Russians (Rise of the Moderns)/CtW Information

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===Grand Campaign===
Although Russia has many opportunities, it also faces many threats too, from within and without. Of all factions, your empire is one of the largest on earth - and is second to none, save that of Great Britain. However, there is a difference. While the British have the benefit of very weak enemies throughout the world, you have far more pressing problems: the Iranians, Turks, Prussians and Austrians. While conflict at the start of the game is limited solely to Turkey, you should be aware that many of your supply centres are located near your foes, close to where your enemies can strike. Should an attack by, say Sweden and Austria knock out your supply centres in Poland and Courland, Russia could prove to be less of a potential juggernaut and more of a colossus with clay feet.
There is one area where Russia may expand, and that is southeast towards the weaker Asian nations. However, it must be noted that while Asia is up for grabs, the British, Turks and Dutch are already there. North America could pose to be an important target for expansion, save for the fact that the Americans are on the warpath westwards. Another thorn in your flesh will be in the form of the Asian nations - Japan, China and Korea, although technologically backward, are potent powers - China especially, by virtue of its vast holdings in Asia. These make valuable areas to expand, especially with all the wealth that you may collect but they are also politically unstable regions. Your Eurasian colonies will often rebel against you, and, being Muslim, join whoever holds the Hejaz. You must be wary in this case, for if you lose your Eurasian territories, the unrest could potentially spread all the way into the heart of your European holdings. It does not help that each turn whenever unrest strikes, your tribute income is also disrupted. Of friends in Asia, Korea is a close potential friend: it is small, weak and thus probably compliant enough to be occupied militarily but difficult to annex by virtue of its mountainous terrain.
Thus for Russia to gain supremacy over the earth, perhaps Russia should pay attention to the most geostrategically significant regions on earth: the Middle East, but it will definitely mean a costly war with the Ottomans and the Persians, with potential hostilities breaking out against the British and Europe. Russia might perhaps need to create its own allies in Europe, in the form of the smaller factions such as Spain, Savoy and Prussia. Because of how close the Turks are to eliminating your supply centres, you must somehow domisticate the two Islamic powers that claim control of Eurasia, or otherwise preventing them form making war on you in concert with other European nations.
However, if you fail to do so, a Great War will break out either when one faction gains its strategic objectives or tensions between France and Austria result in war.
In the World War scenario (playable only if you choose to continue the game in the post-Mechanisation era), if unrest reduces your total territorial strength to 20 or less, you will experience a Communist Revolution. This causes everyone to declare war on you, and also disallows access to all cavalry and to auxiliaries. Additionally, you will now receive new units that replace the marines, cavalry and the pekhota: the Red Guard conscripts, People's Commissars (who replace the marines) and the Red Guard cavalry. Don't expect it to be a cakewalk, however. Many parts of your empire will crumble away and be replaced by independent nations, so you need to be careful.
====Starting territories and diplomatic stances====
Starting diplomacy:
*Alliances: United Kingdom, League of Nations, Austria
*War with: France, Sweden, Ottoman Turks
Starting territories:
*Central Europe:
**(3) Ingria
**(3) Russia 
**(3) Don Basin 
**(2) Ukraine 
**(3) Crimea 
**(3) Volga
**(2) Kuban
**(1) Belarus 
**(1) Lithuania 
**(1) Estonia 
**(1) Courland
**(1) Poland 
*Eurasia:
**(2) Urals
**(2) Siberia
**(2) Georgia
**(1) Azerbaijan
*Pacific and Far East:
*(2) Yakutsk 
*(2) Kamchatka
*(2) Krasnoyask
*(1) North Sakhalin
*(1) Hawai'i
*Northern Europe: (2) Bothnia; (1) Karelia
*North America: (1) Alaska
Initial bonuses: 50 tribute, 2 Warpath
Strategic Objectives:
*Maintain control over your core territories, being:
**Ingria
**Russia
**Don Basin
**Ukraine
**Crimea
**Belarus
**Volga Basin
**Lithuania
**Estonia
**Latvia
**Urals
**Karelia
*Conquer any 3 continents of your choice before the Mechanisation Era
*Collect 2,000 tribute before the Mechanisation Era
===Founding of America campaign===
In the Founding of America campaign, Russia is depicted as being in control of the Aleuts. If left alone, the Russians will easily create an empire stretching all the way to California and Hawai'i, although this is seldom possible and Russia usually prefers to play passively. Russia can be eliminated either by destruction of its outpost in the Aleuts (control all Russian territory) or by making a down payment of 1,500 tribute once the player controls sufficient tribute to do so.
Sweden and Russia in the campaign are noted for being incapable of erecting either staff quarters or national academies, meaning that they are wholly reliant on infantry and artillery.
Category:CtW
Category:Rise of the Moderns factions
Category:Spoiler