|Please help with verifying or updating this infobox. It was last verified for version 1.33.|
- +20% Fort defense
- +1 Diplomatic reputation
- +1 Yearly legitimacy
- +1 Diplomat
- −10% Cavalry cost
- +50% Chance of new heir
- −10% Infantry cost
- −20% Fort maintenance
- +20% Caravan power
- +1 Merchant
Missions[edit | edit source]
- Main article: Russian Principalities missions
Decisions[edit | edit source]
Odoyev has the ability to form Russia.
Form Russian Nation
Please help with verifying or updating this infobox. It was last verified for version 1.33.
Through conquest and diplomacy Russia has managed to transform from a mere settlement into a dominant principality. After several eastern expeditions the Mongol hordes have finally been subdued and a centralized Russian state, ruled under the suzerainty of the Tsar, is emerging. Influences from Western Europe are helping us modernize and reform our nation and Western style of education is being adopted.
If the country is AI-controlled, then it:
Playing with normal or historical nations
Russia does not exist
Strategy[edit | edit source]
Finding an Ally[edit | edit source]
The first objective of Odoyev is finding a strong ally, Muscovy is usually willing to protect the little nation but is a low risk low reward alliance, as it’ll take years to gather favors before they will be willing to further Odoyev’s cause. Lithuania is usually not an option, considering they will fall under a Personal Union with Poland most of the time, and with the Poles usually having no interest in the little nation of Odoyev, any alliance in the west could be considered impossible. Odoyev’s best bet for fast expansion is allying Novgorod, if the player is able to help Novogord win its initial war against Muscovy that is. If the player manages to do this, then the road for expansion is pretty much open. If enough and the right provinces were taken by Odoyev in the initial war with Muscovy, the player might consider taking either Ryazan or Tver on his own while waiting for the truce with Muscovy to expire, as these are easy targets to pick off presuming they don’t find any allies.
The Great Betrayal[edit | edit source]
After around 3 wars with Muscovy, Odoyev should generally turn out to be stronger than Novgorod. If this is indeed the case then the player should start looking for new allies, so that they can break the alliance with Novgorod in order to secure the provinces needed to form Russia. At this stage of the game Poland is certainly a good option assuming they got their Personal Union over Lithuania, if this isn’t the case then either Lithuania, Denmark or a free Sweden is a good option.
Ideas[edit | edit source]
It is advantageous to take administrative ideas as the first or second idea group, as the player will have quite a few relatively rich provinces to core, and can save on admin points early on this way. The other of the first two idea groups will likely be a military one. It is up to the player to decide on which one that complements the Odoyevian military traditions best. The first diplomatic idea group could be exploration ideas, allowing the player to colonize the East and later the Americas, or possibly influence ideas to lower the aggressive expansion impact and allow for quicker vassal annexation - the player may choose to release and feed vassals in order to save on admin points, aggressive expansion and unrest when conquering the Central Asian Sunni nations.