It's funny you mention they are based on the rus which was a realm ruled by a viking dynasty. Also sturgian units look like vikings and use armor and weapons like vikings so why would they not be vikings?
Why would you say they are not vikings if they look, play and feel like vikings and a lot of their lords(not all) have viking names
There's no such thing as a "viking dynasty". "Viking" is another word for "pirate". The word you're looking for is "Norse". Kievan Rus was not "ruled by a Norse dynasty", Kievan Rus was established by Slavic tribes which at the time were ruled (by invitation) by a dynasty of Norse origin. Within one generation, descendants of the Rurik dynasty were intermarried with the locals, had Slavic names, and practiced local religion.
There's also no such thing as "viking armor and weapons", since that would be akin to saying "pirate armor and weapons". The equipment that hollywood popular culture associates with "vikings" is equipment that was used by
virtually everyone in Europe at the time. It's just that most people who don't know much about history wouldn't know that, so they just associate those equipment with "vikings", which weren't even forged by Norsemen, most of it was forged in modern day France and was traded for with other goods, in the case of the Norsemen they mostly traded Amber for it which was abundant in Scandinavia.
In fact, with the recent update, alot of equipment was added tagged with Sturgian culture, and most of the equipment used by the troops and lords of Sturgia were changed to armor inspired by later dates than the 'period' the whole faction is inspired from, and this armor was in fact not as widely spread as the equipment used by Norse vikings, but is in fact armor employed almost exclusively by Slavic peoples aswell as Asiatic steppe tribes.
Virtually all of the lords have Slavic names, none have "viking" names (again, there's no such thing as a "viking name", what you mean is "Norse" name). I think there's one lord called Vulfyr and one called Mimir if I'm not mistaken, those two names would be of Norse origin, but I must call the creativity of these two names into question due to the fact that they share this name with randomly generated village notables.
The only thing "Norse" about Sturgia are four things: 1) Raganvads mother. 2) The sigils of the noble clans which for some reason are overwhelmingly norse-inspired despite not much else about them being norse-inspired. 3) Some settlement notables having Norse names as opposed to Slavic. 4) 1 out of 3 minor factions being explicitly stated to be a Nord mercenary company and is inspired by a possibly fictious mercenary company of vikings that used to exist in the real world (The Jomsvikings).
And of course there's also the lorewise connection that the Sturgians have with the Nords, with Nord mercenaries having been instrumental in the establishment of the Principality of Sturgia (which mirrors the Rurik dynasty and Norse mercenaries helping establish Kievan Rus).
To finish this post off, I'll just state this: For people who mostly just follow popular culture and don't really know much about history, especially Americans (no offense intended but it must be said), I can 100% understand why someone who looks at Sturgia just says: "These guys are vikings!", they've got the equipment, they've got the unpronounceable names, they live in the snowy north, their faction colour is blue and they wield axes. But the fact of the matter is that Taleworlds did a very good job of taking inspiration from what Kievan Rus truly was when designing Sturgia (except the noble clan banners).
If you want some more 'proof' regarding this, just check out the in-game Encyclopedia.
Funny, I am only using Sturgian troops because I like mace troops. With the Sturgian Sergeants using maces I am crushing it. Rarely do I lose a soldier to death in simulated battles and usually only a couple of wounded.
Aren't you thinking about Vlandia? As far as I know not a single Sturgian troop has access to maces.
ye it is something else if a player controls them of course. but the AI is incompetent in pretty much all matters, so sturgia as a kingdom always looses.
There is something clearly wrong with Raganvads AI. I'm hearing this from a lot of people, Raganvad just goes completely bonkers every single game and just keeps declaring more and more war despite already losing multiple wars.
But the problem is not just his warmongering, even if Sturgia is up against one faction at a time, they
always lose, due to the lackluster Sturgian economy, geography and troop quality.
Raganvad’s warmaking needs to be curbed through an overall adjustment of the warmaking nature within the game. And it is true Raganvad is a jerk which fits with the type of person we are told he’s supposed to be like. I have a feeling that there will be something put in place that will empower a player or his vassals to overthrow him. There needs to be an increasingly severe price for all rulers the more tyrannical their decisions such as declaring too many wars, hoarding fiefs, or enacting self-serving laws.
I would totally support the Sturgians having no movement impairing effects in the snow, but if we did that we would also have to balance it by making the Battanians have no movement impairing effects in forests.
I have been looking into the Sturgian economic woes and I can see a lot of has to do with poor resources their villages produce. Most factions start with a handful of villages producing the same thing such as the Battanian villages produce a lot of grapes, hardwood, and clay. Vlandia has a lot of olives, and the Khuzaits have a lot of sheep and horses. The Sturgians have a 7 villages producing fish and six producing cows, neither of which can be transformed into anything through workshops.
Sturgia does have four villages producing furs and four producing flax, but I have yet to see these trades being profitable for them. Sturgia has one source of hardwood and one source of iron while other factions tend to have two or three. Also, it is interesting the Sturgians and Northern Empire are the only factions that I see to not have their own silver mine.
Economic complications probably also stem from limited caravan visits, though I do not know this for certain until someone measures it.
Very interesting observations regarding their resources, I had not taken that into much consideration since I didn't think it would be the major deciding factor but perhaps you are right that the lack of resources also contributes to a lackluster economy. I'm still sure that the landmass that Revyl sits on aswell as the relative isolation of Tyal causes many villagers on their way to these towns getting killed by bandits before they can reach them, but I indeed think perhaps Taleworlds should also take a closer look at the resource production aswell.
Now that I think about it, two things spring to mind: Honey and bog iron was mentioned as two resources that Sturgia is supposed to be rich in. Why not introduce honey as a new resource, aswell as just increase the overall iron availability in Sturgia? If Sturgia is meant to be rich in bog iron, then surely this should also be reflected in their villages.
The Batt forest thing is kind of a false equivalent. A majority of their caravans don't slog through forest all the time, and the problem with Sturgia is that you're sometimes forced to walk through snow AND forests. Giving the sturgs immunity to snow means that their weak economy never suffers from bad weather, whereas everyone elses good economy has a noteable dip in winter. This means there would be a High and Low period for everyone else, whereas Sturgia would just remain constantly decent. Batts actually make a decent amount of money due to their location, good products, and REALLY dense settlement locations.
Additionally, I'm pretty sure cows are turned into leather at tanneries. You can actually make decent money off this in some cities in Sturgia.
The faction is decidedly awful though. They're a combination of Vaegirs and Nords, but have the good qualities of neither of them. Vaegirs at least had decent archers and while the Guards had mediocre stats, Bardiches hurt like hell. Nords had Huscarls and really cost effective archers.
My vote is to make the nobles horse archers, give them reasonably foot good archers/skirmishers, and fast foot troops. Also, most importantly, make those foot troops consistent in speed at t5. If the 2handers run infront of the shields they just get pasted. Also, give the 2handers actual armor, don't rule of cool this stuff.
I've also been thinking about whether the addition of Horse archers would help the Sturgians, but I think they've already got the well established and well-functioning Brigand troop line already so why not just focus on improving their strength that they're supposed to posess in the form of their infantry.
You're also completely on point regarding the Battanians, they don't really need a better culture buff, meanwhile Sturgians do both because they just straight up need a buff as a faction but also because the snow is constant in 95% of Sturgia, while the forests can be avoided in Battania.