Overall grade: C-
Russia’s components are really, really strong and really straightforward. What you see is what you get. No frills, no new strategies, just brute strength and base yields.
Licorne
Theme - B. One of Russia’s unique contributions to military sciences was in field artillery. The licorne was one of the earliest examples of a field gun, exceptionally mobile and innovative.
Mechanics - B. High RCS, can move after attack, and no movement penalty in foreign lands. Without adding any actual movement bonuses, the Licorne is significantly easier to use and more dangerous than a standard field gun. The licorne makes Russia exceptionally dangerous as a mid-game neighbour.
Uniqueness – B. It gets a bump for being a siege unit, but besides that it is a raw RCS and mobility bonus with no conditions. Between the higher RCS and the large bonus vs infantry, the Licorne punches holes through opponents in a way that makes it similar to my criticism of the Longbowman: Your opinion on uniqueness will depend on how unique you think raw power with no drawbacks is.
Pogost
Theme - C. Pogosts represent rural Russian administration. There is not much to say about them except they are an institution that has survived centuries. Thematically they aren’t flashy, but it works.
Mechanics - C. Growing yields on tech increase and a bonus to villages. Neither bonus adds much pizzazz; it’s an earlier version of the same bonus the Stock Exchange gives. However, multiple tech enhancements to a building is something I had to implement via lua because the existing table that is supposed to handle this function is only capable of adding 1 tech boost. This component can be seen as a feature request to make this table more functional.
Uniqueness - F. There is already another customs House, the Hanse, and the comparison between that and the Pogost is unflattering. The Pogost is a flat yields machine that gives no new incentives other than slightly altering your tech priorities.