Duchy of Warsaw
Duchy of Warsaw is an Industrial Age Revolutionary Nation for the Poles, with Warsaw as its Home City. It sends two Heavy Cannons and replaces much of the Polish roster with Vistula and other upgraded units. The result is a large combined-arms change, not simply a shipment of artillery or a conversion into generic Revolutionaries.

Access & effects
Villagers become Vistula Legionaries, Guard Musketeers with stronger ranged and melee multipliers against cavalry and shock troops. The revolution sends two Heavy Cannons and changes several existing unit lines: Retainers become Vistula Uhlans, Crossbowmen become Pikemen upgraded to Scythemen, Piechurs become Vistula Riflemen, Winged Hussars become Vistula Hussars, and Cavalry Archers become Krakuses. The new roster includes anti-cavalry infantry, upgraded cavalry and ranged support, but population space becomes 200 and Settler/Fishing Boat training is disabled.
Availability
Definitive Edition; Industrial Age. Poles only. Population space becomes 200 and Settler/Fishing Boat training is disabled. Ships two Heavy Cannons and changes multiple existing unit lines. Home City: Warsaw.
Army & economy
The Duchy can be a finishing transition because it delivers artillery and transforms existing forces into an upgraded army. Enter it with resources for Home City shipments: several of the Duchy’s army cards cost resources in exchange for large reinforcements. Build a screen for the Heavy Cannons and choose shipments before committing to the Partitions. The Third Partition spends the base and prevents further reinforcements, so send supporting cards first and only use it when the resulting army can finish the match.
Army composition after the transition
Vistula Legionaries form the new core and have specific bonuses against cavalry and shock troops. Vistula Uhlans and Vistula Hussars provide mounted pressure, Scythemen and Vistula Riflemen fill distinct infantry roles, and Krakuses take over the Cavalry Archer line. The two Heavy Cannons add siege power. Because so many units change, assess what is already in the army and what the Home City can deliver before revolting; the transition can upgrade an existing force, but it does not automatically create every supporting unit needed.
Partitions and the all-in decision
The Duchy’s Partitions offer large armies at escalating strategic cost. The Third Partition is especially decisive: it trades the base and future reinforcements for a substantial final army. Do not send all Partitions automatically. First use ordinary shipments to reinforce the composition, protect the cannons and account for enemy counters. The final card is appropriate only when the army is positioned to finish; if it is defeated after the base is sacrificed, the player has little ability to recover.
Shipment costs and final-army risk
The Duchy’s Home City deck includes army shipments and the Partitions, which trade resources or part of the base for large forces. The source recommends entering the revolution with a substantial resource reserve because many cards require resources to send. A staged sequence lets the player add supporting units before making the final commitment. The Third Partition sacrifices the base and further reinforcement capacity for a powerful combined army; send it only when the force can immediately destroy the opponent’s ability to recover. Protect the Heavy Cannons and keep enough anti-cavalry and anti-infantry support for the opponent’s counters.
Value of the converted roster
The revolution improves several existing Polish unit lines at once. Keep the new Vistula Legionaries and Scythemen with the force that screens the Heavy Cannons, and use mounted units to threaten exposed artillery. Since Settlers and Fishing Boats stop training, send the converted army where it can win ground rather than splitting it into unsupported groups.