The Rus are highly skilled hunters, adept in the wild. Supported by their battle-ready cavalry, the Rus grow more powerful as they expand to new frontiers through the Ages.
In Age of Empires IV, the Rus civilization tells the story of a fledgling empire caught between powerful opponents over the years 882-1552 CE. Hardened by devastating invasions, political instability, and bitter winters, the Rus were built for survival. Masters of hunting, trade, and wooden construction, they would rebuild their realm as their leaders fought to birth a new empire under Moscow.
Age of Empires IV allows you to experience the Rus civilization through four Ages portraying distinct moments in history: in Age I, traditional Slavic with Norman and Norse influences; in Age II, the Rus' Golden Age with Byzantine influence; in Age III, the fall of Mongol influence; and in Age IV, the rise of the Muscovy Duchy.
As skilled hunters, playing the Rus means the wilderness is yours to command. They reap key benefits from their surroundings, particularly in gathering resources to build up a strong economy quickly.
Enemies facing the Rus will find it difficult to disrupt their growth. They gain steady incomes of Gold from the Hunting Cabin, which acts as a standard mill, and the unique Bounty score when killing Gaia animals. With the Bounty system, players earn Gold when killing any animal on the map. This contributes to the player's Bounty total – as it increases, food harvest and Hunting Cabins' gold rate also increase.
The Rus' powerful early game defense capabilities make them a commendable foe in early Ages. They have stronger Palisades in place of early access Walls, access to Knights starting in Age II, and Wooden Fortresses — improved Outposts — with unique technologies. Their unique Influence provides them with more Wood when Lumber Camps are built near Wooden Fortresses.
Battle-wise, the Rus are known for their mounted Warrior Monk that can buff surrounding units; and the Streltsy, a powerful gunpowder unit. The Rus civilization's unique attributes provide a lively challenge to those eager to leverage its advantages.
Hunter Princes: Mills are replaced by Hunting Cabins, which can train Scouts, see into Stealth Forests, and generate Gold based on the number of surrounding trees
Bounty Rewards: Villagers drop off 1 bonus gold for every 10 food gathered from Sheep, Deer, and Boar. This bonus gold contributes to the total collected bounty. Certain thresholds of total bounty provides economic bonuses to Villagers and Hunting Cabins.
Influence: The Wooden Fortress comes with an influence aura, which can be extended by Lumber Camps and Town Centers. Villagers drop off +20% wood to Lumber Camps and Town Centers within the influence aura.
Warrior Monk: Religious light cavalry unit that inspires nearby units when in combat, providing +1 armor and +2 damage.
Horse Archer: Light ranged cavalry with high mobility and damage.
Streltsy: Handcannoneer which gets stronger when stationary and has a high damage melee attack.
Militia: Light melee infantry which can be summoned from the Kremlin and loses hit points over time.
Lodya ships: Can be converted into any type of ship for a cost given some time.
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The Warrior Monk is a military-minded support unit that improves combat capabilities of nearby units after it attacks. They can pick up Relics, convert enemy units, and capture Sacred Sites.
The Horse Archer is a unique ranged cavalry unit available in the Castle Age. They are highly mobile and effective against slower melee units.
The Streltsy is a high damage, light gunpowder infantry unit with a stronger rate of fire when stationary. They employ a huge axe that is potent against melee attackers!
The Golden Gate - Produces "Supply Points" every 50 seconds, which can be used to trade resources like a Market, but at a fixed rate. Each point spent can sell 100 food/wood/stone for 150 gold, or buy 150 food/wood/stone for 100 gold.
High Trade House - Generates Gold like a Hunting Cabin with the value increased by 400%. Spawns a Deer every 60 seconds. Villagers can drop off Food at this Landmark.
High Armory - Reduces the cost of siege engines created by Siege Workshops within a 7.5 tile radius by 20%. Also contains several unique technologies that benefit siege units.
Pronunciation - Most units use Modern Russian pronunciation with Akanye, don't pronounce yers, add -n instead of pronouncing nasal vowels. It does not change across ages.
Grammar - The lines use a lot of archaic forms (e.g. present tense of the copula, lost in modern Russian). In the Imperial Age they use Modern Russian grammar.
Vocabulary- Use of archaic words from Old Church Slavonic in earlier ages. Some words like цель/tsel' (target) and позиция/pozitsiya (position), which were borrowed from Polish and Russian after the Middle Ages, are also present. There are fewer archaisms in the Imperial Age.
With update 24916, the Town Center influence area was increased by 1 tile so it could connect more easily with the Wooden Fortress influence.
With update 24916, the Rus no longer gain 5 bounty for killing Sheep.
With patch 11.1.1201, the Rus bounty system was overhauled. Instead of immediately gaining bounty gold from killing animals, Rus now gain bounty gold by dropping off food from Deer, Boar, and Sheep. The Tier 3 bounty level gold requirement was increased from 500 to 750, and the Hunting Cabin gold generation bonus was decreased from 65% to 40%. With update 13.0.4178, the tier 3 bounty requirement was further increased to 1,000 gold, and the Tier 2 bonus was increased from 250 to 400 gold.
The Rus are one of the only two civilizations (the other being Malians) without access to the Warship, and as such, they (both) have access to the Mounted Guns technology.
The time span of the civilization begins in 882, with the establishment of the Kievan Rus, and ends in 1547, the year that Ivan the Terrible was crowned as the first Tsar of Russia.
Gallery[]
A Rus city
Imperial Age Rus City
Cathedral of the Tsar
Influence aura of a Wooden Fortress being extended by the Town Center and Lumber Camp