Russia

Primary culture
Capital province
Government
State religion
Technology group
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
- +33% National manpower modifier
- −10% Core-creation cost
- −10% Aggressive expansion impact
- Automatically discover adjacent when a colony is built.
- May establish Siberian Frontiers
- −10% Artillery cost
- +10% Artillery combat ability
- +50% Land force limit modifier
- −0.10 Yearly corruption
- +0.25 Yearly army tradition
- −10% Advisor cost
Broaden the curriculum of the Cadet Corps
- +5% Morale of armies
- −10% Fire damage received
- 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 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
Novgorod and even more challenging to form it as
Ryazan or
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.
Tsardom[edit | edit source]
The Tsardom is a special government for Orthodox
Russia and
Ruthenia with fixed
empire rank. It uses ‘Russian Government’ mechanics as well as ‘Russian Principalities’ and ‘Veche Republics’.
The Tsardom has the following benefits:
+20% National manpower modifier
−0.05 Monthly autonomy change
+350 Governing capacity
+0.5 Yearly absolutism
Russian Government abilities[edit | edit source]
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Available only with the Third Rome DLC enabled. |
- Uses Russian government mechanics: Each year, this government gathers 3 + ruler skill progress in each category (
/
/
). Once 100 progress in a category is reached, the related
government interaction can be activated:
Icon Ability Type Effects Reform Sudebnik −10% local autonomy in all provinces
Support Oprichnina −30% progress for all rebel factions Raise Streltsy −2 war exhaustion, raises 20% of forcelimit as streltsy units in the capital.
- If not activated the points continue to gather until 150 is reached and any more is lost.
Fabricate Claim on Area[edit | edit source]
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Available only with the Third Rome DLC enabled. |
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.
Great Veche Republic[edit | edit source]
The Great Veche Republic is a special government for Orthodox
'East Slavic '
Russia and
Ruthenia with fixed
empire rank. It uses ‘Russian Government’ mechanics as well as ‘Russian Principalities’ and ‘Veche Republics’.
The Great Veche Republic has the following benefits:
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Available only with the Res Publica DLC enabled. |
- Can construct a trade post for
50 administrative power, giving
+10 trade power, in one owned province per trade node (except the node containing the main trade city).
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Available only with the Mare Nostrum DLC enabled. |
- Can lead a trade league and create trading cities.
Russian Government abilities[edit | edit source]
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Available only with the Third Rome DLC enabled. |
- Uses Russian government mechanics: Each year, this government gathers 3 + ruler skill progress in each category (
/
/
). Once 100 progress in a category is reached, the related
government interaction can be activated:
Icon Ability Type Effects Reform Sudebnik −10% local autonomy in all provinces
Support Oprichnina −30% progress for all rebel factions Raise Streltsy −2 war exhaustion, raises 20% of forcelimit as streltsy units in the capital.
- If not activated the points continue to gather until 150 is reached and any more is lost.
Siberian Frontier[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.33. |
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Available only with the Third Rome DLC enabled. |
Siberian frontier is a unique colonization system primarily 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 power. The new colony will start with 5 settlers instead of the usual 10. 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 many Siberian Frontiers can be established at the same time,
Russia can reach the Pacific Ocean fairly quickly.
Formation[edit | edit source]
Form Russian Nation
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
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
The country:
If the country is AI-controlled, then it:
Playing with normal or historical nations |
Allow
|
Effects
The country:
|
Missions[edit | edit source]
- 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.
Events[edit | edit source]
- 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 Reform[edit | edit source]
Russia shares The Pomjestija Reform event with Muscovy, an event that grants reduced technology cost for 10 years.
Time of Troubles[edit | edit source]
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 Embassy[edit | edit source]
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.
Decisions[edit | edit source]
Make St. Petersburg the Capital
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
As a more western oriented state, Russia must have their capital in the west, and St. Petersburg will be our glorious beacon!
Potential requirements
The country:
|
Allow |
Effects
If Neva (33) is part of the HRE, but its owner is not a member then:
Neva (33):
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Establish Russian Patriarchate
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
Constantinople is no longer the bastion and defense of Christianity. We need to pick up the mantle and establish a third Rome.
Potential requirements
The country:
|
Allow
Constantinople (151) is not owned by |
Effects |
Strategy[edit | edit source]
- Main articles: Muscovy#Strategy, Novgorod#Strategy
Virtually every Muscovy playthrough will involve forming
Russia, and the vast majority of Russia games start with Muscovy. Forming Russia will likely also be the goal when playing
Novgorod or one of the weaker Russian states. For detailed strategy see the respective page of the nation you want to start as.
Achievements[edit | edit source]
Notes[edit | edit source]
Eastern technology group ![]() |
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Anatolian technology group ![]() |
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Muslim technology group ![]() |
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Nomadic technology group ![]() |
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Western technology group ![]() |
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Mesoamerican technology group ![]() |
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North American technology group ![]() |
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Polynesian technology group ![]() |
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