Welcome to another non-development diary for Europa Universalis IV. Today we focus on Zaporozhian Sich aka Sich Cossacks (as requested here)
Open for discussion and change, of course. I fully intend to make a mini-mod for Zaporozhian Sich once the game comes out. The ideas and missions are subject to change (need to tweak for balance against the neighboring PL, Muscowy and Ottomans). The idea is to make Cossacks fun to play, but not allow them to blob a-historically.
Cossack Possibilities
None. That is unless you start past 1552 when Zaporozhian Sich was established on the lower Dnieper's island of Hortitz by Dmitry Vyshnevetsky, first(?) Hetman of Ukrainian Cossacks/powerful Ruthenian magnate from Volhynia.
However, since 1552 is rather far away from the official start date, we could push the foundation date to 1489 - when, per Marcin Bielski (Polish historian/writer/poet), smaller Cossack fortifications could be found in the lower Dnieper lands.
Cossack Dynamic Historical Events
Unless raiding is a built-in game dynamic, there will be a chain representing Cossack raids of the Asia Minor and Cossack squabbles with Crimea.
In addition to that, Cossacks will get a chance to support and take lead in major uprisings were they to happen in neighboring Poland (and/or Lithuania, were to abandon One True Faith).
There will be no separate chain to represent Cossack demise. Its huge neighbors (Ottomans, Muscowy and Poland) should be able to take care of that on their own.
Missions and Decisions...
The Cossack missions are still mostly geared towards protecting Orthodox population of Ukraines (yes, plural, East Bank and West) and raiding its Muslim neighbors.
There will be a decision to form Ruthenia, if Cossacks are able to unify the Ruthenian lands under their leadership. This means a separate tag, but the same set of ideas.
There will be a decision to change government from the original elective (Sich Rada) to hereditary (Cossack Hetmanate).
Cossack National Ideas.
The Cossacks start with two traditions that should feel rather natural to anyone who played them in the previous versions of the game.
They get 25% extra manpower and 20% cheaper infantry. They are the same as Russian traditions. (open for discussion)
Alternative set: 25% extra manpower and +10% monthly morale recovery (we'll call that Orthodox Defenders or smth like it). Cossacks were famous for strategic retreats and ability to regroup quickly.
The 7 National Ideas for Zaporozhian Sich are (I tried to establish an optimal order, but some ideas may need to be moved around and/or renamed):
Where 'Bayrak', There 'Kozak' (or Winter Cossacks): 50% higher land force limit.
Escaped Serfs: 20% cheaper infantry, and 10% faster manpower recovery.
Steppe Warfare: 10% cavalry power, 10% cheaper cavalry
Chayka Raids: -25% galley cost
Gulyay-Gorod (or Meritocracy): +1 to leader fire
Cossack Glory: +1% army tradition/year
Ruthenian(? - could be Ukrainian) Nationalism: Hostile Core-Creation Cost on us +150% - mimicking Bohemian idea.
The reward for gaining all seven is +10% to discipline and 10% to infantry power.
EDIT: took off -25% land attrition from Steppe Warfare.
Replaced Orthodox Defenders w/Nationalism.
Open for discussion and change, of course. I fully intend to make a mini-mod for Zaporozhian Sich once the game comes out. The ideas and missions are subject to change (need to tweak for balance against the neighboring PL, Muscowy and Ottomans). The idea is to make Cossacks fun to play, but not allow them to blob a-historically.
Cossack Possibilities
None. That is unless you start past 1552 when Zaporozhian Sich was established on the lower Dnieper's island of Hortitz by Dmitry Vyshnevetsky, first(?) Hetman of Ukrainian Cossacks/powerful Ruthenian magnate from Volhynia.
However, since 1552 is rather far away from the official start date, we could push the foundation date to 1489 - when, per Marcin Bielski (Polish historian/writer/poet), smaller Cossack fortifications could be found in the lower Dnieper lands.
Cossack Dynamic Historical Events
Unless raiding is a built-in game dynamic, there will be a chain representing Cossack raids of the Asia Minor and Cossack squabbles with Crimea.
In addition to that, Cossacks will get a chance to support and take lead in major uprisings were they to happen in neighboring Poland (and/or Lithuania, were to abandon One True Faith).
There will be no separate chain to represent Cossack demise. Its huge neighbors (Ottomans, Muscowy and Poland) should be able to take care of that on their own.
Missions and Decisions...
The Cossack missions are still mostly geared towards protecting Orthodox population of Ukraines (yes, plural, East Bank and West) and raiding its Muslim neighbors.
There will be a decision to form Ruthenia, if Cossacks are able to unify the Ruthenian lands under their leadership. This means a separate tag, but the same set of ideas.
There will be a decision to change government from the original elective (Sich Rada) to hereditary (Cossack Hetmanate).
Cossack National Ideas.
The Cossacks start with two traditions that should feel rather natural to anyone who played them in the previous versions of the game.
They get 25% extra manpower and 20% cheaper infantry. They are the same as Russian traditions. (open for discussion)
Alternative set: 25% extra manpower and +10% monthly morale recovery (we'll call that Orthodox Defenders or smth like it). Cossacks were famous for strategic retreats and ability to regroup quickly.
The 7 National Ideas for Zaporozhian Sich are (I tried to establish an optimal order, but some ideas may need to be moved around and/or renamed):
Where 'Bayrak', There 'Kozak' (or Winter Cossacks): 50% higher land force limit.
Escaped Serfs: 20% cheaper infantry, and 10% faster manpower recovery.
Steppe Warfare: 10% cavalry power, 10% cheaper cavalry
Chayka Raids: -25% galley cost
Gulyay-Gorod (or Meritocracy): +1 to leader fire
Cossack Glory: +1% army tradition/year
Ruthenian(? - could be Ukrainian) Nationalism: Hostile Core-Creation Cost on us +150% - mimicking Bohemian idea.
The reward for gaining all seven is +10% to discipline and 10% to infantry power.
EDIT: took off -25% land attrition from Steppe Warfare.
Replaced Orthodox Defenders w/Nationalism.
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