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Russia is a faction in Medieval II: Total War. It is unlocked if the players completes the campaign as one of the starting factions.

Description[]

The Rus' are a people divided, though that is hardly a character judgement for the folk who live in the largest single kingdom in Europe. Kiev may actually be the royal capital of this Kingdom, and the site where the Rus' embraced Christianity, but it is far to the north that the true power of the realm currently lies. Positioned just off the eastern end of the Baltic Sea, Novgorod is presently one of the most important trade hubs in the region, while in Kiev, disputes over succession have destroyed any sense of organisation or unity.

With the royal court in Kiev in such disarray, it would seem that any immediate military campaigns should be launched from around the trade capital of Novgorod. In fact, the first order for Vsevolod, Grand Duke of Kiev is to re-assert his undisputed control all the way down to the capital to the south. Should he manage this, the Rus' will be free to unify all of the steppes into the mightiest power of the east.

Simple and obvious in principle, this plan will require swift and decisive action. The fledgling kingdoms of Poland and Hungary to the southwest are just as well placed to move and assume control of the Rus' capital. Byzantium to the south is also desperate to restore its former glory by taking new territories, and it was only through Vsevolod's marriage to the Byzantine princess Maria that prevented the empire from striking back at the Rus' after they failed in their assault of Constantinople. They will not forget that they defeated the Rus' so recently...

This is not something that the present Rus' army should forget either. Unless they can start recruiting from several population centres at once again, they will not be able to field a force capable of stopping any of the serious foreign powers at all.

Strengths[]

Has a great mix of missile and melee cavalry.

Weaknesses[]

Poor early infantry and missile units.

General[]

The Russians start in the upper right corner of the map with a single city - Novgorod and two armies (three if the garrison is counted), one spy, one princess and one priest - Radoslav. Because of their geographical location they are protected from enemies from one side. That said, Russia is surely going to have trouble with Poland in the early stages of the game. They have expanding options from the begining, with rebel settlements surrounding them.

If one wants to lead Russia to prosperity, he must concentrate on his money primarily. Because Russia is not located into the heart of Europe, managing to get a big amount of florins in the early stages is impossible. One should secure an alliance with Denmark, preferably to marry your princess to their faction heir or a general, and one mustn't forget to ask them for trade rights. In the begining, one should primarily build trading and income buildings.

The first enemy of the Russians is Poland. Therefore, one should concentrate of capturing the "border" settlements (Vilnius, Smolensk and Kiev). Beware though, as you must get a good army before marching to Vilnius. Once one has secured those settlements, he should capture Riga and Helsinki. One can capture Moscow but it's not preferable.

Once one has finished building trade and income buildings, he should now focus on army objects, because Poland is surely going to attack you. The border settlements should be castles, and not cities. The Poland army will be superior to you in the early stages, so do not attack them yet, instead, only defend your settlements.

Once one has secured his income, he should start building an army for invading Poland (higher stages of the game). Once one has defeated Poland, there is little stopping to him now.

The mongols or the Timurids are most likely to spawn in one's territories (one of them) and so one should be prepared. Build cannon towers and citadels in your border settlements. There are various tactics of defending from the Timurids or the Mongols

Overview[]

  • Religion - Orthodox
  • Long Campaign win conditions - Hold 45 regions, including: Constantinople Region, Jerusalem Region
  • Short Campaign win conditions - Hold 15 regions. Eliminate Factions: Poland, Hungary
  • Financial Start - Starting Purse 11,000 Florins
  • Kings Purse - 2,500 Florins

Settlements

  • Novgorod (Minor City, Capital) - Town Guard, Small Orthodox Church, Grain Exchange, Dirt Roads

Initial units

  • 3 General Bodyguard's
  • 5 Spear Militia
  • 2 Woodsman
  • 6 Archer Militia
  • 2 Kazaks

Ruling Family

  • Grand Duke Ysevolod (Age 50; Faction Leader) - Command 6, Dread 2, Authority 2, Piety 3
  • Prince Vladimir (Age 28; Faction Heir) - Command 4, Dread/Chivalry 0, Loyalty 5, Piety 3
  • Prince Mikhail (Age 25; Faction Heir) - Command 2, Dread/Chivalry 0, Loyalty 5, Piety 3
  • Miroslav (Age 4; Junior Family Member; Male)
  • Ivan (Age 3; Junior Family Member; Male)

Initial Agents

  • Chernek Grechinov (Age 20; Spy) - 1 Subterfuge
  • Radoslav (Age 29; Bishop) - 4 piety
  • Antonina (Age 20; Princess) - 3 charm

Units[]

Russia has excellent cavalry, and its infantry is better than what the game descriptions suggest. Russian cavalry is among the best in the game. Its late "Tsar's Guard" rank among the best heavy cavalry. It has three different horse archer types, with the Dvor mounter archers being capable of crushing some heavy cavalry in melee. However, the Cossack mounted archers are more mobile. The druzhina appear relatively early in the game. They wear axes as their prime weapon. Russian infantry is composed of one handed and two handed axemen, spearmen, crossbowmen archers and gunmen.

Trivia[]

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Medieval II: Total War Factions
Starting Grand Campaign Factions EnglandFranceThe Holy Roman EmpireSpainVenice
Unlock-able Grand Campaign Factions SicilyMilanScotlandThe Byzantine EmpireRussiaMoorsThe TurksEgyptDenmarkPortugalPolandHungary
Unplayable Grand Campaign Factions The Papal StatesThe AztecsThe MongolsTimurids • Rebels
Tutorial Campaign NormansThe Papal StatesSaxonsScotland • Rebels
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