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Note: The mission tree is a bit outdated as your trade missions will focus on monopolizing the East and steer all the trade to Novgorod instead of competing with Western Europe.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

eu4_dd_russia.png
 

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Russia is already one of the strongest tags in the game. It seriously does NOT need buffs. Russia already has absurd magical manpower pulled out of their ass which is ahistorical (Russia's population was smaller than France until the very end of the EU4 timeline), why do they need more? Why does serfdom give -tech cost and -idea cost? Oh no, -institution spread, one of the most irrelevant modifiers in the game! I guess I'll just dev every institution like I always have rather than wait 50 + another 20 years to embrace it naturally due to the penalty.
 
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Awesome to see Russia finally being modernised, looks very promising!
 
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Picking parliament for Russia sounds like you'd be in for a truly awful experience given their sheer size. There really should be a follow-up mechanic that you get once your country gets to a certain size where things are consolidated a bit to make it less tedious to manage.
 
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Why does serfdom reduce tech and idea cost? This makes no sense, serfdom and the way it became increasingly widespread and strict in Russia is the reason why Russia in the early 19th century had become completely backward and had an abysmally low literacy rate compared to the rest on Europe, serfdom should give economic bonuses (because Russia had way too much land and not enough people to work that land, and serfdom was the "solution" to that problem) but it should absolutely not give any tech/idea reduction cost, on the contrary.
 
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The devs did a great job with this one! My only concern would be this buff that another user brought up, it definitely can be exploited easily. Maybe extra max absolutism instead or something?

otherwise it looks amazing, and I hope to see more expanded mission trees for other countries that had their featured DLCs done long ago before mission trees existed.
 

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I don't understand why Novgorod should follow the same path as Moscow.
Novgorod was supposed to be an alternative historical path that Moscow/Russia took. Novgorod never had the resources and ambitions that the Russian tsars had. He did not call himself the "third Rome", did not try to collect the lands of Kievan Rus before the Mongol invasion.
Even in an alternate reality, it's hard for me to imagine that the Novgorod Republic would try to colonize Siberia, the Far East, fight the Tatars, and then the Ottoman Empire or the Polish-Lithuanian Commonwealth, or unite with the Slavic brothers in the Balkans.
Novgorod, in my opinion, was supposed to give the experience of playing high Russia, giving priority to the protection of borders, independence, aimed at strengthening the role of trade, diplomacy, infrastructure development and cities, not burdened by serfdom.
Novgorod needs its own missions, not Russian missions. Sorry, but this is my opinion.
 
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"Liberate Ruthenia" is a deeply unfortunate name. "Conquer Rus" reflects reality more in regards to Muscovy versus Rus. Also, the Rus', or Rusians, were not "Russians".

Edit: A clarification is necessary. In Russian the word for the Rusian people (Rusyny) is literally "drevnerusskiy", or "ancient Russian", which is an intellectually dishonest term which seeks to contort historical fact into a narrative that makes it seem like Muscovy/Russia was liberating Rus, despite the fact that in order to understand the people of Kyiv, the Tsars and their chinovniki needed interpretors to understand the Rusian (Old Ukrainian and Belarusian) language. The Russians are not Rus, just as the Americans are not British. The only reason such a fact is controversial in Russia is because it challenges the historically dominant imperial narrative that spread from Russia during the 18th and 19th centuries regarding the history of Ukraine-Rus and Belarus.
Completely agreed. The same goes with Novgorod, they had their own culture and language until Muscovy conquered them.
 
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-Permanent claims must have a 15% reward.

-It's not natural for Russia to use caroleans.

-The Ottoman Empire enters the cycle of destruction in order to become a westerner, while Russia becomes westernized much more simply, this must be balanced.
 
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Are you really trying to retroactively cancel the Russian Empire? Are you going to have this same fervor against the fact that China has a mission to conquer Taiwan, Ottomans to conquer Syria, and everything else that goes on in EU4 that happens in the world?

Nobody is saying it cannot get a mission to conquer Ruthenia, clearly it is a longstanding Muscovite tradition. People are objecting to the name and asking whether Paradox should consider the memification here.
 
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I thought switching to western tech group has been specifically done away with and replaced by institutions. Why is it back? Are we gonna have a western tech group Russia to the east of Eastern tech group Poland-Lithuania and Hungary now?
 
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Perhaps a mission for Veche Russia to adopt Humanism and become a particularly free republic? It would pose some pleasant alt-history to more autocratic Russias...
 
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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.

View attachment 945205
The mission tree when you form Russia as Muscovy.

View attachment 945206
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:

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:
View attachment 945208
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:

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:
View attachment 945210
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:

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.

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:
View attachment 945213
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:
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:
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:
View attachment 945216

While this modifier is active you have to pay an annual tribute to the owner of Sarai:
View attachment 945217

The Great Horde will receive exactly this amount of Ducats if you decide to pay.
View attachment 945218

However, if you decide to not pay the tribute then this event will fire for the Great Horde:
View attachment 945219
View attachment 945220

In order to end this relationship you must ensure that a non-horde country owns Sarai.
View attachment 945221
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:

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.
View attachment 945225
View attachment 945226

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.
View attachment 945227

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:
View attachment 945228

With every new ruler, your Streltsy will demand their payment once again.
View attachment 945229
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:
View attachment 945230
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.
View attachment 945231
View attachment 945232

Of course, there is a Republican version of this mechanic and event too!
View attachment 945233

Unlocking the new government reform also gives you access to the Imperial Russian missions and a cosmetic goodie:
View attachment 945234
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:
View attachment 945237
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:

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:
View attachment 945239
Note: Modifiers are not final.

While the Governing Senate has the classic parliament, Enforced Autocracy changes the way you can interact with your estates.
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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.
View attachment 945242

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:
View attachment 945243
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!
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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.

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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.
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!

Awesome stuff! I’m ecstatic to see my favorite tag getting so much new content.

One thought— wouldn’t the tech/idea cost reduction make a lot more sense for the peasant liberation path? I’d think the end state of total serfdom would do something more like jacking up absolutism, giving insane manpower buffs, raising governing capacity, and lowering years of separatism.

Also, while I’m a big fan of the decadence and modernization mechanics, I can’t help but think that the game as a whole would be drastically improved by implementing the former for all great powers and the latter for all nations without western tech. Why restrict them to two tags when they could deepen the gameplay of all of them?
 
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Can't say I have interest on that part of the map but it's always great to see older content getting updated.

France next week was unexpected tbh.
It seems this is going to be a big DLC.

(Fingers crossed for Iberia soon!)
 
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And before you ask for it: No, there will not be dynamic trade in EU4. Period.And before you ask for it: No, there will not be dynamic trade in EU4. Period.
Is this due to game engine limitations or you just don't want to add the feature to the game? Will it be something you want to add into EU5?
 
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