How to get more power projection? The dude is only making one admin mana at the moment. Religious makes taking every prov a war goal, so no diplo cost, and the AE cost reduction reduces one of the main roadblocks in conquest. You're going to need it and it stacks well with high patriarch authority. Focus it and get a decent advisor. Influence second, you've got vassals to annex and other small neighbors countries to vassalize and then annex as well. Once a united Russia unlocks its second national idea, it may establish a Siberian Frontier colony in any empty province with a direct land connection to its capital passing through non-colony provinces. In terror our people fled the plains of Rus' and went north. As soon as you declare, take the mission. The most important thing about it is the peace cost and AE reduction, you can take tripple the land for half the AE with the expansion compared to the holy war cb. The new colony will start with 5 settlers instead of the usual 10. The rest is whichever you like. Full annex Ryazan/Odeyev. Ming will want to white peace after a while. If you have taken on Lithuania, release minor nations and feed them land. You need 40% war score for humiliate, which shouldnt take too long. Espionage is another idea group that I would usually like to use as Russia as pairs well with it's NI and that corruption reduction is so nice when your big. Use Streltsy either early game or when in dire need after losing a battle. 2008 redeem team starting 5; who is sarah davis married to; Like an eastern power probably. If you go quantity over aristocratic. New comments cannot be posted and votes cannot be cast. Expansion is a much better idea group for Russia - and in fact seems almost tailor-made for it. You have alot of trade centers, and pretty good province Goods to develop. Not a native-English speaker, so pardon my english. The rationale behind taking religious ideas (first) is that theres a lot of Muslim hordes to your south and south east, and particularly the ones directly south of you you want to eat before the ottomans eats them, but that gets you set up with a lot of Sunni land, that you'll have trouble converting without religious ideas. Establishing a frontier costs 20 diplomatic power. Since most areas are 3-5 provinces large, this is both time and spy network efficient, while also allowing to have claims on non-bordering provinces of neighbours. Develop maybe. Well yes, at least in 1.5, I had to hire a few mercenaries at start. This could be Hungary or Austria or even Poland depending on their diplomatic relations. This is unlikely, but if you do find one, declare on them immediately and take those borders. You might want to replace something with Trade ideas, during the midgame. Prussia is one of the formable countries in Europe and can be formed by Brandenburg, the Teutonic Order, or any country with Prussian, Saxon, or Pomeranian culture (besides end-game tags such as Germany and a unified, centralised Holy Roman Empire). Not at all as with France in 1.6. Administrative, as Adaptability. It is more viable and basically necessary in MP. For countries with Ruthenian or Byelorussian primary culture. New comments cannot be posted and votes cannot be cast. There are only 2 things holding you back, one is the limited manpower you start with and second are alliances. Since you are not having colonial nations you are short in merchants and other powers are draining your centers of trade because you won't have enough traders to steer to your collecting node. 3 colonizers would allow to colonize Siberia with tremendous speed. The CB alone is worth the whole idea group. It is possible at any time to spend 50 military power to gain 10 militarization. They all are top tier policies. Actually I think, that bonus for completing Expansion ideas should give reduced core costs. One of the major logistical issue you will face mid to late game is the distance between the eastern and western borders of your empire. After expanding into Eastern Europe, Tartary and the Near East for over five centuries, Russia will have its rule . Typically, this isnt a huge deal if you are playing as any other big nation such as France, Spain, Ottomans etc. Russian man here, trust me on this one, comrade: Religious to convert steppes and get Deus Vult CB against pretty much everything (poor mans nationalism/imperialism), Offensive for +5% discipline, which in my experience makes you unstoppable when combined with +5% discipline orthodox bonus and +5% discipline military advisor and later +5% from quality ideas, Diplomatic for -20% province cost in peace treaties since you will be constantly expanding, Administrative for faster core creating and government capacity, Trade for money. Also probably pick eco a bit earlier so you can atleast dev somewhat. There is a reason why Alaska was sold. I am thinking Quality and then religious. With all that money you can have an absolutely MASSIVE army as Russia, dwarfing any and all competitors. Create an account to follow your favorite communities and start taking part in conversations. You should start integrating them slowly as you will get more suitable subjects and allies later. Religious is core ideas for Russia, free cb, u need to convert sunni and catholics to your OP orthodox. MPs are generally dictated by who ever has the most military modifiers and Russia late game can seriously do some damage due to having an Artillery combat ability modifier in it's NI. Press J to jump to the feed. You can be so rich you can actually spawn global trade with this setup. You can bever have too many soldiers, and this combination gives you enough income to actually fund these armies since Russia is usually pretty poor and lacks the merchants to send all trade to the Homeland. Early siege ability and FL boost is great and 115% discipline is op. 4) Trade. Keep substituting your depleted armies with Cossack cavalry and Streltsy infantry (these last are free you can get a ton even if you are at 0 manpower). Colonial Russia can be fun. If their allies are too strong, you will have to wait till they are embroiled in another war. Best economic modifier in the game. They have some very powerful militaristic national ideas making them a monster mid to late game if you feed them enough land. Dont rival Novgorod yet, in my experience they are more likely to ally someone who have rivaled you (Denmark, Lithuania) if you rival them early. Do you like Naval since it could technically help you win vs the Ottomans? Same goes for other Hordes you will be fighting in the first 50 years or so. Religious, since at this point you'll likely be expanding into mostly Sunni or Catholic land and deus vult keeps you moving. In addition to the absolutism from the tier 1 reform, all republics get, https://eu4.paradoxwikis.com/index.php?title=Prussia&oldid=149115, Play It would even make sense. However, I dont think thats feasible for Muscovy. Reddit and its partners use cookies and similar technologies to provide you with a better experience. The Sun Never Sets on the Indian Empire" . But trully agree about eco, it might be usefull for a noob as first isea and quality second, but with time it's become totally useless. They have inferior armies, but they will have a huge numbers advantage. In terror our people fled the plains of Rus' and went north. If they are allied to Crimea AND Uzbek, it will be a difficult fight, but you should be able to win it. You will simply just take all the land through peace treaties later. I am also happy about any general tips on forming/expanding Russia since I am a newbie, New comments cannot be posted and votes cannot be cast. How in the world so you only have one admin? Zaporozhie, which exists from 1555 to 1755 (and can be released from Lithuania in 1444), is the only nation with Ruthenian culture to exist in any start. Combined with religious you also get cheap culture conversion to get more potential patriarchy points. The author of this thread has indicated that this post answers the original topic. The trick was to rush ideas ASAP to get the great Russian national ideas. Kiev shall rise once gain and we shall restore it to its former glory and splendor. A place to share content, ask questions and/or talk about the grand strategy game Europa Universalis IV by Paradox Development Studio. Prussia is a powerful military state with strong morale, discipline and tradition; enough to ensure strong generals in commanding large armies, well-trained troops in aforementioned armies and good military rulers. Deus Vult CB is the best till you get Imperialism CB. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Expansion gives more governing capacity and more Settlers. You need at least one big badass ally for most of the game. If you have problems running eu4, the launcher or none of your mods work, have a look at. Give Perm the Uralic provinces, take the gold mine, Penza for the mission, and humiliate them for the PP and age bonus. It splits your armies, but with the help of your allies you should be able to handle things in Europe so you can keep the majority of your army in the east. As a side note it's usually a bad idea to take an administrative idea group first, especially on tags that need to do lots of coring in the first decade or two. before clicking the move capital to saint Petersburg option.) In MPs, I'd suggest going for 4 military idea groups. Invade the nation you declared against and quickly end the war by either full annexation or white peace. Byzantium is the Roman Empire. Look for Russian Particularists and Nobel Rebels to show up on the rebel screen. Press question mark to learn the rest of the keyboard shortcuts. Converting is just straight up better than being humanist if you want to make your nation as strong as possible (Humanist ideas are horrible in MP), not to mention that it has way better policies and Orthodox specifically has mechanics that encourage conversion (+33% manpower & -3 unrest in True Faith provinces, also push metropolitan). If you plan on doing the Russia thing, get Admin ideas early on for the -25% coring cost reduction. Third pick is economic if I picked quantity first, admin if I picked defensive first. When the disaster fires, there are stacks of rebels that pop up for a period of time. Quality for military buffs. Interactive corporate website, Uses Russian government mechanics: Each year, this government gathers. Get level 1 advisors. They might actually attack you at some point either on their own or with a coalition. Economic ideas allow to shit with ducats. Early game- Icon of St. Michael for more manpower recovery and discipline. The rest of the group sucks, but that's okay. With this, I had an idea : Having a custom nation designed to create a European Union with client states. as your first 3 institution devs in that order. Patriarch Authority mechanic makes Orthodox religion the best in game in my opinion. 2) Diplomacy. Khorasan is one of the nations I like making as March. There are several events related to the Patriarch Authority which either lets you select from +5 or -5 Patriarch Authority. After that it's really more what your campaign needs.
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