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Duchy rankRyazan
Primary culture
Ryazanian (East Slavic)

Capital province
Ryazan (301)

Feudal MonarchyGovernment monarchy.png

State religion

Technology group
EasternEastern technology group
Ryazan ideas
Traditions.png Traditions:
−1 National unrest
+5% Recover army morale speed

National manpower modifier.png The Arsenal of Ryazan

+15% National manpower modifier
+25% Land force limit modifier

Cavalry cost.png Tatar Mercenaries

−10% Cavalry cost

Manpower recovery speed.png Land Charters

+15% Manpower recovery speed

Production efficiency.png Russian Grain

+10% Production efficiency

Infantry combat ability.png March of Russia

+5% Infantry combat ability
−0.02 Monthly war exhaustion

Core-creation cost.png Russian Ambition

−15% Core-creation cost

Advisor cost.png Western Contacts

−10% Advisor cost

Idea bonus.png Ambition:

+10% Morale of armies
For the area, see Ryazan (area).

Ryazan is a four province country in Russia (region). It is surrounded by Flag of Muscovy Muscovy to the northeast, Flag of Odoyev Odoyev to the west and the Flag of Golden Horde Golden Horde to the south. It starts in 1444 without an heir, risking becoming a junior partner and the reason for a succession war between Flag of Tver Tver and Muscovy.




 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:


  Russia does not exist

The country:


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 religion Orthodox
    • then it enacts the Level 1 Government Reform "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


Breaking the YokeEdit

A reliable opening involves having a friendly Muscovy to ally in the first month of the game. The mission to conquer   Odoyev should be taken and war should be declared at the first possible date, lest they find an alliance or guarantee. Since   Muscovy may be the player's only significant ally, you must answer the Call to Arms against   Novgorod. After taking Odoyev and wrapping up Muscovy's first war against Novgorod, calling in Muscovy against the   Great Horde becomes the next logical step. The player now faces the ordeal of taking both the southern   Crimea and the northern   Kazan. In the south, Crimea is under severe threat of being taken by the   Ottomans through the Crimean Succession event. In the north, Muscovy gains claims on most of the Kazan area through their Western Siberian mission. If both provinces are to be taken, the player must choose their direction of expansion carefully. If either province is taken by a larger force, the game becomes usually much longer (but not necessarily difficult), as the player will have to expand until they are capable of man-fighting that country. Ryazan boasts some super decent ideas, so the long game is not prohibitively daunting. Saratov is close and usually relatively straightforward to secure.


By keeping track of Muscovy-Kazan peace timers, the player can carefully delay Muscovy from taking Kazanite provinces for a long time. It is important in these wars that the player positions their troops such that the border provinces are occupied by Ryazan and not Muscovy. This strategy will be useful until the player can directly snake into Kazan and take the province for themselves in a peace deal, or if stalling Muscovy while taking Crimea in the south.


The Crimean region has a degree of variation. They may be attacked by the   Great Horde early and get nearly full-annexed, or, if the player intervenes (by dogpiling an already at-war Great Horde) they may turn it around and expand into Great Horde lands. Sometimes, they do not war at all. The player must hope that when the Crimean Succession event fires, they do not seek Ottoman protection. If they are feeling better off without Ottoman involvement, the player still must watch for   Poland or   Lithuania developing ambitions in the area. Vassalizing Crimea is an interesting option if the province cannot be directly reached very quickly, so as to ensure a half-eaten Crimea does not seek Ottoman protection. If vassalized by the   Ottomans, restarting is reasonable, as it is probably not very far into the game yet. Alternatively, the player could transition into a more patient game, expanding eastward into the Persian and eventually Indian regions. After taking it easy and getting beefy, go head to head with the Ottomans, who should be very manageable by 1700, especially with the help of   Muscovy/  Russia.


As Tver, Yaroslavl, Ryazan or Odoyev, eliminate all other Rurikovich nations without changing your ruling dynasty.

Start as a country of Russian culture and form Russia.

As Ryazan, own Saratov, Crimea and Kazan while being independent.

Starting as a Russian nation, By 1600 own the East Siberian Coastline.

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