Ryazan

Primary culture
Capital province
Government
State religion
Technology group

- −1 National unrest
- +5% Recover army morale speed
- +15% National manpower modifier
- +25% Land force limit modifier
- −10% Cavalry cost
- +15% Manpower recovery speed
- +10% Production efficiency
- +5% Infantry combat ability
- −0.02 Monthly war exhaustion
- −15% Core-creation cost
- −10% Advisor cost
- +10% Morale of armies
Ryazan is a four province country in Russia (region). It is surrounded by Muscovy to the northeast,
Odoyev and
Lithuania to the west and the
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
Tver and Muscovy.
Contents
Missions[edit]
- Main article: Russian Principalities missions
Decisions[edit]
Form Russian Nation
Potential requirements
The country:
If the country is AI-controlled, then it:
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Allow
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Effects
If is
The country:
If the country:
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Strategy[edit]

Breaking the yoke[edit]
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.
Kazan[edit]
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.
Crimea[edit]
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.
Achievements[edit]

Eastern technology group ![]() |
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- ↑ If the country is not orthodox, the tsardom reform is removed immediately.