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Russia

Empire rankRussia
Russia.png
Primary culture
Muscovite (East Slavic)

Capital province
Moskva (295)

Government
TsardomGovernment monarchy.png

State religion
OrthodoxOrthodox.png

Technology group
EasternEastern technology group
Russian ideas
Traditions.png Traditions:
+33% National manpower modifier
−10% Core-creation cost

Aggressive expansion impact.png Land of the Rus

−10% Aggressive expansion impact

Auto explore adjacent to colony.png Siberian Frontier

Automatically discover adjacent when a colony is built.
May establish Siberian Frontiers

Artillery cost.png Russian Artillery Yard

−10% Artillery cost
+10% Artillery combat ability

Land force limit modifier.png Life-Long Conscription

+50% Land force limit modifier

Yearly corruption.png Abolish the Mestnichestvo

−0.10 Yearly corruption

Army tradition.png The Table of Ranks

+0.25 Yearly army tradition
−10% Advisor cost

Morale of armies.png Broaden the curriculum of the Cadet Corps

+5% Morale of armies
−10% Fire damage received

Idea bonus.png Ambition:

+1 Yearly legitimacy
For the region, see Russia (region).

Russia does not exist at the beginning of the Grand Campaign; it is a formable country. Historically, the Tsardom of Russia was formed by the Grand Principality of Flag of Muscovy Muscovy on 16 January 1547 when Ivan IV the Terrible crowned himself the "Tsar and Grand Duke of all Rus'", and Muscovy will usually form Russia in most campaigns. It is also possible (but more challenging) to form Russia as Flag of Novgorod Novgorod and even more challenging to form it as Flag of Ryazan Ryazan or Flag of Tver Tver. [1] Russia's primary strength lies in its lineup of geography, ideas, and abilities to create an unconquerable juggernaut when ruled by the player and an often formidable opponent when left to its own devices.

Contents

TsardomEdit

The Tsardom is a special government for   Russia and   Ruthenia with fixed   empire rank that shares its core mechanics with Russian principalities (locked   duchy rank), of which it's an evolution. Only Russian principalities or Veche Republics will gain this government form upon forming the two aforementioned countries.

The Tsardom has the following benefits:

  •   +20% National manpower modifier
  •   −0.05 Monthly autonomy change
  •   +5 Number of states
  •   +0.1 Yearly absolutism

Special Russian Government Type AbilitiesEdit

Each year, this government gathers 3 + ruler skill progress in each monarch power category ( / / ). Once 100 progress in a category is reached, the related   government interaction can be activated:

If not activated the points continue to gather until 150 is reached and any more is lost.

Fabricate Claim on AreaEdit

A tsardom can claim an entire area owned by a country instead of individual provinces for just +50% the spy network cost. Since most areas are 3-5 provinces large, this is both time and spy network efficient, while also allowing to have claims on non-bordering provinces of neighbours.

Siberian FrontierEdit

The Third Rome DLC unlocks a unique colonization system for   Russia to model its rapid expansion into Siberia. Once a united Russia unlocks its second national idea, it may establish a Siberian Frontier colony in any empty province with a direct land connection to its capital passing through non-colony provinces. Establishing a frontier costs 20   diplomatic points. Frontier provinces do not count towards the colony limit or require monthly maintenance. They grow at a varying rate of +5 - 15   settlers per month, but since as many Siberian Frontiers as possible can be established at the same time,   Russia can reach the Pacific Ocean fairly quickly.

FormationEdit

 Form Russian Nation

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.
 
Potential requirements
  • Playing with normal or historical nations
  • Was never an end-game tag

The country:

If the country is AI-controlled, then it:

Allow

  Russia does not exist

The country:


Effects

If is   Novgorod:

  • complete missions "Invade Novgorod" and "Conquer Novgorod"

The country:

  • changes to   Russia.
  • gets   empire government rank.
  • gains a permanent claim on all unowned settled provinces in the regions:
  • gains  25 prestige.
  • gets the modifier “Increased Centralization” for 20 years with the following effects:
    •  −0.05 monthly autonomy change,
    •  +1 national unrest.

If the country:

  • has Veche Republic or Russian Principality government
    • then it becomes a Tsardom.
  • is a member of the Holy Roman Empire but not the emperor or an elector
    • then all its provinces are removed from the HRE.
  • does not have custom ideas
 
Provinces needed for formation

MissionsEdit

Main article: Russian missions

Russian Missions focus entirely on expansion of the motherland. Historical actions such as expansion into the Eastern Steppes, Colonization of Siberia, and capture of the "Window on the West" are encouraged by missions granting claims and modifiers upon completion.

EventsEdit

Main article: Russian events

Russia's rich and interesting history is represented in game by several dynamic historical events including, most importantly, the Pomjestija Reform, Time of Troubles, the Grand Embassy, and even the rise of the Romanov Dynasty.

The Pomjestija ReformEdit

Russia shares The Pomjestija Reform event with Muscovy, an event that grants reduced technology cost for 10 years.

Time of TroublesEdit

Russia runs the risk of running into their Time of Troubles at any point between 1550 and 1650 if its stability is below 0. This event series gives neighbours opportunities to back pretenders to the Russian throne, which will further extend Russia's internal chaos. To bring an end to the Time of Troubles, Russia (or Muscovy) must not be at war, have a war exhaustion less than 3, no revolts going on, positive stability and not have the Usurper on the Throne modifier. Once all these conditions have been met, the mean time for the End of the Time of Troubles event to fire is 24 months.

The Grand EmbassyEdit

The Grand Embassy event is modelled after Peter the Great's accomplishments in the late 17th century. If Russia has not westernised, its monarch has good stats, and the date is late enough it is possible for the monarch to travel around Europe, learning various things for his country and increasing relations with neutral nations.

DecisionsEdit

 Make St. Petersburg the Capital

As a more western oriented state, Russia must have their capital in the west, and St. Petersburg will be our glorious beacon!
 
Potential requirements
  • Playing with normal or historical nations

The country:

  • is   Russia.
  • owns Neva (33).
  • does not have Neva (33) as capital.
  • does not have country flag relocated_capital_st_petersburg.
Allow

  Russia:

  • has a core on Neva (33).
  • is not at war.

Effects

  Russia:

  • set country flag relocated_capital_st_petersburg.
  • loses   ducats equal to 1 year's worth of income.
  • moves its capital to Neva (33).
  • gains   100 prestige.

Neva (33):

  • changes its name to St. Petersburg (with province capital St. Petersburg).
  • gains  6 base tax.
  • gains  3 base manpower.
  • changes its   culture to the culture of the former capital.
  • if does not have level 3  center of trade
    • gets level 1  center of trade

 Establish Russian Patriarchate

Constantinople is no longer the bastion and defense of Christianity. We need to pick up the mantle and establish a third Rome.
 
Potential requirements
  • Playing with normal or historical nations

The country:

  • is   Russia.
  • is  Orthodox.
  • does not have country modifier “Russian Patriarchate”.
  • does not have mission Russian Patriarchate.
Allow

  Russia:

Constantinople (151) is not owned by   Byzantium.


Effects

  Russia:

  • gets the modifier “Russian Patriarchate” for the rest of the campaign with the following effect:
    •   -20% cost of reducing war exhaustion.

StrategyEdit

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AchievementsEdit

 
Start as a country of Russian culture and form Russia.
 
Starting as a Russian nation, By 1600 own the East Siberian Coastline.

NotesEdit

  1. Theoretically, any other of the small Russian-culture nations in Eastern Europe (  Ryazan,   Tver,   Pskov,   Yaroslavl) could also form Russia, but since these are extremely weak, this is very difficult.
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