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Update 1.1 Rossbach Live Now

[p]Checksum: d718[/p][p]Date: March 5th, 2026[/p][p]Previous Patch: 1.0.11[/p][p][/p][p]Hello all! I'm Ryagi, Community Manager at Paradox Tinto[/p][p]On February 3rd we released an open beta version of 1.1, Rossbach. Today we're happy to say that patch 1.1 Rossbach is officially live! Thanks to your feedback during our beta period, Rossbach features hundreds of tweaks, changes and additions.
[/p][p]As a reminder, this means the beta branches of patch 1.1 are no longer available.[/p][p][/p][p]Can I keep the same save game?[/p][p]If your save is currently on beta 1.1.8, you should have no issues loading the save in the now live version (1.1.9)[/p][p][/p][p]If your save is from the live version 1.0.11, we highly recommend starting a new save game. Though based on our testing your save should technically load, we'd advise you do so at your own risk. The 1.0.11 branch is still available as an option if you want to wrap up your save there first.[/p][p][/p][p]1.1 Beta process[/p][p]We made a post yesterday detailing some of our findings from the beta process during 1.1, please feel free to check that out if you haven't already![/p][p]Here are Links to the notes related to patch 1.1 beta process:[/p][p][/p][p]Below are the highlights for Patch 1.1:[/p][p][/p][hr][/hr][p][/p][p][/p][p][/p][h2]New Features[/h2][p]Gameplay Mechanics[/p][p][/p]
  • [p]There is now a game rule for how aggressive you want the AI to be.[/p]
  • [p]Added a “Return Core Location” peace treaty, allowing locations occupied during the war by the player, their subjects (including subjects of subjects), or allies to be returned to the controller at the time of the peace deal.[/p]
  • [p]Added transfer subject peace treaty.[/p]
  • [p]Added a Coin Law to determine what metals you use for your coins.[/p]
  • [p]The game now has 7 different game speeds.[/p]
  • [p]Added in a Complacency Mechanic that is primarily increased by the lack of threatening rivals, and decreased when losing wars.[/p]
[p]New Content[/p][p][/p]
  • [p]Added a new disaster for Brandenburg, “Turmoil in Brandenburg”,handling the content concerning the ‘Wittelsbacher Neglect’, ‘FalseWaldemar’, and ‘Robber Barons’ event chains in a more cohesive way. Also added 6 new additional events for it.[/p]
  • [p]Added a generic Grenadier Unit for the Age of Revolutions.[/p]
  • [p]Added 7 new Units for several German Countries. Added Saxon Defensioners (Saxon Culture), Prussian Grenadiers (Prussia), Bavarian Jager (Bavaria), Hessian Jager (Rhine Franconian Culture), Grenzhussar (Austria), Pandur Infantry (Austria, Croatia), Gebirgsschutzen (Danube/South Bavarian, Swiss).[/p]
  • [p]Added 2 new Advances for the German Culture Group, giving regional Toll Castles.[/p]
  • [p]Added the following unique advances: 1 advance for Hesse, 2 for Cologne, 6 for the Palatinate, 1 for Trier, 2 for the Hanseatic countries of The Hansa, Hamburg, Lübeck, Bremen and Rostock.[/p]
  • [p]Added 8 unique Gods to Tengrism.[/p]
  • [p]Added 7 new Achievements, all in the ‘Hard’ category, aiming for more seasoned players who are looking for new challenges.[/p]
[p]Interface[/p][p][/p]
  • [p]Added automation for auto balancing armies.[/p]
  • [p]Rally Points. When recruiting a Unit Template or using Raise All Levies, all created units will now spawn and merge at a designated location. For Unit Templates, units will rally at the location where the split command was initiated. For Raise All Levies, units will by default go to the capital or the nearest coastal location to the capital, unless the player specifies another rally point when raising them.[/p]
  • [p]Added Unit Templates. Now it is possible to create a unit template for navy and army and recruit it between several locations depending on their distance and current queue.[/p]
  • [p]You can now have preferences for how a unit is balanced.[/p]
  • [p]Added Location Buildings panel, allowing users to view all constructed buildings in a location; accessible via the location card, poptype location buttons, and Shift+clicking a location on the map in the Buildings Macro Builder.[/p]
  • [p]Added Music Player.[/p]
[p]Cosmetics[/p][p][/p]
  • [p]Added a new Loading Screen portraying the Prussian 7th Braunschweig Bevern Infantry on the left flank at the Battle of Rossbach.[/p]
  • [p]Added 2 new Unit Illustrations. Age of Absolutism Grenadiers (Prussia and Brandenburg) and Age of Revolutions Grenadiers (european generic).[/p]
  • [p]Added Late-Game clothing and customization options for portraits, including Tricor[/p]
[h2]Tweaks and Bugfixing[/h2]
  • [p]Gameplay - 380 issues solved, including:[/p]
    • [p]New Peasant Enfranchisement system shifts income between peasants and nobles depending on laws and control.[/p]
    • [p]Food stockpiles now increase population growth, but stored food also decays over time.[/p]
    • [p]Transport costs rebalanced (raw materials more expensive, manufactured goods cheaper).[/p]
    • [p]Estates keep wealth, and their wealth now affects their political power.[/p]
    • [p]Powerful estates now lose satisfaction faster, forcing players to balance privileges.[/p]
    • [p]New Cabinet Action to appease estates.[/p]
    • [p]Wealth lost from lack of control now goes to estates instead of disappearing.[/p]
    • [p]Combat dice increased from 0–5 to 0–9, making modifiers more important.[/p]
    • [p]Combined arms bonus introduced for diverse armies.[/p]
    • [p]Mercenaries drastically cheaper to recruit.[/p]
    • [p]Cavalry damage reduction lowered and artillery survivability improved.[/p]
    • [p]War exhaustion effects increased[/p]
    • [p]Assimilation speed doubled (1 → 2).[/p]
    • [p]Assimilation now depends on language, culture opinion, and market language.[/p]
    • [p]Control multiplies conversion and assimilation speed.[/p]
    • [p]Pops retain literacy when changing class or culture.[/p]
    • [p]Annexation speed tied to diplomatic maintenance.[/p]
    • [p]Transfer Subject peace treaty added.[/p]
    • [p]Threat system introduced where threatening rivals provide bonuses.[/p]
    • [p]Countries can buy subjects with cash.[/p]
    • [p]No-CB war stability cost increased.[/p]
  • [p]Content - 360 issues solved, including:[/p]
    • [p]New rivers added (Havel-Spree system).[/p]
    • [p]More countries added in Manchuria, Mongolia, and Xinjiang.[/p]
    • [p]South America areas reorganized.[/p]
    • [p]New historical events and banks (e.g., Monte dei Paschi).[/p]
  • [p]Interface - 286 issues solved, including:[/p]
    • [p]Economic Base map mode added.[/p]
    • [p]Coalitions now visible in diplomacy panel.[/p]
    • [p]River map mode added.[/p]
    • [p]Upgradeable buildings alert added.[/p]
    • [p]Trade panel redesigned to show profit and market balance.[/p]
  • [p]AI - 100 issues solved, including:[/p]
    • [p]AI prefers existing casus belli instead of fabricating claims.[/p]
    • [p]AI better evaluates military strength before peace deals.[/p]
    • [p]Improved transport logistics and sieging behavior.[/p]
    • [p]AI now replaces rivals that are no longer threats.[/p]
  • [p]Modding - 96 issues solved, including:[/p]
    • [p]Added variable maps (new data structure for scripts).[/p]
    • [p]Added new triggers and effects for modifiers.[/p]
    • [p]Added custom culture naming support.[/p]
    • [p]Expanded casus belli scripting options.[/p]
  • [p]Bugfixes - 77 issues solved, including:[/p]
    • [p]Fixed many AI crashes and desync issues.[/p]
    • [p]Fixed mercenary and levy calculation bugs.[/p]
    • [p]Fixed war leader and peace deal issues.[/p]
    • [p]Fixed multiple tooltip and UI errors.[/p]
  • [p]Multiplayer - 15 issues solved.[/p]
  • [p]Onboarding - 12 issues solved.[/p]
  • [p]Miscellaneous - 12 issues solved.[/p]
  • [p]Audio - 3 issues solved.[/p]
  • [p]Translation - 2 issues solved.[/p]
[hr][/hr][p][/p][p]Our full notes are too long too share on steam, so you can find a link to them below:[/p][h2]===================

Full notes for patch 1.1 Rossbach here
[/h2][h2]===================[/h2][p]As mentioned in yesterday's post, we've already got hotfixes lined up to address some of the known issues, such as levies being stuck as raised. And we'll continue to monitor feedback for if tweaks are needed. Thank you all! [/p][p][/p][p]As usual, here is a list of handy EU5 links:[/p][p][/p][p][/p][p]Be Ambitious![/p]

Tinto Talks #99 - Rivers of Europe

[p]Hello Everyone and Welcome to another Happy Wednesday where we tell you more about Europa Universalis V.[/p][p][/p][p]Earlier today we released the 1.1.6 beta, but we still have some issues we want to sort out before releasing the final version, so expect at least 1 more update after this. We had some interesting times last week, as the storm just before the carnival blew over a large tree outside the office, ripping our fiber optic internet cable apart. It took a while to get technicians to fit new cables, so we had to rely on old-fashioned emergency wifi/4g.[/p][p][/p][p]So far, for the next update of the beta, we have fixed river connections in Europe and most of Africa, and are working on further updates there. Here you have some screenshots of the process:[/p][p][/p][p]Old and new versions of the rivers mapmode across Europe.[/p][p][/p][p]Because it may be a bit difficult to notice some of the differences, let’s take a look at a close-up to river Po, so it can be compared with last week’s TT screenshot:[/p][p][/p][p]River Po and its affluents are now properly connected, and it also passes through locations you’d expect it to, such as Firenzuola. Note: This is on our internal development mapmode, which we plan to release along with the 1.2 update, as we still need to polish it a bit more.[/p][p][/p][p]And something else that we’ve also added: the Havel-Spree river system! Besides being very demanded by the community, we’ve checked our GIS data, and it was actually an overlook, as this river system covers the minimum length and width we set for rivers to appear - but the data was not sorted out correctly, so we’ve now corrected this for 1.1.7![/p][p][/p][p][/p][p]We also fixed an issue with navies not being able to gather food, and we have nerfed combined arms from being insanely overpowered at giving a total of 60% power down to a mere +18% in Age of Revolutions.[/p][p][/p][p]We are still tweaking the starting economy, to ease the learning cliff somewhat. We are also working on the bug that makes the tax base and economical base fluctuate dramatically the first few months.[/p][p][/p][p]Next week is Tinto Talks #100, maybe it's a boring one…[/p]

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Tinto Talks #98 - 18th of February 2026

[p]Welcome to Tinto Talks, the Happy Wednesdays, where we talk about what is happening with Europa Universalis V.[/p][p][/p][p]Here, your friendly Content Design Lead Pavía will be your host today, as today @Johan has been hijacked by the Swedes invited to the Swedish Game Awards (as Europa Universalis V has been nominated for 3 categories, Best Technology, Best Design, and Game of the Year; it can also be voted by the community as Player’s Game of the Year); while @SaintDaveUK is busy with a super secret project working on the game’s first DLC, Fate of the Phoenix.[/p][p][/p][p]Therefore, I will talk today about the current state of the Open Beta for 1.1 ‘Rossbach’, and some of our priorities and remaining work for it.[/p][p][/p][p]Yesterday, we released the 1.1.4 Update to the Open Beta. It addressed several issues that were commented by Johan on Saturday, on his ‘Happy Valentines Tinto Talks Extra’; these include a new rebalance of the Free Subjects vs Serfdom SV, explaining the reasons why; new performance improvements; fixes to the Transport Costs for Transport Ships; some more tweaks to the economy; some fixes to the Italian Wars; and other misc ones - you can check the full list on the changelog.[/p][p][/p][h3]All of the change logs from 1.1 - 1.1.4, Plus additional missing patch notes are available on our Forum[/h3][p][/p][p]These hundreds of notes, maybe close to a thousand, might look painful to check in all these separate threads; but don’t worry about that, because we have already planned to release them altogether in one big changelog when we release the full 1.1 ‘Rossbach’ patch, after we’re done with the Open Beta.

Speaking of that, let’s take a look at what we’re working on, and what are our remaining issues and priorities.

In first place, we have been taking a look at the issue of Coalitions not triggering Coalition Wars.
[/p]
  • [p]We have prepared a fix for the next update of the Beta, in which AI will again use certain casus bellis like the Coalition CB.[/p]
[p]Another issue that was pointed out was the HRE Laws being impossible to pass.
[/p]
  • [p]We have adjusted the AI reasons to vote for proposed polices in the HRE. The HRE itself will no longer give a boost to vote, reduced the reasons to keep policies, increased the opinion factor from 25% to 50% of opinion, removed the -250 penalty to the great power check and have Diplomatic Reputation scale 3 times.[/p]
  • [p]We have also tweaked the tooltip for how an AI will vote for a policy in an IO, which will now consider the second best option for comparison instead whatever policy was proposed prior.[/p]
[p]Speaking of the HRE, our internal Strike Team, composed by UX/UI Designers, Programmers, Content Designers, and QA Analysts, are on the works for further improvements and tweaks, specially on the graphical side, including a redesign of the HRE IO panel. We’ll also be fixing and polishing issues on all these fronts. As this is a big task, it’s going to take several weeks to complete and test it properly, so we’ve scoped it for the next big update, the 1.2 patch. However, if you think that there are any other urgent/critical issues regarding the HRE that deserve attention in 1.1, please let us know, so we can investigate them.[/p][p][/p][p]Early draft for a renewed HRE Treasury panel.​[/p][p]
Let me now talk a bit more in-depth into a more complex and troublesome issue: Rivers. As many of you know, in the 1.0 version of the game there was a not-very-good mapmode for rivers, that our UX/UI Team reworked for the 1.1 Update. Their work has been so good, that it has now surfaced several issues not only for the players, but also for the developers, that we were not able to tackle properly before - and that we can now prioritize and work on.

However, this work is very complex from the technical standpoint, as we have a mix of problems that may come either from the pixel maps we use for rivers and locations (which is a job for the Content Design team), or from some of the proximity connections/calculations (which is a job for the Programming team). Let me use a few examples:[/p][p]Example of river that works more or less as expected, but has a few issues here and there: Why is there no connection between Harrow or Kingston? Or between Windsor and Woking?[/p][p][/p][p]Example of river that has major issues: There should be a connection between Ficarolo and Ferrara, but the river gets oddly interrupted mid-way.[/p][p][/p][p]Another example of an interrupted river: Why there is no connection between Treviglio and Lodi?​[/p][p]
The examples are many and diverse, so I won’t waste your time with more. The important thing for us now, and probably for you, is to talk about how and when are we going to fix them. As you might have noticed, this is a task that will require a lot of time, as we’ll have to manually check all river connections (I wish we could do it with a script, which is something we regularly do; but it is not possible in this case), report any tricky cases so the Programmers can investigate, etc.

Therefore, as it may take several man-weeks of work, we’ve decided to do it by chunks. We’ve already started by reviewing the European rivers, as we think these are the most critical for the game, due to the location density, and its intricacy. We think that it might be ready maybe for 1.1.5 or 1.1.6, depending on when we release these updates. From here, we’ll keep working on both ends, CD-work and Code-work; we’ll try to have as much solved as possible for 1.1, but we think that a realistic (and honest with you) scope is to try to have all issues solved for the 1.2 update.[/p][p][/p][p]Our pixel-based Rivers map, both the most nightmarish and chill work for any Content Designer in our team - I still have fond memories of drawing the Congo Basin a few years ago.​[/p][p]
Let’s now move into one of the new content additions of 1.1. ‘Rossbach’, the disaster ‘Turmoil in Brandenburg”. We’re on the work to flesh out a bit its panel, making it more user-friendly. We’ve also a couple more tweaks, as making the Cabinet Action for the Robber Barons available to run multiple times, instead of only one at the time. This will make it a bit easier to run through the Robber Baron Troubles, on the cost of using your cabinet slots.[/p][p][/p][p][/p][p]Take all these screenshots as WIP, and not final.​[/p][p]
Also, speaking of Brandenburg, please let us know about your feedback and experience playing it in the Open Beta, and any issues you think it’s important for us to tackle regarding it!

Last, but not least, we’re also working towards making the economy at start a bit less harsh, since we now think that, with the latest tweaks, it’s in a good-enough position to address it.

And that’s all for today! We hope that all of you playing with any of the versions of the 1.1 Open Beta are enjoying it, and also thinking that we’re driving this big and important update for EU5 in the righ direction. We’re also going to be reading all your feedback regarding what you think it’s important for us to address before the full release of the patch, and any pain points you have! And speaking, of the full release of 1.1, we don’t have a exact date yet for it, as we want to make sure that we have a good-enough version for it; something we can only get thanks to your constructive feedback! Cheers![/p]

Tinto Talks 97 - Tweaks to 1.1 Rossbach beta

[p]Hello Everyone and Welcome to another Tinto Talks, the Happy Wednesday when we talk about Europa Universalis V.

Today, it is a short one, where we talk about the open beta for 1.1. We aim to update 1.1 before the weekend and have further plans for next week.

Our policy when it comes to updating public betas is to fix issues that have been introduced by the beta, or anything urgent we missed that is safe to add in. If you are trying out the public beta, please report any issues found.

What have we done so far this week that includes the following, but is not limited to it.[/p][p]
[/p]
  • [p]Harbor Suitability and other naval impacts now reduce the port cost like before.[/p]
  • [p]Proximity tooltip will now have a small icon showing what kind of proximity is being used.[/p]
  • [p]Coalition Casus Belli now uses a Superiority Wargoal.[/p]
  • [p]Reduced Impact from Minor Uprisings to 25% of previous prosperity impact, and it now only lasts 5 years.[/p]
  • [p]Pops raising up in any type of revolt now get a +50 decaying bonus to satisfaction.[/p]
  • [p]Fixed colonial charters ending after one location.[/p]
  • [p]A bugfix for Wastelands getting colored wrong.[/p]
  • [p]Dynamic Historical Events for Meissen will now work when you form Saxony.[/p]
  • [p]Dynamic Historical Events for Sweden will now work when you form Scandinavia.[/p]
  • [p]Elephant Cavalry has had its size aligned with other types of Cavalry.[/p]
  • [p]Fixed a crash related to selecting provinces for peace treaties on the map.[/p]
  • [p]Fix missing input binding settings for speeds 6 and 7[/p]
  • [p]Fixes to the tooltips on the river mapmode.[/p]
  • [p]You can now cancel being forced to Divert Trade when applicable.[/p]
  • [p]Fixed a few icons being wrong regarding topography and threat.[/p]
  • [p]Fixed an issue where AI would not launch independence movement wars even when they had sufficient support[/p]
  • [p]You can now see the amount of manpower you will raise on the map in the raise levies screen.[/p]
  • [p]About a dozen different fixes related to the HRE, and more coming soon.[/p]
[p]

We are working on a fix for the broken Hongwu Di achievement as well, as we fixed an issue preventing it from being completed for 1.1.0, but found another underlying one that only surface after that fix worked and new reports came in, something we are now working on as a High Priority for the next update; while also working on estates building selection, rebel progress and the impact tribesmen have on proximity!

Instructions for how to join the 1.1 Rossbach beta and where to give us feedback on the beta can be found in the thread here:
https://steamcommunity.com/app/3450310/discussions/3/

Have fun and be ambitious![/p]