الوسم: europa universalis 5

  • Which Advances Should You Prioritize: Completing or Solving in Europa Universalis 5?

    Which Advances Should You Prioritize: Completing or Solving in Europa Universalis 5?

    Building hospitals in Europa Universalis 5, especially early in the game, may provoke some criticism from your citizens, but it’s essential for preparing against diseases like the Black Death. Implementing Pest Houses helps reduce disease impact and maintains population health. To unlock this advance, you’ll need to have previously researched Advances like Written Alphabet, Codified Laws, Legalism, Medieval Administration, and Pest House.

    Advancing through Medieval Administration grants an extra Reform slot and improves stability costs with Legalism. This combination allows you to both expand control and ensure your population’s safety, making it a wise investment for growth.

    —

    Developing libraries in EU5 is crucial for nations pursuing the Politics Mission Trees, as they enable your population to learn reading and writing. You can quickly progress from Written Alphabet to establishing Scriptoriums, which boosts cultural influence, literacy, and institution growth. Libraries also facilitate the spread of institutions, which are vital for advancing your nation’s research capabilities and overall development.

    To unlock libraries, you’ll need to have previously researched Advances such as Written Alphabet and Scriptorium. Increasing literacy and institutional spread through these buildings is key for long-term growth, providing a strong foundation for your realm’s cultural and technological progress.

    —

    Advancing your country’s sovereignty during the Age of Renaissance requires unlocking the Sovereignty idea, which is achieved after researching Renaissance, Renaissance Thoughts, and Permanent Cabinet. This unlocks powerful options like University education, Chancery Records, and boosts to Crown Power. These tools are essential for enhancing your government and strengthening your control over the nation.

    From here, you can explore further branches, including courts, nobility rights, medical improvements, and cultural advancements. Increasing Crown Power remains a beneficial goal, offering more authority and flexibility as your nation evolves.

    —

    Unlocking bureaucratic laws via the Bureaucracy advance in EU5 allows you to tailor your administrative control. With prior research in Banking and Standardized Coins, you can choose between Centralized Bureaucracy, which reduces road-building time, or Decentralized Bureaucracy, which increases monthly prosperity. Additionally, options like Autonomous Officies, Port Logs, and other legislative laws enhance satisfaction, tax efficiency, maritime presence, and supply management.

    Passing these laws lets you steer your government culture towards centralism or decentralism, depending on your strategic preferences. Your choice impacts state control and stability, so consider the laws that best suit your nation’s unique circumstances and goals.

    —

    Intensive Agriculture is a powerful advance during the Age of Renaissance, unlocked through scholarly advances like Mills, Codified Privileges, and Treatises. It significantly boosts food production, attracting new population to your towns and improving market efficiency. This not only benefits your current pops but enhances trade and economic output across your territories.

    Increasing food supply helps sustain a larger population base, enables better resource management, and can be a catalyst for further advancements in literacy, city rights, and trade laws as you march into future ages.

    —

    The Colonial Policy advance in the Age of Discovery unlocks laws that define your approach to colonizing the New World. You will gain options like Settled Colonies, which increase monthly migration and reduce colonial maintenance, and Trade Colonies that lower building costs and extend trade range.

    Having previously researched Advances like New World and Colonial Charters, you can set policies to accelerate migration or enhance trade connectivity. These choices are vital for expanding your empire overseas and solidifying your claim in the Americas, making colonial ventures more effective and sustainable.

    —

    The House of Parliament advance in the Age of Discovery is critical for increasing Crown Power and establishing a permanent parliament. The path requires research into military logistics, military laws, and merchant trails. Once unlocked, it grants a 20% increase in Crown Power, enabling better control and influence.

    Building the House of Parliament allows for improved estate management, dispute resolution, and legislative power, which are key for maintaining stability and advancing your political agenda as your nation grows. It’s an investment in the long-term governance capacity of your country.

  • How to Fight and Win Wars by Completing and Solving in Europa Universalis 5

    How to Fight and Win Wars by Completing and Solving in Europa Universalis 5

    Sometimes, as you work through centuries of history to build a new country in Europa Universalis 5, your neighbors might not be happy with your growth. Certain actions can lead to difficult and costly wars.

    Going to war in EU5 is serious business. You need to evaluate your country’s strength compared to your enemies, consider any potential allies they might call on, and think about the wider political consequences of starting a conflict. Keep track of your warscore and aim for victory through combat.

    ### War Overview

    Before declaring war, you’ll need a Casus Belli — a reason for going to war. You can develop this purpose through diplomacy, espionage, and opinion-building with other countries. Sometimes, the game will give you a Casus Belli naturally, based on conflicts like claims to thrones, territorial disputes, or personal unions when heirs hold claims to multiple nations.

    You can choose to declare war without a Casus Belli, but it will increase your antagonism significantly. It’s better to provoke or fabricate a reason to avoid penalties. Casus Belli expire after about four years, during which you can push your war goals. You win by achieving your objectives or by conquering territory, which is more complex but also an option.

    ### Build Military Strength and Monitor Units

    To be taken seriously, you need to develop your armies and navies continuously, especially during wars. Assign capable generals to lead your units — you can select from a list of suitable candidates. If units fight without leaders, the game will notify you and prompt you to assign one.

    Automation can help, but you should work to improve your military through reforms, research, and leadership. Diversify your tactics by researching advances in each age, appoint strong leaders for your units, and use the right formations in battle. Use your geography, building navies if you’re coastal or island-based, or focusing on land forces if landlocked.

    During combat, keep an eye on morale and exhaustion, as prolonged fighting drains your troops and impacts your country’s economy by lowering trade, production, and population growth.

    ### Wars End Through Victories or Treaties

    Your war efforts revolve around achieving your set war goals, but if things aren’t going well, you can end the war by signing peace treaties. These treaties can involve territorial transfers, demands for resources or population, humiliation for your opponent, or reparations paid by one side.

    The game will inform you if the other country is willing to accept your terms. Acceptance depends on multiple factors like military strength, allies, the treaty’s conditions, and each country’s peace costs. The higher your warscore, the better your position; winning battles and calling on allies can tip the balance.

    ### Historical Wars Arise as Situations

    Depending on your chosen country, real historical events might trigger wars during your campaign. You might see conflicts like the Hundred Years War or religious crusades. Keep alert for event pop-ups indicating such situations. These are usually accompanied by icons showing the historical decision, and hovering over them provides previews of outcomes.

    You can choose to engage in these historical wars, change history by leading different victories, or even prevent wars from starting by making different early decisions. Pay close attention to these pop-ups, as your choices here shape the course of your game.

  • Europa Universalis 5: Completing the Hundred Years War & Solving Its Secrets

    Europa Universalis 5: Completing the Hundred Years War & Solving Its Secrets

    Historians can detail the exact events of the real Hundred Years’ War, but in Europa Universalis 5, the fun lies in crafting your own version of history. Who cares about how the war truly unfolded? It’s all about how you want the story to go.

    Most European nations will find themselves drawn into the conflict between England and France, as well as the civil disputes within France—so if you decide to play as King Philippe, brace yourself for internal struggles. Good luck out there!

    ### Hundred Years’ War Overview
    Once you start in Europa Universalis 5, the war begins on July 1, 1337. While England and France are the main players, the war affects all of Europe. Even if you’re not playing as England or France, you’ll be aware of the conflict, and depending on your alliances, you might even get pulled into it.

    During the first few months, both France and England make changes to regions like Aquitaine. It’s a small territory in the southeast of France, more associated with England’s color than France’s. King Edward is the Duke of Aquitaine, and if you play as that duchy, he’s your ruler.

    By spring 1337, Aquitaine’s population becomes dissatisfied with English rule, showing low loyalty. On July 1, the French king dies, which kicks off the Hundred Years’ War and drags nearly all of Europe into nearly a century of fighting—unless you find a way to change history with your decisions.

    ### The Duchy of Aquitaine
    As soon as the war begins, Aquitaine’s status shifts. It’s a key piece in the conflict, and your choices here can influence the entire game. If you play as Aquitaine, you’ll see that it’s a region more aligned with England but located in France. Tensions rise as loyalty drops, and France’s death sparks the conflict, pulling the region into a war that could last decades unless you steer it differently.

    ### Significant Events and Choices
    On June 1, you’ll receive a message about Robert d’Artois, a noble fleeing France after trying to seize a county. France asks England to send him back — and your choice matters whether you are playing as England or France.

    Look for the icon of a white book with a red bookmark. That indicates “Historical Options” — key decisions made by the ruler you’re playing. They offer guidance on pivotal choices:

    – Playing as England, you can choose to surrender d’Artois and avoid war, or harbor him, which gives England a justification for war against France.
    – Playing as France, you can demand d’Artois’s surrender, possibly triggering the war early, or choose to avoid conflict to maintain peace. Refusing to demand his return may cost prestige but could advance your strategic goals.

    If you decide to return d’Artois, the war might be avoided. But if the war starts, each nation will have unique paths to turn the tide of battle.

    ### The Black Death
    Early in the conflict, probably in the 1350s, the Black Death strikes your country. Both sides must deal with this devastating plague, which can quickly turn the tide of war. Managing the Black Death requires effort to stop its spread and recover population—losing people to the plague weakens your armies, as dead soldiers can’t fight. It also introduces challenges in maintaining stability and planning military actions.

    ### How to Win the Hundred Years’ War
    The war often unfolds in phases, with information on troop movements accessible through the top bar. Staying updated helps in strategically adjusting your plans.

    To succeed, you should continuously research military advancements — unlocking new ships, land units, and technologies. That progress can be vital for gaining advantages on land and sea. Since the war can last throughout the Age of Traditions, building a strong military is crucial.

    During the war, if you’re playing as England or France, you’ll see “Rivalry” increase, making both countries more antagonistic toward each other. It’s wise to avoid unnecessary conflicts with other nations, as this could lead to coalitions forming against you.

    Most of Europe becomes involved once the war erupts. Countries will consider their diplomatic stance carefully, as supporting either side might be viewed as hostile. The way the war plays out can vary greatly depending on your choices—sometimes ending in a quick victory, other times stretching over many decades.

    There are victory conditions for each country: England can win by forcing the Union with France through a peace treaty, while France must keep fewer than four territories under English control or influence. The outcome depends entirely on your tactics and decisions.

    ### Building Your Military and Claiming Land
    The English Channel becomes a major battleground, with intense naval battles. England gains early naval advantages, so be prepared to protect your coastlines and support invasions by maintaining a strong navy.

    Ensure your military research stays active — unlocking new ships and units can help turn conflicts in your favor. The war is likely to dominate the early game, so investing in military technology boosts your chances of victory.

    If you find combat overwhelming at times, it’s okay to automate military actions during intense phases. You can switch to manual control later once you’re more comfortable with warfare.

    ### Monitoring Subject Actions During War
    Throughout the conflict, both England and France can influence their subjects. England might try to weaken French regions from within by decreasing loyalty, steering territories toward English control. France can attempt to keep its subjects loyal by granting titles or demanding autonomy, which might backfire if loyalty drops too much.

    French subjects may even betray their nation and switch sides, which can escalate tensions worldwide. As a ruler, it’s important to respond quickly to such betrayals and try to bring rebellious subjects back into line, preventing them from causing further chaos.

  • Ways to Improve Your Crown Power Through Completing and Solving in Europa Universalis 5

    Ways to Improve Your Crown Power Through Completing and Solving in Europa Universalis 5

    Managing crown authority in Europa Universalis 5 can be quite challenging. When playing as a monarchy, it’s important to monitor your Crown Power because subjects are less likely to support you if your Crown Power is weak.

    Balancing the privileges of different estates and preventing any one group from gaining too much power is crucial. Maintaining a proper balance between estate happiness and Crown Power is key to a country’s growth and stability.

    Crown Power Overview

    Your Crown Power measures how much authority you have within your country. A higher Crown Power means better control, while a weak Crown can lead to unrest. Satisfying your estates is necessary to keep things running smoothly, but the Noble class often opposes absolute control. Keeping nobles happy is especially important since they are the most likely to resist your authority.

    Automating your estates via the Government tab can help keep everyone satisfied enough to avoid unrest. This keeps your country’s legitimacy high, which boosts your Crown Power. A stronger Crown also improves the effectiveness of your cabinet, making it easier to pursue your agenda, reduce court costs, and revoke privileges from estates when needed.

    Improving Crown Power Through Advances

    Researching advances is vital to advancing your nation. You have control over which advances to study, so choose ones that enhance Crown Power, especially if you’re aiming for a centralized government that lasts through the ages. Examining research trees helps prioritize advances that strengthen your Crown and avoid those that weaken it by empowering estates.

    The most powerful period for Crown Power is during the Age of Absolutism beginning in January 1637. During this phase, you can select specific advances that significantly boost your Crown Power, helping to build an even stronger monarchy.

    Advances Affecting Crown Power

    Certain advances influence Crown Power directly or indirectly. Here are key examples:

    • Age of Traditions:

      • Distribution of Power: Decreases Crown Power by 10%, but increases estate satisfaction and legitimacy.
      • Monarchy Reform Traditions: Boosts Crown Power by 10%, improving central authority.
      • Royal Court Building (only in capital): Raises cabinet efficiency by 10%, strengthening governance.
    • Age of Renaissance:

      • Renaissance Thought: Adds a government reform slot, giving more tools to centralize.
      • Sovereignty: Increases Crown Power by 10.
      • Counting House: Boosts trade capacity by 33% and increases jobs and income.
    • Age of Discovery:

      • Statecraft: Improves Crown Power by 10%.
      • House of Parliament: Raises trade and noble jobs, boosts administrative control.
    • Age of Reformation:

      • Cuius Regio, Eius Religio and Legitimization of Power: Increase Crown Power by 10% each.
      • Supreme Court (in capital): Gains a 10% boost to control.
      • Trade Company Headquarters: Significantly reduces estate privileges, but increases noble jobs and trade capacity.
      • Age of Absolutism:
        • Absolute Rulership: Increases Crown Power by 50%.
        • Press Laws:
          • State Press Only: Boosts Crown Power by 20%, but increases serfdom.
          • Free Press: Lowers Crown Power by 20%, but raises literacy and individualism.
        • Rights of the Crown:
          • Absolute Rule: +20%
          • Estate Satisfaction: +5%
          • Figurehead Position: -20% (reduces estate satisfaction and can block Crown from cabinet)
          • Minting Office: +25%, improves control.
        • Age of Revolutions:
          • Nation: +50%
          • Tax Assessor Building: +25%, with bonus Crown Power if in capital.

    Most advances that influence Crown Power are most effective when established in your country’s capital. Be careful when choosing advances that might weaken it, especially those empowering estates or reducing royal authority. By strategically selecting advances, you can enhance your Crown Power and solidify your monarchy’s strength over time.

  • Army Composition Tips for Europa Universalis 5: Completing and Solving Strategies

    Army Composition Tips for Europa Universalis 5: Completing and Solving Strategies

    Sometimes, war is unavoidable when ruling a country in Europa Universalis 5. Victory depends not just on how big your military is, but also on how well you form your militias, as this plays a crucial role in your country’s success during battles.

    Your army’s setup in EU5 is very important. Each group of fighters has advantages and disadvantages that you need to consider both overall and in specific battle situations. Since different countries have specialized troops and terrain factors also influence combat, your military leaders have to plan carefully.

    Army Composition Can Make Or Break Battles

    Your choice of units can determine whether you win or lose. The game visually shows this with images, like hiring mercenary leaders for your armies.


    Understanding Unit Types

    In the beginning, your country will rely on civilian volunteers to fight, but eventually, you’ll maintain a professional, standing army. These soldiers are ready to fight on short notice, allowing civilians to return to their normal roles. As technology advances, having a powerful military becomes more important.

    There are two main strategies to master for success: understanding the different troop types and placing them in the best positions on the battlefield. Each troop type has its unique strengths, and knowing how they work helps you position them advantageously.

    Most armies fall into a few main categories:

    • Infantry: Ideal for ground fights, charging into battle on foot with various weapons. They’re good for sieges and usually cost less to maintain.
    • Archers: Provide ranged support, attacking from a distance and flanking the enemy, offering cover fire.
    • Cavalry: Charge ferociously into close combat. They’re great for breaking through enemy lines and move quickly but tend to be more costly to keep.
    • Artillery: Supply ranged support with heavy weapons, dealing damage from afar.

    Battle Types And Unit Formations

    When designing your army, consider each unit’s special abilities. Proper placement maximizes their effectiveness. Battles are typically organized into three main positions: center, left flank, and right flank. It’s also wise to keep some units in reserve as backup.

    These positions mostly act independently, each attacking the enemy in their own way. Flanking units, like archers and artillery, should be positioned to fire on advancing foes without engaging directly in the front lines. Cavalry benefits from flanking, dealing extra damage when attacking from behind or sides. Infantry usually lines up in the center, fighting directly with the enemy, especially against large attacking forces. Your strongest infantry should handle the main battles, absorbing and dealing the biggest damage. Grouping similar units together provides support and coverage.

    The game allows you to distribute troops evenly across the battlefront, which is helpful for beginners or if you haven’t specialized your units yet. It also factors in morale and supplies when assigning units to positions, influencing their effectiveness.

    Using the terrain to your advantage is also vital; the land can provide cover and support, just like well-trained troops. Strategically positioning your strongest units where they can fight most effectively can turn the tide of battle, especially since units will generally attack opponents directly opposite to their position, but they can adjust their aim if needed. Planning your army’s formation with this in mind can give you an edge.

  • Expansion Mission Tree Tips for Europa Universalis 5: Completing and Solving

    Expansion Mission Tree Tips for Europa Universalis 5: Completing and Solving

    If you want to quickly expand your initial territories in Europa Universalis 5 and build a global empire, you should consider focusing on the Expansion Mission Tree. These goals will help you start claiming new borders and discovering more of the world. Completing these missions involves declaring rivals, going to war, and acquiring new lands, all while boosting your country’s prestige.

    There are two main branches in the Expansion Mission Tree:

    1. Humiliate a Rival: This is a straightforward goal if your nation is already strong. It involves declaring war on a smaller rival and ending the conflict with a Humiliation Peace Treaty that damages their prestige. This mission is available anytime after your start and can be completed repeatedly every 20 years. To begin, you need to establish a rival—done through the Diplomacy menu by selecting a country and choosing the Rival option. Then, you must insult that rival within the last ten years by sending an insult from the Diplomacy menu. Doing this will give you a Casus Belli and start the mission.

    2. Regional Expansion: This involves taking land from neighboring countries by declaring war and then making peace to annex their territory. It helps to repair the region afterward, as the area will likely suffer damage during conflict. You can undertake this mission when your country is capable of declaring war and repeat it every 15 years to keep expanding.

    Completing the “Humiliate a Rival” mission involves several steps:

    • Have a Rival: Chosen via the Diplomacy menu, then insulted within ten years to be eligible.
    • Build a Spy Network: Establish a spy network of at least 30 in the rival’s territory for intelligence and potentially a Casus Belli.
    • Sow Discontent: If you have a strong spy network and multiple diplomats, you can choose to sow discontent in your rival, creating internal instability.
    • Declare War: With a Casus Belli and an army prepared, declare war on your rival.
    • Win with the Peace Treaty: Achieve a Humiliation Peace Treaty during your war, reducing their prestige significantly and boosting yours.

    Your ultimate aim is to Surpass our Foes. To do this, your rival’s military strength must fall to less than half of your country’s total force. After the initial humiliation, keep monitoring your strengths, as some nations might already qualify for this step early, especially if they started weak or with a weaker rival.

    Once the “Humiliate a Rival” goal is accomplished, additional objectives include imposing embargos, establishing spy networks, and sowing discontent, which all contribute to the overall mission progress.

    For the Regional Expansion branch, you will need to:

    • Raise a War Chest: Gather resources to fund the upcoming conflict.
    • Build Your Army: Ensure you have enough soldiers, either through general recruitment, militia, or navy.
    • Get a Casus Belli: Justify your war, either through parliamentary approval or spying.
    • Build Ships if Coastal: Have a suitable navy to support your expansion.
    • Declare War: When ready, declare war on a neighboring country, which will last at least a year before you can end it with a peace treaty.

    After winning the war and making peace:

    • Recover Prosperity: Raise the region’s prosperity above zero.
    • Fortify Borders: Upgrade defenses in the new region.
    • Integrate the Land: Over the next two years, help the region settle, ensuring satisfaction and stability.

    In summary, focusing on these expansion goals—humiliating rivals and regional conquest—can significantly boost your country’s prestige and territorial holdings, paving the way for global dominance.

  • How to Earn Money by Completing Economy Missions in Europa Universalis 5

    How to Earn Money by Completing Economy Missions in Europa Universalis 5

    When you start a new game in Europa Universalis 5, the game prompts you to select one of three mission trees: Economy, Expansion, or Politics. Each tree is rich with content, but you can only pursue one at a time, so choose wisely to align with your goals.

    If you want to focus on building a strong economy by boosting your markets and banking, the Economy mission tree is a great choice. It offers four key missions:

    1. Develop a Capital Economy
    2. Infrastructure Efforts
    3. The Development of Trade
    4. Traditional Economy

    Note that “Develop a Capital Economy” has two branches that cannot be pursued at the same time, requiring two separate playthroughs with a 25-year gap between them.

    Unlike other policy trees, completing these Economy missions provides tangible rewards, which can help your nation grow faster. To get the most out of these, it’s recommended to start with either Infrastructure Efforts or Developing a Capital Economy. These will give early boosts: Infrastructure provides extra Administrative, Diplomatic, and Military abilities, while the Capital Economy grants profits—Ducats—and increases Crown Power for a strong start.

    While you can set your own order, it’s best to aim to complete The Development of Trade last, as it requires more initial setup and resources.

    How to Complete “Develop a Capital Economy”

    This mission focuses on increasing your country’s wealth through production, trade, or loans. You’ll need to establish markets and improve infrastructure. Your first step is to grant privileges to your Burghers—artisans and vendors—raising their Satisfaction to 60%. Then, you should explore your Markets tab to start importing and exporting goods, which can be done instantly.

    Next, you’ll need to gain new Burghers by building new structures for them and weather economic pressures for a year. After that, choose your focus: either Manufactory Focus or Trade Focus.

    Manufactory Focus steps include:

    • Expand Construction Materials: produce 40 units of Clay, Lumber, Sand, or Stone, or fully develop the Resources Gathering Operations (RGO).
    • Import construction materials if preferred.
    • Ensure your city has a trade surplus of the goods.
    • Develop a way to produce specific goods, then upgrade or build additional manufactories.
    • Export the goods, aiming for a profit over one Gold, satisfying demand, and maximizing export profits.

    Trade Focus steps include:

    • Increase Trade Capacity by 10.
    • Gain 10 additional Trade Advantages.
    • Export and import four goods that turn a profit.
    • Increase overall trade income.
    • Expand into new markets by sending merchants.
    • Add at least eight Gold to your income from trade.

    Once these tasks are complete, you’ll receive Profit Dividends for 20 years.

    Infrastructure Efforts

    To develop your capital region, you need to own at least two territories, which is straightforward if starting with a good economy country. Focus on building four new structures in your capital—these could be anything that benefits your population.

    Your goals include:

    • Building Royal Courts or Republican Assemblies.
    • Increasing prosperity by 20%.
    • Raising employment to 75% and populating Nobles and Burghers.
    • Achieving full control over regions surrounding your capital.

    You should also push for centralization, control your region, and improve local food supplies. Building roads connecting regions helps, and boosting your ruler’s abilities is a bonus, especially as you control more territory.

    The Development of Trade

    This mission requires you to embrace banking and control two critical locations: a coastal port and a significant city outside your capital. Since banking is an institution that appears in specific locations, watch for it to spread naturally to your country.

    Key steps include:

    • Building a Wharf at your port, fully staffing it.
    • Upgrading to Docks if possible.
    • Constructing a Market and Entrepôt.
    • Securing the Market Center in your capital.

    Subsequently, you’ll improve your naval strength and trade influence, boosting your trade capacity and profitability.

    Traditional Economy

    This branch emphasizes rural and resource development. Tasks involve:

    • Fully expanding the local Resources Gathering Operations.
    • Waiting a year to stabilize your economy.
    • Increasing workforce by 1,000.
    • Building Rural Clothmakers to enhance prosperity.

    The final part of the Traditional Economy is building Village Marketplaces, which improves prosperity and unlocks further objectives, such as building Market Villages and achieving positive Prosperity in the region. Finishing these tasks will grant the entire region the Great Rural Center modifier for 20 years.

    By completing these missions carefully, your nation will see enhanced economic strength, better infrastructure, and increased wealth—setting a solid foundation for long-term success.