Russia

From Europa Universalis 4 Wiki
(Redirected from Tsardom)
Jump to navigation Jump to search
Empire rankRussia
Russia.png
Primary culture
Muscovite (East Slavic)

Capital province
Moskva (295)

Government
Tsardom Government monarchy.png

State religion
OrthodoxOrthodox.png

Technology group
EasternEastern technology group
Russian ideas
Ambox outdated info.png Please help with verifying or updating this infobox. It was last verified for version 1.33.

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

Yearly 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
Yearly republican tradition.png +0.3 Yearly republican tradition
Yearly devotion.png +1 Yearly devotion
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.

Tsardom[edit | edit source]

The Tsardom is a special government for OrthodoxyOrthodox Flag of Russia Russia and Flag of Ruthenia Ruthenia with fixed Empire rank empire rank. It uses ‘Russian Government’ mechanics as well as ‘Russian Principalities’ and ‘Veche Republics’. The Tsardom has the following benefits:

  • National manpower modifier.png +20% National manpower modifier
  • Autonomy.png −0.05 Monthly autonomy change
  • Governing capacity.png +350 Governing capacity
  • Absolutism.png +0.5 Yearly absolutism

Russian Government abilities[edit | edit source]

  • Uses Russian government mechanics: Each year, this government gathers 3 + ruler skill progress in each category (Administrative power.png/Diplomatic power.png/Military power.png). Once 100 progress in a category is reached, the related Tab domestic government.png government interaction can be activated:
Icon Ability Type Effects
Reform sudebnik.png Reform Sudebnik Administrative power.png Local autonomy.png−10% local autonomy in all provinces
Support oprichnina.png Support Oprichnina Diplomatic power.png −30% progress for all rebel factions
Raise streltsy.png Raise Streltsy Military power.png War exhaustion.png−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]

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 OrthodoxyOrthodox Primary culture.png 'East Slavic ' Flag of Russia Russia and Flag of Ruthenia Ruthenia with fixed Empire rank empire rank. It uses ‘Russian Government’ mechanics as well as ‘Russian Principalities’ and ‘Veche Republics’. The Great Veche Republic has the following benefits:

  • National manpower modifier.png +20% National manpower modifier
  • Merchants.png +1 Merchant
  • Maximum absolutism +30 Maximum absolutism
  • Governing capacity.png +300 Governing capacity
  • Can construct a trade post for Administrative power.png 50 administrative power, giving Trade power.png +10 trade power, in one owned province per trade node (except the node containing the main trade city).

Russian Government abilities[edit | edit source]

  • Uses Russian government mechanics: Each year, this government gathers 3 + ruler skill progress in each category (Administrative power.png/Diplomatic power.png/Military power.png). Once 100 progress in a category is reached, the related Tab domestic government.png government interaction can be activated:
Icon Ability Type Effects
Reform sudebnik.png Reform Sudebnik Administrative power.png Local autonomy.png−10% local autonomy in all provinces
Support oprichnina.png Support Oprichnina Diplomatic power.png −30% progress for all rebel factions
Raise streltsy.png Raise Streltsy Military power.png War exhaustion.png−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]

Siberian frontier is a unique colonization system primarily for Flag of Russia 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 Diplomatic power.png 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 Local settler increase.png settlers per month, but since many Siberian Frontiers can be established at the same time, Flag of Russia Russia can reach the Pacific Ocean fairly quickly.

Formation[edit | edit source]

id

Execute decision.pngForm 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

The country:

If the country is AI-controlled, then it:

Playing with normal or historical nations

Allow

Flag of Russia Russia does not exist
The country:


Effects

The country:

Both red provinces are needed to form Russia, along with one of each pair of green, purple, and orange provinces. Forming Russia will grant permanent claims on all the light brown provinces

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]

id

Execute decision.pngMake 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 Flag of Russia Russia.
  • owns Neva (33).
  • does not have Neva (33) as capital.
  • has not enacted this decision before.
  • if the country is AI-controlled then it is not a custom nation.
Allow

Flag of Russia Russia:

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

Effects

Flag of Russia Russia:

  • loses Gold Icon.png ducats equal to 1 year's worth of income.
  • gains Yearly prestige.png 100 prestige.

If Neva (33) is part of the HRE, but its owner is not a member then:

  • the province is removed from the HRE.
  • the Holy Roman Emperor:
    • gets the opinion modifier “Removed provinces from the Empire” towards the owner, worth Opinion.png−50 opinion with a yearly decay of 1.
    • loses Imperial authority.png1 imperial authority.

Neva (33):

  • becomes the new capital of the owner country.
  • changes its name to St. Petersburg (with province capital St. Petersburg).
  • gains Base tax.png6 base tax.
  • gains Manpower.png3 base manpower.
  • changes its Culture icon.png culture to the culture of the former capital.
  • if it does not have a Center of trade - level 3 level 3 center of trade
    • its Province trade power value.png center of trade gains 1 level
id

Execute decision.pngEstablish 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 Flag of Russia Russia.
  • is OrthodoxyOrthodox.
  • does not have the country modifier “Russian Patriarchate”.
  • does not have the mission “Russian Patriarchate”.
  • if the country is AI-controlled then it is not a custom nation.
Allow

Flag of Russia Russia:

Constantinople (151) is not owned by Flag of Byzantium Byzantium.


Effects

Flag of Russia Russia:

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

Strategy[edit | edit source]

Main articles: Muscovy#Strategy, Novgorod#Strategy

Virtually every Flag of Muscovy Muscovy playthrough will involve forming Flag of Russia Russia, and the vast majority of Russia games start with Muscovy. Forming Russia will likely also be the goal when playing Flag of Novgorod 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]

All belongs to Mother Russia icon
Start as a country of Russian culture and form Russia.
Relentless Push East icon
Starting as a Russian nation, By 1600 own the East Siberian Coastline.

Notes[edit | edit source]

  1. Theoretically, any other of the small Russian-culture nations in Eastern Europe (Flag of Rostov Rostov, Flag of Beloozero Beloozero, Flag of Odoyev Odoyev, Flag of Pskov Pskov, Flag of Yaroslavl Yaroslavl) could also form Russia, but since these are extremely weak, this is very difficult.
  2. If the country is not Orthodoxy Orthodox, the Tsardom reform is removed immediately.
Country guides

Central African technology group Central African.png Kuba.png KubaMutapa.png Mutapa
East African technology group East African.png Ethiopia.png EthiopiaMogadishu.png Mogadishu
Muslim technology group Muslim.png The Mamluks.png MamluksMorocco.png MoroccoTlemcen.png TlemcenTunis.png Tunis
West African technology group West African.png Air.png AirMali.png Mali

Eastern technology group Eastern.png Jerusalem.png Jerusalem Karabakh.png Karabakh
Muslim technology group Muslim.png Afghanistan.png Afghanistan Ajam.png Ajam Arabia.png Arabia Ardabil.png Ardabil Hisn Kayfa.png Hisn Kayfa Hormuz.png Hormuz Oman.png Oman Mushasha.png Mushasha Timurids.png Timurids Qara Qoyunlu.png Qara Qoyunlu
Indian technology group Indian.png Assam.png Assam Bahmanis.png Bahmanis Bengal.png Bengal Orissa.png Orissa
Chinese technology group Chinese.png Bali.png Bali Brunei.png Brunei Dai Viet.png Dai Viet Japan.png Japan Khmer.png Khmer Korea.png Korea Majapahit.png Majapahit Malaya.png Malaya Pagarruyung.png Pagarruyung Pasai.png Pasai Sunda.png Sunda
Nomadic technology group Nomadic.png Jianzhou.png Jianzhou Uzbek.png Uzbek Mongolia.png Mongolia

Western technology group Western.png United States.png United States
Mesoamerican technology group Mesoamerican.png Maya.png Maya
North American technology group North American.png Caddo.png Caddo Cherokee.png Cherokee Iroquois.png Iroquois

Andean technology group Andean.png Chachapoya.png Chachapoya Cusco.png Cusco Muisca.png Muisca
South American technology group South American.png Mapuche.png Mapuche