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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Note: The mission tree is a bit outdated as your trade missions will focus on monopolizing the East and steer all the trade to Novgorod instead of competing with Western Europe.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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Are there any plans to look at Ruthenia? Currently forming Ruthenia feels like forming "Worse Russia", which, with the new changes you are adding to Russian mechanics, will likely remain unless addressed.

I like the changes I see overall, but I would like to see some Russian missions that encourage conquest of (at least parts of) India and China after "Beyond the Caspian Sea" and somewhere in the Siberia branch. Maybe there could be a mission or event about trade or diplomatic relations with the Emperor of China, if there is any.

Maybe completing the "Third Rome" could guide Russia toward taking over the Orthodox holy sites? Events would be nice. There could even be a decision or missions to militarily enforce Russian claims to Roman succession.

Speaking of Orthodoxy, is Russia still assumed to be an Orthodox nation? Have you set up alternative requirements for missions like "Appease the Patriarchy" which refer to Orthodoxy?
 
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That's too early, maybe they should get claims on North America, India and other parts of Asia since that would make sense but I might be wrong so feel free to correct me.
I know. But on one hand you do have British mission to conquer Egypt which is something Brits did way later than the game time. And it's something really fun (at least for me). It would be, again for me, fun to play as France and go for North Africa.
 
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This is all great, but when do we see the Byzantine tree?
There’s actually a new one coming out, it has one mission:
Fall of Constantinople
Triggered by: Ottomans have taken constantinople
Effect: Close Game to Desktop
 
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@Ogele @Johan

As a Russian, I appreciate attention to our region very much, and I'm very fond of the quality of your proposed updates. I want to propose a bit more things, however:

1) I don't know if this is already covered by your current content, but either after Handling the Boyars or after forming the Imperial Russia, boyars estate should be renamed to the Nobility, to show the shift from boayrs to дворяне, where you can become part of the nobility by being a good servant to your state in administration or military field.
2) There should be a possibility to unify Novgorodian, Muscovite and Ryazanian cultures into Russian one somewhere along the mission tree - similar to Mongols
3) https://forum.paradoxplaza.com/forum/threads/additions-to-the-map-and-ni-of-russia.1141029/ - I hope my proposed events and maybe the mission for the development of the Crimea may be included in the update too. Right now the monarchical mission tree feels rather empty on the economics side of things (yet better than the previous one!)
4) Please, buff the morale of armies idea of Russia. The only other nation with pitiful 5% to morale of armies in their national ideas is Chagatai, which feels kinda embarrasing, to be honest.
 
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Hello. Thank You for this dev diary!

I've got some questions regarding it:
1. Do You plan adding some changes/flavor to "Time of Troubles" disaster?
2. Could You share some details about "Peasants Freedom"
3. Will Sarai lose modifier, if horde that owns it changes government type?
4. Are there any changes planned for the Ruthenia, as of 1.35?
 
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Also, I know this isn't related to the subject of this dev diary, but I wanted to repost this message of mine from some months ago, about an event issue, because I think that it wasn't seen by the Developers.

Regarding the first issue, take notice of it, we're going to investigate it.

Regarding 'The Prussian Confederation', it is now a disaster that can trigger after 1450, so the revolt can start at some point in the following years. ;)

Good day, @Pavía! Thank You for your response, I am very glad that you'll investigate the peace-deal visual issue. :D

When it comes to the revolt, sorry that I continuously bother You with this event chain. I am quite happy that it got its own disaster. It indeed begins in the 1450s and fires an event "flavor_teu.4" upon start, which gives burghers influence, land share and disloyalty.
However, the event that actually causes Danzig to revolt is "flavor_teu.1" and according to the game files it still can only trigger after 1460. This can be found in "\events\flavorTEU.txt", here it is:

Code:
# Prussian Confederation rises up
country_event = {
    id = flavor_teu.1
    title = "flavor_teu.EVTNAME1"
    desc = "flavor_teu.EVTDESC1"
    picture = ANGRY_MOB_eventPicture
   
    fire_only_once = yes
   
    trigger = {
        is_year = 1460
        NOT = { is_year = 1500 }
        tag = TEU
        NOT = { has_country_flag = pru_confederation_curtailed }
        NOT = { has_country_flag = pru_confederation_happened }
        NOT = { has_country_flag = pru_danzig_victory_happend }
        NOT = { has_estate_privilege = estate_burghers_prussian_confederation }
        has_disaster = prussian_confederation_disaster
        is_subject = no
        exists = POL
        is_neighbor_of = POL
        is_at_war = no
        NOT = { alliance_with = POL }
        POL = { is_subject = no }
        POL = { num_of_cities = 10 }
        num_of_cities = 5
        OR = {
            NOT = { exists = DNZ }
            DNZ = {
                is_subject_of = ROOT
            }
        }
        OR = {
            AND = {
                owns = 43
                controls = 43
            }
            DNZ = { owns = 43 controls = 43 }
        }
    }
   
    mean_time_to_happen = {
        months = 6
        modifier = {
            factor = 0.1
            is_year = 1466
        }
    }
   
    immediate = {
        hidden_effect = {
            set_country_flag = pru_confederation_happened
            # add cores to DNZ based on burgher land share
            if = {
                limit = {
                    estate_influence = {
                        estate = estate_burghers
                        influence = 40
                    }
                }
                random_owned_province = {
                    limit = {
                        is_capital = no
                        NOT = { is_core = DNZ }
                        OR = {
                            area = east_prussia_area
                            area = west_prussia_area
                        }
                        any_neighbor_province = {
                            is_core = DNZ
                        }
                    }
                    add_core = DNZ
                    if = {
                        limit = { is_part_of_hre = yes }
                        set_in_empire = no
                    }
                }
            }
            if = {
                limit = {
                    estate_influence = {
                        estate = estate_burghers
                        influence = 50
                    }
                }
                random_owned_province = {
                    limit = {
                        is_capital = no
                        NOT = { is_core = DNZ }
                        OR = {
                            area = east_prussia_area
                            area = west_prussia_area
                        }
                        any_neighbor_province = {
                            is_core = DNZ
                        }
                    }
                    add_core = DNZ
                    if = {
                        limit = { is_part_of_hre = yes }
                        set_in_empire = no
                    }
                }
            }
            if = {
                limit = {
                    estate_influence = {
                        estate = estate_burghers
                        influence = 60
                    }
                }
                random_owned_province = {
                    limit = {
                        is_capital = no
                        NOT = { is_core = DNZ }
                        OR = {
                            area = east_prussia_area
                            area = west_prussia_area
                        }
                        any_neighbor_province = {
                            is_core = DNZ
                        }
                    }
                    add_core = DNZ
                    if = {
                        limit = { is_part_of_hre = yes }
                        set_in_empire = no
                    }
                }
            }
            if = {
                limit = {
                    estate_influence = {
                        estate = estate_burghers
                        influence = 70
                    }
                }
                random_owned_province = {
                    limit = {
                        is_capital = no
                        NOT = { is_core = DNZ }
                        OR = {
                            area = east_prussia_area
                            area = west_prussia_area
                        }
                        any_neighbor_province = {
                            is_core = DNZ
                        }
                    }
                    add_core = DNZ
                    if = {
                        limit = { is_part_of_hre = yes }
                        set_in_empire = no
                    }
                }
            }
            if = {
                limit = {
                    estate_influence = {
                        estate = estate_burghers
                        influence = 80
                    }
                }
                random_owned_province = {
                    limit = {
                        is_capital = no
                        NOT = { is_core = DNZ }
                        OR = {
                            area = east_prussia_area
                            area = west_prussia_area
                        }
                        any_neighbor_province = {
                            is_core = DNZ
                        }
                    }
                    add_core = DNZ
                    if = {
                        limit = { is_part_of_hre = yes }
                        set_in_empire = no
                    }
                }
            }
            if = {
                limit = {
                    NOT = {
                        exists = DNZ
                    }
                }
                release = DNZ
                DNZ = {
                    change_government = republic
                    add_government_reform = oligarchy_reform
                    adopt_reform_progress = ROOT
                    hidden_effect = {
                        if = { limit = { is_part_of_hre = yes } set_in_empire = no }
                    }
                }
            }
            else = {
                every_owned_province = {
                    limit = {
                        is_core = DNZ
                    }
                    cede_province = DNZ
                }
            }
            DNZ = {
                capital_scope = {
                    build_to_forcelimit = {
                        infantry = 0.6
                        cavalry = 0.3
                    }
                }
                random_owned_province = {
                    limit = {
                        has_port = yes
                    }
                    build_to_forcelimit = {
                        galley = 0.3
                        light_ship = 0.3
                        transport = 0.2
                    }
                }
            }
        }
    }
   
    option = { # Go to war
        name = "flavor_teu.1.a"
        ai_chance = {
            factor = 100
            modifier = {
                factor = 0
                OR = {
                    is_bankrupt = yes
                    war_exhaustion = 10
                }
            }
           
        }
        declare_war_with_cb = {
            who = DNZ
            casus_belli = cb_core
            war_goal_province = 43
        }
        custom_tooltip = flavor_teu.1.tooltip
        hidden_effect = {
            POL = {
                country_event = { id = flavor_teu.2 }
            }
            POL = {
                create_guarantee = DNZ
            }
        }
    }
    option = { # Let them go
        name = "flavor_teu.1.b"
        ai_chance = {
            factor = 100
            modifier = {
                factor = 0
                OR = {
                    is_bankrupt = no
                    NOT = { war_exhaustion = 10 }
                }
            }
        }
        add_stability = -1
        add_prestige = -20
    }
}
I've also visually confirmed that this is the case in 1.34.3, by unpausing the game until 1460s.
Videos by YouTubers, with AI Teutons, as well show this event happening after 1460.
Once again, apologies for disturbing You because of the year inaccuracy and thank You for Your attention.
Is it possible to do something about this issue? I would be very grateful for a response!
 
Solid dev diary as always, glad to see this region receive more attention.

Hardcore serfdom should definitely come with more maluses. One way to make it more balanced would be keeping the manpower and unrest bonuses while tanking tech/idea cost. Alternatively they can make it give more corruption, eat away your prestige, keep nobles influence very high. Not all of them at once if course, just a few suggestions to keep in mind. Although it is very surprising that there's no severe modernization penalty that grows as you make serfdom more prominent.

Theocratic Russia would be nice as well. At this point it's probably too late to code things like an entirely new mission path and making one of the existing principalities a theocracy doesn't make sense. Perhaps an event that allows you to switch to theocracy before forming Russia if your patriarch authority is very high?
 
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Are there any events in the mission tree for Poland, akin to Finland? Not unlike Finland, which got some previously conquered land attached to it by Alexander I when it was established as a PU Grand Duchy, the tsar also floated similar ideas with regards to lands annexed by Catherine II. Obvously those were not realised then. But maybe for a player a choice between some permanent modifier + small disloyal Poland PU, and a big restored loyal (buffed?) Polish PU would've been an idea?
 
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I’d like to see the modernization mechanic applied to more than just Russia. It would be a good way to balance the institution spread.

I definitely get the impression that its something of a testbed for an update of the westernization/institution mechanic in EU5…
 
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1) It's REALLY strange that serfdom give tech and ideacost bonuses, because serfdom (krepostnoye pravo) was literally something what slowed down technological progress in Russia until it was abolished
I think these bonuses mist be available for "free peasants" choise
2) Also pan-slavism is really cool, and personally i think that in addition to that after forming russia, or at least after getting new imperial government, maybe allow novgorodian, ryasanian and muscovite cultures unite into "russian" culture? Without ruthenian and belarussian cultures, of course
You know, seeing "russian" on the сulture map of siberia is much nicer than muscovite or novgorodian
3) Also i didn't get it, imperial russia after modernisation loses their abilities with sudebnik, streltsy and oprichnina? Because these institutions are vacant only for pre-modernised russia
Streltsy ended with Peter the Great, last sudebnik was published in 16th century, and oprichnina is only about Ivan IV
4) Interesting, that in latest start dates there is a rheinish provimce in the russia, what represent Volga germans. Maybe add some flavour event to settle germans in ome provimce near Volga? It might represent modernisation, which these germans bring in Russia with them
 
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Great DD! Lots of great work here for Russia! Hopefully they can stand up to a OP Poland now. Some concerns, thoughts, and comments though:
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.
Nice, but with all the major powers getting an update. First Mandate of Heaven and now Third Rome, as someone who owns all of those, this is starting to feel like a DLC for a DLC, which is annoying me. This has the potential to seriously backfire into Tinto's face, and I'd love it if either @Johan or @Ogele to get in front of this and clarify what people who have bought DLC that gave these nations mission trees are going to get, because after this I'm starting to feel demoralized for buying Third Rome if I could've just bought this upcoming DLC and gotten a better Russian Mission tree.

So could you clarify, will the new majors' mission trees be free for the people who own Third Rome, Mandate of Heaven, and Emperor? Why should people who previously bought those DLC buy this one, if it just simply updates content they previously purchased.

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.”
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
At face value, I was intially against this, but after reading the follow-up, I am more willing to have permanent claims removed if they synergize well with the Tsardom government reform. I probably won't every pick that option because Perma claims also take -10% less time to core than regular claim, so there is no reason to ever not go for Perma claims.
“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:

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Some things that I and others are noticed... Albanian is no longer in the South Slavic culture group and Slovak is now in the Western Slavic Group. Questions for @Ogele : What is the fate of the Albanian culture group? Is it in its own culture group, a new culture group, or moved to some other culture group?
These bonuses look off. The proposed rewards are listed below:
St. John Climacus Tech Cost: -10% , Institution Spread +5%
Eleusa-1 Unrest, -10% Harsh Treatment Cost
St. Michael+5% Morale, +5% Morale Recovery Speed
St. Nicolas+10% Goods Produced, +5% Improve Relations Modifier
Christ Pantocrator-10% Core-Creation Cost, +0.2 Yearly Legitimacy
“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!”
Didn't France literally get an update two years ago? If we are updating the Napoleonic great powers, will Great Britain, Netherlands, Spain, and Austria all get updates? Also from an art perspective, this is odd, because all of these nations already have content packs covering them, so I'm a bit confused as the art will this DLC will either be portraits (which is awesome), boats (which need rework and show their age badly), or some region that isn't getting content (that we know of).

Can't wait to see what this DLC has to offer!
 
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Interesting stuff in general. Some of these things seem a little weird to be limited only to Russia.
 
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I love these changes! They will make Russian countries more fun and exciting to play as.

About the new Slavic culture group, I noticed that the Slovak culture is included and Albanian is not. Does this mean that Slovak culture has been moved to the West Slavic group and Albanian removed from South Slavic? @Ogele
Seems like it is cause I doubt the travesty that is EU4s engine could somehow take specific culture groups from different cultures and add them to a new giga culture group like Slavic.
 
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I don't know it is just me or somehow it seems like that China is way weaker than Russia in terms of end game rewards. I get that China region supposed to be weaker than the Europeans, but it looks like quite a difference if you include the unit pips rework shown in previous dev diary.
 
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You really need to represent the unification of Russian culture group and expansion into the steppes and siberia. I think the Steppe conquest missions should reward with instant culture conversion in those areas to Muscovite/Russian(needs to be a thing) like a mission to conquer New Russia that instantly converts it all to Russian and gives large dev modifiers for 50+ years as the 20 year modifier missions are always lame.
 
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Will Russia be renamed to Russian Empire after getting its government reform? Would be pretty cool if that is the case.
Also will you be able to colonize Alaska without getting Exploration or Expansion? Colonists take too much time getting there and the reward isn't really worth it, as most of New World is colonised at that point. Maybe it would be a good idea to allow Siberian Frontier to work in Alaskan and maybe Californian colonial regions as a reward for some mission. Or missions itself should give a nice reward, apart from giving 8 dev to a colonial nation, because, as I mentioned before, colonial ideas are not really worth it at that point.
 
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