- +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
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.
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.
As a more western oriented state, Russia must have their capital in the west, and St. Petersburg will be our glorious beacon!
Constantinople is no longer the bastion and defense of Christianity. We need to pick up the mantle and establish a third Rome.
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 advisable to keep stability high 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. One should avoid reaching a low legitimacy or prestige, as huge chain revolts of Russian pretenders may occur, quickly draining the player's manpower. 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, making it easier to remove a major rival in the North & allowing the player to secure Finland, and reducing Sweden's power in the Novgorod trade node.
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.
Russia is in a typically terrible place for institution spread so it is generally advised that you kick-start the earlier Institutions such as the Renaissance, Colonialism & Printing Press in your relatively low Development farmlands & grasslands to allow the institution spread and save Monarch power, otherwise the Technology penalties can quickly become out of hand, especially when another institution arrives and you haven't embraced the previous one. Alternatively you can hope that Sweden has embraced them before you (especially Printing press as they tend to go Protestant), improve relations with them, and allow the spread to happen faster. Russia's final idea, Broaden the curriculum of the Cadet Corps, allows Institutions to spread much faster across their Empire, however there is still much land for it to spread across. Careful management & planning are key to efficient technology management.