Muscovy
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Muscovy
Stats
Area
Government
Religion
Mission Tree
Playstyle
Eastern Europe
Russian Principality
Orthodox
Religious, Trade and military empire with the potential to become an Empire able to claim heritage to Rome
Requirement
Difficulty (RP)
Difficulty (Start)
Importance
Special Rules
Rank 5 & Situs
Easy
Medium
High
The Rise of the Tsar
At the end of 1444 Russia is divided in a number of principalities, all of whom have for a long time lived in the shadow of the Tatar Golden Horde. The Tatars have been ever present in Russian politics, collecting tribute, taxes and acting as kingmakers in the Christian states. While the Grand Principality of Muscovy is not the oldest of these states it has recently grown to be the strongest. Located in the relatively fertile Opolye, Muscovy has a stronger internal economy than many other principalities. More importantly their princes have often acted as collectors for the Khans of the Golden Hordes. Making their princes both relatively safe and able to grow rich.
Since the crushing defeat of the Golden Horde at the hands of the Timurid armies, their empire has fractured into a number of successor states. The core of their empire, the Great Horde is still a strong power in its own right, but it is fraught by internal struggles and has been unable to project much power over the Russians.
Muscovy has made good use of this power vacuum, expanding their control over the other principalities rapidly, through both cunning and use of military resources. Often even by simply buying out the poorer Princes and adding their lands to the Muscovite domain.
Moscow is not the only strong state with interest in the Russian region, however, in the north the Republic of Novgorod has colonized much of the White Sea coastline, securing the valuable waterways and a source of fur, the soft gold of the north and east.
To the west the Grand Duchy of Lithuania and the Kingdom of Poland are doing what they can to assume the leadership of all Russias, asserting authority over most Ruthenian lands as well as a constant factor in the politics of the free Russian states in the north. Their interests are directly opposed to the growing power of Moscow, but their claim to the Rus legacy is quite dubious. If they can be overcome there is seemingly no limit to how much the Great Principality could grow.
If the Tatar Yoke could be crushed once and for all there is also the vast expanse of Siberia, full of untold riches, and dangers. If the many khanates, natives and the nature itself can be overcome then there is no limit to how rich a united Russian state could grow.
Situs Nation
As Muscovy, you are a duchy surrounded by duchies. You are not a kingdom. You are the Grand Duchy of Moscow and your ambition is to unite the duchies under the Tsardom and become an Empire.
On paper, you are a tributary to the Golden Horde, however they are not able to enforce their power on Muscovy anymore and you are basically independent. The Mongol Khanates are almost gone, the fractured hordes are your rivals. It is illegal to ally with a mongol horde.
Forming Russia makes you an Empire and you should play as such. You would usually not ally with a neighboring Great Power, but seek to expand your influence over them. An alliance with a neighboring Great Power can be approved by a GC, for example if you share a dynasty or your primary rival is about to put them in a personal union ex.
It is recommended that Russia keeps an eye on small nations and protect them from the influence of other Great Powers. Your ally and vassalize small nations your rivals seek to influence.
Your mission tree allows you to go down a path of westernization or isolationism, this is a great path to RP around.
If you become a Great Power and should play as one, if you can impact other nations towards your ambitions, you should do it. You should aim towards expanding your power at all times and throw your might into the picture to put your agenda on the world stage whenever you can.
Muscovite Ideas
Traditions
Historical Mod
Traditions