- +1 Merchant
- +15% Caravan power
- +1 Possible advisor
- +5% Recover army morale speed
- −10% Mercenary maintenance
- −2 National unrest
- +25% Mercenary manpower
- +10% Global trade power
- +20% Trade steering
- +20% Goods produced modifier
- Main article: Russian Principalities missions
Form Russian Nation
If the country is AI-controlled, then it:
Russia does not exist
If is Novgorod:
If the country:
One obvious starting strategy is to ask Muscovy's rivals to support independence while Pskov gathers strength. However, Muscovy will usually declare war on Novgorod in the first few months of the campaign, nullifying their primary rival, and may not get another serious rival (Poland, Denmark) for years - long enough for them to consolidate their position and be very difficult for the player + allies to defeat.
An alternate strategy is to simply start a new game until Lithuania and Muscovy start off as rivals, and then declare war for independence as soon as possible (December 11, 1444) with no support at all. Muscovy will be unable to get military access through either Lithuania or Novgorod, as they are both rivals, and the player can allow the ticking war score and length of war modifiers to improve until Muscovy will accept independence in a peace treaty. An added benefit of this is that Muscovy will not declare war on Novgorod until the independence war is complete, giving Novgorod time to consolidate its position.
From there, the player can expand into Livonia relatively easily, while seeking alliances with Novgorod, Denmark, Poland, the Hordes, or even Muscovy themselves, as a partner rather than a vassal.
- If the country is not orthodox, the tsardom reform is removed immediately.