Russia Guide

The **Tsardom Of Russia** is one of the toughest nations as which to play in multiplayer, it does however have its starting merits. With the largest starting army of 71 brigades (6 metastacks and 2 mobo stacks) and a mob count of 78 brigades, it can definitely do more than stand on its own against its neighbours. Its main disadvantages are its extremely low literacy and low amount of starting tech.

## Overview

Upon loading the game, the player will be greeted by "The Grand Embassy" event, which grants the **"Peter I Romanov"** modifier, which gives **+0.25 Research Points, +35% Ruling Party Support, +0.08 prestige, +15% Education speed, and +10% research for both navy and culture tech trees.** This modifier is extremely powerful but **will be naturally** **removed** **in 1725**. The player however **can lose this modifier earlier than 1725**, **if he lets Sweden siege down Moscow**, which gives Sweden the ability to add the "Dethrone Peter" CB on Russia. If Peter is dethroned, some flavor decisions for Russia are blocked forever, significantly hurting its early game ability to nation-build.

Russia also starts with a military debuff called "**Streltsi Rebellion**", giving Russia **-10% to land org regain, -5% to land org, -0.05 to mob size and a -5% penalty to army research**. This modifier lasts until 1720, but can be removed quickly through the "**Peter The Great's Reforms**" decision, which only requires the player to controll Nyen (St. Petersburg) and Narva.

"Construct St. Petersburg" will also give Russia a unique tech school, among other things, giving it a 15% bonus in both culture and army tech trees research, a 5% bonus in the navy tech tree, but a -5% mallus in the commerce tech tree and -10% in the industry tech tree. This tech school is removed the moment Peter dies, later brought back by Catherine the Great, and again removed by her death.

Russia can also gain cores on the baltic states at the very start of the game for 10 infamy.

Proclaiming the Russian Empire requires **Divine Right of Kings** tech **(1700)** and **requires owning** **Nyen** (St. Petersburg), **Narva** and **Azov.** This decision unlocks further expansion routes as well as new flavor discussed below. It also grants Russia the **Ruthenian culture** **as accepted** and **in case of getting any of the uniqe Tsarist Russia flavor, it will also remove any effects those decisions gave you**, including removing cores and removing infamy which you spent on getting them.

**Russia can sign treaties of perpetual peace with either the ottomans or the PLC**. Signing with the Ottos will give up the ability to core the Black Sea coast, signing it with the PLC will remove Ruthenian as accepted and the player won't be able to core Ruthenia. **This is available in MP only** and is meant to give russia a more free hand to do diplomacy with its european neighbours.

## Tsarist vs. Imperial Russia

**Imperial Russia**

Imperial Russia is formed upon taking the "Proclaim Russian Empire" decision. This unlocks flavor which can give Russia cores on the Crimean Khanate and the surrounding area if the **State Of Nature** tech **(1715)** is researched, as well as coring Ruthenia If you own **Vilnus**, **Minsk,** **Kiev and the PLC is not a Great Power**. Russia can core East Prussia if it is owned by them. In 1727, Imperial Russia will also gain an event to core Manchuria, and later on options for **Proposing the Greek Plan (The Constitution tech, 1765)** and **Proposing Polish Partitions (Rights And Liberty Tech, 1730)**

**Tsarist Russia**

Tsarist Russia is the tag as which the player starts in the 1700 startdate. **Its unique flavor only unlocks if you lose Peter** and is meant to provide alternative expansion routes that can help a player who lost completely on the european front and has no chance of forming Imperial Russia. The flavor includes some decisions giving you research points, and **gaining cores around the Caspian Sea and Central Asia** as well as **coring Manchuria and parts of north Mongolia at a lower infamy price then normal.** All these cores will be removed if player forms Imperial Russia, but becoming Imperial Russia is never disabled for Tsarist Russia.

## Polish Partitions

Imperial Russia along with Prussia are the only 2 countries that can trigger the Polish partitions. **This requires PLC to be in your sphere of influence** and **reseraching the Rights And Liberty tech (1730)**. After taking the decision you will immediately lose all influence in PLC and **all Great Powers bordering The Commonwealth with the exception of The Ottoman Empire will gain a free permanent acquire state casus belli called "partition CB" on all neighbouring states owned by The Commonwealth**. This casus belli can be disabled if The Commonwealth retains all its cores for 15 years.

## The Greek Plan

The Greek Plan is a decision a Player can take after kicking the Ottoman Empire out of Crimea and the surrounding lands and researching **the Constitution tech (1765).** It also requires an alliance with Austria, or for Austria to be AI. It will grant the player a special CB, which upon being enforced will partition the Ottoman Balkan holdings between Austria, Venice and Russia. It will also create a Byzantine puppet as well as a Romanian puppet if Wallachia or Moldova were Ottoman vassals when the war started.