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Trin Tragula

Design Lead - Crusader Kings 3
Paradox Staff
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Hello everyone and welcome to this developed diary on setup changes in the Greater Russian region!

For the upcoming 1.22 patch we’ve had another look at modern Russia and Belarus. This is a region that has received attention previously but we feel that it was not up to the level of detail we have become accustomed to in other parts of Europe and that it could not properly reflect the lay of the land in the region in 1444.

The Russian Principalities in 1444:

In 1444 Russia was still divided into a number of principalities, in many ways this is the result of the constant interference from the Golden Horde. The Khans had defeated and divided the early Russian principalities and have come to not only exact tribute from the remaining states here, but have also acted as king-makers and guarantors of princely power.
As the game opens however the Golden Horde is going through a rough couple of decades with external pressure and internal struggles, historically ending in its general breakup into a number of much weaker successor states.
The Great Horde in our start date is what remains of the core of the Golden Horde but others, such as Crimea, would in time come to conquer and attempt to usurp their role as the overlord of the Russian states.
What this means for the Russians is that while horde intervention is still a factor in local politics, they have now been given some time to grow and thrive. As one of the main collectors of tribute for the Khans, Muscovy is now in the process of building a strong power base and has already used a combination of bribes and coercion to secure control over land of the minor princes in the region.


eu4_30.jpg


As you can see, in 1.22 we have chosen to greatly expand the number of provinces in this region. This allows for a greater degree of detail in the warfare in this region both between the principalities themselves and between the Russians and the Tatar hordes.
We have also taken the opportunity once again to adjust the development of the Russian region a bit, increasing it slightly to allow the states here to better make their mark upon the world.
In 1.22 one of the things this means is that some of the states we know and love are no longer the same. Ryazan is now a 4 province state and Yarloslavl and Tver are now 2 and 3 provinces respectively.

Muscovy:
First of the Russian principalities we have Muscovy itself. In 1444 this is already the dominant native power and in 1.22 it is the overlord of no less than five smaller principalities. The expanded number of provinces ensures that all is not lost simply from one battle or one siege, there is now room to move around when Kazan, the Great Horde or Lithuania comes knocking.
The greater detail has also allowed us to better show a number of centers of regional importance, giving it more of the historical depth that we have come to expect of other regions where we have overhauled the map.

Among the changes to the setup for Muscovy is also a revision of their ideas. Muscovite Ideas are now separate from those you get for forming Russia and currently look like this:

Muscovite Ideas:

Traditions:
Diplomatic Relations +1
Shock Damage Dealt +10%

1. Gatherers of Tribute: National Tax Income Modifier: +10%
2. Legacy of Dmitriy Donskoi: Yearly Army Tradition: +0.5
3. Seat of Metropolitan Bishop: Missionary Strength +1%, Tolerance of True Faith +1
4. Pomestnoe Voisko: Land Morale +10%
5. Strength of the Boyars: Stability Cost Modifier -20%
6. Zasechnaya Cherta: Fort Maintenance -20%
7. Descendants of the Byzantine Emperors: Diplomatic Reputation +1

Ambition:
Land Force Limit Modifier +33%

The decision to form Russia will in turn give a new set of ideas should you choose to abandon your old Principality ideas.

Russian Ideas:

Traditions:
National Manpower Modifier: +33%
Core-Creation Cost: -10%

Land of the Rus: Aggressive Expansion Impact: -10%
Siberian Frontier: Colonists: +1
Russian Artillery Yard: Artillery Cost: -10%, Artillery Combat Ability +10%
Life-Long Conscription: Land Force Limit Modifier: +50%
Abolish the Mestnichestvo: Yearly Corruption: -0.1
The Table of Ranks: Yearly Army Tradition: +0.25, Advisor Cost: -10%
Broaden the Curriculum of the Cadet Corps: +5% Land Morale, 10% less fire damage received

Ambition:
Yearly Legitimacy: +1

New Playable Countries:
In EU in general and in Russia in particular there’s always a decision to be made of what is to be a province with high autonomy and, what should be a subject state or even independent. Our game enforces strict differences depending on what you pick but in reality it was quite possible in many cases to be somewhere in between.
In the case of Russia in 1444, Muscovy is in possession much land that really belongs to a minor principality that they have somehow acquired (often by simply buying the land from the princes in control of it) or that is ruled by a prince that has moved to the court in Moscow, allowing the Muscovite's to administrate it for him. In 1.22 we have taken another look at how we want the Muscovite lands to be portrayed and added two new vassal tags:

The first is the small state of Rostov, between Tver and Yaroslavl. This principality was in many ways quite firmly under Muscovite control ever since its princes had sold off half of the lands to Moscow, but Rostov would not be integrated entirely until 1474.
Rostov has a long and interesting history and would continue to play an important part in Russian politics every now and then, even as a part of a greater Russian state. We therefore thought it would be an interesting addition to the mix of states you can play in 1444.

Rostov Ideas:

Traditions:
Provincial Trade Power Modifier: +10%
Idea Cost: -10%

Re-Unification of Rostov: Goods Produced Modifier: +10%
Ancient Heritage: Aggressive Expansion Impact: -10%
Ecclesiastical Center: Tolerance of True Faith: +2
Entrepot of Russia: Trade Efficiency: +10%
Rostov Architecture: Construction Cost: -10%
Political Influence: Diplomats: +1
Rostov Enamel: Production Efficiency: +10%

Ambition:
Diplomatic Reputation: +1

The second new state we have added is one in the north, right at the border with Novgorod. The principality of Beloozero was never a metropolis and is long past its glory days in 1444. Ruled by Muscovite princes it would formally be incorporated directly into Muscovy in 1486 and its nobles would mostly make their mark upon the world within the frames of the Russian Empire. It's position is an interesting one however and our game history might unfold differently.

Beloozero Ideas:

Traditions:
Trade Efficiency: +10%
Infantry Combat Ability: +10%

Martial Heritage: Cavalry Cost: -10%
Monastic Traditions: Yearly Prestige: +1
Strengthen Local Lineages: Yearly Legitimacy: +1
Northern Trade: Domestic Trade Power: +25%
Officers of Beloozero: Yearly Army Tradition +0.5
Boreal Warfare: Attrition for Enemies: +1
Scientific Patronage: Technology Cost: -5%

Ambition:
Goods Produced Modifier +10%

Novgorod:

eu4_28.jpg


In the far north we have broken up some of Novgorod’s bigger provinces. Novgorod's domains always presented something of a difficulty to portray in that many of these locations had little in terms of population, yet contributed to the overall wealth of the Republic.
It also gives Novgorod some much needed strategic depth when fighting Muscovy to the south.

Lithuania:

eu4_31.jpg


Lithuania has long been a region in need of greater detail. In 1.22 we have broken up and reshaped many of their provinces, especially in the northeast. When adding new provinces we have tried to accommodate important regional centers, the internal administrative divisions of the Polish-Lithuanian commonwealth as well as the gradual expansion of Muscovy and later Russia into Belarus and the Ukraine.
As this was a highly contested region for much of the period covered by the game this should should hopefully make the region a lot more interesting to play in. It should also allow for a more engaging conquest for strong neighboring states...

That was all for today!
Next week’s developer diary will be written by Johan and may or may not touch on more things that could impact the region...
 
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Ironically russia in 1.22 is currently OP as hell, with annexing Ottomans by 1650s.

Judging power on ideasets is a bit wromg.
 
Oh lord, this is dangerously venturing into another Poland/Russia historical discussion.



Well, but even so, why is Russia's set worse than Muscovy's? I know it can be changed yet, it just that the logic applied here seems... off.

I agree that artillerycost and institution sprad is not good enough.
 
About your earlier post mentioning Russia being OP as hell despite their idea set. If they are buffed through the roof via goverment, religion, culture modifiers, events or any combination of all above, wouldn't that just result in other nations with far better ideas be better at being Russia (forming it) than Russia itself? Like Poland or Prussia forming Russia, and enjoying those OP bonuses (to balance out mediocre Russian Ideas).

I absolutely hate concept of a nation-state forming another nation-state, as it introduces so many loopholes.

Any potential russian government abilities will only be for russian government types which can not be switched to unless you are one of them from the start though.

Anyway, we're adding 10% artillery_power to the artillery idea, and changing institution spread to 5% morale and 10% less firedamage taken, while reducing Fur's bonus to 0.5 prestige and balancing other stuff you havent seen to compensate.
 
I actually thought the institution spread was very helpful for russia because they have lots of poor provinces and a wide empire.

You can't get everything in life, and something have to give.

Traditions are great, you don't want to lose them.

1 - AE impact is a good one, and since we have a military bonus as traditon, we need something else conquest related early.
2 - Siberian Frontier has the auto-explore and a colonist is good for russia, so you dont get forced to exploration or expansion ideas early.
3 - Artillery Yard got boosted, and with 10% cheaper, and 10% better artillery, its an awesome idea.
4 - 50% forcelimits is very strong, as most nations get +25% or +33% here.
5 - Corruption reduction means you can debase currency at need, and/or not suffer as much from overextension.
6 - 10% cheaper advisors together with an average army tradition is a good one.
7 - institution spread was the weakest, so replace with a good military idea is the best possibility.


So Novgorod in such case get shafted as it is currently Republic or is it Principality (Unique Goverment) as well?

no, they wont be shafted.. why would they?
 
Can you change culture groups for Turkish and Azerbaijani groups as it was before? In the old patches there was an Oguz culture group,where Turkish,Azerbaijani and Turkmeni were in one group. Why did you change Turkish to Levantine culture group,and Azerbaijani to Iranian culture group?

Turkish in levantine fits better, and makes Ottomans more powerful.
 
Also, i have pretty strange suggestion, which no one will like and which is stupid xD
Maybe, as tradition, give 33%/50% FL (to represent Pomestja System) and make 33% manpower from conscription?

That makes Russia weaker, as manpower > force limit, and the earlier you get a bonus, the better.