- +25% National manpower modifier
- −20% Infantry cost
- −15% Core-creation cost
- +50% Land force limit modifier
- +10% Manpower recovery speed
- −20% Culture conversion cost
- +10% Production efficiency
- Adjacent provinces of a colony are revealed.
- +1 Colonists
- +0.5 Yearly army tradition
- +20% Institution spread
- +50% National manpower modifier
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 Tver.
Anyone fighting them should be aware of the vast amounts of manpower and very cheap foot soldiers that Russia have. If the player starts moving the troops onto Russian territory, the infamous winter attrition poses yet another challenge. All in all this leads to a daunting war every single time the player fights them.
- 1 Formation
- 2 Missions
- 3 Events
- 4 Decisions
- 5 Strategy
- 6 Achievements
- 7 Notes
If this country is controlled by the AI, then it:
- Main article: Russian missions
- Main article: Russian events
Russia has a rich and interesting history, represented by several dynamic historical events, including the rise of the Romanov dynasty.
The Pomjestija Reform
Time of Troubles
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
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.
Constantinople (151) is not owned by Byzantium.
This section may contain outdated information that is inaccurate for the current version of the game. The last version it was verified as up to date for was 1.17.
Early Years (1500-1600)
Historically, Russia was formed in 1547. At this point, the player's main rivals are the Scandinavian Kalmar Union to the North, the Commonwealth of Poland-Lithuania to the west, and various steppe hordes, the remnants of the Mongol Empire, to the south. It is inadvisable to westernise between 1550-1650 as dropping below 2 stability will trigger the Time of Troubles disaster, which hampers with stability and expansion and may be fatal to an unprepared player. If the player decides to westernise before the 1550–1650 time frame, one should avoid researching technologies to save monarch points and to achieve the required eight technologies behind a western neighbour, which at this point in the game is likely Sweden to the north. One should avoid reaching a low legitimacy or prestige, as huge chain revolts of Russian pretenders may occur, quickly draining the player's manpower and westernisation effort. With the sixth national idea, Russia can probably avoid westernising entirely, and allying a neighbouring western power and keeping relations above +150 will ensure even cheaper technology through the western arms trade modifier; the eastern technology malus penalties can be eliminated entirely. Historically, Sweden leaves the Kalmar Union in 1523, provoking a war with Denmark. While the bulk of Sweden's forces are fighting in Denmark, it is possible to exploit this and declare war against Sweden, seizing a major city such as Stockholm and enacting Western Focus decision, instantly changing government rank to Empire and giving free westernisation.
Exploration ideas: Uses Dip points, allows recruiting conquistadors, which are used for the exploration of terra incognita. Provides two colonists and various colonization bonuses, events are focused only on colonization, and once complete allows claim fabrication in otherwise ineligible New World provinces, which is useful if lucky enough to find an unconquered Mexico or Peru, yet useless in any other case. Note that the "Holy War" CB from Religious Ideas only applies to provinces that border Russia itself, not its colonial nations; as a result, even with Religious Ideas, this can be valuable for helping said nations expand.
It's a good idea for quick expansion into Siberia (Providing the player is constantly colonizing, by 1650 it's all Russian) and later on to the Americas, or if playing as Novgorod and wish to colonize Siberia. Late game it's a good idea do discard it as it is too focused on colonization.
Expansion ideas: Uses Adm points. The fifth national idea of Russia/Muscovy allows automatic discovery of terra incognita bordering settled provinces, and grants access to the "Cossack Exploration Expedition" Estate interaction, but this may not compensate for the lack of sea exploration depending on the player's ultimate goals. Provides one colonist and one merchant (Which helps to colonize earlier as he helps with the trade income), some colonization bonuses, one more Diplomatic relation slot, lowers shipbuilding time and lowers recruitment time, and once complete allows claim fabrication in otherwise ineligible Asian and Sub-Saharan provinces.
It's good for Russian minors and Novgorod which have not changed to Russian national ideas, so they can colonize, or Muscovy players that want to start colonizing Siberia right away and then expand into America as well.
By now, Russia should be the powerhouse of Eastern Europe and Siberia. If the player has gotten exploration or expansion ideas and has advanced in diplomatic technology far enough to have Africa discovered with a Baltic port under their belt, it is time to play the eastern colonization game. It is wise to get a foot hold in Africa, then immediately start towards the Indies, where there are large amounts of valuable trade goods, high base tax provinces, and most European colonizing nations are battling out in the New World, not here. A path could be blazed towards western North America by grabbing Australia or by receiving fleet basing rights from a country such as Japan or Korea. It is advisable to go for Alaska and/or California if one has finished with Siberia.
All of this colonization will require a large fleet and make the French the greatest threat. The large amount of colonies can provide a huge income, letting the player build a navy with a lot of heavy ships to match France's. By allying Castile/ Spain, England, or both, the player can easily prevent French ambitions. If France has a lot of African colonies, an option can be to annex them, especially The Cape, which is a centre of trade and produces either ivory or gold.
Russian winter military strategy
In most games, Russia, once formed, will own by far the most northern provinces where winter might start already in October and last till April. The majority of Russia's provinces will be affected by severe winter. This allows the 'Russian winter' strategy of letting enemy armies come into the country and forcing them to take massive loses due to attrition. If the enemy has a superior number of troops, the Russian armies can retreat and avoid combat. If the enemy then keeps their regiments stacked together, the losses suffered due to attrition will be massive. If they split up into detachments to siege a province, the Russian armies can destroy them with superior numbers one by one, it is not only useful against western European nations, but also against the Ottomans, should they evolve into a major military power.
This strategy benefits greatly from the +33% bonus to fort defence and additional attrition provided by the respective defensive ideas. The +25% defensiveness bonus provided by the Novgorod national ideas is also helpful in the case Russia was formed by Novgorod.