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Developer Diary #3 - Trade & Economics

[p]Greetings once again, everyone, and welcome back to our Europa Universalis V development diary series![/p][p][/p][p]Today, we’re diving into one of the cornerstones of empire-building: the economy. In Europa Universalis V, we’re designing an economic system that’s not just about balancing the books, but about weaving together production, buildings, trade and the prosperity of your people into a living, dynamic world of growth.[/p][p][/p][p]Your challenge will be to harness these forces to strengthen your nation, expand its influence, and realize your imperial ambitions.[/p][h2]
Production[/h2][p][/p][p]To start things off, let's discuss production, the bedrock of your nation’s wealth. Every Location in EU5 has a type of raw material it produces and to gather that raw material, you need to gather it whether it be farming, hunting, mining, extracting or whatever else it may be. [/p][p][/p][p]We call these raw material extractions as a resource gathering operation or R.G.O for short. [/p][p][/p][p]R.G.Os are staffed by a sub-group of the commoner class known as Laborers. Positioned just above peasants in the social hierarchy, Laborers form the backbone of your economy by working in R.G.Os as well as certain production buildings, ensuring the steady flow of raw materials your nation depends on. In some cases in EU5, R.G.Os can also be worked on by slave pops. [/p][p][/p][p]The range of goods produced across the world in Europa Universalis V is vast and varied — from essential staples like grain and livestock, to strategic resources such as iron, copper, and coal, and all the way to coveted luxuries like silk, cloves, and precious gems.[/p][p]What a Location produces is shaped by these factors:[/p]
  • [p]Geography & Climate: The natural environment heavily influences production. Fertile plains favor grain harvests, while mountainous terrain may conceal rich mineral deposits. Climate determines what crops thrive and which resources are accessible, with certain raw materials tied to specific regions. For instance, cloves in south east asia or Cocoa in Central America. [/p]
[p]Cloves in South East Asia - the only place in the world where cloves exist in game start[/p][p][/p][p]Similarly Cocoa can only be found in Central and South America[/p]
  • [p]Historical Context: Many Locations begin with outputs that reflect their historical legacy. A location famed for its winemaking will likely yield wine in EU5, while regions that hosted famous mines, such as those rich in silver or gold — will continue that tradition within the game.[/p][p][/p]
[p]The Bohemian silver mine of Kutna Hora[/p][p][/p][p]The resources produced in a location generally do not change however there are events and the Colombian exchange situation that can potentially change a location’s R.G.O. While the type of resource is usually fixed, the potential level of an R.G.O is dynamic and shaped by many factors as your campaign progresses.[/p][p][/p][p]Here are the key elements that influence R.G.O capacity and output in Europa Universalis V:[/p]
  • [p]Infrastructure & Population: Every R.G.O has a current level and a maximum potential level. You can invest to raise the current level of R.G.O infrastructure towards the maximum level, but it won’t operate at full capacity without sufficient Laborer pops. A larger population also increases the maximum level, allowing more resources to be gathered.[/p]
[p][/p][p]City of Vijayanagar in the year 1580[/p][p][/p]
  • [p]Development: A location's development directly affects how far its R.G.O can be expanded. Higher development means greater potential, and development itself grows over time through prosperity, cabinet actions, estate privileges, events, parliament, and improvements such as road networks.[/p]
[p][/p][p]Effects of a location with 57 development[/p][p][/p]
  • [p]Devastation: War, rebellion, natural disasters, or instability reduce productivity. A devastated province will underperform compared to a stable, peaceful one.[/p][p][/p]
  • [p]Local Modifiers: Some Locations feature unique modifiers tied to geography, culture, or history that enhance or alter production.[/p]
[p]Fertile Nile Delta is a location modifier throughout the Nile Delta, increasing output of food production[/p]
  • [p]Location Rank: Transitioning from a rural area to a town or city decreases the maximum R.G.O size, reflecting urbanization’s shift away from raw resource extraction.
    [/p]
  • [p]Technology: Advances in agriculture, mining, and manufacturing boost output. Certain advances are tied to specific goods output, for example, the Slitting Mills Advance in the Age of Reformation, increases iron production by 66% nationwide. Many other advances increase maximum levels of R.G.Os throughout your nation.[/p]
[p][/p][p]Slitting Mills Advance Age of Reformation[/p][p][/p]
  • [p]Literacy: Higher literacy among labourers in a given location increases the potential size of resource gathering operations.
    [/p]
  • [p]Buildings: Infrastructure such as windmills can improve output for specific goods, like boosting wheat and rice production in agricultural locations. There are also buildings that produce raw materials such as sand pits and salt collectors.[/p]
[p][/p][p] don't like sand, it's coarse and rough and irritating and it gets everywhere… But I need it to run my other buildings[/p][p][/p][p]Together, these systems ensure that resource production in EU5 is not static, but evolves alongside your nation’s growth, technology, and the challenges it faces.[/p][p][/p][h2]Buildings[/h2][p][/p][p]Buildings are the instruments through which you shape your locations and unlock their full potential. In Europa Universalis V, they are far more than simple upgrades, each structure serves a distinct purpose, influencing production, resource output, trade, and the character of your locations  in meaningful ways.[/p][p][/p][p]Buildings can be categorized into several types:[/p]
  • [p]Basic Industry and Raw Materials Buildings: These buildings directly create goods, by using other goods as input, Examples include Tools Guild creating tools from Iron or a Printing Shop creating books with lead, paper, lumber and dyes. These buildings become better with further advancements with time, such as the tools guild becoming a tools workshop and eventually a tools factory. As mentioned earlier in this development diary, some of these goods that buildings produce are also extracted resources while others are more complex goods that can only be produced in buildings.[/p]
[p][/p][p]Tools Guilds are the only way to produce tools until the age of Reformation[/p]
  • [p]Infrastructure Buildings: These are a type of building that increase goods output, population capacity, disease resistance, proximity cost or development gain. Examples of this are the irrigation building or Hospitals. [/p]
[p][/p][p]Irrigation buildings are a great way to increase population capacity in locations with rivers flowing through them.[/p]
  • [p]Trade Buildings: These structures enhance a Location's role in the trade network. Increasing the amount of trades your nation can do in the market the location is in and increasing trade advantage, the level of trade power you exert, in that given market. Examples of this are marketplaces and trade offices.[/p]
[p][/p][p]Marketplaces are a vital part in establishing strong trade power[/p]
  • [p]Military Buildings: These buildings support your military efforts by increasing monthly manpower and sailors. This also includes defensive buildings such as forts and bastions that make sieging your territory harder. [/p]
[p][/p][p]For Most Nations, the Armory is the first building that produces monthly manpower[/p]
  • [p]Villages: These are buildings that can only be built in rural locations of your nation. Usually increasing food capacity in that location and giving other minor bonuses in exchange for peasants power in the location. These buildings also produce some goods on their own but are not as efficient as other production buildings. Examples of this are Farming Village or Forest Village.[/p]
[p][/p][p]A Forest Village may not be the most efficient building, but it employs peasants and its cheap[/p]
  • [p]Cultural Buildings: These are buildings that help educate the masses or elevate cultural influence or tradition. Examples of this are the Library and Theatre.[/p]
[p][/p][p]Temples are a great way to increase control in Urban locations[/p]
  • [p]Government Buildings: These are buildings that generally impact your nation on a nationwide scale, giving bonuses such as crown power and cabinet efficiency. Many of these buildings are limited in number and can only be built in the capital. Examples of this are the Chancery or Royal Court.[/p]
[p][/p][p]You can only have one Royal Court in your nation [/p]
  • [p]Location Unique Buildings: While buildings that only certain nations can build exist in EU5, such as the janissary barracks for the Ottomans or the Fretoria for Portugal, there are also unique buildings that are location specific. These buildings give unique modifiers, sometimes country wide, that can only be built and upgraded in specific locations in the entire world. Examples of this are the Seljuk Mints in Sivas and Konya or the Library of Vijayangar in the city of Vijayangar. [/p]
[p][/p][p]Seljuk Mints can only be built in the locations of Konya and Sivas[/p][p][/p][p]Many buildings will upgrade over time depending on advancements in research and some buildings fit many of these roles in one building, such as a dock that gives more sailors for your navy while also reducing proximity cost through a port. [/p][p][/p][p]Docks give both sailors and proximity cost
[/p][p]Deciding which buildings to construct in a location is always a strategic choice, guided by the broader direction of your empire. A nation striving for economic dominance will naturally favor different structures than one seeking military supremacy or religious unity. These decisions are never made in isolation; as every building comes with an upfront cost and ongoing maintenance that must be balanced against the strength of your treasury.[/p][p][/p][p]Progress and innovation also play a central role. More advanced structures only become available after key technological breakthroughs, rewarding innovation and literacy.[/p][p][/p][p][/p][p]Over time a paper guild eventually can be upgraded to a paper factory
[/p][p]At the same time, access to the right raw materials is essential, as many buildings require specific resources to be constructed in the first place and need goods to function properly.[/p][p][/p][p][/p][p]This Hospital is operating at 83.33% due to lack of mercury[/p][p][/p][p]Finally, the needs of your population cannot be ignored. Each pop group consumes different goods to maintain its satisfaction, the clergy may demand books and incense, the burghers may demand tea and fine cloth, and the nobility may demand weaponry and horses. Meeting these demands shapes markets and creates pressures you must navigate carefully.[/p][p][/p][p][/p][p]Goods Demands of the Nobility as Naples in 1580[/p][p][/p][p]In Europa Universalis V, buildings sit at the heart of a living economic cycle. Raw materials fuel construction, buildings drive production, and that production strengthens both your markets and your empire’s growth. Mastering this cycle is what allows you to transform ordinary locations into flourishing centers of power, prosperity, and development.[/p][h2]
Markets[/h2][p][/p][p]Europa Universalis V is the first title of the series with dynamic flow of goods between ever changing markets. Markets expand and retract based on their market attraction, goods flow dynamically from market to market depending on trade range and trades being done by nations with trade capacity in those markets.[/p][p][/p][p]Markets Mapmode in 1337[/p][p]Market Map Modes in 1798 - Can you guess which nation was being played in this run?[/p][p][/p][p]Simply put, a market is where goods are bought and sold. Each market is anchored by a market center, located in a specific location, but its reach extends to other locations based on the Market Attraction and Market Protectionism of the market owner. The market owner is the nation that owns the market center, though ownership does not guarantee dominance. Weaker market owners can be outmaneuvered and dwarfed, and stronger rivals can often dictate the flow of trade.[/p][p][/p][p][/p][p]A Breakdown of the Genoa market mid campaign (late 1500s). Genoa is struggling to maintain control over their own market[/p][p][/p][p]Every market assigns a unique price to each good, anchored in the selling price set at the market center. This price is dictated by the balance of supply and demand: scarce goods under high demand can climb to as much as 500% of their base cost, while oversupplied goods with little demand may fall to –90% of their base cost.[/p][p]Over time, prices adjust toward a target price — the predicted value based on shifts in supply and demand within that market. Because no two markets are identical, the same goods can carry vastly different values across regions.[/p][p]
[/p][p]A huge difference between the price of Fish and the price of Chili in Constantinople in 1781[/p][p][/p][p]Market owners are not limited to their immediate sphere of influence — they can project their market outward, competing directly with rivals in what amounts to trade wars. At the heart of these struggles are two opposing forces:[/p]
  • [p]Market Attraction, which measures how strongly a market center can pull nearby locations into its orbit.
    [/p]
  • [p]Market Protection, which shields Locations from being absorbed into competing markets.[/p]
[p]When two markets collide, Attraction and Protection are set against each other in a tug-of-war. The outcome decides which market ultimately claims control over contested Locations, redrawing the boundaries of economic influence.[/p][p]If neglected, a market can quickly be overshadowed or absorbed by a competing market, diminishing its size and reach.[/p][p]
[/p][p]The Vijayanagar market is dominating its neighboring markets of Kozhikode and Pazhaverkadu - 1493[/p][p]From the Age of Reformation onward, market influence gains a new layer of complexity through Mercantilism vs. Free Trade values. Moving towards Mercantilism strengthens market protection but reduces trade efficiency, while moving towards Free Trade enhances trade efficiency at the expense of trade protection. The balance between these approaches shifts from campaign to campaign, shaping not just your economy, but the way your entire game unfolds in Europa Universalis V.[/p][p]
[/p][p]Mercantilism vs Free Trade values[/p][p][/p][p]You might assume that consolidating everything into one large market is always the optimal strategy in EU5. However, markets that cover vast areas are hindered by the Market Access mechanic. The further a location is from its market center, the less access it will have, which directly reduces the goods available, lowers output, and diminishes the local tax base. In extreme cases, a location with 0% market access will be completely cut off from the market’s goods. It should be mentioned that RGO output does not get impacted by market access unlike buildings that will. [/p][p]Fortunately, there are several ways to improve access. Constructing roads, relocating your market center, or even establishing entirely new markets can all help ensure your realm’s economy remains connected and prosperous[/p][p]
Locations with lower market access are shaded darker in the market mapmode[/p][p][/p][p][/p][p]A location’s market access can be found in the location screen, showing the transportation distance to the market center[/p][p][/p][p][/p][p]The location of Hamarøy struggles due to having 0 market access to the Oslo market[/p][p][/p][p]Deciding whether to create new markets, dismantle old ones, or relocate existing market centers is a key strategic choice. Shifting a market center to a province with better reach, superior harbor capacity, or deeper access to inland trade routes can greatly strengthen your nation’s position.
[/p][p]Alternatively, emerging powers may establish entirely new markets to seize control over the flow of goods — a decisive step that can form the foundation of a thriving and independent economy.[/p][h2]
Trade[/h2][p]Simply put, trade is the movement of goods between markets. Goods are purchased in one market and sold in another, either to generate profit or to alleviate shortages by supplying a destination market with resources it otherwise struggles to access.[/p][p][/p][p][/p][p]A list of active trades out of the Konstatinyye market as Ottomans in 1419 [/p][p][/p][p]Trade profit in Europa Universalis V is determined by the price gap between markets: the difference between what a good sells for in the exporting market and what it can fetch in the importing one. From this margin, the maintenance costs of conducting the trade are subtracted. Distance between the two markets, along with any tolls encountered along the route, will steadily erode profits. Making efficient routes and favorable conditions essential for a thriving trade network.[/p][p][/p][p]The Kronborg Castle acts as a Sound Toll, taxing all trade that flows through Øresund[/p][p]
As mentioned earlier in this developer diary, not all raw materials are naturally extractable or produceable in every market. Not every market will have gold, silver, copper, mercury or gems. Not every market will be able to produce Lacquerware or Porcelain. Trade will be the only tool at your disposal to relieve the demands of the goods you do not have access to. Without trade, many of your buildings and pops will suffer. Weighing whether it's worth bringing in access to goods, even if it's at a loss, is another strategic decision to be made while playing Europa Universalis 5. A decision you may see yourself doing more than not. [/p][p]
Within any active market, every nation with influence competes for the most favorable trades through their trade advantage. Nations with the highest trade advantage secure first access to goods to export out of the market, while those with little trade advantage are left with the scraps. Trade advantage can be increased by investing in buildings like Marketplaces, strengthening maritime presence, or controlling more Locations within the market.[/p][p][/p][p][/p][p]Trade Advantage of Vijayanagar in the Vijayanagar Market 1580[/p][p] [/p][p]Once established in a market, nations can engage in trade according to their trade capacity, representing the volume of goods they are able to import and export. More trade capacity, the more trades in and out of a given market. This can be increased with buildings, advances, and estate privileges. [/p][p][/p][p]Trade Capacity in the same market[/p][p][/p][p]Not all markets are accessible, whether a market can trade from one market to another is determined by Trade range. Trade range is the maximum distance at which a country can conduct trade between two markets, calculated from their respective market centers. As long as a market has trade capacity, it will be able to trade with all markets within its trade range. Trade range can be increased through Advances, laws, estate privileges and government reforms.
[/p][p][/p][p]Transportation Code Government Reform, one of the many ways to increase trade range[/p][p][/p][p]In Europa Universalis V, trade is not conducted solely by nations. The Burgher class also engages in independent trade, moving goods to alleviate shortages within their own Locations. The scale of this activity grows with the size of your Burgher population and can be further expanded through the estate privilege Burgher Trade Monopolies. However, granting this privilege comes at a cost, as it reduces your nation’s own trade capacity in exchange for greater Burgher-driven commerce.[/p][p][/p][p][/p][p]Trade Monopolies estate privilege increases burgher trades at the cost of nation wide trace capacity[/p][p][/p][p]The economic systems of Europa Universalis V are designed to be dynamic, interconnected, and deeply strategic. From the resources extracted by laborers and shaped by geography, to the buildings that transform locations into centers of prosperity, and the markets that bind nations together in trade and rivalry, every decision you make influences the flow of goods and the fortunes of your people. Mastering the balance between production, markets, and trade is not just about wealth –  it is about power, influence, and the ability to shape the ambitious destiny of your empire.[/p][p][/p][p]Now, Enjoy a comic from our good friend chapel on the topic of the Economy! [/p][p][/p][p][/p][h3]As well a link to the accompanying feature video![/h3][previewyoutube][/previewyoutube][p]
That's all for today! Don't Forget you can Pre-Purchase Europa Universals V now: [/p][p][dynamiclink][/dynamiclink][/p][p]You can of course follow us on social media for all your Europa Universals News, Documentaries, Announcements and other fun stuff! [/p][p][/p][p]Twitter/X Facebook [/p][p]Instagram Discord EU5 Forum[/p][p][/p][h3] Until next time! - Ryagi
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Developer Diary #2 - Government, Politics and Estates

[p]Hello Everyone!

It’s always a pleasure to be back with you for another Europa Universalis V development diary. We’re thrilled to share more of the journey with you as we build Paradox Interactive’s next grand strategy title together with this amazing community.[/p][p]This week, we’ll be looking at the heart of your nation: Government, Politics, and Estates. These are the systems that will shape how you rule, how your people respond, and how your empire weathers the storms of history.[/p][p]With EU5, our vision is to move beyond simple, flat mechanics and instead create a living world where every choice matters. From balancing societal values and managing parliamentary debates, to keeping your estates satisfied and navigating diplomatic intrigue, you’ll be challenged to guide your nation through triumphs and crises alike.[/p][p]We can’t wait to hear your thoughts, ideas, and feedback as draw closer to Europa Universalis V’s release date. [/p][p] [/p][h2]The Crown[/h2][p][/p][p]In EU5, your government is at the very core of how you rule. You play as "the Crown," an abstract term representing the individual or group managing your nation, whether it's the Kingdom of France, the Ottoman Beylik, or even the Āltepētl of Tenōchtitlan.[/p][p]Every nation begins with a unique government type - monarchies, theocracies, republics, hordes, or tribal systems - each with its own mechanics designed to reflect their strengths, struggles, and flavor. For instance, monarchies lean on dynasties and royal marriages to secure succession, while republics engage in a constant dance of elections. [/p][p][/p][p]Government type Map mode - 1337[/p][p][/p][p]Governments aren’t static either. Over the course of your campaign, you will see your nation evolve in response to both internal and external factors. A monarchy might transform into a revolutionary republic, or a landless minor Japanese clan could rise to claim the mantle of the Shogun.. [/p][p]Tied closely to all of this is our new Characters system. Characters represent different estates of your nation, and play active roles in shaping your government.[/p][p]
[/p][p]List of characters avalaible in Aragon court - 1337
[/p][p]In a monarchy, you’ll guide your ruling dynasty, with some characters rising to the throne, others leading your armies or being pieces in your diplomatic strategies through royal marriages.[/p][p][/p][p]Marriage window for Portugal - 1337[/p][p][/p][p]We’re excited to show you how these systems interact with one another and what you can anticipate when playing EU5. [/p][p][/p][h2]Cabinet[/h2][p][/p][p]The primary way you'll utilize characters is through the Cabinet. Your cabinet in EU5 is a team of advisors, nobles, diplomats, generals, or scholars, appointed to manage key tasks. [/p][p][/p][p]Your cabinet is crucial in how you build your nation and you can assign an advisor to promote societal values, develop provinces, increase control, integrate newly conquered lands or influence other crucial gameplay aspects. Each cabinet member possesses a unique set of abilities and attributes that impact the efficiency of the task at hand, and each cabinet action relies on one specific ability. [/p][p][/p][p][/p][p]Two Sicilies Cabinet in 1540[/p][p][/p][p]For example, developing a province requires administrative ability, and obstructing rebels uses military abilities. The abilities of your current ruler also influence the overall efficiency of your cabinet, allowing you to tailor your cabinet to capitalize on your nation's strengths or compensate for its weaknesses. [/p][p]Among your cabinet members, you can appoint one to serve as the Cabinet’s representative as the head of the Cabinet, granting them additional efficiency bonuses.[/p][p][/p][p]The head of cabinet cannot be removed, so choose wisely[/p][p][/p][p]The overall efficiency of your cabinet will also play a role in how well your cabinet does its tasks, impacted by cultures, laws, advances and more. [/p][p][/p][p][/p][p]Ashikaga cabinet efficiency in 1337...[/p][p][/p][p][/p][p]... And in 1784
[/p][p]Choosing your cabinet wisely is crucial, as its effectiveness directly impacts your economic, military, and diplomatic success.[/p][p][/p][h2]Societal Values[/h2][p][/p][p]The Societal Values system is a standout feature, bringing back policy sliders from earlier EU games. [/p][p][/p][p]These sliders represent opposing ideals, and where your nation sits on a slider will have a direct mechanical impact. [/p][p]Good examples of these pitted values include decentralization versus centralization, or traditionalism versus innovation. Each side of the slider offers its own set of boons and malus that fit either your play style or the story you want to create, for any given campaign. [/p][p]
[/p][p]Centralized country at its maximum[/p][p][/p][p][/p][p]Decentralized country at its maximum[/p][p][/p][p]We also listened to your feedback on our Tinto Talks about Islam. No longer is piety a currency but instead a value bar represented by Mysticism and Jurisprudence, swaying in either value direction depending on factors such as estate privileges and events.
[/p][p][/p][p]Maximum Mysticism[/p][p][/p][p][/p][p]Maximum Jurisprudence[/p][p][/p][p]Much like how Muslim nations have access to this unique societal value, there are other unique and tag specific societal values such Sinization and societal values you will unlock later in the game like Absolutism. [/p][p][/p][p][/p][p]Sinicized vs Unsinicized values[/p][p][/p][p][/p][p]Absolutism vs Liberalism values
[/p][p]Your nation begins with progress on these sliders, reflecting its historical context, and you can shift them by assigning cabinet members or enacting policies within laws. However, sometimes the will of the people, represented through various events and situations, will also affect these sliders. [/p][p][/p][p]Your Estate privileges will often come at the cost of monthly progress on a societal value, as the newfound power of an estate shapes the lives of your population. For instance, granting the Burghers building rights will decrease your building cost, but your society will shift monthly towards the plutocracy value.[/p][p]
[/p][p]Burghers Building Rights privilege[/p][p][/p][h2]Laws[/h2][p][/p][p]Laws in EU5 are fundamental to shaping your nation's future, as they dictate how your country functions. Laws are categorized into different areas, which include Religious Laws, Military Laws, Estate Laws, and many more.[/p][p]Each Law Category may contain many different Laws, which are composed of various Policies to pick from. Policies are the enabling mechanics connected to a Law. The different Policies within a Law may also have additional effects, such as impacting societal values or changing the satisfaction of the Estates.[/p][p] [/p][p][/p][p]List of the Administrative system laws available[/p][p][/p][p]As the game progresses through the ages, you will encounter new laws and also new policies linked to previous laws. Changing a policy within a law can create a huge uproar, so it is generally better to gain parliamentary backing for such changes.[/p][p][/p][p]We unlocked a new Administrative law but it will cost us 66.07 Stability to change[/p][p][/p][p]Even then, a new policy may take several years of implementation until it provides its full benefit.[/p][p]
[/p][h2]Government Reforms[/h2][p]
[/p][p]Now, let's talk about Government Reforms. Government reforms represent the true backbone of your nation’s political structure. They also represent the way your state organizes and evolves politically, socially, and administratively over time. They are structured progression of choices that reflect how your government adapts to changing circumstances. Many nations in EU5 start with flavored government reforms like Anatolian Muslim states starting with the “Anatolian Beylik Reform”, the Castilian “Crown of Castile” or the French “French Feudal Nobility”. Other nation specific reforms can be unlocked through time via events and advances. [/p][p]
[/p][p]Anatolian beylik reform - 1337[/p][p][/p][p][/p][p]Crown of Castile reform - 1337[/p][p][/p][p][/p][p]French feudal Nobility reform - 1337[/p][p][/p][p][/p][p]Some reforms available for France in 1337[/p][p][/p][p]Reforms are deeply linked to your Societal Values, Laws, and the influence of your Estates. Some government reforms are locked behind requirements like societal value alignment. As an example, the Religious Tolerance reform requires the country to have Humanist societal values, while the Bank Ledgers reform requires a Capital Economy. [/p][p][/p][p][/p][p]The religious Tolerance reform needs a humanist society [/p][p][/p][p]There are also major reforms that shape the form of your nation, and as such, are limited, making them a very important choice when you want to build your nation like a republic or a kingdom for example.[/p][p]
[/p][p]The Italian Signoria can have multiples forms [/p][p][/p][p]Enacting a reform is not something that you can instantly benefit from, but, like laws, the time depends on your administrative efficiency.[/p][p]There are also several unique government reforms, both major and minor, attached to individual countries, cultures, religions, events, etc., that will also allow for a much deeper level of personalisation of the direction to be followed by your country.
[/p][h2]Estates[/h2][p][/p][p]Estates are the social pillars of your nation. Most commonly, these are the Nobility, Clergy, Burghers, and Commoners. In some cases, there are other unique estates, such as the Dhimmī in Muslim countries. These estates represent the different societal groups within your nation and are directly tied to elements of your population. Each estate has its own agenda, its own money and its own buildings, and keeping them happy grants bonuses like better trade or research.[/p][p]
[/p][p]Yuan Estates in 1337[/p][p][/p][p][/p][p]One of the many privileges you can give to the Dimmī[/p][p][/p][p]Neglecting them will lead to penalties, represented by negative modifiers or even rebellions. Unlike previous games, the estates are a fundamental mechanic, which is why their satisfaction levels are always visible at the top bar of the screen.[/p][p][/p][p][/p][p]Estates are always there, watching you...[/p][p][/p][p]Estate happiness and power will heavily depend on the privileges you grant them and the laws you have enacted. Some privileges within one Estate may also oppose the power of another. For instance, like we introduced last week,  if you grant free movement rights to the Commoners estate, you'll gain its bonuses, but not without annoying the Nobility, who would prefer a strict serfdom. [/p][p]
[/p][p]Nobles are sad that people can move around freely [/p][p][/p][p]You can empower estates by granting them privileges, where you'll exchange some of your crown power for a tangible benefit for the estate. In return, you'll gain their loyalty through happiness as well as their political and domestic support. For example, a loyal clergy will improve your nation's research output. But in addition to the power gained from the privilege, it could also influence the societal value as well as the happiness of other estates.[/p][p]
[/p][p]Bonuses scale with the Estate satisfaction[/p][p][/p][p]Finally, Estates can hold voting power in parliament, where the importance of their votes depend on their current power and satisfaction. That leads us now to : [/p][p][/p][h2]Parliaments[/h2][p][/p][p]The Parliament in EU5 is a dynamic and essential part of your government, available to nations that have laws enabling it (a large part of the nations at the start of the game). In addition to the bonus system, the parliament is here to show the complexity of politics, and make you choose how many concessions you’re ready to make in order to advance your plans.[/p][p]
Parliament can be called once every 5 years[/p][p][/p][p]The composition and influence of your Parliament are directly tied to your Estates. Each Estate can potentially hold voting power in Parliament, and its individual votes depend on its current power and satisfaction. A powerful and satisfied Nobility, for example, will have a significant voice in parliamentary debates, potentially pushing through reforms that align with their interests. [/p][p]The French nobility is so entrenched in 1337 that you can pass a parliament issue only with their support[/p][p][/p][p]Conversely, an unhappy or disempowered Estate will have less sway, but its discontent might manifest in other, less desirable ways. Apart from rebellions and negative modifiers we mentioned earlier, a powerful but unhappy estate can also ask for an unwished bribe to have their support in parliament.[/p][p]Across the world, there are multiple types of parliaments, but most of them require you to call them every few years, so that the different estates can be heard.
[/p][h2]Crown Power[/h2][p][/p][p]Finally, let's talk about the very essence of your role as the player in EU5: the Crown Power. This isn't a resource like Manpower or Diplomatic Power like in previous games, but rather an overall concept that represents your authority and ability to influence your nation.
[/p][p][/p][p]Bonuses scaling with crown power[/p][p][/p][p]Crown Power is deeply linked to everything we've discussed so far: your Government type, the effectiveness of your Cabinet and its composition, the balance of Societal Values, the Laws you enact, and, crucially, your relationship with the Estates and their privileges.[/p][p]At the start of the game, your crown power may be weak, and you may see estates like the nobles basically running the country. But as you advance through the ages, you’ll get more tools to strengthen your rule. [/p][p][/p][p][/p][p]This is an advance unlocked in the Age of Absolutism[/p][p][/p][p]High Crown Power allows you to change policies, manage Estates, and handle crises better, but a low Crown Power can make managing and ruling over your nation much more difficult. When you fall below 25% crown power, you will experience increase stability cost for changing policies, a reduction in tax efficiency, a reduction in cabinet efficiency, a loss of diplomatic reputation and more. [/p][p][/p][p]Low crown power comes with many problems...[/p][p][/p][p][/p][p]...But by the latest ages, your rule can be secured [/p][p][/p][p]We believe that this concept of Crown Power, linked with all the other systems, will provide a more nuanced and challenging game play experience, where every political decision you make has a tangible impact on your ability to rule. 

[/p][p]It is no longer a matter of accumulating resources, but of cultivating and wielding your political authority, and adapting to changing circumstances. All of this will allow you to shape the form and fabric of your nation.[/p][p]

That's all for today! Don't Forget you can Pre-Purchase Europa Universals V now: [dynamiclink][/dynamiclink][/p][p]You can of course follow us on social media for all your Europa Universals News, Documentaries, Announcements and other fun stuff! [/p][p]Twitter/X Facebook [/p][p]Instagram Discord EU5 Forum[/p][p]
Until next time! - Ryagi [/p]

Developer Diary #1 - Population and Living World

[p]Welcome to the first development diary for Europa Universalis V! EU5 is the fifth edition of a franchise that spans over three decades of development, but this time, we’re introducing what can be considered a revolutionary approach to world simulation and population management, moving beyond the abstract numbers of its predecessors to try and create a truly "living world.”[/p][p] [/p][p]Spanning the centuries from 1337 to 1837, we hope to immerse players in a historically rich and dynamic world where every decision has tangible consequences for both its inhabitants and the environment itself.
[/p][p]The heart of EU5's living world is its "pops" system, which aims to simulate every single living individual that existed in 1337 at a granular level. Unlike previous version of the game, where population was a more generalized statistic, EU5 portrays individual working people, each with their own needs, wants, and roles within a nation.


Population Map mode of Hungary at the start of the game (1337) [/p][p]These pops are the lifeblood of a nation; without them, buildings shut down, manpower is nonexistent, and colonies fail to populate. Managing your population effectively is a top priority, as they require feeding, work fields and industries, armies and navies to defend and expand, and even ready wealth for taxation and investment.[/p][p][/p][p]Burghers in Pest 1337[/p][p][/p][p]Each pop has an assigned culture and religious beliefs, leading to diverse populations in almost every location—with hundreds of religions and thousands of cultures in play, it's rare to have a completely homogeneous demographic split. Culture and religion are not merely cosmetic; they directly impact different game systems, such as cultural prestige, available advances, different mechanical behaviors, and the literacy of the population. 
[/p][p]For example, a single social class, such as peasants, inhabiting a single location in Iberia, can be made up of various cultural and religious groups like Catalan Catholics, Andalusi Sunnis, and Sephardic Jews. Players must decide how to balance the wants and needs of their diverse population while navigating the friction that political, cultural, and religious differences can cause.[/p][p][/p][p][/p][p]Demographics of Diverse Spanish province - 1337 [/p][p][/p][p]Speaking of social class, these are categories in which the population is split, making it possible to promote and demote pops based on available jobs and demand. Different buildings employ different types of pops: Where burghers and laborers primarily produce goods for the economy, nobles and soldiers provide the defence, and clergy provide literacy. But their attributes matter as well—for example, a more literate clergy will also be better at converting other pops.
[/p][p][/p][p]Promotions in Paris Mid game[/p][p]
The pops system makes EU5 feel more like a world simulator, where every choice shapes a nation's social fabric.
[/p][p]The dynamic nature of pops extends to their needs and their responses to player policies. Pops require essentials like food, clothing, and luxuries, which are integrated into EU5's reworked trade system, about which we’ll talk in detail in a future Dev Diary.[/p][p][/p][p][/p][p]Pop needs in France mid game[/p][p][/p][p]With surplus food and general prosperity, populations will grow, and pops can even be promoted to higher classes, if the necessary jobs are available. Conversely, food shortages due to war or poor harvests can lead to starvation, shrinking both your workforce and military potential. 
[/p][p][/p][p]Pop growth in Spanish rural province mid game
[/p][p]Natural disasters and diseases, such as volcanoes or smallpox, can devastate populations, especially in densely packed cities, forcing players to balance population management with economic growth. 
[/p][p]The fertile soil of naples does not come from nowwhere...[/p][p][/p][p]The Dangers Map Mode will help you navigate especially active seismic regions. [/p][p]
Neglecting pops risks inciting rebellion, while satisfying their needs boosts productivity. Happy burghers lead to thriving trade, and content peasants result in higher food production.
[/p][p]Beyond individual pops, EU5's living world thrives on dynamic interactions and historical events. Important historical occurrences like the Black Death or the Reformation trigger "Situations" with unique mechanics. For example, the bubonic plague might specifically decimate urban pops, forcing players to quarantine cities or lose trade income.[/p][p]A world before the plague[/p][p]A world devastated by the Plague[/p][p]
Keep in mind the Plague is a dynamic, following trade and crossing borders. Different playthroughs will yield different results and levels of pop loss! We also have game rules allowing you to randomize it's spawn date, spawn location, or turn it off entirely if you so wish.
[/p][p]Events will have impact beyond just flavor: Losing pops directly influences your gameplay by weakening your economy and military. 
[/p][p]Pops are integral to EU5’s estate system. The nobles, clergy, burghers, and commoners all have their own ambitions and privileges. Granting these privileges will often influence multiple estates at the same time. For example, granting serfdom rights to nobles might oppress peasant pops, reducing their happiness while boosting nobles' loyalty. Conversely, freeing commoners could spark economic growth, but also anger elites.[/p][p][/p][p]Mobility of the commoners is sure to make peasants happy. But think of the poor poor nobles...
[/p][p]EU5 tracks pop literacy and wealth through the game, influencing technological progress and trade efficiency. Advanced nations like Venice will benefit more from having literate pops to stimulate innovation, whereas nations with lower literacy will have a harder path towards reform. 
[/p][p] [/p][p]Cultural and religious diversity add another layer of depth. Promoting a state religion might help to unify pops, but will certainly alienate minorities, exposing you to unrest and potential revolts. While assimilation is possible, it is a slow and costly process—you’ll need to spend precious resources like diplomatic finesse or military strength to ensure its success. 
[/p][p][/p][p]This intricate system ensures that every nation feels unique. After all, ruling the cosmopolitan Ottomans should be vastly different from managing the more culturally homogeneous Ashikaga Shogunate. [/p][p] [/p][p]Cultural Breakdown of Japan mid game
[/p][p][/p][p]Cultural Breakdown of Ottomans mid game[/p][p][/p][p]The world map in EU5 is Paradox's most ambitious to date, meticulously crafted from historical sources and reaching from 1337 to 1837 and featuring over a thousand playable nations. For example, the Holy Roman Empire is depicted as a myriad of tiny states, each with distinct pops and borders, with some locations and nations as small as single cities.
[/p][p]To make this granularity possible, the map is split into approximately 30,000 detailed locations, which serve as the base building blocks of this world. These locations can be anything from rural hubs focused on food production, to sprawling urban centers.
[/p][p]Beyond the settlements themselves, geographic features play a crucial role in gameplay. Each location is defined by its climate, vegetation, and topology. These three elements directly impact strategic decisions; for example, cavalry will dominate the flat plains, while infantry excel in hills.
[/p][p][/p][p]The map's visual splendor enhances immersion, with seasonal changes like snow-covered alps in winter and lush Indian plains in monsoon. These changes are not just visual; they provide tangible game effects, such as blocking army movement or disrupting production.  [/p][p] [/p][p]Rivers and straits act as strategic chokepoints, vital for trade and defense, as exemplified by the Bosphorus when the Ottomans sought to secure trade routes. [/p][p] [/p][p]Navigation of the world map is facilitated by an updated and advanced mapmode system. With over 70 different map layers, players can adapt their view of the world to zero in on whatever specific information they need. This includes familiar political map modes outlining national borders, as well as map modes for geographical and topographical changes, raw goods (RGOs), markets, and more. 

[/p][p]Climate Map mode
[/p][p]Raw Materials Map mode (These are your "RGOs")[/p][p]Topography Map Mode

All these map modes are organized into a new UI dock, complete with a search function and the ability to set advanced hotkeys. 
[/p][p][/p][p]One of the most important new additions is the Population Map, which provides a visual representation of granular pop data.[/p][p][/p][p]Start date, 1337

A screenshot of the same population made mode from a game in 1770 [/p][p][/p][p]Whether players choose to let their population starve while burning enemy farms, allow varied cultures to flourish, become an industrial powerhouse, or maintain traditional feudal values, their choices will have profound impacts on their pops' food, health, security, and even their willingness to fight for or against them. 
[/p][p]A War Ravished location[/p][p]
After the location has recovered[/p][p]
In conclusion, we believe that the ambitious simulation of every single living individual from 1337, coupled with the vast and detailed map, is what truly sets EU5 apart, making it a deep and immersive grand strategy experience.The detailed pops system, with its cultural and religious depth, transforms every province into a microcosm of society, responding to every decision by the player. From the fractured Holy Roman Empire to the sprawling Yuán Dynasty, EU5's world feels alive and offers endless adventure, where players must constantly adapt and make choices to determine the fate of their nation and its people…at least, until the next game starts.


That's all for today! Don't Forget you can Pre-Purchase Europa Universals V now:
[dynamiclink][/dynamiclink][/p][p]Lastly the Community Team invites you to follow us on social media for Europa Universals News, Documentaries, Announcements and other fun stuff!
[/p][p]Twitter/X Facebook [/p][p]Instagram Discord EU5 Forum[/p][p]
Until next time! - Ryagi [/p]

Europa Universalis V set to release November 4

Europa Universalis V from Paradox Interactive now has a confirmed release date for November 4.

Read the full article here: https://www.gamingonlinux.com/2025/08/europa-universalis-v-set-to-release-november-4/

Release date announced + Pre-Purchase available now!

[h2]Be Ambitious[/h2][h3]Coming November 4th[/h3][p][/p][p]Almost five hundred years of history unfold before you in Europa Universalis V, the latest version of one of the greatest strategy games of all time. Guide the destiny of any of hundreds of nations and societies in a simulated living world of unparalleled depth and complexity.

Europa Universalis V builds on the franchise’s core concept of developing and advancing nations from around a deeply researched historical world, adding more detailed diplomacy, a more sophisticated economic model, a revised military system and greater logistical depth that will challenge even the most experienced strategy gamers.
[/p][h3]
Pre-Purchase Now
[dynamiclink][/dynamiclink][/h3][h3]Europa Universalis V - Premium Edition[/h3][p]Dive deeper into the distant past with the Europa Universalis V Premium Edition which includes three DLC packs focused on the history of specific regions as well as an instantly unlocked cosmetic reward for all Premium Edition owners.[/p][p]If you pre-order Europa Universalis V, you will receive an MP3 collection of the original soundtrack for Europa Universalis IV.
[/p][h3]Watch Trailer:
[/h3][previewyoutube][/previewyoutube][h3] [/h3][h2][/h2]