Welcome to the TWC Wiki! You are not logged in. Please log in to the Wiki to vote in polls, change skin preferences, or edit pages. See HERE for details of how to LOG IN.

Russia (ETW Faction)

From TWC Wiki
Revision as of 11:04, 6 November 2009 by Fire-dweller (talk | contribs) (Basics at start)
Jump to navigationJump to search
Russia (ETW Faction)
Russia flag.jpg
Name: Russia
From Game: Empire: Total War
Religion:Orthodox
Culture: European
Playable:


The Russian Empire is one of the 11 playable nations in Empire: Total War's Grand Campaign. It is also a major faction in the game.

Overview

Russia is a huge country with many possibilities but also big problems. Parts of the country are still in the Middle Ages and the army is not on one level with that of the other European powers. However, more and more reforms are being made and the army is improving at a steady rate. Eventually, Russia might be strong enough to expand further into Europe, even if that results in a war with the powerful Swedish kingdom lying in the west. The Russian Empire also borders the commonwealth of Poland-Lithuania which also blocks its further expansion into Europe. Therefore, a war with the Polish will be inevitable sooner or later. On top of that, the Ottoman protectorate on the Crimea makes a Russian port on the Black Sea impossible. If Russia ever wants to gain access to the important harbors there, war will have to be declared and many battles will have to be fought.

In conclusion, Russia borders many strong nations and war with them isn't unlikely. However, if the huge empire wants to be able to compete with the modern European armies, it has to reform quickly. Otherwise, the country will not be capable of much more than empty threats. Russia's isolated geographic position has advantages as well, however. While Russia has a hard time influencing European politics, the major powers of Europe will not be able to influence - let alone conquer - Russia, either. The vast steppes will prevent any major invasion and the cold winter will ensure that no foreign army comes close to Moscow. As a result, Russia might be in a difficult position in the beginning but if the Empire manages to overcome its weaknesses it could well end up becoming one of the most important powers in the world.

Starting Position

At the beginning of the game, the Orthodox Russian Empire owns a grand total of nine huge regions. However, most of them are not very populous. The Russian capital lies in Moscow. Russia's possessions are all located in the European theater and the empire doesn't own any colonies in the American or Indian theater.

Russia shares a very long border with the powerful kingdoms of Sweden and Poland. Furthermore, the country borders the Ottoman protectorate on the Crimea and the kingdom of Georgia in the Caucasus. Russia's relations with both Sweden and the Ottomans are notoriously bad so a war might break out sooner or later. Russia does not have any protectorates to begin with.

Victory Conditions

Short Campaign

Capture and hold 20 regions by the end of the year 1750, including: Crimea, Poland, Chechenya-Dagestan, Muscovy, Belarus & Volhynia, Lithuania, Estonia & Livonia, Ingria, Georgia, and Sweden.

Long Campaign

Capture and hold 30 regions by the end of the year 1799 including: Crimea, Poland, Chechenya-Dagestan, Muscovy, Belarus & Volhynia, Lithuania, Estonia & Livonia, Ingria, Georgia, Sweden, Persia, and Rumelia.

World Domination

Capture and hold 40 regions by the end of the year 1799, including: Ingria and Muscovy.

Basics at start

  • Protectorates – None
  • AlliesPoland-Lithuania, Denmark
  • Trade PartnersPoland-Lithuania
  • 'Enemies'Ottoman Empire, Crimean Khanate, Barbary States, Pirates
  • Religion – Orthodox
  • Government – Absolute Monarchy
  • Ruler – Fyotr I (King)
  • Population – 4,480,845
  • Prosperity – Moderate
  • Prestige – Weak
  • Treasury – 7500
  • Technology - None
  • Missionaries – Stephan Yavorsky (Muscovy)
  • Rakes – Ivan Nikitin (Muscovy), Yegor Kissin (Belarus & Volbynia)
  • Gentlemen – Ivan Motorin (Muscovy)

Europe Theatre

Moscow, Muscovy

Starting Buildings – Barracks, Governor’s Mansion, Cannon Foundry Infrastructure - Basic Roads Population – 1,563,284 Wealth – 4325 Religion – Orthodox 100.0% Starting Towns/Ports – Tula Farmland (Peasant Farms), Lovat Farmland (Peasant Farms), Orel Mines (Iron Mines), Mordovia Farmland (Not Developed), Borovichi Forests (Logging Camp), Nizhny Novgorod (School), Bryansk (Craft Workshops Smiths), Yaroslavl (Coaching Inn), Rybinsk (Craft Workshops Weavers), Veliky Novgorod (Craft Workshops Weavers) Later Villages/Ports – Vishniy Volochek (Village), Pereslavl-Rayazansky (Village), Smolensk (Village)

Kiev, Ukraine

Starting Buildings – Army Encampment, Cannon Foundry, Governor’s Residence Infrastructure - Basic Roads Population – 717,496 Wealth – 1750 Religion – Orthodox 100.0% Starting Towns/Ports – Myrhorod Farmland (Peasant Farms), Ostor Farmland (Peasant Farms), Belgorod Mines (Not Developed), Kharkov (Craft Worshops Smiths) Later Villages/Ports – Poltava (Village)

Arkhangelsk, Arkhangelsk

Starting Buildings – Magistrate Infrastructure – Not Developed Population – 832,690 Wealth – 1454 Religion – Orthodox 90.0%, Animism 10.0% Starting Towns/Ports – Vytegra Forests (Logging Camps), Kotlas Trapper Post (Fur Trader), Kamenka Trapper Post (Fur Trader), Zavolzksh Forests (Logging Camp) Later Villages/Ports –None

Cherkassk, Don Voisko

Starting Building – Magistrate Infrastructure – Not Developed Population – 216,920 Wealth – 125 Religion – Orthodox 50.0%, Islam 50.0% Starting Towns/Ports – Krasnodar Farmland (Not Developed), Armavir Farmland (Not Developed) Later Villages/Ports – Stavropol (Village), Maikop (Village)

Kazan, Tatariya

Starting Building – Magistrate Infrastructure – Not Developed Population – 945,736 Wealth – 682 Religion – Orthodox 40.0%, Islam 40.0%, Animism 20.0%, Starting Towns/Ports – Bolgar Trapper Post (Fur Trader), Pensa Farmland (Not Developed), Donzek Mines (Not Developed), Rasskasovo Farmland (Peasant Farms) Later Villages/Ports – Saratov (Village), Tsaritsyn (Village), Asov (Village), Vorenezh (Village)

Astrakhan, Astrakhan

Starting Buildings – Magistrate Infrastructure – Not Developed Population – 53,557 Wealth – 250 Religion – Orthodox 70.0%, Islam 30.0% Starting Towns/Ports – Balakovo Farmland (Not Developed) Later Villages/Ports – Samara (Village)

Ust-Sysolsk, Komi

Starting Buildings – Magistrate Infrastructure – Not Developed Population – 71,357 Wealth –0 Religion – Orthodox 25.0%, Animism 75.0% Starting Towns/Ports – None Later Villages/Ports – Perm (Village)

Ufa, Bashkiria

Starting Buildings – Magistrate Infrastructure – Not Developed Population – 26,287 Wealth – 157 Religion – Orthodox 70.0%, Animism 30.0% Starting Towns/Ports – Orsk Farmland (Not Developed), Tolyatti Farmland (Not Developed), Avzyan Trapper Post (Fur Trader) Later Villages/Ports – Orenburg (Village)

Units

While Russia is reforming at a fast rate, the empire's army still can't compete with that of other major powers. Since its troops aren't really disciplined nor well-trained, the country's strength lies in the sheer size of its army. Quantity over quality has become Russia's motto. As a result, the empire fields many weak but cheap units, ranging from line infantry to cossack infantry. Therefore, a Russian commander has to utilize his numerical advantage in order to compensate for the lack of quality. While Russia's units might not be able to withstand more experienced and reliable soldiers, their sheer numbers may well overwhelm more advanced armies. That way, Russia can overcome its technological disadvantages and might well be able to compete with Europe's modern forces.

Special Units

Russia fields several unique units. Amongst them there are the poleax-armed Gorodskiye Streltsy, the ranged cossack infantry skirmishers and the Hand Mortar Company.

Empire: Total War | Factions | Playable Factions:
Austria | France | Great Britain | Marathas | Ottoman Empire | Poland-Lithuania | Prussia | Russia | Spain | Sweden | United Provinces | United States* *Must complete Road to Independence to unlock United States
Non-playable Factions:
Barbary States | Bavaria | Cherokee Nations | Courland | Crimean Khanate | Dagestan | Denmark | Genoa | Georgia | Hannover | Huron Confederacy | Inuit Nations | Iroquois Confederacy | Italian States | Knights of St. John | Morocco | Mughal Empire | Mysore | Plains Nations | Portugal | Pueblo Nations | Persia | Pirates | Savoy | Venice | Westphalia | Wurttemberg
Protectorate Factions:
Barbary States | Courland | Crimean Khanate | Louisiana | New Spain | Saxony | Thirteen Colonies
Emergent Factions:
Afghanistan | Gran Colombia | Greece | Hessen | Hungary | Ireland | Mamelukes | Mexico | Naples & Sicily | Norway | Punjab | Quebec | Scotland | United States
Cancelled Factions:
Khanate of Khiva | Tuscany | Mecklenburg | Schleswig-Holstein | Swiss Confederation
Tutorial Factions:
Virginia Colonists | Powahatan Confederacy
YOU can help us improve this Wiki! ~ Look for ways to help and editing advice. ~ If you need further advice, please post here.