• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Artyom87

Captain
22 Badges
Oct 31, 2014
321
23
  • Europa Universalis IV
  • Stellaris - Path to Destruction bundle
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Art of War
well, supporting rebels doesnt work on ai bonus, the diplomat is often crucial in the first 100 years, and admin points are extremely important early game especially for russia, and you can accumulate 1-2k even with lvl 2 advisor

however, nice tactic I hadnt done that yet
 

Halaberiel

Major
8 Badges
Sep 13, 2014
518
45
  • Crusader Kings II
  • Magicka
  • Europa Universalis IV
  • Cities: Skylines
  • Age of Wonders III
  • Imperator: Rome
  • Prison Architect
  • Crusader Kings III
I haven't tried support rebels but I've seen it suggested a few times. How do you get it to work? Whenever I check my enemies provinces, much like mine they have -6 + unrest so +3/4 isn't going to do anything. Do you do it straight after they take a new province and it already has high unrest? Can't see Ottomans or Timurids for example having a problem with a few rebels. Generally takes a large peasant uprising to do anything to them.
 

_megafone_

Sergeant
28 Badges
Jun 9, 2014
59
0
  • Europa Universalis IV
  • Europa Universalis IV: Third Rome
  • Europa Universalis 4: Emperor
  • Crusader Kings III
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Golden Century
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
Money shouldn't be a real problem for Russia with the awesome goods you get from Siberia, but your probable best bet if you need extra money is going Economic; every route that leads to Novgorod is inland, and it is pretty hard to really stop inland trade from scattering all over the place.

That is, of course, you are not roflstomping your way through the game (being Russia and all), because if that is the case you can simply own all of the Baltic and maybe even lay your hands on Lubeck, lol.
 

Artyom87

Captain
22 Badges
Oct 31, 2014
321
23
  • Europa Universalis IV
  • Stellaris - Path to Destruction bundle
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Europa Universalis IV: Cradle of Civilization
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Art of War
Money shouldn't be a real problem for Russia with the awesome goods you get from Siberia, but your probable best bet if you need extra money is going Economic; every route that leads to Novgorod is inland, and it is pretty hard to really stop inland trade from scattering all over the place.

That is, of course, you are not roflstomping your way through the game (being Russia and all), because if that is the case you can simply own all of the Baltic and maybe even lay your hands on Lubeck, lol.

i think going econ with russia is the worst idea ever unless its like the 4th-5th idea you take, but you should be making ok money by that time anyways.

You should never go econ because there are other admin ideas you really really need.

And iam pretty sure that going something like trade would yield more benefits than econ because of all those nodes you will eventually control and you'd need merchants
 

bbqftw

banana vendor for unhuman entities
2 Badges
Jan 18, 2014
5.394
6.187
  • Europa Universalis IV
  • Europa Universalis IV: Mandate of Heaven
+1 diplomat is probably one of the most powerful single-idea bonuses in the game (besides deus vult and a few others), which is why I really prefer it over influence.

Sure integrated elites is good but if you don't have a no-DIP CB then the diplomat-time you can now spend making claims will save you a lot of MP in the long run as well.

But... Econ is an ADM group (so it competes with Religious, Administrative and Expansion) while Trade is a DIP group (so the only real competition comes from Diplomatic).
Also, trade income is not affected by autonomy floor (except very minorly by trade power reduction) while other types of income are.
 

Halaberiel

Major
8 Badges
Sep 13, 2014
518
45
  • Crusader Kings II
  • Magicka
  • Europa Universalis IV
  • Cities: Skylines
  • Age of Wonders III
  • Imperator: Rome
  • Prison Architect
  • Crusader Kings III
My income in the late 1600s/1700s is really good it seems, I can use +3 advisors across the board. I think using buildings actually helped a lot in regard this game. I didn't build any manufactories last game & they really improve both production and trade income when you control the entire trade network across Siberia. The problem is 1450-1600 but I'm not sure you can get around that I suppose, I'm going to try making buildings from day 1 next time see if it allows my economy to get to where I want it to quicker.
 

lolada

Field Marshal
23 Badges
Aug 27, 2013
3.001
1.778
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: The Old Gods
  • Crusader Kings II
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Europa Universalis IV: Third Rome
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: Golden Century
  • Europa Universalis IV: Dharma
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Apocalypse
  • Europa Universalis IV: Cradle of Civilization
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Rights of Man
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV
Muscovy/Russia has great production, I was always rich by building some production buildings in key provinces and spamming manufactories all over the place. I did go to conquer Baltic (for trade node), and then most of Asia and colonize Siberia. You went to Lubeck which is rich but much harder to conquer, you probably had to spent a lot of money through wars. And trade competition is tough.
 

TheMeInTeam

Field Marshal
54 Badges
Dec 27, 2013
30.279
18.955
  • Age of Wonders III
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Magicka
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
While I forgot to mention it I think I actually had lv4 tax and lv2 production everywhere and I'd say - Temples are fine and the first 2 production buildings but after that - don't bother.

Contrary to what the others are saying my experience with every nation I've played is
Trade income > Production income >>>>>>>> Tax Income (totally irrelevant)

I have had production income outstrip trade as nations in Africa and in India, when not picking trade ideas. Trade ideas + concentration of light ships in a strong node = big trade income almost anywhere, and most nations either begin with or can conquer a strong node pretty early on. Trade ideas + good conquest target brings in the most wealth in most cases.

As for buildings:

Temple: Pretty good everywhere, especially if you have NIs that boost FL as with offensive/quantity you'll get 17 FL from 40 temples then, in addition to the money.
Rest of government path: Very situational. Good in your capitol, as the +spy defense works on most non-claim diplo actions and you have a tax boost there anyway. Also good in provinces like Rome with a ton of tax because the finisher gives 3% missionary strength, and the Papal State will almost certainly have it all built for you (so you only need Cathedral when you take it).

Army: You can really jack up manpower and FL and it stacks amazingly well with offensive/quantity (20 provinces with this line would give a whopping 68 FL, meaning in 20 1 tax provinces full army + temples would give over 80 FL haha), but in SP this tends to come roughly when you don't need it anymore, often much after you don't need it anymore. Pretty good for stuff like Sunset Invasion in provinces where you don't have anything more important to build since even with the junky 1.7 new world tax you could get FL well over 500 with gobs of manpower with heavy investment here.

Navy: Not a strong draw in SP, but you can jack up your naval FL a bit. Naval powers can go nuts with maritime/quantity/exploration.

Production: Put the full line in gold provinces; the 6th building adds 20.00 by itself. Put up to production 4 in a few provinces where you train troops, because -20% regiment cost also applies a -maintenance cost to the units trained from there. Build up to level 2 if the trade good is pretty strong.

Trade: Not bad in general and definitely to level 6 in CoT/sound tolls/estuaries.

Fort: Good for borders in terrible supply like Russia, for a little help converting Rome, or for late game wars vs AI if you just don't feel like dealing with that front, not so great otherwise.

For Muscovy, getting into a better node is pretty useful. With their NI temples are even more attractive than usual (they're a good value building early on), after that you probably want to lean mostly on trade, production, and manufactories. Controlling an end node and the entire path to it isn't realistic (well it is, but not during the time period where you care about your income), but as long as you don't go 1 iteration from idiot Wien and its HRE prince trade idea spam you can probably make pretty good bank on trade.
 

Mztr44

Major
91 Badges
Jun 19, 2014
591
251
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines
  • Europa Universalis 4: Emperor
  • Europa Universalis IV: El Dorado
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Dharma
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Conclave
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Crusader Kings II: Monks and Mystics
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings III: Royal Edition
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Federations
  • Cities: Skylines - Parklife
  • Europa Universalis IV
  • Stellaris: Nemesis
  • Hearts of Iron IV: Expansion Pass
  • Shadowrun Returns
  • Stellaris: Apocalypse
  • Prison Architect: Psych Ward
  • Crusader Kings III
  • Stellaris: Lithoids
  • Prison Architect
  • Stellaris: Necroids
  • Teleglitch: Die More Edition
  • Victoria 2
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
For long term planning, you should build production buildings in any fur producing provinces as you'll probably have a considerable number of them. Later on an event will fire in the 1600s that will boost the value of fur and when it does your income will get a very nice boost. Early into the game boosting copper production will pay off soon after nations reach mil tech seven. You can also plan ahead and boost iron production, which has a secondary bonus of making your troops cheaper to maintain if you produce enough. Just keep in mind that some of those trade items will decline in value after a certain point as well, so it's better to be proactive with the buildings since if you wait until after the price increases, you will be hard pressed to make a profit off of them before it goes into decline.
 

Santoes

First Lieutenant
5 Badges
Jan 22, 2008
291
0
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • 500k Club
Trade: Not bad in general and definitely to level 6 in CoT/sound tolls/estuaries.

Production: Put the full line in gold provinces; the 6th building adds 20.00 by itself. Put up to production 4 in a few provinces where you train troops, because -20% regiment cost also applies a -maintenance cost to the units trained from there. Build up to level 2 if the trade good is pretty strong.

Look how production is calculated: [Local production income] = [Trade value] * (100% + [Production Efficiency])
[Trade value] = (( [Units produced] * [Market price] ) + [Flat value modifiers] ) * (100% + [Trade value modifiers])

The main benefit of trade buildings is to boost your production, yes they're good in estuaries, but you are getting increased production income and they multiply well with production buildings. If bronze goes up to 6 value you are going to be raking in a lot of production if you have both.

At techs 11 you want to build up your best bronze or iron territories. It's a good idea to get a manufacturing building there, constable, workshop, market, trade depot, and canal built.
On 12 You want to build up again using trade company. (furs for Russia)

Say the value of bronze is 6 and you have all the trade buildings at 11.

Now increase goods with Manufactory, workshop. and production with constable.

You are going to make at least 12.3 ducats alone off of those buildings with out even considering the goods produced normally.
 

-Malovane-

Major
1 Badges
Jul 25, 2013
504
43
  • Crusader Kings II
Getting money as Muscovy early on isn't too much of a problem, though I imagine with vassal income being fixed it could become much better sooner.

Taking Novgorod is important as they have a number of rich fur producing provinces. You should be able to survive a wave of peasant revolts, so there isn't a desperate need to increase local autonomy on those provinces.

You can also tear apart Kazan very early and nab their gold producing province. Kazan does make a great vassal, however, and taking those lands will increase your stability costs, so keep that in mind.

Ripping up Lithuania will give you some rich lands as well. This is best done relatively early, while your military tech outpaces them. I usually wait till 7 tech, where they're usually at 4 or 5, and demolish them with artillery.

Trade usually sucks as Russia, at least till later in the game. You're not in an end node, and there are a bunch of land nodes with 15-20 minor powers pulling away from you. Until you lock up the Baltic, you aren't really going to have enough ships to protect your end node, making trade power in other nodes kind of moot anyway.

Production is the key, really. Weapons and fur will be your bread and butter. Load up on constables/workshops in those areas, and then later the factories. + Trade value buildings on those provinces as well. Temples are always a good thing to spam as well, for the flat increase in both tax and force limits.

As for joining the HRE, I usually just vassalize a few electors, then add myself. ;)
 

TheMeInTeam

Field Marshal
54 Badges
Dec 27, 2013
30.279
18.955
  • Age of Wonders III
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Magicka
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
Look how production is calculated: [Local production income] = [Trade value] * (100% + [Production Efficiency])
[Trade value] = (( [Units produced] * [Market price] ) + [Flat value modifiers] ) * (100% + [Trade value modifiers])

The main benefit of trade buildings is to boost your production, yes they're good in estuaries, but you are getting increased production income and they multiply well with production buildings. If bronze goes up to 6 value you are going to be raking in a lot of production if you have both.

At techs 11 you want to build up your best bronze or iron territories. It's a good idea to get a manufacturing building there, constable, workshop, market, trade depot, and canal built.
On 12 You want to build up again using trade company. (furs for Russia)

Say the value of bronze is 6 and you have all the trade buildings at 11.

Now increase goods with Manufactory, workshop. and production with constable.

You are going to make at least 12.3 ducats alone off of those buildings with out even considering the goods produced normally.

Yeah, the trade buildings are solid. I'm more thinking which provinces you specialize to tier 6 buildings. I still like temples over markets initially due to the FL in most cases. Estuaries are the obvious candidate for % multiplier on a higher base value, but unlike government or production line where IMO building up is more situational past 1 and 2 respectively trade never really falls off the same way. If I had to pick one generic tier 6 building for non-specialized provinces, however, it'd be the army line or dock line depending on which I need more and coastal status...but that's for later when you actually have the income to do it.
 

Santoes

First Lieutenant
5 Badges
Jan 22, 2008
291
0
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis III Complete
  • 500k Club
Yeah, the trade buildings are solid. I'm more thinking which provinces you specialize to tier 6 buildings. I still like temples over markets initially due to the FL in most cases. Estuaries are the obvious candidate for % multiplier on a higher base value, but unlike government or production line where IMO building up is more situational past 1 and 2 respectively trade never really falls off the same way. If I had to pick one generic tier 6 building for non-specialized provinces, however, it'd be the army line or dock line depending on which I need more and coastal status...but that's for later when you actually have the income to do it.

Yeah. temples are good as long as the autonomy is low. The other government buildings I don't like. Yeah sure if the place is 10 BT why not fill it up, but other than that they are junk. Markets are kind of good as long as the trade value is decent, even then I'd only spam them in my home node, or future home node area. Production income is the only thing I can rely on, so I favor the method I posted.

Military, and navy buildings always depend on my MP. I do like increased force limit and manpower but I generally don't bother unless I'm swimming in MP.
 

TheMeInTeam

Field Marshal
54 Badges
Dec 27, 2013
30.279
18.955
  • Age of Wonders III
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: No Step Back
  • Stellaris
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis 4: Emperor
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Cradle of Civilization
  • Battle for Bosporus
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Rule Britannia
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Hearts of Iron IV: Expansion Pass
  • Prison Architect
  • Hearts of Iron IV: La Resistance
  • Crusader Kings III
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Europa Universalis IV
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Hearts of Iron III
  • Magicka
  • Europa Universalis IV: Res Publica
  • Stellaris - Path to Destruction bundle
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
Yeah. temples are good as long as the autonomy is low. The other government buildings I don't like. Yeah sure if the place is 10 BT why not fill it up, but other than that they are junk. Markets are kind of good as long as the trade value is decent, even then I'd only spam them in my home node, or future home node area. Production income is the only thing I can rely on, so I favor the method I posted.

Military, and navy buildings always depend on my MP. I do like increased force limit and manpower but I generally don't bother unless I'm swimming in MP.

When map painting in SP, I often wind up with military buildings and not navy ones for that reason. In MP or positions like sub-Saharan Africa where conquest beyond starting area is annoying (Berber hostile core cost, colonizing land just to attack into Coptic resisting conversion, European) the FL buildings get a bit more play.

For Russia I agree with you, in fact it carries some similarity in building priority to sub-Saharan because in both cases you have some good manufactory buildings somewhat early, a hard time controlling trade completely with initial position, (SSA is even worse than Russia in terms of trade pull), and colonization upstream (SSA wants Cape and it wants it now, given there's no good alternative that compares). In both areas if you invest with production you can still get 3/3/3 advisors and full FL pre 1600 though...Russia sooner I think but I don't play that region as much.