要查看地块属于哪个城市,只需将鼠标悬停在该地块上即可。 尽量在你的宗教中获取【十字军】信条。在战争中,你可以在前线建造堡垒来击退敌方领土,同时为自己提供强大的战力加成。受到十字军东征加成的翼骑兵拥有惊人的65点战力,比胸甲骑兵还要强!

这座城市没给我带来太多麻烦。 如果你无法获得十字军信条,【信仰守护者】也相当不错。一旦你转化并占领了一座城市,其他文明就更难将其夺回了。 战争中的一个挑战是应对敌方文明剩余城市带来的忠诚度压力。幸运的是,你拥有的信仰你宗教的城市会获得+3忠诚度加成。这意味着转化城市不仅能让你更容易攻占它们,也更容易守住它们。 如果你对战争不太感兴趣,可以考虑选择朝圣信条,这样所有这些要塞转化都能为你提供额外的信仰值——直接助力你的宗教目标。在放置圣地时,不必过于担心地形相邻加成;区域相邻加成几乎总是更好的。 尽量建造圣米歇尔山奇观,这样可以轻松获得大量圣物,再建造圣瓦西里大教堂和基督像来让圣物更加强大。 选择圣物匣信条,可使圣物的信仰和旅游产出变为三倍。 使用堡垒进行高性价比的文化炸弹。 选择十字军信条,这样文化炸弹带来的宗教转化能在战时为你提供巨大优势。 特色建筑:纺织会馆

贸易路线主要有两种类型:国内贸易路线和国际贸易路线。游戏初期,国内贸易路线非常适合获取食物和生产力,而国际贸易路线则能带来大量金币,同时还会对目标文明提供旅游和宗教压力加成。苏肯尼奇市场(UB)模糊了两者的界限,它能为国内贸易路线提供额外金币加成,为国际贸易路线提供可观的生产力加成。 不过,这听起来虽好,但存在一个问题。为获取额外生产力或食物而建立的贸易路线在新城市中效果最佳,但新城市尚未拥有这一特色建筑。你可以尝试平衡提升路线和新城市路线的分配,或者选择【莫克沙总督】(枢机主教)搭配【神圣建筑师】晋升,或【雷纳总督】(金融家)搭配【承包商】晋升,在新城市购买商业中心,同时购买【苏肯尼奇】,再购买一名商人,让新城市立即开展贸易。 国内贸易

“其他”加成提供的+4金币来自苏肯尼奇(Sukiennice)的效果。 国内贸易路线带来的额外金币在战时最为有效,此时你需要金币来支持军队,但不一定有合适的贸易伙伴。你可以在享受强大经济带来的好处的同时,确保贸易路线不会被掠夺者侵扰。4金币也恰好能覆盖翼骑兵单位的维护费用。 如果你陷入前现代黑暗时代,可以使用“孤立主义”黑暗时代 wildcard。它能为所有国内贸易路线增加+2食物和+2生产力,但会阻止你建立新城市。如果你正在准备战争或已经开战,这会非常有帮助。国际贸易 国际贸易路线带来的额外产出对文化和宗教玩家都有好处,从【文官制度】市政开始,与盟友贸易的加成生效后,对任何玩家来说都会非常有利。 如果你与另一个文明至少有一条贸易路线,你对他们将获得25%的旅游业绩加成——考虑到波兰有获取大量圣物的优势,你有可能通过这种方式提前取得胜利。通常情况下,文化型文明起初不太愿意进行国际贸易,因为国际贸易提供的生产力不多,而生产力对建造奇观至关重要。然而,波兰可以与其他文明进行贸易,并获得与国内贸易大致相同的生产力。诚然,食物产出有所下降,但无需为了优质圣地而在山区定居,这让你能获得大量适合发展农场的开阔土地。 在宗教玩法中,国际贸易可以作为提供宗教压力的手段,补充你的传教士、使徒和文化炸弹。你仍然拥有足够的生产力来建造翼骑兵、区域和军事工程师,因此可以同时推进帝国发展和宗教传播。 通过中世纪的文官制度市政,你可以与其他文明结成同盟;大多数同盟类型都能提高与盟友进行贸易时的贸易路线产出。【维塞尔银行】外交政策卡(在文艺复兴时期的【外交服务】市政中解锁)和现代时期的【民主】政体都能进一步提升与盟友的贸易产出,为其额外增加生产力和食物。 总结:对于好战文明,国内贸易将产生足够的金币来支持战争。对于文化或宗教文明,你可以通过对外贸易获得额外的旅游业绩或宗教压力,同时仍能获得可观的生产力。 特色单位:翼骑兵(第一部分/共两部分)

Winged Hussars bring all the power of Cuirassiers half an era early with excellent tactical utility 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. It also helps to get Stirrups for Knights, allowing you to instantly upgrade them to Winged Hussars once you have the Mercantilism civic. You'll also need iron to train Winged Hussars - that's revealed at the ancient-era Bronze Working technology. If you've been expanding reasonably quickly early on, you'll usually have a sufficient supply of it. To maximise your culture output, dedicate a lot of your production early on to training Settlers and then have as many cities as possible building Monuments. First of all in the civics tree, 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 pangaea-type maps, 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 at least one unit to exploration) Next up is getting to Divine Right for the Monarchy government and Chivalry policy card. Getting a tier two government early gives you time to build the Grand Master's Chapel building, which lets you buy units (like Winged Hussars and Bombards) with faith. The Chivalry policy card lets you train Knights faster ready for upgrading to Winged Hussars (gold from Sukiennices helps) or simply train Winged Hussars themselves faster. Theocracy is also on the way, which allows you to build Temples and buy Apostles - and therefore start generating relics. While these two civics aren't on the way to Mercantilism, the detour isn't too long and the benefits should outweigh the drawbacks. Here's what you'll need for this: Drama and Poetry (Boost: Build a wonder - you'll often have to skip this boost) Theology (Boost - Found a religion - you should be aiming for this anyway) 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.) Recorded History (Boost: Have two Campus districts - Poland can perform well while neglecting science, so you might have difficulty achieving this boost) Civil Service (Boost: Have a city with at least 10 population - Requires enough food and housing. Internal trade routes can help, but don't be afraid to skip the boost if your cities aren't close enough to size 10.) Divine Right (Boost: Have two Temples. Two Holy Sites as Poland is usually enough to secure a religion, so there should be two cities primed to start building Temples. You'll need Temples for Apostles anyway) With that done, there's only a few more civics to Mercantilism: Feudalism (Boost: Have six farms in your territory - A couple of Builders can get the job done.) Guilds (Boost: Have two Markets - Easily achieved given you'll want to build your UB anyway, which replaces the Market.) Medieval Faires (Boost: Have four active trade routes in your civ. With three Sukiennice buildings, you'll have enough trade route capacity for this; it shouldn't be too hard.) Humanism (Boost: Generate a Great Artist. You almost certainly won't get this boost, so just ignore it) Mercantilism (Boost: Generate a Great Merchant. Easily done thanks to your incentive to build Commercial Hubs) With all that done, you'll be ready to unleash Winged Hussars on the world. You can train them directly (the Chivalry policy card makes them moderately affordable), buy them with faith via the Grand Master's Chapel building, or train Knights earlier on and upgrade them with the help of Sukiennice gold. By the time you unlock Mercantilism, you shouldn't be far away from Military Engineering and Siege Tactics on the technology tree allowing you to use fort-based culture bombs. It'll also help to research Metal Casting so you can get some Bombards to deal with enemy city walls, given Winged Hussars are very ineffective against them. The Strength of Winged Hussars At 64 strength, the only units of the renaissance era stronger than Winged Hussars are Spain's Conquistador and potentially Sweden's Caroleans. That being said, the strength advantage of Winged Hussars won't last long as Ballistics, the technology normally required for them, is a relatively easy technology to beeline so enemy civs will have Cuirassiers of their own soon enough. Cuirassiers 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. Barding is particularly useful when sieging down cities as they'll be able to take more hits from city walls and garrisoned ranged units before needing to retreat. Unique Unit: Winged Hussar (Part 2/2) Knockback


如果翼骑兵造成的伤害高于其攻击的单位,该单位会被击退一格或受到额外伤害。击退方向不一定是正后方,有时防御单位会被斜向移动。你可以利用这一点让敌方单位远离他们试图保护的格子(或平民单位),或者将他们推到更容易被消灭的格子(比如开阔地形)。你甚至可以利用翼骑兵无视控制区域的特性绕到敌方单位身后,将其推向你的其他单位,从而利用侧翼加成造成更多伤害。 有时击退也可能带来问题——击退敌方单位可能会让他们处于更有利的防御位置,或者让你的单位处于更危险的开阔地带。没有【突破】晋升时,翼骑兵在攻击后无法移动。这对于那些你可能不想占领敌方地格的战斗来说非常重要。如果敌方单位的战斗力高于翼骑兵,通常情况下你不会有太大问题;但如果并非如此,你可以考虑改用远程攻击来打击他们,或者稍微后撤,让敌方单位不得不靠近。

Pushing an land-based enemy into a water tile causes them to embark, if the civ in question has the ability to do so. Embarked units typically have lower defence than units that aren't embarked, allowing you to follow up with ranged attacks or by attacking those embarked units with naval units. This is particularly effective against ranged units, as they'll be unable to retaliate without spending a turn disembarking. Speaking of embarked units, Winged Hussars can still provide the knockback effect when embarked and attacking a unit on land. Keep in mind that amphibious attacks have a -10 strength penalty attached to them, and you still need to deal more damage than you take to knock back the targeted enemy. This manoeuvre allows Winged Hussars to push into new continents more effectively than may otherwise be the case, and can also be helpful for pushing enemy siege units away from your naval units. Knockback is particularly useful against Barbarians. You can use it to keep Barbarians from pillaging key tiles or Traders, and clear Barbarian Encampments with ease - even via an amphibious attack. However, Barbarian Encampments tend to house an anti-cavalry unit, so you may need additional strength (such as by forming the Winged Hussar into a corps) to be able to achieve the knockback effect. Forming up Winged Hussars are strong through the renaissance and industrial eras, but Pike and Shot corps and most modern-era units can be a threat. If you want to carry on using the knockback function of Winged Hussars beyond the industial era, it helps to have as significant a strength advantage as possible - that's where forming them into corps helps. Poland's incentive to get plenty of culture early on will also help on the road to the industrial-era Nationalism civic, which enables the formation of corps. A Winged Hussar corps will have 74 strength, and in conjunction with the Crusade strength bonus will be able to push around Infantry. The modern-era Mobilisation civic allows you to form Winged Hussars into armies. While this option isn't particularly cost-effective, it helps you retain the knockback functionality for even longer. With the Crusade belief, you'll be able to push around Mechanised Infantry and Tanks. Once Winged Hussar armies no longer have a strength advantage against enemy units, it's time to upgrade them as their knockback functionality will no longer be functional. Alternative Strategy: Civic Speedrun By emphasising culture output above all else early on, Poland can sacrifice some of their overall potential to get even more out of the Winged Hussar unit. This is a risky strategy but one with potentially massive rewards. Key distinctions of this strategy relative to typical Polish gameplay is: Aside from the capital (which will be busy training Settlers), new cities should first build a Monument, and get Holy Sites and Theatre Squares reasonably quickly. The only research detour on the way to Mercantilism is Mysticism. Always take Pingala (the Educator) as your first Governor, and give them the Connoisseur promotion. Your pantheon should either be Religious Settlements or one that directly offers culture. Your religion should have the Choral Music follower belief rather than Reliquaries, as it produces more culture. Also take the World Church founder belief. Neglect Campuses. You'll get science once you start conquering. The flaws of this strategy are the loss of religious and cultural potential by de-emphasising relics, the vulnerability to an early rush by de-emphasising science and the lack of options to deal with enemy city walls. Summary Settle plenty of cities early on and build Monuments for culture Use Winged Hussars' immunity to zone of control to move around enemy units and then push them where you want them Form Winged Hussars into corps and armies to preserve their knockback functionality for longer. 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 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. 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 Monarchy unlocks at the same civic as the Chivalry policy card (needed to train Winged Hussars faster) and has the most wildcards, making it an excellent choice. Theocracy fits a cultural or religious playstyle best. The Grand Master's Chapel allows you to buy Winged Hussars for 660 faith each (even less with Theocracy) or Bombards for 560 faith, 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's trade route bonus works well with the production from the Sukiennice UB. It also offers a huge number of potential economic policy card slots, ideal for cultural and religious games. But if you want to build more wonders, Communism's production and science bonuses are useful for a cultural game. For domination, take Fascism. Cultural players will want the National History Museum building, while religious players and warmongers will generally prefer the War Department. Tier Four Corporate Libertarianism is good for cultural and domination games alike, as Poland's incentive to build both Encampments and Commercial Hubs means you can get a decent production bonus out of it. For a religious game, take Synthetic Technocracy and use spare city production for Holy Site Prayers projects. 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. It'll also help if you just want to build Encampments for the culture bomb effect. Medieval Era Chivalry (Military, requires Divine Right) - Helps cut down the cost of new Winged Hussars considerably. Can also be used to quickly train Knights, ready for upgrading to Winged Hussars later. Trade Confederation (Economic, requires Mercenaries) - Adds some culture and science to international trade routes, to complement the Sukiennice production. Renaissance Era 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 Collectivisation (Economic, Communism only, requires Class Struggle) - Trade internally and you'll get a strong food and production yield as well as gold. Market Economy (Economic, requires Capitalism) - Get even more out of international trade. Their Finest Hour (Wildcard, Democracy only, requires Suffrage) - Strength bonuses can help extend the time Winged Hussars (and their knockback ability) are relevant for - even if you're just using it to push Barbarians away from your districts. 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 - Age Bonuses and World Congress 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. 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. 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. 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 Mercantilism and hence unlock 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. 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. World Congress How you should vote in the World Congress will often be specific to your game - if you have a strong rival, for example, it might be better to vote to hurt them than to help yourself. Furthermore, there may be general bonuses to your chosen victory route or gameplay which are more relevant than ones that have stronger synergy with civ-specific bonuses. Otherwise, here's a list of key relevant votes that have high relevance for this civ relative to other civs. Border Control Treaty - Effect A (New districts built by this player act as culture bombs) on yourself. Jadwiga's ability to convert cities via culture bomb applies to all culture bombs Poland initiates - not just those from forts and Encampments. Heritage Organisation - Effect A (Tourism from Great Works of this type is doubled) on relics. A strong boost to relic tourism can really help Poland out in the cultural game, especially if you also have the Reliquaries belief. Military Advisory - Effect A (Units of the chosen land promotion class gain +5 strength) on heavy cavalry units if Winged Hussars are still relevant. Extra strength for Winged Hussars early on makes their huge strength advantage even bigger. With a Great General on top, they'll outmatch Pike and Shot units (and can only fight at a small disadvantage against AT Crews if you have the Crusade belief as well). Later on, it allows Winged Hussars to have a slightly longer window of relevance, as they'll be able to use their knockback ability for a little bit longer. Sovereignity - Effect A (+100% of the city-states' yield type when sending trade routes to a city-state of this type) on cultural city-states if one is in range. Every little extra bit of culture can help you get to Mercantilism (for Winged Hussars), Nationalism (for corps) and Mobilisation (for armies) sooner. Trade Policy - Effect A (Trade routes sent to the chosen player provide +4 gold to the sender. The chosen player receives +1 trade route capacity.) on yourself. An extra trade route means more production or more gold thanks to the Sukiennice UB. Urban Development Treaty - Effect A (+100% production towards buildings in this district) on Commercial Hubs, Encampments or Holy Sites. Alternatively, Effect B (No buildings can be created in this district) on Campuses if you're following a very culture-heavy strategy. The Sukiennice UB, Military Engineers and relics all require you to not only build districts, but develop them with buildings. Speeding that process up will free up production for other uses. Alternatively, you can deliberately slow down the science production of civs by preventing them developing Campuses - this can make Winged Hussars even more powerful by increasing the time until other civs have Pike and Shot units to counter them, though it can also slow down your route to forts or Bombard units. World Religion - Effect A (+10 strength for all religious units of this faith) on a neighbouring rival religion if there's still potential relics to collect. By making rival religious units stronger, you can more quickly sacrifice Martyr Apostles for relics. Diverting some diplomatic favour into that option also helps avoid Effect B (All players may condemn units of the chosen religion, and doing so grants 25 diplomatic favor) being targeted at you, which allows other civs to destroy your religious units (and prevent them creating relics) without even going to war with you! Administration - Pantheons, 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 Great Prophet Points on offer here might not be necessary. God of the Open Sky - Powerful if you start near some pasture resources (Cattle, Sheep or Horses) as the culture bonus helps you on you way to the Mercantilism civic, which unlocks Winged Hussars. Goddess of Festivals - An excellent choice if you start near some plantation resources (Bananas, Citrus, Cocoa, Coffee, Cotton, Dyes, Incense, Olives, Silk, Spices, Sugar, Tea, Tobacco or Wine), as the culture bonus will help you get to Winged Hussars sooner. Religious Beliefs You can have one founder, one follower, one enhancer and one worship belief. 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) - A fair bit 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) - A possible backup option if you didn't get Reliquaries. Offers a great way to convert faith into something more directly useful for cultural victory - at least until Naturalists and Rock Bands become available later on. 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 and religious Poland players, as it makes relics produce three times the normal tourism and faith. Warrior Monks (Follower) - Allows culture bombs from the construction of Holy Sites, which gives you another shot at converting rival cities. 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. Work Ethic (Follower) - Boosted Holy Site adjacency can add to production as well! World Church (Founder) - Bonus culture, helping you get to key civics like Mercantilism sooner. City-States Anshan (Scientific) - Add some science to your faith, gold, culture and tourism-yielding relics. Ayutthaya (Cultural) - A potential source of early culture to help with getting to Winged Hussars sooner. Bandar Brunei (Trade) - Bandar Brunei helps you get more out of international trade. Caguana (Cultural) - The Batey improvement is a potential source of culture early on, helping you get to Winged Hussars sooner. Chinguetti (Religious) - Tie your religious and trading strengths together! This city-state gives you extra faith for trading with cities that follow your religion. Fez (Scientific) - Get science as you culture bomb! Being suzerain over Fez means as you push further into enemy lands with forts or other means of culture bombing, you'll convert more cities for the first time and hence unlock Fez's science bonus. Granada (Militaristic) - Need some bonus culture early on? The special Alcázar improvement can help. It even offers some science on top, making it particularly helpful if you've been neglecting Campuses. Hunza (Trade) - Receive extra gold from trading across long distances - useful for internal and international trade alike. 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, 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 - the culture's particularly handy early on as you work your way to the Mercantilism civic. 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. Ngazargamu (Militaristic) - The city you produce Military Engineers in will also be useful for purchasing Winged Hussars in. Winged Hussars could be purchased in a city with an Armoury for a reasonable 600 gold, or 300 faith with the Grand Masters' Chapel. Poland has advantages in producing both. Rapa Nui (Cultural) - The Moai improvement can be a good source of culture early on, helping you unlock Winged Hussars sooner. Samarkand (Trade) - Boosts international trade gold yield. Singapore (Industrial) - Trading internationally can now grant even more production! 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. Venice (Trade) - Get a little more gold out of international trade. 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. Mahabodhi Temple (Classical era, Theology civic) - If you're aiming for early Winged Hussars, you'll be late to Theology, so it might be hard getting this wonder. Still, if you manage it, it's great for adding crucial extra beliefs to your religion or (if you get the Martyr promotion on one or both of them), extra relics. 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 in theological combat. University of Sankore (Medieval era, Education technology) - Trade internally to this city and not only will you get gold, and production from the Sukiennice UB, but also faith and science. 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. 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. Torre de Belém (Renaissance era, Mercantilism civic) - Makes some pretty strong trade routes. 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) - Particularly useful if you want a cultural victory as Poland, as it removes penalties to relic tourism. Great People Great Generals and Admirals are only mentioned if their retirement bonuses have specific synergy with the civ; not merely for providing a strength bonus to a unique unit. 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. Ibn Fadlan (Great Merchant) - Get extra faith for trading with city-states, and +1 trade route capacity. Marco Polo (Great Merchant) - Another helpful bonus to trading. Zheng He (Great Admiral) - +1 trade route capacity. 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 (Part 1/2) Poland is a versatile civ, and with the right religious beliefs, extremely effective in war, culture and religion alike. But if they can't get, or can't use their key religious beliefs, they're a much more manageable target. 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 can be 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 faith and tourism is boosted considerably with the Reliquaries belief, while the tourism specifically is boosted by the St. Basil's Cathedral and Cristo Redentor wonders. Getting any of those for yourself will deny Poland those advantages. Conversion from Culture Bombs If Poland's culture bombs don't take any land off you, they won't convert your city. Completed districts on your border will prevent Poland being able to culture-bomb you, but until late in the game that can be difficult to achieve. 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, or at the very least some Missionaries of other religions. Jadwiga's Agenda: Saint Jadwiga likes civs that generate a lot of faith, and dislikes those that don't. She won't have the Devout hidden agenda as it overlaps with her main agenda. 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 as both Naturalists and Rock Bands require it. 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. Furthermore, Jadwiga has a 10% chance of having the Sympathiser hidden agenda, making her like civs in Dark Ages more, and civs in Golden Ages less. Early on, this agenda is most often met by civs lacking early unique units or infrastructure, and wonder-building civs typically are less likely to please Jadwiga. Counter-Strategies (Part 2/2) Unique Unit: Winged Hussar Winged Hussars are slightly earlier-arriving Cuirassiers, with an added knockback ability if they can deal enough damage. Cuirassiers already can be unlocked relatively early as their prerequisite technology (Ballistics) is relatively easy to beeline, so you can consider using Cuirassiers of your own to counter their Winged Hussars. Pike and Shot units are an excellent alternative, especially with the Echelon promotion or even the Oligarchy government. Eventually, AT Crewss 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!
以下是一个例子。翼骑兵已推进至你的前线——这使他们被你的部队包围,容易遭受反击。 与翼骑兵作战时,避免将陆军单位部署在海岸线上,因为波兰可以迫使这些单位登船,使其反击能力下降。 注意兵力差距。实力强于翼骑兵的单位通常不会被击退,因此少量精锐部队可能比大量弱旅更可取。一旦能够组建军团,就立即组建。 特色建筑:纺织会馆 纺织会馆需要商业中心,因此如果波兰被迫在沿海地区定居并建造港口,他们很可能会拥有较少的特色建筑。除此之外,阻止波兰使用其特色建筑的主要方法是通过战争——你可以掠夺他们的商业中心或贸易路线本身。 话虽如此,波兰能够进行国际贸易并享有大部分国内贸易的优势,这使他们成为不错的盟友,因为他们很可能会与你保持贸易路线,从而最大化联盟点数奖励。你还可以从波兰与你的贸易中获得产出,这适用于大多数类型的联盟,也适用于桑科雷大学等其他一些奇观带来的加成。文明汇总指南(从这里开始了解所有文明) 文明特定技巧、秘密和说明(适合更有经验的玩家) 各文明指南 美国 - 无额外内容*(文化/外交/统治) 美国 - 所有额外内容*(文化/外交/统治/科技) 阿拉伯(统治/宗教/科技) 澳大利亚(统治/科技) 阿兹特克(统治) 巴比伦(文化/统治/科技) 巴西(文化/统治/宗教/科技) 拜占庭(统治/宗教) 加拿大(文化/外交) 中国(文化/统治/科技) 克里(外交) 埃及(文化/外交/宗教) 英国(文化/统治/科技) 埃塞俄比亚(文化/宗教) 法国(文化/统治)高卢 (统治)格鲁吉亚 (外交/宗教)德国 (统治/科技)大哥伦比亚 (统治)希腊 (文化/外交/统治)匈牙利 (外交/统治)印加 (宗教/科技)印度 (统治/宗教)印度尼西亚 (文化/统治/宗教/科技)日本 (全类型)高棉 (文化/宗教)刚果 (文化)韩国 (科技)马其顿 (统治/科技)马里 (外交/宗教)毛利 (文化/宗教)马普切 (文化/统治)玛雅 (科技)蒙古 (统治)荷兰 (科技)挪威 (统治)努比亚 (统治)奥斯曼 (统治)波斯 (文化/统治)腓尼基 (统治)波兰 (文化/统治/宗教)葡萄牙 (外交/科技)罗马 (统治)俄罗斯 (文化/宗教)苏格兰(科技) 斯基泰(征服/宗教) 西班牙(征服/宗教/科技) 苏美尔(外交/征服/科技) 瑞典(文化/外交) 越南(文化/征服) 祖鲁(征服) 【泰迪·罗斯福领袖包】将罗斯福的领袖能力一分为二,这意味着有无该领袖包的游戏体验有显著差异,因此美国文明有两个不同版本的指南。林肯是后续新增的领袖,仅在后者的指南中涵盖。 其他拥有替代领袖形象的文明未进行拆分,因为后续内容中新增的领袖形象不会改变现有游戏玩法,因此没有这些领袖包的玩家也能正常使用这些指南。 【迭起兴衰】 这些指南适用于拥有【迭起兴衰】资料片但没有【风云变幻】资料片的玩家。这些内容已不再更新,也未根据《风云变幻》发布后的补丁进行更新。若要查看,请打开《迭起兴衰》文明总结指南。每个《迭起兴衰》指南的【其他指南】部分都包含指向其他所有《迭起兴衰》指南的链接。 原版 原版指南适用于未拥有《迭起兴衰》或《风云变幻》扩展包的玩家。这些指南已不再更新,也未根据《迭起兴衰》发布后的补丁进行更新。若要查看,请打开原版文明总结指南。每个原版指南的【其他指南】部分都包含指向其他所有原版指南的链接。
2026-02-19 13:01:43 发布在
席德·梅尔的文明®VI
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