- −10% Development cost
- +25% National garrison growth
- +2 Yearly papal influence
- +0.25 Monthly fervor
- +10% Church power
- +10% Trade efficiency
- +25% Domestic trade power
- +2% Missionary strength
- +1 Diplomatic reputation
- +20% Fort defense
- +5% Discipline
- +20% Manpower recovery speed
Riga is a small Theocracy on the Baltic sea. It is surrounded on land by the Livonian Order. It starts allied with Lübeck and in the trade league led by Lübeck. The Daugava estuary is located in Riga and gives it an out-size proportion of the trade power in the Baltic trade node, compared to its size.
Reform into Kurland
Please help with verifying or updating this infobox. It was last verified for version 1.28.
The Northern Crusade has long come to an end. Our Crusader identity will soon bring us no more than nothing and maybe one day, it will eventually become a burden... By secularizing the state and reforming it into a duchy which is led by the former Grandmaster and his knights - now the Duke and his vassals - we can rouse the state from decadence and ameliorate our diplomatic situation.
Kurland does not exist.
If the country is AI-controlled then:
If Mitau (1935) is part of the HRE, but its owner is not a member then:
Every neighbouring monarchy:
Reform into Prussia
One random owned province with Saxon or Pomeranian culture that is not the capital:
Change the capital's culture to Prussian
Form German Nation
Germany does not exist.
If the country is AI-controlled then it:
If the country does not have custom ideas
The emperor of the HRE:
Riga is an OPM surrounded by the Livonian Order. Despite this fact Riga has three aces up its sleeve that allows it to become a Baltic powerhouse in the hands of a skilled player. First is Riga's ability to reform into Kurland without leaving the HRE. The second is the fact that Riga's primary culture is Prussian. This gives reduced penalties when conquering provinces in the HRE and allows the player to form Prussia when the player feels strong enough to leave the HRE or has become an elector or even emperor. Being part of the Germanic culture group also means that it is possible to join the HRE with 200 or less development as opposed to countries with a non-Germanic culture which can only join if their development is 100 or less. The third and final ace is a convenient series of events that almost always happens within the first few years of the game.
For the opening moves the most practical option is to exploit these series of events which will now be explained more thoroughly. The first thing the player should do is fabricate on the Livonian Order and build a spy network in the Teutonic Order. At the start of the game Poland will almost always take the mission "Conquer Western Prussia". As long as the Teutonic Order does not acquire strong allies like Denmark, this will cause Poland to declare war. Because the Teutonic Order and the Livonian Order are always allied, the player's only neighbor will be tied up in a war it will almost certainly lose. Once Poland has crushed the army of the Teutonic order, they will likely not answer a call to arms should the player attack the Livonian Order. By the time this happens the player should have built up to their force limit or perhaps go a bit over it. Preferably the player's army should be at least as large as that of the Livonian Order. The player can delay declaring the war so Poland can thin the Livonian army, but this also brings the risk of Poland occupying land the player may desire. For maximum result the player should declare war as soon as the Teutonic Order would refuse a call to arms. After declaring the war, the first priority is to occupy Mitau and as many other provinces as possible before Poland can get to them. Siege down the enemy forts and let Poland do all the fighting. After all Livonian lands have been occupied, the Livonian Order can be fully annexed. As soon as this is done the player should fabricate a claim on Danzig and start improving relations with Austria. It is recommended that the player increase autonomy in conquered provinces because otherwise the rebel armies may be significantly larger than any army the player can muster. The player should declare war on the Teutonic Order as soon as possible to exploit their state of weakness. After their war with Poland it is likely they will be left with no army or allies. The most important thing to gain from this war is Danzig which will allow the player to join the HRE, which will in turn grant the player protection from its large neighbors who pose an existential threat. These threatening neighbors are Denmark, Sweden, Muscovy, and Poland. It is possible to take as much land from the Teutonic Order as aggressive expansion allows and still be small enough to join the HRE, however this will then require more positive relations with the emperor which the player may not be able to achieve. It may be a good idea to just demand Danzig and come back for the Teutonic Order later. In that case it is possible to have that truce expire before the truce the Teutonic Order has with Poland has expired. This allows the player to take that land without Poland interfering. Once the player can add provinces the HRE, the player should add Danzig, then Mitau, and then Riga. Applying this strategy may require some restarts if the Teutonic Order acquires strong allies such as Denmark who may rival Poland, or if Poland doesn't take the mission to conquer western Prussia and thus does not declare war.
Soon after joining the HRE the player can expect to receive declarations of war from all of the neighbors which pose an existential threat to it. For one reason or another the AI seems to neglect the fact that the player can count on the protection of the emperor and all his allies. Thus the player can easily turn all these wars around simply by letting Austria and its allies do all the heavy lifting. This allows the player to take land from Poland, Muscovy, Sweden and Denmark with minimal effort. Not all of these countries may declare war, but usually most do at some point after the player defeats the Teutonic Order. It is thus very important to join the HRE before the wave of DoWs come down on the player. After having put all one's neighbors in place, the player will likely be a regional power with significantly less threatening neighbors. It is usually around this time that the reformation occurs. It is recommended that the player convert to either Protestant or reformed so the formation of Kurland and Prussia become possible. Reforming into Kurland may be a very attractive option since this is one of the few formation decisions that does not remove the player from the HRE. Furthermore, it causes the government to become a monarchy and gives the player access to Kurland's national ideas which provide a good basis for an army. From here the player can expand in any direction.
League wars: Joining the league wars can be very lucrative for the player. Not only is it an opportunity to gain some land, but it is an excellent opportunity to gain elector status and overthrow Austria as emperor. Becoming an elector requires some luck since it is not guaranteed that emperorship will go to the player after the war or that the chosen emperor will offer elector-status to the player. If the player becomes an elector it will be possible to form Prussia without leaving the HRE. Becoming the next emperor is a lot easier however. Most likely the player will be the most eligible candidate since the player will be the largest country within the HRE and be of the correct religion if the player is Protestant instead of reformed. Once the player has become emperor, the formation of Prussia is also possible without leaving the HRE. The player can then work to unite the HRE and continue to expand around Europe. Alternatively the player can choose to remain neutral in the league wars and gobble up weakened or preoccupied neighbors. Doing so can also shift the balance of power in the player's favor and be good progress in forming Germany. Should the player wish to keep Kurland's national ideas, the player may also enter the colonial game since this grants the player +15% colonial range which may make up for its initial position far from the Atlantic. However Riga is not situated near any trade nodes which benefit from the New World, so the player may then wish to expand into the lowlands and make Holland their new trading capital.
After the league wars have concluded the player should be one of the major players in Europe. From there is easy to conquer the entire Baltic region, Eastern Europe, and beyond. Riga starts a small and insignificant city-state, but if everything falls into place in the beginning it finds itself in a unique position which allows it to snowball like few other OPMs can.