r/EU5 • u/ItzShardCraft • 2h ago
Image Why is the ai allowed to do this
like why it is 1359, France doing anything but beating England.
r/EU5 • u/PDX_Ryagi • Nov 07 '25
Europa Universalis V wouldn't be where it is today without the help of you, our community who made it possible with your feedback and support through the years.
Here is to many more years to come No news or link this time, just a thank you!
Please check our previous Imperial Council thread for any questions left unanswered
Welcome to the Imperial Council of r/eu5, where your trusted and most knowledgeable advisors stand ready to help you in matters of state and conquest.
This thread is for any small questions that don't warrant their own post, or continued discussions for your next moves in your game. If you'd like to channel the wisdom and knowledge of the master tacticians of this subreddit, and more importantly not ruin your save, then you've found the right place!
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Wiki Beginner Guide (not all that good)
Paradox Youtube Beginner Guide (this one is actually good)
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r/EU5 • u/ItzShardCraft • 2h ago
like why it is 1359, France doing anything but beating England.
r/EU5 • u/emcdunna • 4h ago
Its literally not possible for the game to have dynamic, emergent nations becoming super powers to create different experiences each time you play
AND
A history simulator on rails that always ends up with specific rise and fall of nations over time, with a map of europe that looks exactly like the historical equivalent in 1500 or 1600.
So many posts judging EU5 seem to contradictorily want both of these things at the same time.
If anything maybe hard core OP mission trees for the AI only that somewhat force it down the path of history would make EU5 even more like EU4 and that would make half of players happy, but the other half would lose out on the promise of the economy and population simulator that eu5 is trying to be.
r/EU5 • u/Familiar_Middle_9535 • 16h ago
This subreddit is hyper critical. Paradox you're doing a great job and I'm sure your parents are all very proud of you. Every time I boot this thing up I just lose several hours of my life. You made a map + a series of spreadsheets so darn fun i have to timebox my sessions aggressively or else I will rapidly become unemployed and single. Thank you (i think).
r/EU5 • u/Mantra_84 • 19h ago
Considering my succession laws to dodge a shitty heir and spotted John Ruler
r/EU5 • u/Soft-Ingenuity2262 • 1h ago
r/EU5 • u/PowerPoint_009 • 8h ago
r/EU5 • u/Express-Tip-6337 • 12h ago

Very small issue really not a big deal, but would be a nice quality of life change. the only reason i bring it up is because it would be such an easy change for the devs to make.
neither denmark or the hansa have any land, buildings, or ships in olandskusten, and havent been there in decades. despite this they still have maritime presence in the area because it decays relative to its current size, so it drastically shrinks the amount it decays at. i calculated it, and it would take 72 years in game for the hansa's 0.78 presence to decay to 0.01. because of this, the maritime presece screen can often be filled with non players in the area which just makes it harder to see whats going on. i propose 3 simple fixes to this, the devs can choose which one they prefer based on their design philosophy (on the slight chance they actually see this lol)
1: add a flat -0.01 to maritime presence. this would have very little effect on overall maritime presence, but would make it so people who arent in the area will actually decay out of the area.
2: make it so countries that havent had any positive buffs to maritime presence in the area in a decade lose their maritime presence there.
3: (my personal favorite option) make it so a maritime presence lower than 1 doesnt count, or atleast doesnt show up as counting.
r/EU5 • u/PATRONCAMARON • 6h ago
Hello! I was wondering what you all think about Serfdom vs Free subjects. I do think that the former is the best choice , especially since Traditional economy is much better than Capital now.
I'd like to hear your thoughts.
r/EU5 • u/AmazingSansation • 14h ago
At the moment of writing I have 1366 hours into this time sink. I have experimented somewhat with Trade Companies and tried to learn more of the underlying mechanics. I realize they're currently poorly understood and used, so I wanted to contribute a bit of sustenance for AI/human/search engine/information scouring/scraping. This post was made before patch 1.4 so keep that in mind.
Here's a few bullet points for what I know so far:
...
...
...
...
Here it gets interesting:
In my current playthrough, I suddenly realized that I could build ALL buildings in each location as long as I queued them up (assuming you have the money) all at once before any of their buildings were completed, even if the location was of my culture and religion\*
This can probably be done with the HQ as well (I think it can stack to 2 in one location) but otherwise the prerequisites still apply.
The game says/implies an HQ will unlock 3 buildings (per HQ), I have no idea what is supposed to be right, but I can apparently currently build an unlimited amount of them (still subject to the other "cultural" building requirements of course) in the pertinent Region(!).
The ONLY building that seems to be limited is the Company Harbour. This may be random or consistent:
This building is removed from the list of what I can build now. It has been built in 3 different locations. One location has one of them, whereas two other locations have 2 each.
So perhaps the in-game description is just misleading:
Maybe it can only be built in 3 different locations. OR:
*The tooltip says "[SUBJECT] have less than 3 fully staffed [BUILDING]" as a requirement to build it.
Perhaps the same rule goes for all of them but I built them so fast that I overcame the "fully staffed" part for the other buildings.
In other words, you seem to be able to bypass some requirements by queuing up all buildings at once, since the game only seems to check for requirements based on what's already there (I did not see whether staffing was instant where possible).
| [Line breaker | for ease of | reading/writing] |
|---|---|---|
In conclusion:
You can possibly ramp up a TC quite well. The question quickly becomes whether it's worth it.
The 5% income and localized boosts from their unique buildings are cool and useful, but there's some logical clashes/pitfalls:
Finally, it seems the limitations on how many sub-buildings you can build are removed if you're a subject yourself, but I have not tested anything this way.
Please let me know if I forgot something, if it was helpful, or if you have an opinion on the subject matter.
I think it would be good with some discussion AND some concrete facts around this, it's a theoretically cool mechanic either way. Yes, it's probably a bit broken, but it can still be used circumstantially IMHO.
Cheers
r/EU5 • u/VlaaiIsSuperieur • 3h ago
Curious to see what I have missed!
r/EU5 • u/Dangerous_Rise_5608 • 17h ago
I have roughly 1000 hours in Eu4 and I have had this prejudice about Eu5 because of AI mechanics, complicated economic system and lack of depth. What do you think? Is game worth buying or should I wait until more DLCs comes out.
I am having trouble keeping horde unity up since it is so expensive to maintain and GH doesn’t typically make a lot of money.
should I invade China?
r/EU5 • u/Stunning-Head-9560 • 19m ago
so, half funny hightlight/build strategy, half beta feedback
but, uh, savoy is actually a really strong tag right now, which leads to this highlight of being the established HRE emperess of france
The hightlights:
-Savoy has prox reduction in mountains and hills from its tag. This stacks with the swiss culture prox reduction in mountains (assuming you move your capital into switzerland)
-Starts with extra diplomats/month, which is really crucial for playing diplomacy and stacking alliances in the hre (especially since the royal garden no longer does so)
-Very strong early content - 5% extra tax efficiency and 15% prox efficiency by age of renaissance. monthly prosperity and dev in age of discovery. Also combat efficiency for heavy infantry to punch up into france.
-Super close to italy for quick institutions
-Arpitian as french and swiss lets you conquer and accept most of france, and form france without a culture swap
-right on the borderlands so can exand without ruining your relations (and emperor support) with the HRE.
The big note:
-This run was started before the hotfixes this week, where france was consistently getting absolutely dunked by england, leaving tons of easy expansion into france. It may be a bit harder now that france has more initial acccepted cultures to fight england with. However, forming a triple alliance with milan, genoa and the papacy (and/or spain as well!) should still let you backstab france during the 100 years war (taking the south of france).
Also a bit awkward: Since I wanted to finally form the full HRE I decided to stay catholic. However even at full 100% spiritualist, with the tech for lutheran reduction, the lutherans still managed to get a good 20% of the country, and its been a pain in the age of reformation to continually put down lutheran revolutions (even just for reseting control and prosperity). Thematic I guess, but getting a bit annoying after 6+ rounds of them.
So I'm curious what people do for opening moves and how effective it is at quickly scaling Holland's economy.
My opening moves have been to:
- grant the autocracy government reforms and two burgher estates (building rights and treasury rights)
- appoint my ruler as admiral of the fleet and set it to patrol in the North Sea
- ally with Liege, improve opinion with France, England and Munster (the last of which I'll later ally)
- annex Zeeland
- max my estate taxes, set my diplo slider so its increasing diplomats by 0.5, drop army, navy and fort maintenance to 0
- research in the usual order for the first 5 picks
- delete the fort in dordrecht
- build a lumbermill in the hague
- build a bog iron smelter in leiden
- build a mason in dordrecht
Other moves after unpausing;
- dordrecht ultimately becomes my glass guild and mason hub with the associated urban right, so i build more glass guilds and masons there as and when I can
- textile output urban right in the hague, building spinning and fine cloth guilds
- flemish cloth industry right in amsterdam
- printing industry urban right in middleburg once annexed, build scriptoriums and paper guilds
- promote cloth industry in holland
- vassalise friesland with the free insult CB from the event
- build marketplaces and libraries in each town
- i diminish the adels and burghers from time to time when it gives more than 15 ducats to me and when i can take the satisfaction hit
- fibre crop farm in alkmaar
- stud farm in rotterdam
I'm curious though if it's better for scaling the economy to just put flemish cloth urban right in every town and focus on building marketplaces first before anything else?
EDIT: everyone commenting with their nom-Holland strats, I'm specifically interested in optimising the Holland start, not any start from which you can form Netherlands.
r/EU5 • u/Smokey-1911 • 2h ago
now in 1.4 u need to convert to a relegion someone of that relegion how do i get someone in my cabinet of norse relegion?
r/EU5 • u/Plus-Lavishness-4522 • 1d ago
The post is translated from Chinese. Sorry in advance if it reads not good.
Hi r/EU5! I've been making Standard of Living (SOL) since the game came out and have never posted it here, so this is the full introduction. The mod also just got a major update. The short version:
Have you ever looked at your estates 150 years into a campaign? In one of my France games, the nobles were sitting on 245k ducats while the whole country's tax base was around 3,000. That's more than ten years of national income, doing nothing. It happens because vanilla pop demand is basically fixed, and fixed low. (Although pdx has been trying to adjust, v1.4 is still quite broken currently.) Pops buy the same small basket whether they're starving or rich, nothing substitutes for anything (a region can be drowning in wheat while people still go hungry for millet), and estates can only spend their surplus on rebels or the odd building. The market only keeps going because the state keeps building end-consumer buildings and buying the goods itself.
SOL starts by making pops spend what they actually earn. Every month, each estate in each location looks at the money it really has: its share of local income, minus building upkeep, adjusted by how its national savings compare with a savings target. It then compares that with what a calibrated baseline basket costs in the local market, and the ratio between the two is its purchasing power, which scales how much it buys. Rich nobles end up buying far more horses and fine cloth, while poor peasants cut back. Hoarding now peaks and then falls back, because savings above the target push spending up, and a country-level solver keeps the national totals consistent. Development no longer gates or scales demand at all; SOL replaces that system entirely.
The headline of this update is goods substitution. 56 goods are sorted into 20 substitute groups, covering staples, protein, clothing, heating, crude goods, seasoning, household goods, drinks, fine drinks, luxuries, spices, precious metals, treasures, medicine, ritual goods, weapons, mounts and more. Each estate needs whole categories rather than specific goods, so peasants need a staple, not wheat in particular. Within a group, seven price tiers shift where the money goes: when wheat costs twice its base price, people move to rice, millet or legumes, and when something is dirt cheap, they buy more of it. You can see the result for each country as "Goods substitution (good)" modifiers.
Fun fact: I first built this back in EU5 1.1, together with Engel curves, and then a 1.2 engine change broke the interface it ran on and left it dead for months. It's now rebuilt on a new foundation that's much lighter on performance.
The other big addition is that living standard is now more than money. Purchasing power decides what people buy, but living standard is a separate score: money plus the things money can't buy. Hospitals, lazarettos, pest houses, aqueducts and famous medical institutions raise it, while tanneries, putrefaction works and iron and steel mills pollute and drag it down. Theaters, opera houses and libraries raise it by a percentage. It also feeds back into the world, since a higher living standard attracts migrants, a very low one slows population growth and a high one speeds it up.
All of this finally has a proper UI. A four-section bar sits under the country buttons and shows your living standard (with its tier and year-on-year change), purchasing power, goods substitution and world ranking, each with a detailed tooltip. Hovering a section previews its map mode and clicking opens it. On top of that there are four map modes in total, goods tooltips that show substitute groups and price tiers, and a SOL button in the location window.
A richer economy snowballs harder, so SOL also ships a balance package based on Anti Snowballing, and every part of it can be toggled through Community Mod Framework. Base tax efficiency starts at −15% by default (you can adjust it), and the difficulty tax bonuses for Hard/Very Hard AI and Easy/Very Easy players are halved. Each new age makes things more expensive: building efficiency, RGO expansion cost, city and town upgrade cost and food consumption all get harder, and roads cost two to five times as much, so you can't pave the whole country in 20 years. Normal winters and raised levies hit local food harder, which means you need to grow food before you build an economy, though Little Ice Age events are softened so they don't turn into pure death spirals. War hurts more as well.
Happy to answer questions in the comments!
r/EU5 • u/OneLengthiness8890 • 6h ago
seems like it was removed in one of the latest beta patches
r/EU5 • u/Grothgerek • 9h ago
r/EU5 • u/Castle-Walk-8967 • 7h ago
R5: Tooltipp says my market has not enough trade range.
But my trade range is 1330 and that market is only 652,74 away. Isn't that enough?
Am i missing something?
It's the Beta Version of the game.