Kievan Rus'

Kievan Rus' have the Power of the Motherland.

The land of the Kievan Rus' or Russia as it is called is a land where many rivers, flowing out from inland Asia, meet the marshes and seas of eastern Scandinavia, forming a vast waterway cutting across the haunted steppeland that lead to the Caucasus and the Black Sea homeland, and beyond these, the riches of Rome and Arabia.


For all of its great size and potential, however, the local Kievan Rus' are simply squandering it all away, along with the patrimony of their forefathers. For almost a century beginning with the great Yaroslav the Lawgiver, Kyiv found herself a great city of trade and culture, capable of placing herself as queen over the other Varangian cities north and south, but that glory has been fading away, eclipsed by the thirst of power of her nobles and the many different clans descended from Saint Vladimir the Great. Now, the current Grand Kynaz of Kyiv, Yaropolk II, faces an immense challenge: his elder brother Vyacheslsav and younger brother Yuri both covet more land and influence, both from him and against one another - and to make matters worse, another relative, Vsevolod Olgovich of Chernigov, has sided with the Polovtsy, effectively setting all of the lands of the Kievan Rus' ablaze with civil war and foreign invasion.

How Kievan Rus' can survive this is anyone's guess but nevertheless the prizes for survival are indeed great, for Kyiv's location between the Baltic and along the Dneiper makes her one of the great transit points for the amber trade between Scandinavia and southern Europe. Plus, while these lands have few resources, they do have one thing - good soil and vast space, that the Kievan Rus' can exploit and settle with zeal. With resources such as these, the Kievan Rus' may yet become the fathers of a new nation, but only if they can unite together — and unite soon they must. Storm winds howl from the east, bringing rumours of war and blood borne by horse-riding savages, while the Muslims, the Romans and the newly arrived Polovtsy and Khitans jostle with one another for hegemony over Asia. Surpass these, and a great new age and much glory awaits the Kievan Rus' of this small corner of Europe.

Faction overview

  • "General Winter": Attrition damage to enemy units in your territory increased by 100%. Attrition upgrades are free.
  • Expansionism: Start with 1 free level of Administration research. National Borders +1 extra per level in Administration research.
  • Masters of Steppe Warfare: Cavalry units do +25% more damage to enemy Supply and Artillery units.
  • Resistance to Invaders: Spies are half price. Plunder from your buildings go back to you, not the enemy who plundered them.

Strengths:

Fairly competent all-rounder with access to decent land and sea forces, map control, and good siege unit components. Respectable Wonder selection.

Weaknesses: 

UUs require some high outlays of Metal to be used, no economic bonuses to speak of even as they are required to upgrade and maintain access to your units over the game

When one surveys the national bonuses, abilities and unique units of the Kievan Rus', one immediately thinks of one thing: land grab. With 1 level of civic research already accomplished, and the ability to EXPONENTIALLY increase your borders with each round of research, coupled with a near-legendary ability to destroy unprepared opponents by just letting them walk through your territory, your cities can be used as area-denial weapons. Administration research makes cities cheaper, so you have a faster setup than others: once you have built your third settlement on the map, others may still be worrying about the placement of their second one.

Additionally, the Russian army has a strong emphasis on heavy infantry and heavy cavalry. The units that are available to them - first Gridny Retainers and Druzhinniky, then Boyarniky are fairly competent by themselves, with the Druzhinnik having one special advantage - it is a fairly heavy cav lancer unit that can be recruited from a Corral right away, providing defence against enemy cavalry raids - or facilitating a rush since the Druzhinnik is a very fast and heavily armoured unit, as with Bulgaria who also trains this unit. After the early game, it is then possible to upgrade the Druzhinnik - but this time to a Boyarnik, a unit trainable from a Nobles' Court. But this poses challenges: firstly, Nobles' Courts are costly to build and upgrading Druzhinniky to become Boyarniky then reduces your ability to recruit heavy cavalry later on, given that you may build only one Nobles' Court per settlement you control, and they too are costly. Next is the cost of raising these unique armies - while they are decent units, the fact that you will have to shell out a lot of Metal just to raise them (albeit with savings in Wealth and Food) often can be a burden on your economy, especially since you have no competitive advantages in harvesting Metal. The Boyarniky themselves need a Monarchy to be established before they can be used, which also prevents you from training that fourth signature unit - the Ushkuiniky raiding infantry, who while being mercenary raiders capable of knocking out civilian units, can be raised only if you managed to establish a Republic at your Meeting House - thus ensuring that you cannot have Boyarniky if you wish to access them, and vice versa.

Still, regardless of this dichotomy - having to choose between expensive shock cavalry, or slower mercenary raiding infantry, the culturally advanced nature of the Russian civ makes it a competitive pick in most games but only if you are capable of overcoming the problems springing from a lack of economic bonuses. On the other hand, being able to access free Attrition upgrades at moment's notice if you have a Tower-type building of some sort can prove to be a wonderful way to "lock down" parts of the map, ensuring that only you can access them and others can't - a strategy that can be potentially useful against some rush civs, such as the Polovtsy with their Bek cavalry-Steppe Warband-Nomad rush. In addition, of the three Wonders at your fingertips, two of them are useful - the Zoloti Vorota wonder provides a Food economic bonus and a discount to cities, making it all the easier for you to expand and forward build and army, while the second one, the Detinets' enhances your Attrition damage bonus, and also allows you access to Turkish Cavalry - a fast moving ranged cavalry unit that can be raised in considerable numbers.

The main task of this civ, therefore, is to use cities to lock down areas of interest (shorelines, merchant Rares, mountains and forests for resources), and then exploit what resources are available to you, whilst using your units - your cavalry, particularly - to raid and disrupt your enemy's progress, setting yourself up to be several steps ahead of them on the path to victory.

Unique units and structures gallery

Gridny Retainers
Unique Russian heavy infantry. Is stronger than Spearmen, but has a higher Metal cost.


Ushkuiniky
Unique Russian light infantry. Is an upgrade of Peasant Levy, but only if Republic and Expansionism were both researched.


Druzhinnik
Russian unique shock cavalry. Can be recruited early on from a Corral, and be upgraded later on to Boyarniky.


Lad'ya
Unique Russian heavy ship. Sacrifices hitpoints and armour for speed, vis à vis Roundships.


Balt Spearmen
Fierce mercenary warriors from the Baltic coasts and the Ruthenian lands, recruitable to Kievan Rus', Polovtsy and Poland. Not as strong as regular Spearmen, but deals added damage against unreformed infantry units.


Citadel
As in The Hellenistic Era, the Citadel (alongside its weaker counterpart, the Guard Tower) continues to be the most powerful form of point defence in this instalment in the Kings & Conquerors family of mods.  


Nobles' Court
Sumptuous and stately yet foreboding, the Nobles' Court is the ultimate expression of regnal power, consisting of a vast castellated estate around which the nobility of the land must rally around. It is not as cheap as a Mansion nor as easy to come by, but its ability to boost the size of your Territory around it, and the fact that it is immensely powerful as a point defence structure means that a Nobles' Court can be more than capable of defending your borders, whilst training some of the most powerful land units available in all of this mod.


Fortified Barracks
Stronger than a normal Barracks, this building may be weaker than most point defence structures, but it is nevertheless a useful way to quickly set up and reinforce a forward building operation against any enemy counterstrike. 


Peasants' Hovel Trains levy units for sedentary agrarian nations. Not available for Outremer, Qara Khitai, Khamag Mongol, or Polovtsy.   


Leader names

  • Yaropolk

  • Viacheslav

  • Vsevolod

  • Igor

  • Iziaslav Monomakh

  • Yuri Monomakh

  • Rostislav Monomakh

  • Yuri Dolgorukiy

  • Mstislav

  • Gleb Yurievich

  • Mstislav Iziaslavich

  • Vladimir III Mstislavich

  • Mihail Yurievich

  • Roman II Rostislavich the Great

  • Rurik Rostislavich

  • Sviatoslav Olgovich

  • Yaroslav II Iziaslavich

  • Vladimir IV Rostislavich

Settlement names

  • Kiev 
  • Novgorod 
  • Minsk 
  • Smolensk 
  • Pskov 
  • Rjazan 
  • Rostov 
  • Kitezh 
  • Belgorod 
  • Suzdal 
  • Yarosavl 
  • Belozersk
  • Biryuch 
  • Kolomna
  • Uglich 
  • Gubkin 
  • Torzhok 
  • Korocha 
  • Tver 
  • Shebekino 
  • Volokolamsk 
  • Oskol 
  • Kashin
  • Ksnyatin 
  • Gorodets 
  • Galich 
  • Pereslavl-Zalessky 
  • Yuriev-Polsky 
  • Dmitrov 
  • Chernigov 
  • Halych 
  • Pereyaslav 
  • Valuyki
  • Kostroma
  • Grayvoron

Downloads

KINGS & CONQUERORS
TEMÜJIN [Steam | XBOX/EE | Gold]


Other chapters: 

Wolf Among Lions [Steam | XBOX/EE | Gold] Rise of the Barbarians [Steam | XBOX/EE | Gold]
Imperivm Invictvm
 [Steam | XBOX/EE | Gold] Hammurabi: [Steam | XBOX/EE | Gold]

Other mods:

Rise of Kings: Chronicles [Steam | XBOX/EE | Gold]
New World Empires: Swords of the Prophets [Steam | XBOX/EE | Gold]
Warbirth: The Crucible [Steam | XBOX/EE | Gold]

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