Militaristic

Wolin

Suzerain and envoy bonuses summarised in our own words from the game data.

Suzerain bonus

When your land unit kills another civilization's or city-state's unit you gain Great General points — naval kills give Great Admiral points — equal to 25% of the defeated unit's strength (standard speed).

Game data traceMINOR_CIV_WOLIN_GREAT_ADMIRAL_INFLUENCE_BONUS, MINOR_CIV_WOLIN_GREAT_GENERAL_INFLUENCE_BONUS

Strategy guide

Kills feed Great General points (land) or Great Admiral points (naval) equal to 25% of the victim's combat strength. A sustained war generates a stream of Generals and Admirals — whose retirement abilities and auras then feed the next war. Fight often, and the loop sustains itself.

Best civs & plans

Perpetual-war civs — Mongolia, the Zulu, Norway at sea — chain commanders endlessly. Worthless in a peaceful game, dominant in a bloody one.

Envoy plan

Three envoys unlock the commander points, and a warmonger has every reason to continue to six, because the militaristic-type rewards add unit production in Barracks, Armory, and Military Academy cities — the same cities feeding the wars that generate the kills. Competing AI warmongers do bid, so expect to defend the margin through the mid-game. A peaceful player should not touch it; the type rewards are the same at every militaristic city-state, and a suzerain bonus that needs kills against civilizations or city-states is worthless without them.

Value by era

Ancient-era kills of low-strength units yield only a trickle of points, but the first Great General threshold is low too, so a classical war of a dozen kills can produce a General a full era ahead of everyone else — and that General's combat aura wins the next war. The bonus peaks in the medieval through industrial eras, when unit strength is high enough that each kill is meaningful, Generals and Admirals still buff the units of their era, and wars are long. Late game the points keep flowing but the recruitment race for modern-era commanders is crowded and their auras matter less against air and armor, so a late suzerainty is only worthwhile for a player already in a large war with a navy or army doing the killing.

Pitfalls and how to protect it

Barbarian kills do not count — only units belonging to civilizations or city-states — so a player farming barbarian camps for General points is farming nothing. Killing city-state units does count, but attacking a city-state carries its own diplomatic costs, so keep that to enemies who are already at war with you. The points enter the normal recruitment race, which means a rival with more Encampments can still claim the General you paid for; spend gold or faith to secure a commander the moment you can afford it. Losing suzerainty mid-war ends the flow immediately, so bank a spare envoy. Wolin's own units can be levied to pad a coastal campaign. If it is captured, liberate only if the war economy still depends on it.

Envoy bonuses

  • 1 envoy+1 Production toward units in your capital and in each city with a Barracks or Stable.
  • 3 envoys+2 Production toward units in each city with an Armory or a Consulate (+4 if the city has both).
  • 6 envoys+3 Production toward units in each city with a Military Academy or a Chancery (+6 if the city has both).

Envoy bonuses are shared by every city-state of the same type.

Plan your districts in the adjacency calculator →

Other Militaristic city-states

Related guides

Last reviewed: 2026-10-03