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Europa Universalis IV - Development Diary 7th of February 2023 - Russia

Privet! Welcome to this week’s Dev Diary, which is all about Russia. The last time Russia saw any big changes was with the release of “Third Rome” in 1.22 and the addition of their mission tree in 1.26. Ever since not a lot has happened there. 1.35 will change this as we are revisiting this region and updating it so it can keep up with Scandinavia, the Polish-Lithuanian Commonwealth and the Ottomans.

All numbers and art you see here are not final.

So let’s take a look at what we have for Russia!

The mission tree for Russia is split into two sections: the one you currently see is the Muscovite section, while the mission “Found the Tsardom” updates your tree with the actual Russian part. As Muscovy is the major player in this region, I have decided to focus first and foremost on their update, which is why we have this part here.

However, the Russia mission tree you get when forming Russia looks a bit different - depending on who you form Russia with.

Muscovite Russia.png

The mission tree when you form Russia as Muscovy.

Novgorod Russia.png

The mission tree when you form Russia as Novgorod.
Note: The mission tree is a bit outdated as your trade missions will focus on monopolizing the East and steer all the trade to Novgorod instead of competing with Western Europe.

When you form Russia as neither Muscovy nor Novgorod then you get a slightly altered Muscovite version of the tree with the top right mission being the following one:
Minor Reward.png

With that out of the way, let us dive into the main protagonist of the region, which is Muscovy.

The Pre-Russian missions are all conquest-related missions for Russia. Here you get claims on the historical borders of the Russian Empire, but also very ambitious ideas for regions Imperial Russia was interested in. Regions like Ruthenia, the Baltic region, and Poland, but also regions like Scandinavia and the northern parts of Persia are included.

An interesting mission would be the early “Rally the Army” mission, as this will define what kind of Russia you want to play:
flavor_rus.1.png

Note: the -15% Core-Creation Cost is added to offset the fact that Permanent Claims have -25% Core-Creation Cost compared to normal claims with their -10%. Due to the mass of permanent claims given away through mission trees, we are considering nerfing the Core-Creation Cost of permanent claims to -10% and removing this modifier from Russia.
But before we make a decision, we would like to hear the community out first.

As you can see, you have the option to abandon all Permanent Claims in exchange for temporary ones and a buff that allows you to fabricate new ones easier - a modifier that synergies really well with the “Claim State” diplomatic action of the Tsardom. Of course, you are not forced to do it and can still go with the permanent claims from the first option.

Another highlight would be the “Conquest of Finland” mission as it fires the following event:
flavor_rus.2.png

Owners of Lions of the North DLC are able to get an experimental reward from the mission “Slay the Lion of the North” if they decide to release Finland as a subject country:
finland_reward.png

Note: There is a tooltip bug. What you actually get are Caroleans, not Cawa if you decide against releasing Finland.

As for the other conquest-related missions, they are quite grounded. The “Third Rome” related missions have been integrated from the old mission tree into the new one. There is one highlight to be mentioned though with the mission “Protect the South Slavs”. You can complete it by… liberating the Slavs of the Balkans from the Ottomans. As a reward you will be able to form the Slavic culture group, unifying all Slavs into one cohesive culture group:
slavic.png

Other missions worth mentioning are “March into the Caucasus” and “Beyond the Caspian Sea” as both missions can be completed by having an Orthodox ally in the Caucasus fulfilling the requirements.
coop_mission.png

As you might have noticed, the missions which have “Dynamic Mission Rewards” now have an indicator in the form of a red cross or a green checkmark that shows which of the rewards you will get when you complete this mission. A common issue reported from 1.34 was the lack of readability of mission rewards and triggers, and while I prefer to avoid the “grocery lists”, sometimes they are a necessary evil.

Because of that, I have decided to work out this system which can be very useful when you have such switch-case mission rewards:
switch_case_reward.png

This mission is the worst offender of the “grocery lists” rewards in the Russian missions.

Finally, you have of course the classical “Colonize Siberia” missions, which then expand into colonizing North America. In order to make colonizing North America actually a worthwhile endeavor, the trade flow of North America has been adjusted:
trade_changes.png
The trade from Rio Grande and Hudson Bay now flows into California, which itself can flow into the Girin Trade Node.

And before you ask for it: No, there will not be dynamic trade in EU4. Period.

Now back to Muscovy. When you start as them you will be greeted with the following event:
flavor_rus.3.png
Historically, Muscovy was still a tributary state of the Hordes in 1444 and only stopped sending tribute to the Tatars in 1476. Instead of letting Muscovy start as a tributary state of the Great Horde, I have decided to portray their relationship in the form of this modifier instead as an actual tributary relationship has led to a lot fewer Russias in the game.

While you get the negative version of the modifier, the Sarai province gets a triggered modifier which benefits its horde owner:
tatar_yoke.png


While this modifier is active you have to pay an annual tribute to the owner of Sarai:
flavor_rus.4.png


The Great Horde will receive exactly this amount of Ducats if you decide to pay.
flavor_rus.5.png


However, if you decide to not pay the tribute then this event will fire for the Great Horde:
flavor_rus.6.png

deveastation.png


In order to end this relationship you must ensure that a non-horde country owns Sarai.
flavor_rus.7.png
Once the Tatar Yoke has been broken, it cannot be restored.

While the Tatar Yoke is one early struggle, Muscovy has to face another one in form of the Muscovite Civil War, which is caused by a dispute for the throne between Vasily II - your starting ruler - and Dmitry Shemiaka, the last of Yury’s three sons and cousin of Vasily.

As it is the final phase of the Muscovite Civil War, I decided to portray it through a very small flavor event chain instead of an outright disaster:
flavor_rus.8.png

flavor_rus.9.png

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This was for the Muscovy part of the content. Before we go into the matters of Russia, we take a look at the Novgorodian part first. As I mentioned earlier, if you form Russia as Novgorod your mission tree will be slightly altered as it does not make much sense for you to be asked to “Conquer Novgorod” while you originally started as Novgorod.

While Monarchical Russia puts a great emphasis on the idea of a “Third Rome”, Republican Russia aims for commercial dominance in Europe. As such your missions are less about conquering your way to the Balkans but instead focusing on monopolizing the trade of Eastern Europe for yourself. “Compete with the Channel” is the penultimate end to it with a neat +25 permanent Power Projection as a reward.

With that being said, let us continue with the missions of a unified Russia. While the top part is heavily focused on conquest, the lower part is about the internal affairs of Russia. Missions like “Enact the Sudebnik” and “Book of Royal Degrees” concern themselves with administrative reforms in Russia. “Handle the Boyars” and “Abolish the Mestnichestvo” are about your nobility and how you should get rid of your starting estate privilege.

Note: Right now, the privilege can be finished on day one, but this will be covered during the development.
mestnichestvo.png

flavor_rus.11.png

Another part of the internal affairs is related to Vodka (which was historically a big part of Russian society and the Tsar’s way to keep his people pacified) and the peasantry, represented by the missions “The Vodka Monopoly” and “The Fate of the Peasantry” - more to the peasants of Russia later.

Finally, a mission about the Patriarchate which upgrades your “Consecrate Metropolitan” ability.
paladin_buffs_confirmed.png


One of the more impactful missions regarding your special unit is “Recruit the Streltsy” as its reward is an event that can turn your Streltsy into a parallel version of the Janissaries:
flavor_rus.12.png


With every new ruler, your Streltsy will demand their payment once again.
flavor_rus.13.png

Note: should you lose your ability to recruit Streltsy in any way, shape or form then this event will no longer fire.

The final mission of the Tsardom missions of Russia is the “Great Imperial Ambitions” which can only be completed if you finish modernizing your country.

And, well, here I should address the elephant in the room. As you have seen, some rewards give something called “Modernization”. This is part of the new mechanic unique to Russia:
modernization.png

Note: The UI and the modifiers it gives are still very much in work in progress. As you might have noticed, there are a few issues with it like our +- Modernization gain.

Modernization is a measurement of how much your country has westernized. You gain modernization from having more than 50% Crown Land, from embracing institutions 10 years after they have been unlocked, from Innovativeness (for now, I want to move this to a new “Ahead of Time” static modifier), from Advisors which are NOT from your culture group scaling with their skill level, from your ruler’s administrative abilities and from positive relations with countries which either have researched more technologies than you OR a great power of the Western Technology group.

The “Grand Embassy” event chain (which triggers have been updated in order for it to fire more frequently) gives a huge boost to Modernization too.

However, you lose Modernization on a base level as well as from every estate privilege you give away. This is especially the case if you give the Nobles or the Cossacks privileges while the Burghers or the Clergy have a lot less negative impact on Modernization. Having obsolete buildings which are not up to your technology as well as having any kind of instability, corruption, inflation, and disaster reduces modernization.

This is especially noticeable during the Times of Trouble.

I keep myself a bit vague with the sources of Modernization and how the actual numbers will play out as this is still in development and some ideas might have to be replaced with others. The aim is to recreate the necessary feeling that your country has potential for greatness, yet is stuck with outdated traditions which hinder you to reach said greatness until you get rid of these troublemakers.

So, what do you get from handling modernization? You will be able to enact the following decision when you reach 90% Modernization, be one of the great powers and have humiliated one of your rivals.
form_russian_empire.png

flavor_rus.14.png


Of course, there is a Republican version of this mechanic and event too!
flavor_rus.15.png


Unlocking the new government reform also gives you access to the Imperial Russian missions and a cosmetic goodie:
flavor_rus.16.png

Note: ONLY your tech group gets changed to Western, NOT your units. They get updated with a later mission.

With the new government reform, you get a new mechanic which replaces the Modernization mechanic: the Russian Rule.

Note: right now they are just bars, I am currently thinking of ways of making them a bit more interactive, but I figured I should still mention them anyway.

These bars represent the different directions Russia went historically depending on what kind of ruler they had. Somebody like Catherine the Great would have a high rule while Peter III would be… not so beneficial for the state in comparison.

With every new ruler, these bars reset to 0, though they are still subject to further changes.

With that being said, let us continue with the mission tree once again. With the formation of the Russian Empire, you get access to the following missions:
russian_rule.png

Note: right now they are just bars, I am currently thinking of ways of making them a bit more interactive, but I figured I should still mention them anyway.

These bars represent the different directions Russia went historically depending on what kind of ruler they had. Somebody like Catherine the Great would have a high rule while Peter III would be… not so beneficial for the state in comparison.

With every new ruler, these bars reset to 0, though they are still subject to further changes.

With that being said, let us continue with the mission tree once again. With the formation of the Russian Empire, you get access to the following missions:
imperial_russian_missions.png

Highlights here are the missions "Westernize the Military", “The Governing Senate”, and “Pass the Issues”.
As the name implies, "Westernize the Military" will update your unit type to the Western Tech group, though you need to win 40 battles (starting counting after the mission "Handle the Streltsy", reach 80 Army Tradition and 90% Army Professionalism)

Completing “The Governing Senate” gives you access to two unique government reforms - though you can only pick one of the two:
governing_senate.png

Note: Modifiers are not final.

While the Governing Senate has the classic parliament, Enforced Autocracy changes the way you can interact with your estates.
estate_button.png

seize_and_sell.png

Note: Depending on feedback, this could become a default thing for all countries at a certain government tier. At least this suggestion reached me within the office, but I am curious what you think of it.
“Pass the Issues” has a reward that synergies with the reform you have chosen prior.
pass_the_issues.png


If you complete the mission “Great Power of the East” then you will be able to unlock the very final missions of Russia during the Age of Revolutions:
revolutionary_missions.png

The highlight is +5% Administrative Efficiency and Revolutionary Zeal / Max Absolutism from the final mission.​

That was it for the mission tree part, but I am not done quite yet.

Next to the mission tree, Russia has received a bunch of new flavor events too!
flavor_rus.18.png

flavor_rus.19.png

flavor_rus.20.png

flavor_rus.21.png

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Note: Yes, I am aware of the missing localization in the effect section. It has been fixed after the DD has been finished.

flavor_rus.23.png
And of course, a whole event chain related to the peasantry of Russia - and its unfortunate fate.

One of your early missions as Russia will require you to enact one of the two privileges to the Nobility: “Early Serfdom” and “Increased Peasant Freedom” which would be the alt historical path for the peasantry to take.

For the sake of the dev diary, I will showcase the Serfdom path.
serfdom.png

serfdom1.png

serfdom2.png

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In order to get rid of this privilege for good you need to complete the mission “Abolish the Serfdom” in the Revolutionary part of the mission tree.

That was it for today. I thank you all for your attention! Next week we will focus on Western Europe with @PDX Big Boss as we take a closer look at the content for France!

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I'm a big fan of playing Russia, so I'm very excited about this!

I have a few questions:
  • It looks like the Siberian expansion missions haven't changed beyond the addition of Settle the West Coast and The Canadian Frontier. Is there any change to make Russian settlement of the New World less miserable? Since colonist travel time is calculated from the capital's sea route, the colonist travel time to colonize the Pacific coast of America is very long, rather than being calculated from the closest sea route in Eastern Siberia; with additional focus on American colonization this would be a big deal.

If the colonization of the new world was easy for Russia it would not sell Alaska to the US. It should be hard, considering the distance from the center of power.

But You can move Your capital far east, can't You.
 
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No offense, but I am really struggling with this one. Hudson Bay into California? This just seems... goofy. Like wildly goofy. The two nodes barely share a traversable land border at all; most of it is wasteland in EU4. Literally no geographical feature would encourage trade between these two regions. Every geographical feature discourages it. These are two nodes completely separated by the Rocky Mountains, some of the most rugged mountains in the world. Or are we pretending that the Northwest Passage was discovered sometime before 1850?

Like seriously, what is this supposed to be? This is not a thing that ever happened, or would have been practical to ever do, in the time period.

I am quite fond of this change and I think gameplay should come before realism in this case. The implications of this are very big, now East Asian colonizers can actually do something with a larger part of America, which was a personal pet peeve of mine for a long time (as well as Hormuz being just a corridor and not flowing into Zanzibar as it should, but anyway).

Sure if they made it so the routes are a little bit more realistic that would be amazing. But seeing as it was already so difficult to get an extra little arrow into the game that improves colonial gameplay for many tags, I don't think we should be looking at the horse's mouth.
 
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-Modernization mechanics should be valid for every non-western country.
The introduction of Institutions and the removal of Westernization were introduced specifically to remove any form of modernization mechanic. All nations are supposed to be able to have top Institutions at all times.

It's weird to see "westernization" reintroduced for Russia only.
 
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If you change permanent claims, or claims in general, I feel like it'd make sense if they reduced other stuff instead. Mostly province warscore cost and aggressive expansion.
 
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@Ogele
I would like to bring this issue up for discussion. Siberia is now a boring and tedious swamp through which armies need to stomp for a very long time. There is not much development there, and there are no opportunities for profitable development either. so I want to propose the following:
1) Create a mission for Russia, after which Russia will be able to give privileges to peasants (burghers) to reduce the cost of developing the Siberian provinces and (or) any other bonuses. just as Sweden has in the forest and mountain provinces. you can also make a special privilege for the Cossacks, as they actively explored Siberia.
2) This is the implementation in some form of the Trans-Siberian Railway project (whether in the form of a railway or a high-quality road surface) from Vladivostok to Yekaterinburg. it will pass through the main cities of the Far East and Siberia (Khabarovsk, Irkutsk, Krasnoyarsk). This bonus can be expressed in the form of provincial bonuses to movement speed and economic bonuses. I understand perfectly well that the first railway appeared in England in 1825. However, this is EU4. Everything is possible here, especially the time frame is not greatly violated. in Russia, the first railway appeared in 1837.
3) Create some kind of negotiations between Russia and China on the transfer of the Far East to the bosom of the Russian Empire. it can be negotiations directly with the owner of these provinces, if it is the emperor of China himself or a strong power independent of the mandate, or to demand these territories from tributaries through their overlord.
 
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@Ogele
I would like to bring this issue up for discussion. Siberia is now a boring and tedious swamp through which armies need to stomp for a very long time. There is not much development there, and there are no opportunities for profitable development either. so I want to propose the following:
1) Create a mission for Russia, after which Russia will be able to give privileges to peasants (burghers) to reduce the cost of developing the Siberian provinces and (or) any other bonuses. just as Sweden has in the forest and mountain provinces. you can also make a special privilege for the Cossacks, as they actively explored Siberia.
2) This is the implementation in some form of the Trans-Siberian Railway project (whether in the form of a railway or a high-quality road surface) from Vladivostok to Yekaterinburg. it will pass through the main cities of the Far East and Siberia (Khabarovsk, Irkutsk, Krasnoyarsk). This bonus can be expressed in the form of provincial bonuses to movement speed and economic bonuses. I understand perfectly well that the first railway appeared in England in 1825. However, this is EU4. Everything is possible here, especially the time frame is not greatly violated. in Russia, the first railway appeared in 1837.
3) Create some kind of negotiations between Russia and China on the transfer of the Far East to the bosom of the Russian Empire. it can be negotiations directly with the owner of these provinces, if it is the emperor of China himself or a strong power independent of the mandate, or to demand these territories from tributaries through their overlord.
Yeah if Scandinavia can develop icy forest and mountain provinces, it makes sense for Russia to be able to improve Siberia and I'd really like to see some ability to work with it. As for railways, that might be a bit early but I think roads as buildings would be great for EU4 and it'd make sense to have a mission for a Trans-Siberian Highway. Perhaps even as the pre-requisite for devving Siberia more easily.
 
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Will the fact that Novogrod was really close with Lithuania until 1471 Trety of Yazhelbitsy which made Novogrod kinda a puppet under Muscovy adressed in game?
 
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I am quite fond of this change and I think gameplay should come before realism in this case. The implications of this are very big, now East Asian colonizers can actually do something with a larger part of America, which was a personal pet peeve of mine for a long time (as well as Hormuz being just a corridor and not flowing into Zanzibar as it should, but anyway).

Sure if they made it so the routes are a little bit more realistic that would be amazing. But seeing as it was already so difficult to get an extra little arrow into the game that improves colonial gameplay for many tags, I don't think we should be looking at the horse's mouth.
I totally agree with your gameplay logic here. However Hudson Bay -> California is 1) not very much help, as Hudson Bay is a worthless start node with very little development and, 2) it is possible to improve Asian colonization of the Americas without doing something as silly as Hudson Bay -> California.

My suggestion is:

1) Add Mississippi River -> Mexico. They are basically adjacent (three sea tiles apart) yet there is no connection between them. This adds more value for Asian colonizers because Mexico flows towards Asia, and Mississippi River is more bigger, more interesting, and more valuable than Mexico. There is also no negative impact on Europeans since all the other connections are still there.

Further, consider reversing Mississippi River -> Ohio to become Ohio -> Mississippi River. This makes Ohio a start node instead of Mississippi River. It does impact colonizers on the east coast of North America, since trade would no longer flow Mississippi River -> Ohio -> Chesapeake Bay. However in this time period this is probably realistic, as trade up the Mississippi and then across the Appalachians has always seemed very goofy to me. Much more realistic for trade to flow down the Mississippi, from the North American interior, into the Caribbean, instead of up the Mississippi River into the North American interior.

2) Next, add Rio Grande -> California. This means California is no longer a start node, but it is geographically much more sensible than Hudson Bay -> California, and it still flows directly to Girin. Rio Grande is a start node so there are no other implications.

Further, consider removing California -> Mississippi. This improves the situation for Asian colonizers since California will no longer leak into the Mississippi, and it decreases the amount of insanely ahistorical cross-continental trade in the Great Plains. There is a reason much of this area is wasteland in EU4's timeframe. Europeans still have incentive to access this trade and can bring it in through Mexico -> Caribbean.

Finally, figure out a way for South American trade to ever get to Asia. Like at all. Currently there is zero way to do it because everything in South America goes to either Caribbean or Ivory Coast, at which point there is absolutely no way to get it to Asia.
 
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I totally agree with your gameplay logic here. However Hudson Bay -> California is 1) not very much help, as Hudson Bay is a worthless start node with very little development and, 2) it is possible to improve Asian colonization of the Americas without doing something as silly as Hudson Bay -> California.

My suggestion is:

1) Add Mississippi River -> Mexico. They are basically adjacent (three sea tiles apart) yet there is no connection between them. This adds more value for Asian colonizers because Mexico flows towards Asia, and Mississippi River is more bigger, more interesting, and more valuable than Mexico. There is also no negative impact on Europeans since all the other connections are still there.

Further, consider reversing Mississippi River -> Ohio to become Ohio -> Mississippi River. This makes Ohio a start node instead of Mississippi River. It does impact colonizers on the east coast of North America, since trade would no longer flow Mississippi River -> Ohio -> Chesapeake Bay. However in this time period this is probably realistic, as trade up the Mississippi and then across the Appalachians has always seemed very goofy to me. Much more realistic for trade to flow down the Mississippi, from the North American interior, into the Caribbean, instead of up the Mississippi River into the North American interior.

2) Next, add Rio Grande -> California. This means California is no longer a start node, but it is geographically much more sensible than Hudson Bay -> California, and it still flows directly to Girin. Rio Grande is a start node so there are no other implications.

Further, consider removing California -> Mississippi. This improves the situation for Asian colonizers since California will no longer leak into the Mississippi, and it decreases the amount of insanely ahistorical cross-continental trade in the Great Plains. There is a region lots of this area is wasteland in EU4's timeframe. Europeans still have incentive to access this trade and can bring it in through Mexico -> Caribbean.

Finally, figure out a way for South American trade to ever get to Asia. Like at all. Currently there is zero way to do it because everything in South America goes to either Caribbean or Ivory Coast, at which point there is absolutely no way to get it to Asia.

I actually agree with absolutely everything in your suggestion. I'm just saying I'd rather have Hudson Bay rather than nothing flowing into Asia, because they are for some reason so adamant in changing trade nodes that I doubt anything substantial like your suggestions would happen.

Edit: And I don't mean dynamic trade, shit I've known we wouldn't get that in EU4 for years... I'm talking simple changes to the nodes like the one they've just done. Or when they changed the direction between Canton and Siam, or when they made Persia flow into Astrakhan. I just loved when they'd put effort into making the trade routes worth it for more than just European colonizers, and if there is a dev reading this I really hope they'd keep this in mind for the future. A small extra connection between nodes can be such a big deal.
 
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I really hope they add a possibility for the Russian minors to get the siberian frontiers mechanic. For example the achievement great perm is really tedious without being able to form Russia due to the fact that they can't make use of the siberian frontiers. Maybe they should be tied to a mission or the requirements for Great Perm should be altered.
 
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I really hope they add a possibility for the Russian minors to get the siberian frontiers mechanic. For example the achievement great perm is really tedious without being able to form Russia due to the fact that they can't make use of the siberian frontiers. Maybe they should be tied to a mission or the requirements for Great Perm should be altered.
I think Perm has bigger issues at hand, for example a giant Muscovy that's ready to eat them up.
 
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I actually agree with absolutely everything in your suggestion. I'm just saying I'd rather have Hudson Bay rather than nothing flowing into Asia, because they are for some reason so adamant in changing trade nodes that I doubt anything substantial like your suggestions would happen.

Edit: And I don't mean dynamic trade, shit I've known we wouldn't get that in EU4 for years... I'm talking simple changes to the nodes like the one they've just done. Or when they changed the direction between Canton and Siam, or when they made Persia flow into Astrakhan. I just loved when they'd put effort into making the trade routes worth it for more than just European colonizers, and if there is a dev reading this I really hope they'd keep this in mind for the future. A small extra connection between nodes can be such a big deal.
Agreed. I went ahead and make a new thread about it because there is a lot of potential upgrades, and this thread is cluttered with the many many other topics that came up in the DD: https://forum.paradoxplaza.com/foru...ussion-of-trade-node-changes-from-dd.1567776/
 
You can have cossacks after changing to western tech group, because the Cossacks need Eastern unit type and not eastern tech group. They can also be unlocked by government reforms or events and I guess the developers will use one of these so that you don't lose the estate when changing your unit type with the later missions.

I didn't know the specific conditions, thanks for the explanation.
 
2) Next, add Rio Grande -> California. This means California is no longer a start node, but it is geographically much more sensible than Hudson Bay -> California, and it still flows directly to Girin. Rio Grande is a start node so there are no other implications.

Looking at the trade flow map this will already be added with the new patch.
 
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And when will you change the name of Muscovy? It's not a historical name :) The historical name was the duchy or principality of Moscow. Or maybe, according to this principle, it is worth naming some countries as Branderburgy or Novgorody. Please listen to the fans
Muscovy (or Muscowy) is not inorrect, it's simply an alternative name, based on the Latin Muscovia. saying something like Brandenburgy or Novgorody is completely ridiculous because that has no historical basis and is just made up by YOU. If anything, it should be Moskovskoye...
 
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First impressions:

Good:
Unify slav culture option
Finnish missions available as Russian subject

Bad:
Nerfing permaclaims.
You know I didnt even notice them mentioning they wanna nerf perma claims. Thats incredibly dumb. "We powercreep the entire game in the last 2 patches to such a degree that we have too many perma claims so we want to now nerf EVERYONE ELSE despite 90% of mission trees being solely made out of perma claims and nothing else"
 
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You know I didnt even notice them mentioning they wanna nerf perma claims. Thats incredibly dumb. "We powercreep the entire game in the last 2 patches to such a degree that we have too many perma claims so we want to now nerf EVERYONE ELSE despite 90% of mission trees being solely made out of perma claims and nothing else"
Yes. It's also kinda odd that many people's militaries have been buffed, so after 10 years of development everything has been buffed.
 
Glad to see you added an event for founding Arkhangelsk that I assume will be easier to fire, as the AI would never perform the conditions to get the event on it's own.

I want to plug an idea I've had again, which will be useful for a large empire like Russia- letting 'expand infrastructure' include a bonus to troop movement in that province. Managing a large land empire it's quite annoying to ferry your troops from one end to the other, so there should be a way to increase troop movement speed in certain provinces to help with this. Since 'expand infrastructure' is already in the game, and presumably infrastructure includes roads, it seems the natural place to do it, and since you can only expand infrastructure in high dev provinces anyway I think it would be decently balanced, as well as giving a sort of middle ground between playing tall and wide.
 
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