Difference between revisions of "Muscovy"

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===Perm, Yaroslavl, Beloozero, Rostov and Pskov, The Muscovite Vassal States===
 
===Perm, Yaroslavl, Beloozero, Rostov and Pskov, The Muscovite Vassal States===
 
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Perm, Yaroslavl, Beloozero, Rostov and Pskov all begin as Orthodox vassals of Muscovy and all except Perm and Pskov have your Dynasty. Perm is the largest of these, and begins with some [[Tengri]] provinces which can cause them some unrest, however these are usually swiftly converted. Yaroslavl, Beloozero and Rosotov are the smallest and are sometimes entirely surrounded by Muscovy and its vassals, while Pskov shares no border with Muscovy. The player should be mindful that although having these vassals significantly increases the combat ability, due to the extra regiments and [[manpower]] pools they provide, it that no [[Diplomacy#Diplomatic_relations_cap|relationship slot]]s remains. When attempting to [[integrate]] these [[vassals]], be mindful of the penalty to relations, and more importantly, to [[diplomatic reputation]], that occurs when completing an integration, which can slow, or entirely stall further integrations.
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Perm, Yaroslavl, Beloozero, Rostov and Pskov all begin as Orthodox vassals of Muscovy and all except Perm and Pskov have your Dynasty. Perm is the largest of these, and begins with some [[Tengri]] provinces which can cause them some unrest, however these are usually swiftly converted. Yaroslavl, Beloozero and Rosotov are the smallest and are sometimes entirely surrounded by Muscovy and its vassals, while Pskov shares no border with Muscovy. The player should be mindful that although having these vassals significantly increases the combat ability, due to the extra regiments and [[manpower]] pools they provide, this means that no [[Diplomacy#Diplomatic_relations_cap|relationship slot]]s remain. When the player is attempting to [[integrate]] these [[vassals]], they should be mindful of the penalty to relations and, more importantly, to [[diplomatic reputation]] which occurs when completing an integration, which can slow, or entirely stall further integrations.
  
 
===Tver===
 
===Tver===
 
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[[Tver]] begins begins with no Hair and your Dynasty so u can Claim the throne and force them under a PU as soon as u got more prestige then them. They are in a wedged betwixt Muscovy and Novgorod. Muscovy is too large to rival, so Tver's only valid rival is Novgorod, and so will inevitably select them as rivals. This rivaly often results in Tver trying take advantage of wars Muscovite-Novgorod conflict to take some Novgorod lands of their own. They usually fail to find any other significant allies, and so are usually a straightforward target for expansion if they could not be forced under a union.
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[[Tver]] begins begins with no heir and the same Dynasty so the player can claim the throne and force them under a PU as soon as they get more prestige than them. They are wedged inbetween Muscovy and Novgorod. Muscovy is too large to rival, so Tver's only valid rival is Novgorod. This means that they will inevitably select them as rivals. This rivaly often results in Tver trying take advantage of Muscovite-Novgorodian wars by taking some Novgorodian lands of their own. They usually fail to find any other significant allies, and so are usually a straightforward target for expansion if they can't be forced under a union.
  
 
===Odoyev===  
 
===Odoyev===  
 
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As the only nation with a Hair of your dynasty they are a nation that can not be forced under a PU at game start but can as soon as there king leaves his live. Positioned at the junction between the Lithuanian, Muscovite and Golden Horde lands, Odoyev are surrounded by relative giants. If Lithuania rivals Muscovy, and does not fall under a [[personal union]] with Poland, they will often [[guarantee]] Odoyev discouraging selecting Odoyev as a target for expansion. Either hoping that Lithuania does fall under the union, or else waiting for a moment of weakness such that they will not honour the guarantee, can both allow incorporating them into Muscovy. Failing this Odoyev is small enough to willingly vassalise, and so could be added to Muscovy's initial vassal swarm.
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As the only nation with a heir of the player's dynasty they can't be forced under a PU at game start but can as soon as their king dies. Positioned at the junction between Lithuanian, Muscovite and Golden Horde lands, Odoyev is surrounded by relative giants. If Lithuania rivals the player and does not fall under a [[personal union]] with Poland, they will often [[guarantee]] Odoyev, discouraging selecting them as a target for expansion. Either hoping that Lithuania does fall under the union, or else waiting for a moment of weakness such that they will not honour the guarantee, can allow for incorporating them into Muscovy. Another method takes advantage of the fact that Odoyev is small enough to willingly vassalise, and so could be added to Muscovy's initial vassal swarm.
  
 
===Ryazan===
 
===Ryazan===
 
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begins begins with no Hair and your Dynasty so u can Claim the throne and force them under a PU as soon as u got more prestige then them. Positioned along the Muscovy-Golden Horde border, Ryazan also share a border with Odoyev, who they inevitably [[rival]]. Starting larger than Odoyev means that Ryazan is in a position to make good this rival status and actively take aggressive action against them. Often the Golden Horde will attempt to make Ryazan a vassal, and either warning the Golden Horde, or allying Ryazan can help prevent this. Similarly sending a warning to Ryazan should prevent them from declaring war on Odoyev.  
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Ryazan starts the game with no heir and the player's Dynasty so they can claim the throne and force them under a PU as soon as they have got more prestige than them. Positioned along the Muscovy-Golden Horde border, Ryazan also shares a border with Odoyev, whom they will inevitably [[rival]]. Starting larger than Odoyev means that Ryazan is in a position to make good use of this rival status and take aggressive action against them. Often the Golden Horde will attempt to make Ryazan a vassal, and either warning the Golden Horde or allying Ryazan can help prevent this. Similarly sending a warning to Ryazan should prevent them from declaring war on Odoyev.  
  
 
===Novgorod===
 
===Novgorod===
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===Lithuania and Poland===
 
===Lithuania and Poland===
 
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Lithuania is the only neighbour which can field an army of comparable size to Muscovy's. However, they often fall under a [[personal union]] with {{flag|Poland}}, limiting their ability to both pose an active threat as well as interfere in Muscovite affairs. Lithuania begins with almost all of the Ruthenia region under their control, and all of this land is both Orthodox, and in the East Slavic culture group, making it a very attractive expansion direction. An [[Russian_events#Russian_claims_on_Poland-Lithuania|event]] which can trigger between 1550 and 1650 may grant claims on much of this land. Even if Lithuania do not fall under a union with Poland, owing to the historical friendship status between the two nations, they will almost always be allies. Poland have their own vassals, and the two of them, in the very early game, are capable of fielding a much larger army than Muscovy. Because of this it is inadvisable to attempt to take Lithuania's Ruthenian lands until either having expanded and increased Muscovy's force limit significantly, or until it is possible to call in equally powerful allies.
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Lithuania is the only neighbour which can field an army of comparable size to Muscovy's. However, they often fall under a [[personal union]] with {{flag|Poland}}, limiting their ability to both pose an active threat as well as interfere in Muscovite affairs. Lithuania begins with almost all of the Ruthenia region under their control, and all of this land is both Orthodox, and in the East Slavic culture group, making it a very attractive expansion direction. An [[Russian_events#Russian_claims_on_Poland-Lithuania|event]] which can trigger between 1550 and 1650 may grant claims on much of this land. Even if Lithuania does not fall under a union with Poland, owing to the historical friendship status between the two nations, they will almost always be allies. Poland has its own vassals and in the very early game these vassals are capable of fielding a much larger army than Muscovy. Because of this it is not recommended to attempt to take Lithuania's Ruthenian lands until either having expanded and increased Muscovy's force limit significantly, or until it is possible to call in equally powerful allies.
Poland can not initially rival Muscovy, however, if they get the personal union over Lithuania, they become a potential rival. Therefore, it can be valuable to form an alliance with Poland before the personal union occurs, although this can prove challenging owing to the 12 month mean time to happen on the event for Poland to get the union. If player is able to ally Poland, it is worth to keep the alliance at all costs. In case Lithuania doesn't fall under personal union, Poland will be a kind of defensive guarantee for Muscovy. If personal union happens, then Poland will be great battering ram for Muscovite conquests in Scandinavia or against nearby hordes. Early allying of Poland and accepting calls for war against Teutonic Order may give a good chance to take Danzig or Marienburg - these are necessary for forming {{flag|Commonwealth}}, so owning one of them not only strengthen Baltic trade node position but mainly prevents Poland to form the Commonwealth easily and quickly. Once Commonwealth is formed (or Poland inherits Lithuania), it is just almost inevitable to rival Muscovy.
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Poland can not initially rival Muscovy, however, if they get the personal union over Lithuania, they become a potential rival. Therefore, it can be valuable to form an alliance with Poland before the personal union occurs, although this can prove challenging owing to the 12 month mean time to happen on the event for Poland to get the union. If the player is able to ally Poland, it is worth keeping the alliance at all costs. In case Lithuania doesn't fall under personal union, Poland will be a kind of defensive guarantee for Muscovy. If the personal union is created, Poland will be great battering ram for Muscovite conquests in Scandinavia or against nearby hordes. Early allying of Poland and accepting calls for war against Teutonic Order has a good chance to grant the player Danzig or Marienburg - these are necessary for forming {{flag|Commonwealth}}, so owning one of these provinces not only strengthen Baltic trade node position but mainly prevents Poland from forming the Commonwealth easily and quickly. Once the Commonwealth is formed (or Poland inherits Lithuania), it is almost inevitably going to rival Muscovy.
  
 
===Golden Horde, Kazan and Nogai===
 
===Golden Horde, Kazan and Nogai===
 
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Through missions, as well as the permanent claims granted if Russia is formed, Muscovy claims on much of the European hordes lands. However, when taking these lands, it is important to be mindful that they are [[Sunni]], which will cause religious unrest issues, and reduce [[religious unity]]. Reduced religious unity also increases [[corruption]]. And so it is advisable to either wait until the player has a means of [[Religion#Conversion|converting]] or tolerating such heresies, such as is granted by [[Idea_groups#Religious|Religious]] and [[Idea_groups#Humanist|Humanist]] ideas, and which should therefore be strongly considered candidates for first idea group picks. An alternative strategy, is rather than taking the Sunni lands into Muscovy to give them to a Sunni vassal. Muscovy begins with a single Sunni province, Kasimov, from which the Sunni horde state of {{flag|Qasim}} can be released as a vassal. Feeding a Sunni vassal the Sunni lands, at least temporarily, depending on if or when the player intends to integrate the vassal, avoids the religious problems this would cause for Muscovy. Starting in the Eastern technology groups, Muscovy should be able to advance in military technology sooner than the Nomadic culture group hordes, and waiting until a time when they are behind in military technology, especially technology levels granting discipline, morale, and improved units, can help make warring against the hordes significantly easier.
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Through missions as well as the permanent claims granted (once Russia is formed), Muscovy gains claims on much of the European hordes lands. However, when the player is taking these lands, it is important to be mindful that they are [[Sunni]], which will cause religious unrest issues, and reduce [[religious unity]]. Reduced religious unity also increases [[corruption]]. Therefore it is advisable to either wait until the player has a means of [[Religion#Conversion|converting]] or tolerating such heresies, such as is granted by [[Idea_groups#Religious|Religious]] and [[Idea_groups#Humanist|Humanist]] ideas, which are strongly considered candidates for first idea group picks. An alternative strategy is to take a Sunni vassal rather than annexing the Sunni lands directly. Muscovy begins with a single Sunni province, Kasimov, from which the Sunni horde state of {{flag|Qasim}} can be released as a vassal. Feeding a Sunni vassal the Sunni lands, at least temporarily, depending on whether the player intends to integrate the vassal, avoids the religious problems this would cause for Muscovy. As it starts with feudalism, Muscovy should be able to advance in military technology sooner than the hordes, and waiting for a time when they are behind in military technology, especially technology levels granting discipline, morale, and improved units, can help make warring against the hordes significantly easier.
  
Declare war to Kazan when Nogai or Golden Horde do so as well. Sieging capital, Perm and Udmurtia should get enough high war score to grant provinces Perm and Udmurtia to Perm - these share Perm's culture and Perm will convert the tengri religion to Orthodox.
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Declare war on Kazan when Nogai or the Golden Horde does so as well. Sieging the capital, Perm and Udmurtia should get enough high war score to grant provinces Perm and Udmurtia to Perm - these share Perm's culture and Perm will convert the tengri religion to Orthodox.
  
 
===Ming===
 
===Ming===
 
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If the player conquers the steppe tribes to the east, they may eventually find themselves sharing a border with a tributary of {{flag|Ming}}. Ming starts off with by far the most development, highest force limit, and dozens of tributaries. However, Muscovy has several unique advantages and Disadvantages over Ming: First, Muscovy is closer to Europe, which means they can embrace the first three [[institutions]] much earlier than Ming but ming can demand tech from his tributaries to make up for that. Second, Ming usually has a lower manpower cap than Muscovy because of its national ideas, how ever Ming is the only Nation that can go up to 6x his manpower cap because of the tribute mechanics allowing u to go over cap and {{flag|Ming}} Being at Peace if only bordering Tributaries . Third, a Ming invasion of Muscovy would mean marching through the large, low-supply limit provinces in the winter, what theoretically could drain there man power if they are not way over manpower cap at the start of the war. Thus 2 Stratagys can be done. A Player can just become there Tributary then eat the other Tributarys and then break it when he got strong Alles to drain Mints mandate or he can try getting a border with ming and slowly Draining his mandate with out becoming a Tributary first in what case ming will most likely attack and a really Expensive war follows. Regardless of what approach it is advised that the player share a border with Ming to decrease their Mandate of Heaven until it begins to given penalties to shock and fire damage, at which point the player can choose to attack. It is also recommended that the player start wars with Ming's tributaries that border Muscovy to grab extra land while fighting Ming itself.
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If the player conquers the steppe tribes to the east, they may eventually find themselves sharing a border with a tributary of {{flag|Ming}}. Ming starts off with by far the most development, highest force limit, and dozens of tributaries. However, Muscovy has several unique advantages and disadvantages over Ming: Firstly, Muscovy is closer to Europe, which means they can embrace the first three [[institutions]] much earlier than Ming but ming can demand tech from his tributaries to make up for this. Secondly, Ming usually has a lower manpower cap than Muscovy because of the Muscovite national ideas, however Ming is the only Nation that can go up to 6x its manpower cap because of the tribute mechanics allowing them to go over the cap if {{flag|Ming}} is at peace and surrounded by tributaries. On another note, a Ming invasion of Muscovy would mean marching through the large, low supply limit provinces in the winter, which could theoretically drain their manpower if they are not way over their manpower cap at the start of the war. Thus 2 Strategies can be used. The player can simply become their tributary and eat the other tributaries, then break it when the player has strong allies to drain Ming's mandate. Alternatively, the player can try to get a border with Ming and slowly draining their mandate without becoming a tributary first in which case Ming will most likely attack and a really expensive war follows. Regardless of what approach the player chooses it is advised that the player shares a border with Ming to decrease their Mandate of Heaven until it begins to give penalties to shock and fire damage, at which point the player can choose to attack. It is also recommended that the player start wars with Ming's tributaries that border them to grab extra land while fighting Ming itself.
  
 
===Livonian Order and Riga===
 
===Livonian Order and Riga===
 
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The Livonian order share a border with {{flag|Pskov}} and usually ally with the {{flag|Teutonic Order}}. Either by directing Pskov to fabricate claims against the Livonian Order, or by fabricating claims directly after taking land from Novgorod, Muscovy can either take land from, or owing to them being just slightly below 100 warscore, take the Livonian Order as a vassal. The Livonian coastal provinces can provide extra sailors and naval force limit, useful to combat {{flag|Denmark}} and Sweden, which are usually superior in that regard.
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The Livonian order shares a border with {{flag|Pskov}} and usually ally with the {{flag|Teutonic Order}}. Either by directing Pskov to fabricate claims against the Livonian Order, or by fabricating claims directly after taking land from Novgorod, Muscovy can either take land from or, as they are just slightly below 100 warscore, take the Livonian Order as a vassal. The Livonian coastal provinces can provide extra sailors and increased naval force limit, useful when fighting {{flag|Denmark}} and Sweden, which are usually superior in this regard.
Dragging Livonian Order's brother, Teutonic Order, into war provides a chance to get Danzig or Marienburg - this will prevent Poland from forming Commonwealth.
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Dragging the Livonian Order's brother, the Teutonic Order, into war provides a chance to get Danzig or Marienburg - this will prevent Poland from forming the Commonwealth.
Riga is recommended to be left around since they often get no allies once the Livonians are gone but still join the lubek trade league giving access to war the really rich Trade League for money every few years
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Riga is recommended to be left around since they often get no allies once the Livonians are gone but still join the lubeckan trade league giving access to fight the really rich Trade League for money every few years
  
 
===Denmark and Sweden===
 
===Denmark and Sweden===
 
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Denmark and Sweden control much of the Baltic sea, and share a border with Novgorod. Usually the player will annex Novgorod and this will eventually mean they share a border with Muscovy. Relatively often, Sweden try and get their independence from Denmark. In either case, Sweden may fabricate claims on these border provinces, and wars can occur over these claims. Allying Denmark if Sweden is not yet free, or allying Sweden if they have already gotten their freedom, can help the security of this north-west border, as well as provide a relatively powerful ally. Usually Sweden prefers to unify the Scandinavia region, while Denmark usually tries to take the North German coast. In either case, allying them encourages this route of expansion and discourages them from trying to expand into East Slavic culture group territory.
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Denmark and Sweden control much of the Baltic sea, and share a border with Novgorod. Usually the player will annex Novgorod and this will eventually mean they share a border with Muscovy. Relatively often, Sweden will try and get their independence from Denmark. In either case, Sweden may fabricate claims on these border provinces, and wars can occur over these claims. Allying Denmark if Sweden is not yet free, or allying Sweden if they have already gotten their freedom, can help the security of this north-west border, as well as provide a relatively powerful ally. Usually Sweden prefers to unify the Scandinavia region, while Denmark usually tries to take the North German coast. In either case, allying them encourages this route of expansion and discourages them from trying to expand into East Slavic culture group territory.
  
 
===Ideas===
 
===Ideas===
 
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Religious is recommended as an early, or even first idea group. If expanding South or East, it will be into Sunni lands. These are difficult to convert, and will cause a reduction in religious unity which will increase corruption. Religious ideas can help by increasing missionary strength as well as by providing additional missionary. Religious will also give access to the Deus Vult CB. Alternatively, Humanist ideas may allow for tolerance rather than conversion of the Sunni lands.
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Religious is recommended in the early game or even as the first idea group. When expanding South or East, it will be into Sunni lands. These are difficult to convert, and will cause a reduction in religious unity, thus increasing corruption. Religious ideas can help by increasing missionary strength as well as providing an additional missionary. Religious ideas will also grant access to the Deus Vult CB. Alternatively, Humanist ideas may allow for tolerance rather than conversion of the Sunni lands.
  
Defensive ideas are recommended as the first military idea, most likely before Religious. It allows Muscovy to win a battle by sheer numbers and it is especially powerful at the start of the game. It also increases attrition inflicted to anyone who wants to attack Muscovy, by it's +%1 attrition bonus and increased fort defense, since Muscovy is weaker than Polish-Lithuanian union. Unlike the popular understanding, Quantity does not have a synergy with Muscovite ideas since Quantity is additive: while the absolute increases are just as big for Muscovy, the higher manpower pool from the moscovite ideas is not boosted.
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Defensive ideas are recommended as the first military idea, most likely before Religious. It allows Muscovy to win a battle by sheer numbers and it is especially powerful at the start of the game. It also increases attrition inflicted to anyone who wants to attack Muscovy, by it's +1% attrition bonus and increased fort defense, since Muscovy is weaker than the Polish-Lithuanian union overall. Unlike the popular understanding, Quantity does not have a synergy with Muscovite ideas since Quantity is additive: while the absolute increases are just as big for Muscovy, the higher manpower pool from the moscovite ideas is not boosted.
  
The high force limits that Muscovy's national ideas allow, help keep vassals in line because of relative military strength, encouraging the use and growth of vassals. Influence and diplomatic ideas are helpful for vassal heavy play, allowing cheaper integration of vassals, as well as providing an addition diplomat for integrating them.
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The high force limit that Muscovy's national ideas allows help keep vassals in line because of relative military strength, encouraging the use and growth of vassals. Influence and diplomatic ideas are helpful for vassal-heavy play, allowing for cheaper integration of vassals, as well as providing an addition diplomat for integrating them.
  
 
===Technology===
 
===Technology===
The [[Institutions|Renaissance]] spawns around 1450. Once the Renaissance spawns, consider developing Moskva from its starting 17 development 35 To bring the Renaissance in Moskva and fulfilling 2 ages objectives. It's highly recommended to do this with all diplomatic and administrative points left over while staying at 3/3/5 Tech thill Renaissance is embraced
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The [[Institutions|Renaissance]] spawns around 1450. Once the Renaissance spawns, consider developing Moskva from its starting 17 development to 35 to bring the Renaissance in Moskva and to fulfill 2 ages objectives. It's highly recommended to do this with all leftover diplomatic and administrative points while staying at 3/3/5 Tech until the Renaissance is embraced
  
 
==Achievements==
 
==Achievements==

Revision as of 18:41, 6 November 2017

Duchy rankMuscovy
Muscovy.png
Primary culture
Muscovite (East Slavic)

Capital province
Moskva (295)

Government
Russian Principality Government monarchy.png

State religion
OrthodoxOrthodox.png

Technology group
EasternEastern technology group
Muscovite ideas
Traditions.png Traditions:
+1 Diplomatic relation
+10% Shock damage

National tax modifier.png Gatherers of Tribute

+10% National tax modifier

Army tradition.png Legacy of Dmitriy Donskoi

+0.5 Yearly army tradition

Missionary strength.png Seat of Metropolitan Bishop

+1% Missionary strength
+1 Tolerance of the true faith

Morale of armies.png Pomestnoe Voisko

+10% Morale of armies

Stability cost modifier.png Strength of the Boyars

−20% Stability cost modifier

Fort maintenance.png Zasechnaya Cherta

−20% Fort maintenance

Diplomatic reputation.png Descendants of the Byzantine Emperors

+1 Diplomatic reputation

Idea bonus.png Ambition:

+33% Land force limit modifier

Flag of Muscovy Muscovy is a country in northeastern Europe. They're in a prime position to eventually form Flag of Russia Russia.

Historically, the Grand Duchy of Moscow was a vassal of the Flag of Golden Horde Golden Horde in 1444. However, the Mongol Khanate had been losing effective control for decades. The Russian principalities didn't fully break the so-called Tatar Yoke until 1480, when the Tatar Horde declined to engage the superior, firearm-equipped Russian army across the Ugra river; the once-mighty Golden Horde was finally destroyed in an alliance with the Flag of Crimea Crimean Khanate in 1502. In the game, their independence represents their de facto degree of autonomy at this stage. Grand Prince Ivan IV "the Terrible" had himself crowned "Tsar of All the Russias" in 1547, establishing the Tsardom of Russia.

Events

Main article: Russian events

Muscovy's events centre around the Russian Orthodox church, significant reforms made by some of the better known kings, as well as territorial conflicts with the European hordes, Flag of Sweden Sweden, and Flag of Lithuania Lithuania.

Decisions

Missions

Main article: Russian missions

Muscovy get a number of unique missions, many of which grant claims on large swaths of territory, which allows swift and extensive expansion.

Strategy

Neighbours and position

Muscovy starts bordering Flag of Lithuania Lithuania, Flag of Novgorod Novgorod, Flag of Kazan Kazan, Flag of Golden Horde Golden Horde, Flag of Perm Perm, Flag of Ryazan Ryazan, Flag of Odoyev Odoyev, Flag of Tver Tver, Flag of Beloozero Beloozero, Flag of Rostov Rostov and Flag of Yaroslavl Yaroslavl. Other significant neighbours include Flag of Sweden Sweden, Flag of Nogai Nogai, Flag of Crimea Crimea, Flag of Pskov Pskov, Flag of Livonian Order Livonian Order. These are all discussed in turn.

Perm, Yaroslavl, Beloozero, Rostov and Pskov, The Muscovite Vassal States

Perm, Yaroslavl, Beloozero, Rostov and Pskov all begin as Orthodox vassals of Muscovy and all except Perm and Pskov have your Dynasty. Perm is the largest of these, and begins with some Tengri provinces which can cause them some unrest, however these are usually swiftly converted. Yaroslavl, Beloozero and Rosotov are the smallest and are sometimes entirely surrounded by Muscovy and its vassals, while Pskov shares no border with Muscovy. The player should be mindful that although having these vassals significantly increases the combat ability, due to the extra regiments and manpower pools they provide, this means that no relationship slots remain. When the player is attempting to integrate these vassals, they should be mindful of the penalty to relations and, more importantly, to diplomatic reputation which occurs when completing an integration, which can slow, or entirely stall further integrations.

Tver

Tver begins begins with no heir and the same Dynasty so the player can claim the throne and force them under a PU as soon as they get more prestige than them. They are wedged inbetween Muscovy and Novgorod. Muscovy is too large to rival, so Tver's only valid rival is Novgorod. This means that they will inevitably select them as rivals. This rivaly often results in Tver trying take advantage of Muscovite-Novgorodian wars by taking some Novgorodian lands of their own. They usually fail to find any other significant allies, and so are usually a straightforward target for expansion if they can't be forced under a union.

Odoyev

As the only nation with a heir of the player's dynasty they can't be forced under a PU at game start but can as soon as their king dies. Positioned at the junction between Lithuanian, Muscovite and Golden Horde lands, Odoyev is surrounded by relative giants. If Lithuania rivals the player and does not fall under a personal union with Poland, they will often guarantee Odoyev, discouraging selecting them as a target for expansion. Either hoping that Lithuania does fall under the union, or else waiting for a moment of weakness such that they will not honour the guarantee, can allow for incorporating them into Muscovy. Another method takes advantage of the fact that Odoyev is small enough to willingly vassalise, and so could be added to Muscovy's initial vassal swarm.

Ryazan

Ryazan starts the game with no heir and the player's Dynasty so they can claim the throne and force them under a PU as soon as they have got more prestige than them. Positioned along the Muscovy-Golden Horde border, Ryazan also shares a border with Odoyev, whom they will inevitably rival. Starting larger than Odoyev means that Ryazan is in a position to make good use of this rival status and take aggressive action against them. Often the Golden Horde will attempt to make Ryazan a vassal, and either warning the Golden Horde or allying Ryazan can help prevent this. Similarly sending a warning to Ryazan should prevent them from declaring war on Odoyev.

Novgorod

Historical rival of Muscovy, the merchant republic of Novgorod are a likely first target for expansion due Muscovy starting with the option to take the 'Conquer Novgorod' mission, which grants claims on all their provinces. A common approach is to set Novgorod as rival and declare war just after first month of the game before it has time to fill its forcelimit and make an alliance (probably with Poland). Muscovy has quite a good general at the beginning, superior forces (around 38 vs 24) and also the vassals are capable of defeating the remains Novgorod's army and sieging provinces. In the first war a Player should focus on making sure that Sweden no longer had a Border with Novgorod so that Denmark can't war them while u have a truce

Lithuania and Poland

Lithuania is the only neighbour which can field an army of comparable size to Muscovy's. However, they often fall under a personal union with Flag of Poland Poland, limiting their ability to both pose an active threat as well as interfere in Muscovite affairs. Lithuania begins with almost all of the Ruthenia region under their control, and all of this land is both Orthodox, and in the East Slavic culture group, making it a very attractive expansion direction. An event which can trigger between 1550 and 1650 may grant claims on much of this land. Even if Lithuania does not fall under a union with Poland, owing to the historical friendship status between the two nations, they will almost always be allies. Poland has its own vassals and in the very early game these vassals are capable of fielding a much larger army than Muscovy. Because of this it is not recommended to attempt to take Lithuania's Ruthenian lands until either having expanded and increased Muscovy's force limit significantly, or until it is possible to call in equally powerful allies. Poland can not initially rival Muscovy, however, if they get the personal union over Lithuania, they become a potential rival. Therefore, it can be valuable to form an alliance with Poland before the personal union occurs, although this can prove challenging owing to the 12 month mean time to happen on the event for Poland to get the union. If the player is able to ally Poland, it is worth keeping the alliance at all costs. In case Lithuania doesn't fall under personal union, Poland will be a kind of defensive guarantee for Muscovy. If the personal union is created, Poland will be great battering ram for Muscovite conquests in Scandinavia or against nearby hordes. Early allying of Poland and accepting calls for war against Teutonic Order has a good chance to grant the player Danzig or Marienburg - these are necessary for forming Flag of Commonwealth Commonwealth, so owning one of these provinces not only strengthen Baltic trade node position but mainly prevents Poland from forming the Commonwealth easily and quickly. Once the Commonwealth is formed (or Poland inherits Lithuania), it is almost inevitably going to rival Muscovy.

Golden Horde, Kazan and Nogai

Through missions as well as the permanent claims granted (once Russia is formed), Muscovy gains claims on much of the European hordes lands. However, when the player is taking these lands, it is important to be mindful that they are Sunni, which will cause religious unrest issues, and reduce religious unity. Reduced religious unity also increases corruption. Therefore it is advisable to either wait until the player has a means of converting or tolerating such heresies, such as is granted by Religious and Humanist ideas, which are strongly considered candidates for first idea group picks. An alternative strategy is to take a Sunni vassal rather than annexing the Sunni lands directly. Muscovy begins with a single Sunni province, Kasimov, from which the Sunni horde state of Flag of Qasim Qasim can be released as a vassal. Feeding a Sunni vassal the Sunni lands, at least temporarily, depending on whether the player intends to integrate the vassal, avoids the religious problems this would cause for Muscovy. As it starts with feudalism, Muscovy should be able to advance in military technology sooner than the hordes, and waiting for a time when they are behind in military technology, especially technology levels granting discipline, morale, and improved units, can help make warring against the hordes significantly easier.

Declare war on Kazan when Nogai or the Golden Horde does so as well. Sieging the capital, Perm and Udmurtia should get enough high war score to grant provinces Perm and Udmurtia to Perm - these share Perm's culture and Perm will convert the tengri religion to Orthodox.

Ming

If the player conquers the steppe tribes to the east, they may eventually find themselves sharing a border with a tributary of Flag of Ming Ming. Ming starts off with by far the most development, highest force limit, and dozens of tributaries. However, Muscovy has several unique advantages and disadvantages over Ming: Firstly, Muscovy is closer to Europe, which means they can embrace the first three institutions much earlier than Ming but ming can demand tech from his tributaries to make up for this. Secondly, Ming usually has a lower manpower cap than Muscovy because of the Muscovite national ideas, however Ming is the only Nation that can go up to 6x its manpower cap because of the tribute mechanics allowing them to go over the cap if Flag of Ming Ming is at peace and surrounded by tributaries. On another note, a Ming invasion of Muscovy would mean marching through the large, low supply limit provinces in the winter, which could theoretically drain their manpower if they are not way over their manpower cap at the start of the war. Thus 2 Strategies can be used. The player can simply become their tributary and eat the other tributaries, then break it when the player has strong allies to drain Ming's mandate. Alternatively, the player can try to get a border with Ming and slowly draining their mandate without becoming a tributary first in which case Ming will most likely attack and a really expensive war follows. Regardless of what approach the player chooses it is advised that the player shares a border with Ming to decrease their Mandate of Heaven until it begins to give penalties to shock and fire damage, at which point the player can choose to attack. It is also recommended that the player start wars with Ming's tributaries that border them to grab extra land while fighting Ming itself.

Livonian Order and Riga

The Livonian order shares a border with Flag of Pskov Pskov and usually ally with the Flag of Teutonic Order Teutonic Order. Either by directing Pskov to fabricate claims against the Livonian Order, or by fabricating claims directly after taking land from Novgorod, Muscovy can either take land from or, as they are just slightly below 100 warscore, take the Livonian Order as a vassal. The Livonian coastal provinces can provide extra sailors and increased naval force limit, useful when fighting Flag of Denmark Denmark and Sweden, which are usually superior in this regard. Dragging the Livonian Order's brother, the Teutonic Order, into war provides a chance to get Danzig or Marienburg - this will prevent Poland from forming the Commonwealth. Riga is recommended to be left around since they often get no allies once the Livonians are gone but still join the lubeckan trade league giving access to fight the really rich Trade League for money every few years

Denmark and Sweden

Denmark and Sweden control much of the Baltic sea, and share a border with Novgorod. Usually the player will annex Novgorod and this will eventually mean they share a border with Muscovy. Relatively often, Sweden will try and get their independence from Denmark. In either case, Sweden may fabricate claims on these border provinces, and wars can occur over these claims. Allying Denmark if Sweden is not yet free, or allying Sweden if they have already gotten their freedom, can help the security of this north-west border, as well as provide a relatively powerful ally. Usually Sweden prefers to unify the Scandinavia region, while Denmark usually tries to take the North German coast. In either case, allying them encourages this route of expansion and discourages them from trying to expand into East Slavic culture group territory.

Ideas

Religious is recommended in the early game or even as the first idea group. When expanding South or East, it will be into Sunni lands. These are difficult to convert, and will cause a reduction in religious unity, thus increasing corruption. Religious ideas can help by increasing missionary strength as well as providing an additional missionary. Religious ideas will also grant access to the Deus Vult CB. Alternatively, Humanist ideas may allow for tolerance rather than conversion of the Sunni lands.

Defensive ideas are recommended as the first military idea, most likely before Religious. It allows Muscovy to win a battle by sheer numbers and it is especially powerful at the start of the game. It also increases attrition inflicted to anyone who wants to attack Muscovy, by it's +1% attrition bonus and increased fort defense, since Muscovy is weaker than the Polish-Lithuanian union overall. Unlike the popular understanding, Quantity does not have a synergy with Muscovite ideas since Quantity is additive: while the absolute increases are just as big for Muscovy, the higher manpower pool from the moscovite ideas is not boosted.

The high force limit that Muscovy's national ideas allows help keep vassals in line because of relative military strength, encouraging the use and growth of vassals. Influence and diplomatic ideas are helpful for vassal-heavy play, allowing for cheaper integration of vassals, as well as providing an addition diplomat for integrating them.

Technology

The Renaissance spawns around 1450. Once the Renaissance spawns, consider developing Moskva from its starting 17 development to 35 to bring the Renaissance in Moskva and to fulfill 2 ages objectives. It's highly recommended to do this with all leftover diplomatic and administrative points while staying at 3/3/5 Tech until the Renaissance is embraced

Achievements

All belongs to Mother Russia icon
All belongs to Mother Russia
Start as a country of Russian culture and form Russia.


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


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
Muslim technology group Muslim.png Arabia.png Arabia Ardabil.png Ardabil Hisn Kayfa.png Hisn Kayfa Oman.png Oman
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 Timurids.png Timurids Uzbek.png Uzbek

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