"I never got around to finish my ideas on Rus for Dominions 4. Instead it became the second of the new nations for Dominions 5. Baltic mythology, Latvian in particular, became an inspirational source for the nation." - Illwinter
Rus is a land of harsh winters and short summers inhabited by humans and Chudes, an exalted race of great strength and beauty. The Chudes and the humans have intermingled and neither race dominate the other. The Rusian society is divided into two moieties. The first is composed of hunters and nomads living in the deep forests. They worship the Bear and the Thunder and eat their meat raw. The warriors of the wild moiety are known for their fury and battle prowess. Their most prominent warriors are even able to take the shape of the sacred bear. The other moiety lives in houses of wood and in caves underneath the ground. They cook their meat and practice a new kind of magic. The Chudes of the second moiety call themselves sons and daughters of gods previously unheard of.
Most of the Rusian armies are composed of human infantry, but the elites of the kingdom are mighty Chudes. Yet the humans also field mighty warriors. The axe wielding Bear Warriors are respected and feared even by the warriors of Ulm. The peoples of Rus prefer a cold climate.
Rus has an army that's similar to Ulm's with elite human barbarians, but its Magic is a lot more varied with many strong Air mages. Nothing in Rus is too impressive (despite their costs), but you can take it in a lot of directions. many Summon options, recruit from forests, strong sacreds, and spies.
Race | Military | Magic Access | Priests | Buildings |
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Prefers Cold Scale 2 Snow Move Minor Cold Resistance (3 - 5) Average Humans Chudes: High stats, particularly HP & MR | Good Infantry Mage-Leaders Stealthy Hunters Berserkers Shape Changers Out-of-Fort Recruits | 3 (rare 4) 3 (rare 4) 2 (rare 3) 1 (rare 2) 1 (uncommon) Heroes: 3132 (one, turn 20+) 412/323 (one, turn 15+) 23 (one) Summons: 2124 (requires 6) 31 (requires 2) 22 (requires 3) | Average (2) 1 off-capital | Flimsy Forts (Still 2 tiers) Temples cost 200 |
Rus's "primitive forts" as described on the nation page are actually a bit of a misnomer; Rus gets their own unique fort line, which happens to be made of wood and uses the palisade graphic for both forts. You will be saving 150 and 1 turn to build your Villages to then upgrade to a Fortress. the downside is that wooden forts have worse administration and about half the defenses against sieges. Not a bad trade-off as sieges are more often decided by armies than fortifications, and the ability to get a leg up on fort finishing forts can be more valuable.
Hall of the Dawn | Pine of Skulls | Oak of Storms |
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Recruit: Son of Heaven Daughter of the Sun Produce 11 per turn | Recruit: Chud Hunter Chud Skinshifter Produce 11 per turn | Recruit: Perkunu Produce 11 per turn |
Sprite | Unit Name | Special Attributes | Comments |
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Scout 25 5 1 +Foreign Rec | Cold Resistance (5) Snow Move Stealthy (60) Mountain Survival Forest Survival | Better than normal at hiding, so that it maintains its niche over the hunter Chieftains | |
Rusian Chieftain 40 17 1 | Cold Resistance (3) Snow Move | A 60 leadership commander, more effective than indie commanders but requiring fort turns to recruit. | |
Rusian Priest 45 2 1 | 1 Sacred Cold Resistance (3) Snow Move | Standard cheap priest. | |
Rusian Wizard 125 2 2 +Foreign Rec Caves | 111100% 13 Cold Resistance (3) Snow Move Supply Bonus (10) Adept Researcher (+2) | Rusian Wizards are relatively efficient researchers in a sea of overcosted Rusian mages. Their combat power is somewhat unreliable, however; the highest they may roll in a single path is 2, and only fire and nature magic (not earth!) are available to communions via the astral random. Still, they are enough for light protection buffing and combat magic. They also provide access to Firebirds for the random event memes. | |
Son of Heaven 270 5 2 Capital Only | 11121100% 13 Sacred Cold Resistance (5) Snow Move Supply Bonus (10) | The highest-level priest available to Rus and a 120 leadership commander, but extremely pricy for that utility. The Son of Heaven's paths are not focused, and the crosspaths are not particularly useful either, rendering it a bit of a niche recruit. | |
Daughter of the Sun 285 5 2 Capital Only | 2111100% 10% 13 Sacred Cold Resistance (5) Snow Move Supply Bonus (10) | Although sharing the same price issues as the Son of Heaven, the Daughter of the Sun does have 2 and can potentially random 3, giving her much more reliable magic power in combat. | |
Perkunu 380 5 4 Capital Only | 3121010% 17 Sacred Shock Resistance (20) Cold Resistance (5) Shapechanger: Werebear Snow Move Mountain Survival Forest Survival Recuperation Supply Bonus (20) | Guaranteed 3 for Air Elementals & Thunder Strike, combined with 1 for Communion Mastery to keep cranking out spells, is the main selling point of these mediocre leaders. They transform into Werebears instead of dying (as long as the damage doesn't cut through their Werebear's 45 HP as well), but they'll then stop casting spells and go on a murderous rampage due to their Berserker trait. |
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Rusian Chieftain 45 8 1 Foreign Rec only | Cold Resistance (5) Snow Move Stealthy (40) Berserker (+1) Mountain Survival Forest Survival | Can lead small stealthy raiding parties. |
The following commanders can only be recruited in forests:
Sprite | Unit Name | Special Attributes | Comments |
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Chud Chieftain 90 10 1 Rec Forests only (Foreign or Fort) | Cold Resistance (5) Snow Move Stealthy (40) Berserker (+3) Mountain Survival Forest Survival Ambidextrous (2) | 80 leadership outside of forts is good utility, but it comes at a price for the Chud chassis. | |
Thunder Priest 235 2 2 Rec Forests only (Foreign or Fort) | 2111100% 11 Sacred Cold Resistance (5) Snow Move Mountain Survival Forest Survival Supply Bonus (10) Inept Researcher (-2) | The Thunder Priest provides reliable combat power with 2, but are somewhat expensive. They require both a land and a temple to recruit, so making use of their foreign recruit status can be risky. |
Sprite | Unit Name | Special Attributes | Comments |
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Rusian Hunter 10 6 4 +Foreign Rec | Cold Resistance (5) Snow Move Stealthy (40) Mountain Survival Forest Survival Undisciplined | Essentially indie shortbows, but a bit more strategically mobile and also undisciplined. Rus has access to Flaming Arrows, so these can be useful in that context. | |
Rusian Warrior 10 12 9 | Cold Resistance (3) Snow Move | Rus has two human light infantry variants. One wields a spear for lower piercing damage, and the other wields an axe with slightly more slashing damage. | |
Rusian Warrior 10 12 9 | |||
Chud Warrior 20 12 13 | Cold Resistance (5) Snow Move | Chudes have good stats, but they also cost twice the gold of ordinary human troops. The issue of low protection remains as well, making them somewhat less elite than their other stats would suggest. | |
Chud Hunter 25 7 9 Capital Only +Rec Forests (Foreign or Fort) | Cold Resistance (5) Snow Move Stealth (40) Berserker (+2) Mountain Survival Forest Survival Undisciplined | Chud Hunters are skilled, stealthy troops that can be recruited out of forts, but they are comparable with elves for price and lack their glamour as well as any notable protection beyond their 17 hit points. Hard-hitting but fragile and expensive. | |
Chud Berserker 35 13 28 | Cold Resistance (5) Snow Move Berserker (+2) Ambidextrous (2) | Chud Berserkers compare somewhat unfavorably to their Norse cousins, the Einheres, due to costing more for a lower berserk value and protection. Still, they are more than capable of dishing out damage and can do work if you are able to buff them appropriately. | |
Chud Skinshifter 65 5 33 Capital Only | Sacred Cold Resistance (5) Snow Move Berserker (+3) Mountain Survival Forest Survival Recuperation Wounded Shape: Werebear | An interesting Sacred troop with essentially an extra life for each battle, which keeps its +3 Berserk bonus and has two attacks instead of its main life's single-but-stronger Battleaxe. Even with the guarantee to survive a lethal hit, these guys don't tend to last very long without help, due to the way Berserk reduces Defense. Take that into consideration when designing your Bless. |
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Bear Warrior 18 4 13 Rec Forests only (Foreign or Fort) | Cold Resistance (5) Snow Move Stealthy (40) Berserker (+3) Mountain Survival Forest Survival Undisciplined Ambidextrous (2) | Your most cost-effective stealthy troops, with two attacks & Berserker to make them better. Rusian Hunters have Bows, however, while Chud Hunters at least have Javelins. These guys have a rather small niche since Elfing is more of a side-hobby for Rus than a way of life. Still decent at raiding and swarming and killing other elites. |
Sprite | Unit Name | Special Attributes | Comments |
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Vod - Son of the Bear | 232 15 Sacred Cold Resistance(5) Poison Resistance (5) Shape Changer: Son of the Bear Snow Move Stealthy (40) Inspirational(+1) Berserker (+5) Mountain Survival Forest Survival Recuperation Supply Bonus(30) | 2 is pretty rare without this guy! | |
Perkuna Tete - Daughter of the Thunder Turn Arrival Limit: 15 | 4121 19 Sacred Cold Resistance(5) Shock Resistance (22) Shape Changer: Daughter of the Oak Snow Move Mountain Survival Forest Survival Recuperation Supply Bonus (20) | Can flip to 3231 for Rituals and Items that require those paths, at the expense of five levels' worth of Research potential. | |
Baba Yaga - Hag Turn Arrival Limit: 20 | 3132 23 Cold Resistance (15) Poison Resistance (15) Shock Resistance (5) Fear (8) Flying Forest Survival Supply Bonus (20) | Fills two holes in your Magic Path lineup, Water & Death, both of which are not particularly easy for Rus to fill. |
One of Rus's selling points is its sheer amount of exclusive summons.
Your nation primarily favors Air, but you shouldn't forget your capital Mages' Fire and your secondary Nature. How deep you get into a path as Rus depends on how patient you are, and how long the game looks like it's going to go for.
Your Thunder Priests always have 2 and a reasonable amount of them have 3, while 1/30 Perkunus have 4 and can craft both Air Boosters (The Winged Helmet and the Bag of Winds) for 6, and then 7 if you can get a Queen of Elemental Air. You only get one Perkunu for every two turns at most, however, so one-in-thirty is still pretty serious in a perpetually-busy capital (though one of your Heroes has 4). In combat, you get to use Storm with 2 (1 with an 4) alongside Summon Storm Power to turn your 2's into 3's, allowing them to drop heavy Thunder Strikes and Air Elementals on enemy armies.
2 is common among your Mages, and 21 on your Perkunus allows you to Forge the Moonvine Bracelet after Forging the Thistle Mace. +2-boosted Perkunus can Awaken Ivy Kings and then climb to 6 through having the boosted Ivy King Forge the Treelord's Staff; the +3-boosted Ivy King can then cast Contact Leshiy to get a 2124 Mage that can climb up to 7 with all of your Boosters. Since you'll be lacking serviceable Earth for most of the game, consider mixing Fire Resistance with Barkskin and its many upgrades.
The Daughter of the Sun commonly has 3, which is easily boosted to 4 in combat through Phoenix Power. In combat, 4 is enough to neuter opposing Fire Nations with Fire Fend, but can also be used for cheeky offensive plays such as Flaming Arrows, Living Fire, a 4 Fire Storm, and/or a 2 Flame Storm. 1/160 Daughter of the Suns have 4 outside of battle, which allows you to Forge a Flame Helmet and climb to 5, and then 6 if you can get a King of Elemental Fire, but that's rarer than the aforementioned 4 Perkunu.
Astral is strange on Rus, almost-solely serving as a giant weakness for your Perkunus in the face of Astral Nations (thanks to Magic Duel). 1/30 Perkunus have 2, which can then be boosted to 3 with the Starshine Skullcap in order to get a steady stream of 2 Gamayun; your capital has other Mages to recruit, however, so it's probably better to either Empower or consider having Astral on your Pretender – or you can just go all-in on Luck since one of your Heroes has 2.
Earth is even tougher for Rus to climb, but by no means impossible. Though you start out with only 1, and even that is restricted to a quarter of your human Mages, climbing Rus's Nature Ladder nets you the grand prize of one bonafide 2 Mage in forests. These guys are pretty expensive, but you only need one to craft Earth Boots, giving you 3 for the big combat buffs and 2 for your smaller & cheaper Mages to spam smaller-but-still-respected combat buffs. Like with Astral, though, one of your Heroes has 2 – they can't move while they have 2, but they can still Forge Boots.
Water & Death both have interesting Summons for you, but unfortunately you don't start out with either. Aside from your Pretender and Indies, you have two options for Water – you can either finish Rus's Nature Ladder for that 1 Mage and Forge Water Bracelets for 2, conquer an Underwater province with the help of some Water Breathing thingy, and churn out 31 Vodyanoys who can climb to 5 with boosters, and then climb to 7 if you get a Queen of Elemental Water, or you can do that first step with the 3132 Hero instead. As for Death, the Hero is your only native option.
Lots of mages are thunder batteries, use Summon Storm Power when Storm is up and you Thunder Strike.
As you have some good troops buffs like Mass Flight, Fog Warriors and Wooden Warriors.
Some Fire gives some clear spells like Sulfur Haze, and Seven Year Fever could Halt an early game thug rush.
Also having Air and Fire are the paths for archery buffs those that don't synergy if your going Thunderstrike spam.
Your going to get a few astral mages as your recruit. Probably save the communions for important battles for those big spells. a mage can also Cast Power of the Spheres to boost up their magic, but you need to put some reinvigoration items on some so they don't fall asleep for most of the battle.
Should also remember that, despite making water in your recruitable lineup, you have several summonable aquatic water magic, so don't sleep on claiming those untaped resources. Foul Vapors does work underwater. if taken above you also have Cold attacks that synergize with your nation's preference for cold.
Air, Fire, Nature, and Astral do have many defensive self buffs, along with their above-average HP, letting them survive specific scenarios if you script them right.
You get tons of summoning options. Summon sacred bears to boost your chaff production along with blessed Skinshifters. Lots of situational Seducer summons, but the higher-level ones can be overkill in assinations for the gems. Always remembers you have a Flying throne claimer in the form of the Alkonost.
Late game Cloud Vila as a discount air queen and Leshy as super combaten as long as a lot of the fighting is in forests and using a Skinshifter bless.
No national items or discounts.
You are one of the rare nations that can naturally forge Air boosters.
You don't have good national thugs, with the Perkunu, and Son of Heaven doing better than the tipical mage. If your are not summoning generic thug chassis, then your gearing up to make your lighting batteries more surviable.
the national cross paths you have make resistant items and cheap and lightweight thug gear. With astral making items to boost spell resistance/penetration and Elf Bane.
This is probably the most difficult section to get consensus for. Describe how strong the nation is during expansion, the early, mid and late game, and what makes it strong/weak at each of those points. This should give readers an idea of where the weaknesses of a nation lie (if they have not been shown already) and when to take advantage of a nation's strengths.
List some example expansion strategies here. If a strong bless or pretender is required then leave the specifics for the pretender section.
List some example pretender builds. Try to use the following format to keep authorship and pretender design rationale clear.
Deives of the Sun (Awake): F6N7B8 Dom4Tur3Slo3Hea1Gro1Luc3Dra3. Bless: Fire Shield, Regeneration, Blood Vengeance. Turns your recruitable and summonable sacreds into spicy meatballs of pain. Allows you to summon many Firebirds and Zmeys.
Volla of the Bountiful Forest (Awake): W10N7 Dom4Tur3Slo3Hea1Gro0Luc2Mag1. Bless: Quickness, Regeneration. Similar to Deives of the Sun, makes your recruitable and summonable sacreds very dangerous. Provides with Water gem income and Water path access which is otherwise hard to obtain with this nation. Many of the national Water summons become available.
Demilich (imprisoned): E4D10N10 Dom4Tur3Slo3Hea1Gro0Luc3Mag3. Bless: Larger, 10 x Undying, Regeneration. Allows your recruitable and summonable sacreds to hit harder and survive much longer (20 HP from Undying for both forms is 40 extra HP, plus Larger bonus which also improves regeneration). Increased strength from Larger also helps with taking down fortifications. Pretender has Death access, which is rare for this nation.
Nations | |
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Early Ages | Arcoscephale • Ermor • Ulm • Marverni • Sauromatia • T'ien Ch'i • Machaka • Mictlan • Abysia • Caelum • C'tis • Pangaea • Agartha • Tir na n'Og • Fomoria • Vanheim • Helheim • Niefelheim • Rus • Kailasa • Lanka • Yomi • Hinnom • Ur • Berytos • Xibalba • Mekone • Ubar • Atlantis • R'lyeh • Pelagia • Oceania • Therodos |
Middle Ages | Arcoscephale • Ermor • Sceleria • Pythium • Man • Eriu • Ulm • Marignon • Mictlan • T'ien Ch'i • Machaka • Agartha • Abysia • Caelum • C'tis • Pangaea • Asphodel • Vanheim • Jotunheim • Vanarus • Bandar Log • Shinuyama • Ashdod • Uruk • Nazca • Xibalba • Phlegra • Phaeacia • Ind • Na'ba • Atlantis • R'lyeh • Pelagia • Oceania • Ys |
Late Ages | Arcoscephale • Pythium • Lemuria • Man • Ulm • Marignon • Mictlan • T'ien Ch'i • Jomon • Agartha • Abysia • Caelum • C'tis • Pangaea • Midgård • Utgård • Bogarus • Patala • Gath • Ragha • Xibalba • Phlegra • Vaettiheim • Atlantis • R'lyeh • Erytheia |