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Tinto Talks #95 - 1.1 Rossbach gameplay changes

[p]Welcome to Tinto Talks, the Happy Wednesday where we talk about what is happening with Europa Universalis V.[/p][p][/p][p]Today we will talk about another big batch of changes we are making to 1.1 Rossbach, and let's start with some big changes to things you have complained about, before going into some new features.
[/p][p] Low Aggression[/p][p][/p][p][/p][p]Highest Aggression Available[/p][p][/p][p]AI Aggression[/p][p]In 1.0.10 we had gotten the AI to be more aggressive, but the experience for the majority of players was not positive. While we have tweaked, reduced and changed quite a lot of logic in it for 1.1, we also decided to make this as a game rule as well.
[/p][p]The normal AI aggression game rule is also far less aggressive than the AI was in 1.0.10, while we have options for those that want something more dangerous as well.
[/p][p]As an example, in 1.0.10 the time between wars was 6 months for the AI, and in the most popular AI mod it was 24 months, which is now the default value for normal AI Aggressiveness.
[/p][p]New Advances and Old Campaigns[/p][p]One complaint we have had was that it was a bit frustrating to get a new update adding advances to a country, and you were in the middle of a campaign as that country, and could thus not benefit from it.  Now in the Rossbach update, all new advances will be added to the tech trees in appropriate places, so you no longer need to restart your campaigns to access them. 
[/p][p]Holy Roman Empire[/p][p]We have done a fair bit of changes to the HRE to make it last longer, and not be gobbled up by France, England and Bohemia by the early 15th century.[/p]
  • [p]AI will no longer do NO-CB wars inside the HRE, while for the player the cost has increased by 100%.[/p]
  • [p]The AI of the emperor will now avoid declaring any offensive wars against fellow members of the HRE[/p]
  • [p]The price of the Golden Bull reduces by 1 with every year, meaning that by 1377 the Golden Bull is literally free to enact[/p]
  • [p]Raised Antagonism for taking lands from other members as a HRE member to 125%[/p]
  • [p]Raised Antagonism for taking lands from other members as a NON-HRE member to 200%[/p][p]
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[p]Return to Port at War[/p][p]This was much requested to reduce micromanaging, so you can now set any fleet you have to escape to a port when at war.[/p][p][/p][p][/p][p][/p][p]Provoke Rebels[/p][p]One of the problems with rebels is that they won’t rebel when you want them to rebel, and they are stalling.  So for the cheap price of 10 legitimacy/etc you can have your perfectly timed Civil War.
[/p][p][/p][p][/p][h3]Now let's go into a few new features that will improve the gameplay in the 1.1 Rossbach update.[/h3][p][/p][p]Appease Estates[/p][p]This new Cabinet Action allows you to focus on an estate if their satisfaction is below 50% and make them happier over time.[/p][p][/p][p][/p][p]Combined Arms[/p][p]While we have rebalanced combat and units a fair bit as mentioned two weeks ago, we also wanted to encourage a more varied army.  Now, if you have less than 50% of the most common type of unit in an army or navy, and we count by regiments and/or ships, not by men, then you have a chance of getting a combined arms bonus in combat.  Every category of unit that has over 10% of the amount of regiments will increase the bonus by +5%.   There are advances that will increase the bonus in later ages as well.
[/p][p]Steppe Horde can have up to 70% of the same type of unit.
[/p][p]Be aware, light cavalry and cavalry are counted separately, and we will in a later update make them into unique categories.[/p][p][/p][p][/p][p]
[/p][p]Unit Formation and Autobalance[/p][p]We talked about the autobalance toggle in the last Tinto Talks, but we did not explain too much about how the units would be balanced.  We did something extra here, and added some templates that you can choose from for how the army should be balanced.[/p][p][/p][p][/p][p][/p][p]New Peace Treaties[/p][p]We have added a few new peace treaties that should help with shaping the map more like you want it.
[/p][p]Transfer Subject[/p][p]This treaty allows you to steal a subject directly from another country in a war[/p][p][/p][p]
[/p][p]Steal Maps[/p][p]And for those of you who like to punch certain exploration focused countries, you can now take maps as part of a peace treaty.[/p][p][/p][p][/p][p]New Diplomatic Actions[/p][p]There are a few new diplomatic actions that may excite some of you.[/p][p]First of all, you can now transfer one of your subjects to another country for a price.[/p][p][/p][p][/p][p]Secondly, we have also added the ability to move locations between subjects, for those of you who really really want to readjust the borders between your subjects.  The AI will never do this though.
[/p][p][/p][p]Lockable Production Methods[/p][p]While the automatic production method selection is pretty decent most of the time, sometimes you want to micromanage individual buildings. [/p][p][/p][p][/p][p][/p][p]We'll be posting more posts about other changes over on our Forums before the weekend, and next week Pavia will be here to talk about the new content for the Rossbach update![/p][p][/p][p][/p][p]
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Hotfix 1.0.11

[p]Checksum: 1db7
Date: January 20th, 2026
Previous Patch: 1.0.10

Previously released Open Beta for patch 1.0.11

Greetings Rulers! To prepare for our largest EU5 patch yet, today we'll be releasing our smallest.
Patch 1.0.11 looks to address 2 major fixes. Firstly a lack of male characters as the game progresses, and the subject assimilation bug.

Why a hotfix for just 2 changes?
While 1.1 will be coming into beta relatively soon (Early Feb), it will still be a short while until it launches onto live branches. So we wanted to get these quick fixes out on the live branch in the meantime now that we've determined they are positive changes.

Why does this patch not do anything to AI aggressiveness/behavior?
The outcome of AI expansion is impacted not only by the behavior itself, but also a plethora of game systems. Simply tweaking AI values in a vacuum can be deceptive. We want AI to yield a better experience in 1.1, and as such we opted to test and tune the new AI within 1.1 with the surrounding systems to accommodate for this.

When is 1.1 Rossbach? [/p][p]1.1 Rossbach will release first into beta in early February, with the live release following around 2 weeks later. [/p][p]=================== [/p][p]1.0.11 Patch Notes
===================
[/p][p][/p]
  • [p]Randomly created male characters that spawn to fill out a court now come with a wife and a daughter, except for clergy characters.[/p]
[p]
[/p]
  • [p]Fixed an issue where AI was not taking into consideration the speed modifiers from culture war when calculating assimilation effects.[/p]
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As usual, here is a list of handy EU5 links:

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Be Ambitious![/p]

Tinto Talks #94

[p][/p][p]Hello Everyone and welcome to another Tinto Talks. This is the Happy Wednesday where we tell you what is happening with EU5.

We already showed some UI improvements, including the pinned filters, last week, but here are the bulk of the bigger ones for 1.1 Rossbach! Also speaking of last week, we talked about some of the gameplay improvements, but we still have more there that we will share with you next week.


Hidden Alerts
While you can click away an alert already in EU5, they come back when something triggering them has changed. Now for this update, you can permanently mute them as well, so they won't come back. You also have a quick way to access all hidden alerts where you can mute/unmute them, and even unhide any you wish to get back asap.

[/p][p][/p][p]

Unit Formation Improvements[/p][p]While for some of us it's fun to micromanage your army's exact formation, for many people it's annoying, and for some it is somewhat interesting and sometimes not. While we now have some templated options for the formation, we now also have a toggle for each unit, so that it's automatically balanced every time there has been a change to your army or navy. [/p][p][/p][p]If you open the formation view, you now have a few more tools to use. This little button now allows you to transfer ALL of the same category with SHIFT, while CTRL moves all of the same sub-category, so you can put all your heavy cavalry on the LEFT flank if you so desire.

[/p][p][/p][p]Mercenary UI Improvements
This is merely about the UI change for mercenaries, other changes are referred to at [/p][p]https://forum.paradoxplaza.com/foru...ra-levy-mercenary-regular-1-1-rework.1894259/

The mercenary recruitment, while powerful, was both extremely cumbersome and also somewhat hidden, two aspects which we are focusing on improving for this update.

First, making it more visible, we renamed the button and put it at the top of the list of raised mercenaries you are aware of.
[/p][p]Also, we made it so that you can just click on a captain, and you will get a good army selection from him without having to expand and select details, which is possible to do if you so desire.

[/p][p]Army & Navy Templates[/p][p]One of the most loved features we added in a DLC for EU4 was the Army/Navy Builder, which was added in Art of War back in 2014. This means that for many of you, this was something you expected from an EU game. We have now added it to EU5, as part of the 1.1 Rossbach update. First of all, you can create a composition using any type of regiments you want, and save the template for future use. Templates can be edited and deleted at any time, just as you’d expect. [/p][p][/p][p]Then the templates show up in the macrobuilder for units, and you can build them:[/p][p]
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When you start building it, the new unit will be built in as many locations nearby the selected location as possible and then march/sail to the target location forming a new unit.
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Unit UI Improvements

A tiny thing, but something that many people had requested was a less intrusive Unit UI, so in 1.1 you can collapse both the single and multi-unit screens to be as small as possible so you can see more of the map at the same time.

[/p][p][/p][p]Detach and Select
Often when you want to detach a type of units, you want to be able to select them as well, so now left is detach and select, while right click is just detach, as it used to be in EU4.

[/p][p]

Call into War.
How many here have missed a call to war? Ok, that's all of you... Well, this is now a pop-up, just for your convenience, just so it should be impossible to miss it.

[/p][p]


End of War
Being called into war is one thing, but what about the end of the war? So far in EU5, it has been a rather lackluster pop-up showing the treaty signed. Now we get a screen more similar to EU4, so you can see total losses and, more importantly, how many civilians died on each side.

[/p][p][/p][p][/p][p]Levy Rally Points [/p][p]Raising levies is a bit of busy work, but now you can decide where the levies should form up when you raise all levies. This allows you to select a location that all the raised levies will march to and form up in. [/p][p][/p][p][/p][p]Location Building dedicated UI [/p][p]In order to improve production gameflow we have split the specific Location’s Buildings view from the Production/Buildings tab. That allows the viewer to manage the buildings of a specific Location with its own Location information instead of Market and Country Level data. This view attached below is now accessible from: - Location Panel Card in its bottom right button - Location Panel Buildings rows, were Buildings are splitted each Social Class row buttons in rows - Production/Buildings panel by Alt+Left Clicking a Location [/p][p][/p][p] Mapmodes[/p][p] We have added a fair amount of mapmodes, some of you may feel you could never have lived without before. [/p]
  • [p]Economical Base[/p]
  • [p]Potential Tax Base[/p]
  • [p]Market Food Balance[/p]
  • [p]Market Food Stockpile[/p]
  • [p]Mapmodes for percentage for Nobles, Laborers, Burghers and Peasants.[/p]
  • [p]Threat[/p]
  • [p]Coalition[/p]
  • [p]Rivers[/p]
  • [p]Improved Roadbuilder mapmode[/p]
[p]
This is the concentration of Burghers in my Venice MP campaign. [/p][p][/p][p]Another cool map mode is the AI Conquer Desire one, so you can see what territories the AI is going for… [/p][p][/p][p][/p][p]Mass Upgrade [/p][p]While we had the upgrade button on every single building you already had that could upgrade, it was a bit spammy, so now the mass build button is replaced with and mass upgrade if the selected building can be upgraded, that has the same shift/ctrl click behaviour and information that the mass builder has. [/p][p][/p][p][/p][p][/p][p]Buying and Selling Locations
Sometimes when buying or selling locations, you want to process more than one at a time, so now the UI will allow you to sell multiple locations at once.[/p][p]
[/p][p]There are a lot of other minor UI things, improved tooltips, small quality of life things, and more coming, including embarking on units with as many as you can in one click. Next week we’ll be back with lots more on game mechanics, including economy, food and colonial reworks.
[/p][hr][/hr][p][/p][p]As usual, here is a list of handy EU5 links:[/p][p][/p][p][/p][p]Have fun and Be Ambitious![/p]

Europa Universalis V has been nominated for "Most Innovative Gameplay"

[p]Thanks to your amazing support and huge number of nominations, Europa Universalis V reached the prestigious "Finalist" status in the Steam Awards, in the "Most Innovative Gameplay" category.

We are both humbled and proud - thank you very much for making this possible!

The final stage of the Steam Awards is currently ongoing - you are still able to vote for Europa Universalis V, until January 3rd at 18:00 CET. After that the ultimate winner will be announced by Valve on Steam.

Thank you once more for your continued support![/p]

Europa Universalis Succession Bundle - Out Now!

[p]Conquerors, Aristocrats, Diplomats and Revolutionaries! We're launching a new succession bundle for the Europa Universalis franchise designed for EU4 veterans looking to secure their succession and get into Europa Universalis V! If you're an Europa Universalis IV veteran still looking to secure the succession to EU5, this ones for you![/p][p][/p][p]Rewrite the history of the early modern world in the two most recent iterations of Europa Universalis, Paradox Interactive's celebrated historical grand strategy game series. Discover new lands, forge mighty alliances, and build an empire that can withstand any challenge with the Europa Universalis: Succession Bundle. [/p][p][/p][p]This limited time dynamic bundle offers a discounted price on both Europa Universalis IV, the long-lived and much beloved strategy classic, and 2025’s Europa Universalis V, a masterful next step in the history of grand strategy games, offering new ways to understand the world over an even longer timeline.[/p][p][/p][p] This bundle is the best way for Europa Universalis IV owners to experience the newest game of their beloved series.[/p][p][/p][h2]Get the bundle[/h2]