I have been analyzing the gather rates of the Folwark. Initially, it has a base gather rate identical to that of the Rice Paddy; however, when it gains its specializations, this tends to increase by 38% (to 0.69)
, putting it close to the European Mill, but without the walking penalty or intermittent gathering that the Mill suffers from. This essentially makes it a Rice Paddy with the base gather rate of a European Mill. It is precisely this mechanic that makes the Polish economy truly monstrous once all upgrades are researched.
Home City Upgrades:
-
Agrarian Reforms: +0.3
-
Sustainable Agriculture: +0.15
Unique Upgrades:
-
Seed Drill: +0.15
-
Artificial Fertilizer: +0.3
Sejm:
-
Kęsgaila Agriculture: +0.05
-
Sanguszko Agriculture: +0.15
-
Ostrogski Agriculture: +0.3
Considering all these upgrades, a villager’s final gather rate is approximately 1.66 (rounded).
Per minute, with 99 villagers, the food output is: $60 \times 99 \times 1.659 \approx 9836.64/min food.
In that regard, the gather rate is significantly higher than the standard rate for any other civilization. As a result, even though Poland lacks Economic Theory and Refrigeration, it achieves an absurd amount of food gathering—on par with Germany using Settler Wagons.
Furthermore, its second broken feature is Kiełbasa, which makes livestock booming completely automatic. This pushes their economy to even more disproportionate levels: literally every Folwark generates a gather rate of 20 food/s, meaning each of these buildings contributes even more than a Settler Wagon.
To top it off, Wódka Distillery grants an additional 10% coin trickle based on the Folwark’s food gather rate. Combined with the Grain Export card, you don’t even need to worry about your economy regardless of how many units you lose.
Balance Proposals for Poland
-
Building Base Rate: The best way to address this would be nerfing the Folwark’s gather rate to 0.52 or 0.55. This way it scales progressively without becoming overtuned due to the lack of walking time present in European Mills.
-
Card Adjustment: It would be worth tuning the Agrarian Reforms card from 0.3 / -0.5 down to 0.2 / -0.35 for Folwark (or Mill in the Danish case), hunting, and fishing gathering.
-
Livestock Mechanics (Kiełbasa): The Folwark’s gather rate on livestock should be adjusted so that micro-heavy livestock booming civs (like the British, Chinese, Haudenosaunee, and recently the Danes) feel properly rewarded. Perhaps using the Japanese Shrine gather rate as a baseline—setting the building’s livestock gather rate to the equivalent of 10% of a villager—so the Folwark doesn’t inject massive amounts of resources every time it harvests pigs.
-
Wódka Distillery: Should generate coin based on the base gather rate or be adjusted to 2–5% of the food gathered at the Folwark, preventing this passive income from allowing the Polish player to rely on a single building to gather two resources at once.
Denmark Analysis
In the case of Denmark, its settlers benefit from the following improvements to mill gathering:
-
Economic Theory: +0.1
-
Agrarian Reforms: +0.3
-
Refrigeration: +0.2
-
Seed Drill: +0.15
-
Artificial Fertilizer: +0.3
-
Capitol: +0.5
-
Church Card (Struensee Reforms): +0.1
They end up with a higher gather rate than the Russians, even when Russia sends all Mill upgrades (Food Silos, Sustainable Agriculture, Economic Theory, and Refrigeration).
This wouldn’t be as severe if they didn’t also have two extra advantages: the 4 Sámi Noaidi shipment and solid livestock cards (Fulling Mills, Stockyards, and Ranching), plus Fur Trade to convert food into 1.2x its value in coin. This means the Danish civilization benefits from one of the strongest Mill gather rates in the game paired with near-perfect livestock booming, granting them a massive economy (on top of the Custom House shipments providing 1,200 resources).
Balance Proposals for Denmark
To leave the Danes with a strong but not overwhelming economy (and given that their military isn’t as dominant as Poland’s, making these changes manageable), one or a combination of the following rebalances could be applied:
-
Reduce their villager build limit to 80–85.
-
Remove either the Fur Trade or Fulling Mills card.



