Faction Overview Strategic Overview CtW Information Tech Tree

Unique unitsEdit

  • Cossack raiders => Don Cossacks [2] => Black Sea Cossacks [3] => Cossacks Regiment [4] A light cavalry line, with faster movement and creation speed.
  • Imperial Guard [3] Russia's cuirassier unit, on par with British Scots Greys.
  • Bardiche levy [1-2] => Opolchenies [3-4]
  • streltsy musketeers [1] => Petrine pekhotnitsy [2] => Imperial pekhotnitsy [3] => Rifle pekhotnitsy [4] No ramp, and while rapid-shooting, Pekhotnitsy have poor accuracy and do not receive armour until the Industrial Era - and also cannot be upgraded to modern infantry.
  • Cossack bowmen [1] => Serdiuks [2] (these units are like foot mercenaries)
  • Pavlovski Grenadiers [2] => Imperial Guard Grenadiers [3] These units are on par with the British heavy line.
  • Nomadic hunters [1] fierce horse-riding archers from the steppes of Central Asia, lost to dragoons.
  • War barge [1] shared with jungle civs. Weak, but still cheap enough to be built in huge numbers.
  • Monitor [4] Replaces Ironclad. Weaker than Ironclad, but endowed with a very powerful offshore attack.


  • [1] Merchant cavalry
  • [1] Landsknecht
  • [2] Sich host
  • [3] Circassians
  • [3] Armatoloi
  • [4] Presidential guard (upgrade of Armatoloi)
  • [4] Turkestani Auxiliary
  • [5] Mongol Tribesmen
  • [5] Tankette

Unique buildingsEdit

  • Academy - trains your elite units
  • Gorodsky Sobor - performs taxation and religion research, and is the main stopping point for your auxiliary units.
  • Military-industrial complex (requires 6 levels of Military research; available from [4])
    • Units heal within your borders
    • Reduces the build time of ships, foundry units and aircraft
    • Has a +10 oil and +10 metal bonus (once 3rd Green researched).
    • Reduces the knowledge costs of science research and the research time for military research.
    • Grants access to upgrades that allow for the creation of dreadnoughts, howitzers and heavy machine guns in [5].
    • Has a facility for building recoilless gun infantry and tanks (different non-European sides build different tanks in [5] - Tanks are powerful mechanised units that destroy all other units, but have their own weaknesses - recoilless guns destroy them; they are vulnerable from aircraft attack; a direct hit from a cannon could potentially destroy them; and they are slower than tankettes, although they are much powerful in a shot-for-shot battle.)