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EU4 - Development Diary - 9th of May 2017

Hello everyone and welcome to this developed diary on setup changes in the Greater Russian region!

For the upcoming 1.22 patch we’ve had another look at modern Russia and Belarus. This is a region that has received attention previously but we feel that it was not up to the level of detail we have become accustomed to in other parts of Europe and that it could not properly reflect the lay of the land in the region in 1444.

The Russian Principalities in 1444:

In 1444 Russia was still divided into a number of principalities, in many ways this is the result of the constant interference from the Golden Horde. The Khans had defeated and divided the early Russian principalities and have come to not only exact tribute from the remaining states here, but have also acted as king-makers and guarantors of princely power.
As the game opens however the Golden Horde is going through a rough couple of decades with external pressure and internal struggles, historically ending in its general breakup into a number of much weaker successor states.
The Great Horde in our start date is what remains of the core of the Golden Horde but others, such as Crimea, would in time come to conquer and attempt to usurp their role as the overlord of the Russian states.
What this means for the Russians is that while horde intervention is still a factor in local politics, they have now been given some time to grow and thrive. As one of the main collectors of tribute for the Khans, Muscovy is now in the process of building a strong power base and has already used a combination of bribes and coercion to secure control over land of the minor princes in the region.


eu4_30.jpg


As you can see, in 1.22 we have chosen to greatly expand the number of provinces in this region. This allows for a greater degree of detail in the warfare in this region both between the principalities themselves and between the Russians and the Tatar hordes.
We have also taken the opportunity once again to adjust the development of the Russian region a bit, increasing it slightly to allow the states here to better make their mark upon the world.
In 1.22 one of the things this means is that some of the states we know and love are no longer the same. Ryazan is now a 4 province state and Yarloslavl and Tver are now 2 and 3 provinces respectively.

Muscovy:
First of the Russian principalities we have Muscovy itself. In 1444 this is already the dominant native power and in 1.22 it is the overlord of no less than five smaller principalities. The expanded number of provinces ensures that all is not lost simply from one battle or one siege, there is now room to move around when Kazan, the Great Horde or Lithuania comes knocking.
The greater detail has also allowed us to better show a number of centers of regional importance, giving it more of the historical depth that we have come to expect of other regions where we have overhauled the map.

Among the changes to the setup for Muscovy is also a revision of their ideas. Muscovite Ideas are now separate from those you get for forming Russia and currently look like this:

Muscovite Ideas:

Traditions:
Diplomatic Relations +1
Shock Damage Dealt +10%

1. Gatherers of Tribute: National Tax Income Modifier: +10%
2. Legacy of Dmitriy Donskoi: Yearly Army Tradition: +0.5
3. Seat of Metropolitan Bishop: Missionary Strength +1%, Tolerance of True Faith +1
4. Pomestnoe Voisko: Land Morale +10%
5. Strength of the Boyars: Stability Cost Modifier -20%
6. Zasechnaya Cherta: Fort Maintenance -20%
7. Descendants of the Byzantine Emperors: Diplomatic Reputation +1

Ambition:
Land Force Limit Modifier +33%

The decision to form Russia will in turn give a new set of ideas should you choose to abandon your old Principality ideas.

Russian Ideas:

Traditions:
National Manpower Modifier: +33%
Core-Creation Cost: -10%

Land of the Rus: Aggressive Expansion Impact: -10%
Siberian Frontier: Colonists: +1
Russian Artillery Yard: Artillery Cost: -10%, Artillery Combat Ability +10%
Life-Long Conscription: Land Force Limit Modifier: +50%
Abolish the Mestnichestvo: Yearly Corruption: -0.1
The Table of Ranks: Yearly Army Tradition: +0.25, Advisor Cost: -10%
Broaden the Curriculum of the Cadet Corps: +5% Land Morale, 10% less fire damage received

Ambition:
Yearly Legitimacy: +1

New Playable Countries:
In EU in general and in Russia in particular there’s always a decision to be made of what is to be a province with high autonomy and, what should be a subject state or even independent. Our game enforces strict differences depending on what you pick but in reality it was quite possible in many cases to be somewhere in between.
In the case of Russia in 1444, Muscovy is in possession much land that really belongs to a minor principality that they have somehow acquired (often by simply buying the land from the princes in control of it) or that is ruled by a prince that has moved to the court in Moscow, allowing the Muscovite's to administrate it for him. In 1.22 we have taken another look at how we want the Muscovite lands to be portrayed and added two new vassal tags:

The first is the small state of Rostov, between Tver and Yaroslavl. This principality was in many ways quite firmly under Muscovite control ever since its princes had sold off half of the lands to Moscow, but Rostov would not be integrated entirely until 1474.
Rostov has a long and interesting history and would continue to play an important part in Russian politics every now and then, even as a part of a greater Russian state. We therefore thought it would be an interesting addition to the mix of states you can play in 1444.

Rostov Ideas:

Traditions:
Provincial Trade Power Modifier: +10%
Idea Cost: -10%

Re-Unification of Rostov: Goods Produced Modifier: +10%
Ancient Heritage: Aggressive Expansion Impact: -10%
Ecclesiastical Center: Tolerance of True Faith: +2
Entrepot of Russia: Trade Efficiency: +10%
Rostov Architecture: Construction Cost: -10%
Political Influence: Diplomats: +1
Rostov Enamel: Production Efficiency: +10%

Ambition:
Diplomatic Reputation: +1

The second new state we have added is one in the north, right at the border with Novgorod. The principality of Beloozero was never a metropolis and is long past its glory days in 1444. Ruled by Muscovite princes it would formally be incorporated directly into Muscovy in 1486 and its nobles would mostly make their mark upon the world within the frames of the Russian Empire. It's position is an interesting one however and our game history might unfold differently.

Beloozero Ideas:

Traditions:
Trade Efficiency: +10%
Infantry Combat Ability: +10%

Martial Heritage: Cavalry Cost: -10%
Monastic Traditions: Yearly Prestige: +1
Strengthen Local Lineages: Yearly Legitimacy: +1
Northern Trade: Domestic Trade Power: +25%
Officers of Beloozero: Yearly Army Tradition +0.5
Boreal Warfare: Attrition for Enemies: +1
Scientific Patronage: Technology Cost: -5%

Ambition:
Goods Produced Modifier +10%

Novgorod:

eu4_28.jpg


In the far north we have broken up some of Novgorod’s bigger provinces. Novgorod's domains always presented something of a difficulty to portray in that many of these locations had little in terms of population, yet contributed to the overall wealth of the Republic.
It also gives Novgorod some much needed strategic depth when fighting Muscovy to the south.

Lithuania:

eu4_31.jpg


Lithuania has long been a region in need of greater detail. In 1.22 we have broken up and reshaped many of their provinces, especially in the northeast. When adding new provinces we have tried to accommodate important regional centers, the internal administrative divisions of the Polish-Lithuanian commonwealth as well as the gradual expansion of Muscovy and later Russia into Belarus and the Ukraine.
As this was a highly contested region for much of the period covered by the game this should should hopefully make the region a lot more interesting to play in. It should also allow for a more engaging conquest for strong neighboring states...

That was all for today!
Next week’s developer diary will be written by Johan and may or may not touch on more things that could impact the region...
 
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The only reason I can think that the Russian ideas have been nerfed so hard is that the government type or culture gives some sort of military bonus in the new dlc.

But there is chance that they work for Muscovy also and there is no point in changing ideas! This misrepresents development of country...
 
Moscovite ideas look really great indeed, but it seems that Russian ideas will still be considered as lacking in the military side.

On the other hand, they have reduced coring costs, which iss loved by a lot of WC enthousiasts.

edit: "Tsardom of Russia" might become a specific government type after you form Russia, and there is also the patriarch changes to consider (maybe the reduced army costs are there now).

the hint at the end for more mechanisms for the region probably tells us that there is more to come.
 
My shark-jumping sense is tingling again.

MORE special mechanics that only apply to a small subset of countries? Yeah, I understand that's "realistic", but the game is already pretty darn hard for average people to grok a typical country they would want to play; to have so many special mechanics just jacks up the learning curve and pushes away even more potential players. Then you go and also throw in tons of new provinces, basically making regions even MORE powerful and hard to wield (and expensive), while doing nothing to temper the additional power and required effort (and cost).

This is not a new feeling.

It's okay to think something is really neat and want to talk about it. It's another to have 2000 sets of special rules to cover 2000 cultures, especially when there is already lots of stuff you've already got that needs to be refined or that doesn't really work well, like States. Don't forget: gameplay trumps excessive detail every time.
 
Russian ideas will be worse than now (33% manpower bonus instead of 75%; 0.25 army tradition instead of 0.5; 10% corecost instead of 20%). And Russia will get useless AE impact (not important for Poland and Asia) and another ****, like artillery cost.
So we must stay with muscovy ideas. Yes, we will get 10% land morale, but NO MANPOWER AS RUSSIA.
I cant understant this innovation...
 
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Anyways, I would have personally preferred Artillery Ability over Artillery Cost.
 
Russian ideas will be worse than now (33% manpower bonus instead of 75%; 0.25 army tradition instead of 0.5; 10% corecost instead of 20%). And Russia will get useless AE impact (not important for Poland and Asia) and another shit, like artillery cost.
So we must stay with muscovy ideas. Yes, we will get 10% land morale, but NO MANPOWER, NO FUCKING MANPOWER AS RUSSIA.
I cant understant this innovation...

No manpower as Russia is OK. Those 25% manpower were already good.

Yap. Ideas are nerfed. Cause Principalities, maybe, will get some sort of bonus from Government Type. But, again, no reason to take Russian Ideas.
 
Muscovy ideas look good, there's some quality in there finally. But russian ideas look like a military downgrade tbh. There's that -%coring cost tho which is tempting. Colonist is not worth it imo.

Nice to see map expanded and new states added. Maybe there's space for more interesting trade game in the area.
 
I just recently tried to play in Lithuania and was kind of turned off due to the uneventfulness of their huge region. This seems to be such a big step forward.

When it comes to fleshing out the regions, will some other nations without their own national ideas get some love? For example all the minor nations in Ethiopia are completely flavorless. There's this thread I made not so long ago with some suggestions. It would be nice to give them at least something. Keep up the great work!
 
Russian ideas seem to look fine at the first glance, but try to compare them to French, Spanish or Swedish ones and you will see a huge gap between them.
You dont need to compare them to the french ideas, just compare them to the muscovite ones.

Now Muscovite vs. Sweden is a lot more interesting.
 
The map changes look great, but please reconsider the Russian ideas. The "National identity" of the former Russian/Muscovite Ideas was Military supremacy by sheer numbers, which is a very "Russian" thing to have, but the new ideas do not represent that at all and are very lackluster when compared to other european great powers (France, Spain, Austria, Prussia, Sweden...)

Russia is by far my favourite nation to play, but I have a feeling that this will severly weaken them.
 
You dont need to compare them to the french ideas, just compare them to the muscovite ones.

Now Muscovite vs. Sweden is a lot more interesting.
Sweden's ideas are great and all, But they get tons of events which grant them modifiers which last to 1821. Not only that but you have a choice to choose betweem multiple bonuses.
 
I'm a bit surprised the finisher for Russian ideas is Legitimacy rather than, perhaps, Absolutism. I think a change along those lines could help strengthen the idea group and also be fairly accurate as well. Just a quick thought for how it could be improved :)
 
Aaaw.... I was planning a culture conversion game with 1.22 Russia, but these idea changes ruin that plan. :-/

Now I have to see if Karaman is survivable, since they at least retain their superb ideas.