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Note: The mission tree is a bit outdated as your trade missions will focus on monopolizing the East and steer all the trade to Novgorod instead of competing with Western Europe.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

flavor_rus.10.png

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

flavor_rus.22.png

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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-Decadence mechanics should apply to all countries.

-Modernization mechanics should be valid for every non-western country.
If you're going to have a "modernisation" mechanic, it should apply to every tag. Every Western state or polity was not innately superior to every other polity on the planet in 1444.

Which is silly, because this mechanic seems like it would be best described by Institutions, and really really shouldn't be a Russia-specific mechanic.
 
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Nerfing permanent claims would completely destroy nations like Byzantium. Also there is a major issue of things that should be cores are presented as permanent claims. If you nerf permanent claim further it makes the system even worse. Example: Calais for France. It was seized from England about 100 years ago that should really be cores for a reconquest. But instead it is a permanent claim. Fine, but now it is even less of a core.
 
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Personally, I think Modernization should be a thing for all countries, including Western ones, and make it about making the transition from a fractured feudal polity to a centralized, modern nation state. Institutions do this in theory, but they’re too abstract and vague to really do the job. But the way Modernization interacts with several different parts of governing sets it up as a possible contender to better represent a time period that is the bridge between the medieval and modern worlds
Perhaps this can be considered a test of a potential EUV mechanic.
 
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How is doing AI Muscovy right now in your tests?

I'm pretty sure human players can handle the first decades easily, but I fear the AI will struggle a lot to make it through those early internal issues. I'm betting on an even stronger Poland AI in 1.35 due to this.
This is something that's been discussed elsewhere as well. I too would really like to see some data on AI Muscovy's performance with these changes implemented. Currently, they're one of the game's most-consistently underperforming nations. While human players will be able to navigate the new mission tree's challenges successfully and will therefore enjoy the eventual rewards, I'm not confident that the AI will.

Data please!
 
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I approve of Russian flavor and bringing the Russian State up to snuff with Poland, Austria and Scandinavia. After all, one does have to form Russia and the neighboring AIs do "spoil" Russian formation frequently enough. Please do consider adding some Ryazan, Belorus and Ruthenia variants as well. I really enjoyed my Polish-Idea powered Tsardoms back in the day.

I do not like decadence and westernization. Anti-blobbing mechanics for their own sake are not-fun and somewhat antithetical to a map-painting game. All of these mechanics have failed -- state limits, corruption growth, gov cap, etc. -- you guys implement them, they are despised and then nerfed/reworked. Just drop it, in my opinion.

Westernization was a clumsy mechanic from EU3 and I had thought that the Institution Spread mechanism was EU4's better replacement system.
 
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Where does the decision to give Russia the mechanic to move cultures between culture groups stem from?
It had some legitimacy in the Qing's case due to its history of foreign Manchurian elites partial assimilation into Chinese culture, while keeping ties with their steppe homeland and its peoples.
Russian history doesn't provide examples or even good hints on probability of such development. The only non-Eastern Slavic nation it did control during the game time frame was Poles (for twenty something last years of it) and that certainly didn't go like in the Qing's case.
Moving cultures between culture groups ought to be a generic mechanic, should it be introduced at all, that is.
Just as westernisation/modernisation shouldn't be tag-locked. Ottomans can westernise, Russia can westernise. Hungary, Lithuania and Poland cannot due to reasons. The latter is an edge-case, as it can be reformed by Silesian Piast duchies and then stay in the Western tech group, but that's a super unusual occurrence for player only.
Make westernisation generic or don't bring it back at all.
 
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Where does the decision to give Russia the mechanic to move cultures between culture groups?
It had some legitimacy in the Qing's case due to its history of foreign elites partial assimilation, while keeping ties with their steppe homeland and its peoples.
Russian history doesn't provide examples or even good hints on probability of such development. The only non-Eastern Slavic nation it did control for twenty something last years of the game time frame was Poles and that certainly didn't go like in the Qing's case.
Moving cultures between culture groups should be a generic mechanic, should it be introduced at all.
Just as westernisation/modernisation shouldn't be tag-locked. Ottomans can westernise, Russia can westernise. Hungary, Lithuania and Poland cannot due to *reasons*. The latter is an edge-case, as it can be reformed by Silesian Piast duchies and then stay in the Western tech group, but that's a super unusual occurrence for player only.
Make westernisation generic or don't bring it back at all.
The expanded culture group is alt-hist due to notions of Pan-Slavism that previously existed.
 
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Where does the decision to give Russia the mechanic to move cultures between culture groups?
It had some legitimacy in the Qing's case due to its history of foreign elites partial assimilation, while keeping ties with their steppe homeland and its peoples.
Russian history doesn't provide examples or even good hints on probability of such development. The only non-Eastern Slavic nation it did control for twenty something last years of the game time frame was Poles and that certainly didn't go like in the Qing's case.
Moving cultures between culture groups should be a generic mechanic, should it be introduced at all.
Just as westernisation/modernisation shouldn't be tag-locked. Ottomans can westernise, Russia can westernise. Hungary, Lithuania and Poland cannot due to *reasons*. The latter is an edge-case, as it can be reformed by Silesian Piast duchies and then stay in the Western tech group, but that's a super unusual occurrence for player only.
Make westernisation generic or don't bring it back at all.
Although I agree that it would be better for these mechanics to be universal, I don't think that's where they are in the game design. Making a new and widespread game mechanic takes a lot of balancing and testing. I think this should be considered more like a testing of cool ideas that might be in the next EU game.
 
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I approve of Russian flavor and bringing the Russian State up to snuff with Poland, Austria and Scandinavia.

Except the changes announced in this dev diary do the exact opposite. They will make early game ai Moscovy perform even worse than it already does. Any possible buffing included in the Russia stage of the mission tree is irrelevant when the ai will never reach it.
 
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Great Development Diary
I hope that we will get French Musketeers as Special unit for France instead of age ability and Special naval doctrine (not sure what it would give but it's sad that France is surrounded by nations with Special Naval Doctrines from all sides)
 
Many such changes were suggested and will really make the game for Russia more historical and atmospheric.
I would also like a better study of such disasters as the Troubles, the Split, the uprisings of Razin and Pugachev.
It would also be right to add support for US independence to the mission tree, which Catherine the Great did in real history. Russia's help in gaining independence for the United States may have been really key.
And don't forget about metallurgy in the Urals.
 
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Very interesting. How called this language? Whats was different if we compare old documents and accaunts from Tver, Novgorod, Vladimir?
It's called Old Novgorodian.

See it's relations here with other Slavic (and Baltic) languages:
1280px-Slavic_languages_tree.svg.png


Some even consider it as a North Slavic language - an extinct Slavic branch.

The idea that the Eastern Slavs spoke a single language is outdated.
A quote from Wikipedia here (Before anyone points out it's not a good source, the statements are backed up with actual sources.):

''The above Kassian-Dybo's research did not take into account the findings by Russian linguist Andrey Zaliznyak who stated that, until the 14th or 15th century, major language differences were not between the regions occupied by modern Belarus, Russia and Ukraine,[22] but rather between the north-west (around modern Velikiy Novgorod and Pskov) and the center (around modern Kyiv, Suzdal, Rostov, Moscow as well as Belarus) of the East Slavic territories.[23] Old Novgorodian dialect of that time differed from the central East Slavic dialects as well as from all other Slavic languages much more than in later centuries.[24][25] According to Zaliznyak, the Russian language developed as a convergence of that dialect and the central ones,[26] whereas Ukrainian and Belorusian were continuation of development of the central dialects of East Slavs.[27]

Also Russian linguist Sergey Nikolaev, analysing historical development of Slavic dialects’ accent system, concluded that a number of other tribes in Kievan Rus came from different Slavic branches and spoke distant Slavic dialects.[28][page needed]

Zaliznyak and Nikolaev's points mean that there was a convergence stage before the divergence or simultaneously, which was not taken into consideration by Kassian-Dybo's research.

Ukrainian linguists (Stepan Smal-Stotsky, Ivan Ohienko, George Shevelov, Yevhen Tymchenko, Vsevolod Hantsov, Olena Kurylo) deny the existence of a common Old East Slavic language at any time in the past.[29] According to them, the dialects of East Slavic tribes evolved gradually from the common Proto-Slavic language without any intermediate stages.[30]''
 
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I'm not sure if it has already been mentioned, but Pomeranian should also be in the Slavic culture group, they're related with Sorbs
wouldn't it be nice if culture groups can overlap?
 
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I'm not sure if it has already been mentioned, but Pomeranian should also be in the Slavic culture group, they're related with Sorbs
In my opinion there should be Slavic version of Pomeranian culture as well as Germanic counterpart. To sort of reprrsent Germanization. Same could apply to Silesian.

And since they put Slovak culture where it belongs perhaps they could also remove Turkish from Arabian. Just suggestion.
 
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Some recommendations for EUIV - some of these may be more worth pursuing than others.
1. Add flavor events for Russia that culture convert provinces to primary (Muscovite) culture group in Pontic Steppe, Central Asia, and Siberia after owning core for an arbitrarily long duration.
2. Add event where Bering explores Alaska to start your first colony there as Russia. Decision to move capital to Saint Petersburg should become a flavor event after Peter the Great event.
3. Update Persia so that it forms more frequently.
4. Seems like the last regions remaining to update are Belarus/Ukraine (Ruthenia), Central Asia, Arabia, Western Balkans, Korea?, maybe Aztecs/Incas and independent colonial nations.
5. Mandate that revolutions only begin in 1750 and extend timeline of the game to 1836. Extend Age of Discovery to persist until Orient is discovered by a European ship. Age of Discovery can exist in the background of other Ages.
6. Add diplomacy mechanic and casus belli "partition" to partition a country between at least three countries if they all have provinces of interest shaded red there and all agree to the partition, without necessarily being allies.
7. Make it so that non-African countries cannot expand into sub-Saharan Africa, as was historical.
8. Permit only Christian countries to participate in League War.
9. Create the concept of supply so that armies cannot easily march through continents, irrespective of military access. There should also be the concept of naval supply of overseas provinces and territories.
10. Create bronze, silver, and gold victory conditions for each formable country or culture group country. For instance, own >80% of this overseas region as British culture nation.
11. Create unique colonial government "East India Company" for European countries who have at least 1 province in Malacca and Moluccas region. Allow similar government to form for owner of Philippines.
12. Empires should receive a bonus to culture conversion of adjacent provinces in cultural union to convert to primary culture.
13. Being considered an empire should be more dynamic than attaining an arbitrary amount of development and prestige and can be tailor-made to suit certain nation-states. It should also be dynamic when the Empire rank of government is lost, as should be the case for the Byzantine Empire in 1444.
14. Add buildings specific to culture group or country.
15. Allow the player to see other non-subject countries' progress of their respective mission trees (HOI4 is maybe like this? Haven't played in years.).
16. Eliminate border gore by the player and AI.
17. Create sphere of influence mechanic in Age of Revolutions which decreases years of separatism in area of focus for empires.
18. Governing capacity should calculate by weighing provinces not in culture group and not accepted culture more harshly.
19. There should be a ceiling to how much certain terrain provinces can possibly be developed, such as jungle and desert provinces.
20. Give option to repair/rebuild Lighthouse of Alexandria which expires soon after the start of the game as Mamluks.
21. Add more scornful insults and great projects and have AI upgrade great projects more often. Great projects should not degrade a level if the conquering country is of the same culture group or accepts the culture of the province. Add more province name changes when the owner changes.
22. Armies should be more specific to where they were recruited. For instance, Ottoman regiments recruited from South Slavic provinces should receive morale penalty when fighting in a war against their own culture group regiments and rebels.
23. Defender of Faith rank should be a function of base tax and summation of the provinces following that religion.
 
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+1 to the voice of people saying please do not nerf permanent claims. That feels a little unfair for countries that only get a modest amount of perma-claims in their missions.
 
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