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Note: The mission tree is a bit outdated as your trade missions will focus on monopolizing the East and steer all the trade to Novgorod instead of competing with Western Europe.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

serfdom3.png

serfdom4.png
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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Have you considered to change the Russia colour from that green it has?
Why? Because when taking over Ottoman lands, the two colours are indistinguishable and have to hover every time to see which areas occupying or not.
Consider it to be darker green at least.
Thanks. :D
I rather have Ottos color changed, Russias green is satisfying, while the Ottoman one just looks weird especially when they blobbed
 
"Rusification" of the same people!? I must say this again and i'll use my own words from previous post : "In Russian Imperial times people there were called Little Russians and language itself Russian or dialect of Russian."

Yea, sure :D Problem is that what Russians call people does not constitute reality.

[modern day politics edited out by a moderator]
 
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Opens the talk section

So apparently this article plagiarised a ukrainian blog and copied sources from it. Not exactly a reputable source.

This is a good list to start searching for specific events - there are dates and names. The Ruthenian language was the language of the eastern part of PLC and as such was gradually suppressed while the Russian empire colonized former PLC lands. In XIX c. both ruthenian dialects (Ukrainian and Belorussian) and the polish language were prosecuted.

It is pretty hard to discuss it now because of the current political events, where the question of the mere existence of the Ukrainian language and Ukrainian people is at the center of the conflict.

Still, because both ruthenian dialects survived through XIX c. russification attempts - I believe it is rational to believe they would stay separate from Russian in the game's time period.
 
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The more dev diaries for 1.35 I read the sadder I am that Poland's update was included in Lions of the North and not this patch. Obviously it is a strong mission tree and it has some pretty great rewards, even if I have some gripes about it.

Which, since I haven't addressed it before, I can just as well do now, before I go on why I'd like Poland to have been updated in 1.35 instead. First of all, there are some missions that were previously available to Poland that now require the formation of the Commonwealth, that postpone it quite a lot. These are Break the Rus mission and the Revenge for Varna (or its equivalent, only Break the Rus remains named the same).

And because of changes in 1.34 that make Poland power-spike even earlier with the PU CB on Hungary no longer requiring PLC, by the time I formed PLC (admittedly I didn't take the event option that lets you form it at admin tech 8 because I didn't read the tooltip fully so I went with the option of not pissing off Lithuania) I already kicked Ottomans out of the Balkans and Muscovy out of Russia region, making those events mostly moot. Actually, I kicked the Ottomans out of the Balkans before becoming the PLC even in my last pre-1.34 game so that part didn't really change, but then I had the mission to do so already available as Poland.

Admittedly, the mission tree is somewhat front-loaded so you can finish most of the conquest path as Poland even with those two missions being moved to the PLC unlock. So what I'd do is make both missions have an additional step, with the first step being available for Poland and the second only after you'd form the PLC. So for the Balkans, you'd be able to do the Cross on the Wild Side (i.e. Revenge for Varna's equivalent in Lions of the North) as Poland and utilize the CB to do said unification as Poland.

Then, as PLC you'd have the next objective of removing the Ottoman/Muslim threat completely, conquering either Anatolia or maybe even as far as the Holy Land. And since you'd potentially have the Byzantine Empire/Latin Empire as a vassal from the Purple Phoenix mission, you could even be able to make take these lands (except maybe Holy Land, which you would potentially take for yourself) with a reconquest CB for no AE.

As for Russia, I'd make the first step some kind of "have a larger army than Russian nations and/or insult/rival" kind of deal where you get some initial claims (or subjugation CB) on Novgorod and some bonuses. Actually, the "Break the Rus" bonus reward from the weaker option of the Break the Rus mission that gives +1 diplomatic relation and +10% cavalry combat ability would do nicely here. Thought I'd make at least the diplomatic relations part permanent since I feel like Poland should focus on a more diplomatic play and having this bonus be just temporary doesn't really gel with that. Obviously the bonus should then be renamed to something like "Eclipse the Rus", since you'd be doing the breaking only in the second step.

Then, for the second step I'd take what's already available as the stronger reward for Break the Rus mission in 1.34 where you get perma-claims for the region and some Streltsy in your capital and add a more diplomatic solution. Or two, actually, depending on whether you want to diplomatically utilize Novgorod or Muscovy. The Novgorod option would be about feeding Russia to Novgorod as your vassal if you vassalized them, where they'd get the perma claims instead. And if you'd like to target Muscovy you'd get restoration of union CB on them. And in these cases instead of getting just a one batch of Streltsy in your capital, you could perhaps be able to recruit them as long as Novgorod/Muscovy remains your subject.

Speaking of which, the union with Muscovy wouldn't even be that out of the ordinary, because Poland already does get an opportunity to make it their PU subject via the Time of Troubles disaster for Muscovy. It's just that if you're playing as Poland you're going to contain Russia way before that disaster can even trigger. Yet, for some reason, this option wasn't incorporated to the mission tree where you'd get a chance to actually utilize it in either of the Polish mission updates.

Also, last mission-related tangent I'd like is more missions pertaining Germany. It's rather weird that the only mission there is to conquer Pomerania. Nothing about dealing with Brandenburg (historic threat later on after it got a PU with Prussia), Saxony (historically in a PU with Poland multiple times) or Austria (major competing dynasty of the Jagiellons and later one of the partitioning countries).

I'd throw in a branch for that, with either a form union or subjugation (thought with a requirement to put a Jagiellon on their throne in that case, for maximum dynastic humiliation) for Austria and subjugation/perma claims on the rest. For clear borders I'd say on the three Bavarian areas, Upper Franconia, Thuringia, Saxony, Saxony-Anhalt, Mittlemark and Mecklenburg. Maybe East Swabia too to better flow with the lines of Tirol's western border in Bregenz.

As to why I'd have preferred Poland to be updated in 1.35 instead of 1.34, there are two reasons. First is the ability to unify the Slavs that Russia just got (which I think should be available to all Slavic tags) and this bit from the Ottoman dev diary:
The focus of previous Immersion Packs was too much on mission trees alone. While mission trees are highly popular, we think that we were investing too much time and focus on the mission tree part of a country and neglecting other parts of the gameplay experience. In 1.35, we still make sure to have interesting mission trees for the countries in focus which encourage unique playstyles, but we will also diversify from this part of the content and expand other parts of the country such as tag unique government reforms, flavor events, and even mechanics.
Specifically the bit about mechanics (and also flavor events, though in the case of what I have in mind perhaps a flavor disaster would be more apt). Because ever since the Mughal Empire changes back from Dharma, i.e. 1.26 over 4 years ago, I've been thinking about a mechanic I'd love to see for Poland. You see, before 1.26 Poland and the Commonwealth used to be some of the most tolerant nations in the game thanks to their bonuses, for obvious historic reasons. But then came Dharma that allowed Mughals to assimilate every culture group in the world that completely overshadowed Poland in this regard ever since.

So I'd like something to bring Poland up to par in this regard. Though, for the sake of gameplay variety, working a little differently. And the thing that I've had in mind pretty much since Dharma is to integrate it to an aspect of the Commonwealth's history that is still not represented in its missions or events, i.e. the concept of expanding the Commonwealth from a Polish-Lithuanian one to Polish-Lithuanian-Ruthenian Commonwealth in response to the Cossack rebellions.

So I'd add another Poland-related disaster of the Khmelnytsky Uprising that you could either fight your way through or avoid if you have pacified the Cossack estate with privileges (and maybe some other ways, like developing steppe provinces enough, for example). Then there'd be a mission tied to it with branching options. And if you avoided the disaster peacefully, you'd have the option to transform the Commonwealth.

But the idea of Polish-Lithuanian-Ruthenian Commonwealth was addressing the people that were in the Commonwealth from the get go. Meanwhile in the EU4 alt-history you have at least Bohemia and Hungary as PUs, as well as conquered the Balkan and Russian lands, which would want representation too. So the mechanic that I have in mind is that if you conquer an entire region, the territories there count as culturally accepted regardless of your accepted cultures, with the idea being that they are now a constituent part of the Commonwealth.

Also, since the Commonwealth now has access to Parliamentarism, I'd tie that to it as well, at least after you push the reforms that change your first government reform. Because I like the addition to Parliament to Poland in 1.34 and I think it makes sense. But then you lose it if you reform your country. Which, in my eyes, showcases the issue with absolutism as a mechanic reflecting solely the early absolutism like that of Louis XIV and not the later enlightened absolutism, even though it's still covered by EU4's time period.

And I think that even the Commonwealth that managed to reform and centralize and curtailed the excessive powers of the nobility would still fall more under the latter type of absolutism. Which wasn't parliament-averse. Now, there is an issue with a country as big as late game Commonwealth and parliamentarism, mechanically speaking, because you end up with dozens of seats that you have to appease with dozens of clicks.

So, to tie it together with the upgraded Commonwealth idea, you'd keep access to parliamentarism, but you'd have one seat per region (again, representing those regions being constituent parts of the Commonwealth) with the entire region also benefitting from the seat bonus. Strong? Perhaps, though there's nothing really stopping you from slapping a seat on every single province before the reformation in the current games takes parliamentarism away from you. Also still not as strong as 50 different bonuses that Mughals get that cover every area of the game. The bribes required would be larger to compensate. And, perhaps, you'd be limited only to the stronger parliamentary agendas you unlock earlier on in the Commonwealth tree.

Also, looping back to Bohemia, since they'd be one of the founding members of the reformed Commonwealth, the game would also require dynamic regions, because right now Bohemia is in the large Northern Germany region, which doesn't really seem fitting. So with dynamic regions after taking this mission (and with the additions for Germany-oriented missions I mentioned earlier) the Bohemia, Moravia, the larger Polabian territory and western Pomerania would switch to a new Bohemia region to represent Bohemia-centric to better representing it as a constituent (and founding) member of the new Commonwealth, while the eastern part of Southern Germany (also to be conquered in the German-focused additions I mentioned earlier) would be split off to form the Carantania region.

And if you still have Bohemia or Hungary (and the other possible PU nations that I'd introduce) by this point for some reason maybe there could be an option to integrate them quickly via unlocked decision.

Finally, maybe there could be an option to create the Uniate church that would have a mixture of Catholic and Orthodox mechanics and make it the official church of the nation.
 
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Opens the talk section

So apparently this article plagiarised a ukrainian blog and copied sources from it. Not exactly a reputable source.
This is a good list to start searching for specific events - there are dates and names. The Ruthenian language was the language of the eastern part of PLC and as such was gradually suppressed while the Russian empire colonized former PLC lands. In XIX c. both ruthenian dialects (Ukrainian and Belorussian) and the polish language were prosecuted.

It is pretty hard to discuss it now because of the current political events, where the question of the mere existence of the Ukrainian language and Ukrainian people is at the center of the conflict.

Still, because both ruthenian dialects survived through XIX c. russification attempts - I believe it is rational to believe they would stay separate from Russian in the game's time period.
Ironically, you're both correct and wrong. As a historian, the fact that this source plagarized another, is a huge hit to its creditability and the talk page on the article goes into more depth than we can here, but it does provide a nice (if biased) starting point for deeper research. I would start here and try and find a better, less questionable source that provides equal, if not more, information. Clearly modern politics is going to taint this discussion on whether Ruthenian and Belorusian should be absorbed into a unified Russian culture. However, the facts are clear that a Ruthenian/Ukrainian ethnogenesis begins around the end of the 18th century and begins to pick up pace throughout the 19th century. Any "Seperatists" that revolted prior to this were usually motivated by religious tensions between Ruthenians and Poles. Meaning that Ruthenia should not become a part of the unified Russian culture, but Russia should get a reward/decision that provides a culture conversion cost reduction as an effort to Russify the region. There is also the problem in that the culture system in EU4 is wonky and difficult to understand. This makes determining which culture Ruthenia should be because Ruthenia, and to a lesser, extent Belyorusia, both had Russified elites overseeing local peasants. This what makes EU4 culture system so difficult, because it never was easy to understand what it represents (does it represent the local majority culture, or the elite's culture) as we've had conflicting answers as to what does the culture system represent.
 
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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:
The trade from Rio Grande and Hudson Bay now flows into California, which itself can flow into the Girin Trade Node.
While I am looking at the current trade nodes and their flow in 1.34, I noticed that South America have no trade flow into Asia. I think Patagonia node should flow into Hawaiian node, but I don't how historically accurate that is. Maybe Lima node can flow into Patagonia node as well.
 
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Looks like the best and balanced dev diary!
Perhaps all estates influence would be better then loyalty in “The Governing Senate” reform, there are no problem with it.
I think that it is good to add more governing capacity to imperial Russia may be 500 and kingdom rank to Tsardom.
+ It will be very cool to see an event for Alexander Suvorov
 
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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!

So, any takers there devs? Or should we take your silence to mean that, as expected, the coming patch will be just another disaster for ai Russia and Sibir and Kazakh get to welcome their new Polish or Swedish overlords?
 
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.

Just get rid of permanent claims entirely. Getting "punished" for conquering your neighbours in the wrong order is neither rewarding nor fun. Novgorod is a prime example of why mission trees with permanent claims are so horrible. Why do I lose out on rewards if I don't take a bunch of relatively worthless provinces from Muscovy (Perm + Laponia areas) before I start eating Finland, Scandinavia, Hanseatic cities etc? The value of the rewards (permanent claims) one lose doesn't get anywhere to the value of the lost opportunity and monetary cost of conquering a in different order.
 
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Because Rus in the EU4 timeframe is long gone.
I think we all can agree that Roman =/= Italian. And Spain, France, Portugal etc. can all claim to be descendants of Romans but no one ever tried to say that they were the true Rome and needed to subjugate the rest.
The Rus arent long gone. The Rus still exist in eu4s start. It hasnt been that long since much of the Rus saw their tatar overlords swapped with lithuanian ones.
The kings of Spain were several times the focus of millenarian theories of universal monarchy and the heirs to Rome. Napoleonic France would attempt to stake much legitimacy on being a return to the roman empire to appease to fans of the enlightenment, only to collapse as quickly as it conquered
Thus, after the fall of Rus,
There is no fall of Rus, there is the fall of kievan rus due to the states no longer being ruled from kiev
it was split into several states that existed separately for hundreds of years and developed their languages and traditions separately. I'm not speaking of Ruthenian or Belarusian cultures but of Novgorodian, Ryazanian, etc.
Novgorod sure had different cultures with it being far more key to hanseatic trade and the limited power of its prince, but how was Ryazan that distinct? All I can think of is not being able to afford as expensive a court as the rulers of Muscovy
Novgorod existed apart from Muscovy and had its differences that could've evolved more if not for the Muscovite subjugation of them in 1478. So there is no point in mushing all the cultures as people here suggested and calling all of them Russian or reestablishing the Rus.
It could have, but it didnt, and the player being rewarded for a conquest is how this game works, novgorod had long been on the decline by the point it was conquered
A wiki page mentioning 17th and 18th century Ukraine should be laughed out the room
 
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Really liked everything here, but a thing had my most interest: Modernization
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:

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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.
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Of course, there is a Republican version of this mechanic and event too!
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Unlocking the new government reform also gives you access to the Imperial Russian missions and a cosmetic goodie:
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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.

What about adding a similar mechanic to Ottomans about the modernization? It wouldn't be a bar but rather two sided effect (like piety mechanic), Modernist side would increase diplomatic reputation, institution spread, little bit innovativeness and reduce technology cost but lead True faith disaccaptense about -2 and reduce Ulema loyalty about 10%-15, and Traditionalist side would increase True faith acceptance and give 10%-15 Ulema loyalty, national manpower modifier, prestige gained from land battles and slow down army tradition decay (little bit, about 0.2) but harden institution embracement and increase technology costs as well as reduce innovativeness. That would show the Ottomans' passiveness about the new Institutions Printing Press, Global Trade and the followings.
 
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