Russia strategy
Monarch – 600AD start. I like this as there are less barbs, and less unpredictability. You usually get Christianity quickly. Also I find that if Rome is alive then the Germans move east quicker.
UHV
Colonize Siberia (7 cities) by 1700 AD
Build the Apollo Program by 1950 AD
Never lost a single city until 1950 AD
These goals are all long term, so you don’t need to worry about them immediately. They basically require a strong, stable civilization, with an emphasis on tech (as well as defence). If you create the world’s strongest power, which you have all the tools to do, you should be able to complete these quite easily.
Starting moves:
Your immediate concern is getting your huge empire up and running. With so much land, the key to a successful empire is
planning. Huge swathes of land mean you want to build as few cities as possible, using as much of the good land as is available, with minimal overlap. So plan ahead.
You have four settlers – move west immediately. On Monarch I like to have Tallinn and Tver as commercial cities (read, cottages), Kiev as Capital (1E of deer, lots of production, lots of food so you can build wonders & assign specialists), and Voronezh as a production city (south of Moscow, 4E from Kiev. This has Iron & Coal in range, so in late game Ironworks will turn it into an absolute monster (like 250 hammers/turn), while in early game it is excellent for troop and settler production). Later I built Jaransk in northern grasslands – no chopping and you can get 15+ specialists from National park later on, as well a city in the plains with the stone and iron in range, ripe for lots of watermills (also good for production).
If you are feeling aggressive you can move West and settle Budapest, another excellent all round city, but may feel the pressure of rival’s culture, and may make war more likely. I say go for it, but it’s up to you really, there are quite a few good combinations – just try and make sure you have a couple of commerce cities and a production city, and leave space for a national park city.
Germany’s early moves are key. If they move east too quickly it’s probably best to reload. You don’t want them founding a city in the Baltic region or eastern Poland. If you get there quick you can usually force them to settle for Warsaw, allowing your cities vital room to grow.
Civics:
HR, Vassalage, OR are obvious early choices. I usually start with slavery, whip out a lot of workers and then switch to Caste system. Slavery is not useful long term, as you don’t have much happiness to play with. Instead start chopping, and building cottages. Serfdom is an option but I prefer Caste System as it is better for specialists, especially scientists, and also useful for early culture for new cities. A tip is not to hook up iron too soon, and use your spare production from whipping workers to build some warriors (cheap happiness and plague absorbers) while population recovers to be re-whipped.
Go for Bureaucracy asap, as Kiev is a great capital, I kept it until late game. Long term Representation is vital for tech strength, and I like Communism (for historical reasons as well as growth – you have fantastic rivers so watermills are excellent, with Caste system workshops become great too). When I’ve gone Free market it’s worked well but can end in Great depression with your production heavy cities, especially after factories get built. But the main thing is getting a combo that works and planning ahead to get those techs.
Tech
The key to winning is tech. So, lots of cottages and lots of scientists. Early on you are behind in the tech race, I find a good tactic is to whip out a courthouse in Kiev and try and get a great spy as one of your first few Great people. The 3000 espionage points can steal you lots of techs from France or Germany very quickly (especially If you sit the spies in a city for minus 50% cost). I used it to get the cultural techs like literature etc from France which allowed me to build the Leaning Tower in Kiev (doubles great people rate). The other way to get back early on is tech trading, which is also vital. Keep an eye out and don’t be afraid to take a loss, within reason. Use your great scientists to build academies in your key commercial cities, as well as the odd bulb.
Obviously you need to defend your cities. So go for defensive troops in a decent number and make sure all cities on the west are well defended. Germany is the main threat but Vikings like to smash and grab so don’t give them a chance. Avoid unnecessary offensive troops, though I often build a couple of swordsmen with double City attack to go and conquer indy Samarkand early on, which is an excellent city that offers gems and cotton. But in the main, avoid war, at least until you are secure as the greatest civ in the world. You have plenty of land to work with of your own.
Siberia
By 1500 you should be a tech leader. I like to go for liberalism, and having bulbed most of printing press, get constitution as my free tech. Switching to representation & resettlement is a good time to start expanding east. There’s no need to build more than 7 settlers, and try to make sure you have troops to protect them. The key, again, is planning. There are some decent city sites out there, especially if you go for Communism and build watermills & workshops. Try and get as many worked tiles as possible and keep a decent distance from the Mongols. Build the cities as late as possible and try to have all the key roads built before you do. You want to get them working well as quickly as possible.
Research Institute
I gave this its own section as I think they are absolutely amazing. It replaces the Laboratory, and not only can you get it earlier (Electricity), it gives each city two free scientists. Due to its magnificence, especially with Representation, I beeline for Electricity as soon as I have Liberalism. You need an observatory first (so need Astronomy too from memory – I managed to trade for this). For this reason as soon as I build all my Siberian cities, I go observatory>research institute. This is where Caste system comes in handy, as you can assign artists for a few turns (in fact the AI does it automatically) until you have your big cross, so no need to waste time with theatres. This with your army of workers chopping and building should see you quickly regain all the tech costs from expansion.
When all of your 13-14 or so research institutes are built, and you have got communism asap so your Siberian cities don’t destroy you through maintenance, you should once again be tech leader. From this point it’s pretty much playing as normal, building up a decent defensive army, and working your land on a massive scale. Be clever with teching, and try to maintain good rate. If tech leader, I like to go for a few techs that give free great people. Getting golden ages are good for a huge empire like Russia. By the time you have factories with power your production power is something to behold, and you can build research if needs be.
End game
By this time I was miles ahead in tech and got Rocketry (for Apollo program), some time in the 1800s. I got a bit bored and went for a few big wars (destroyed Turkey and then Germany after they had the nerve to declare war on me). The key is the work early on getting ahead in tech, once you have done this, with your production power, you are nigh on unbeatable. You just have to be a bit lucky and hope you don’t lose a city to a surprise attack. Because of this potential i like to play a defensive game and only attack when attacked. Expect the worst, and don't underestimate the Mongols. I eventually moved to Universal suffrage (though this killed my tech), when stability got a bit low due to expansion, and to Emancipation when my people got uber pissed off, as well as Free religion when infrastructure was in place in my Siberian Cities.
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Wow, i ended up writing a lot, hope that's useful
For the record, i've read quite a few tips on this site and picked up quite a bit from the various Russia threads, so the strategy is a synergy of stuff i've read and my own experiences