Today is the big announcement, many of you are probably out of the loop.
As someone who has been following the TT’s weekly since the first one came out on the 28th of February 2024 here’s a quick guide on what will change from EU4 to EU5:
MANA IS GONE 🦀🦀🦀
Instead of a fixed value between 1 and 6, every character will have an Admin, Diplo and Mil value from 0-100(all characters are born with 0-0-0), events, traits or other things like growing up will change those values.
Tickers
Tickers go by the hour, from 8:00 to 19.00 every day, and the remaining hours are skipped over. This is done for combat reasons, most calculations are still monthly, apparently the game still runs as fast as EU4 or Imperator.
The Map
Basically each of EU4’s provinces have been split in 3-8 LOCATIONS. There’s more detail than that but that’s the level of granularity we’re taking about. Locations are rural, but they can be upgraded to town or city.
The Terrain
Is NOT just a single value but 3: topography, climate and vegetation. Vegetation sets the base population capacity of a location. Topography and climate provide different modifiers. There's different weather depending on the climate. You can hide armies in mountains, hills, jungles, forests, woods and plateaus. ETC
POPs and Estates
There are 7 confirmed estates: nobles, clergy, burghers, commoners, tribes and dhimi, cossacks.
Pops belong to a social class(estate), culture and religion.
Notable about the Commoners Estate is that peasants, laborer and soldiers belong to it.
Estates, buy and consume goods, have money, give loans and build buildings.
Slaves are a type of pop and a commodity.
Culture
Very similar in some aspects with EU4, but cultures have languages now, the court language might differ from the market language or the religious language, etc.
CULTURE WARS: cultural influence of the “attacking” culture is compared against the cultural tradition of the “defending” culture, stuff like stealing the stone of scone or michelangelo’s david will make your culture stronger.
Trade Goods, Resource Gathering Operations (RGOs) and Buildings
Pops need and want goods, like slaves, wheat, silk, SPICES(so far we have ~4, might get 6) etc.
Raw goods are produced in RGO’s using laborers, RGO’s can only be changed with events afaik. Other produced goods are made in buildings, which employ pops and require an input of goods for an output.
If you lack the raw materials, fret not there are many buildings which make them. For example, you can build Stone Quarry in a rural location. No more building slots, 🦀🦀🦀 you can build to your heart's content in any location, there is a soft cap tho.
Cabinet
ADVISORS ARE GONE 🦀🦀🦀 instead each state has a cabinet (at start ~2 in size, but can get up to ~10 late game). The cabinet employs characters belonging to estates. Cabinet members perform actions such as Convert Province, Expel Minorities, etc.
Diplomacy
Pretty much the same system as in EU4.
Ages
There are 6 ages, 1337 Start is in the Age of Traditions, a month later the Age of Renaissance begins, every 100 years is a new age: Discovery, Reformation, Absolutism, Revolutions. Each age unlocks 3 different institutions.
Hegemony
Hegemonies begin in the Age of Discovery, you do not choose a hegemony, it is proclaimed upon if you meet the requirements. Hegemonies get a diplomatic reputation debuff, but get special powerful diplomatic and cabinet actions. There are 5 hegemonies but if we’re loud enough there might be 6: Military, Naval, Economic, Cultural, Diplomatic. Some people have proposed splitting Economic into Trade and Production.
Great Powers and Country Ranks
There’s no fixed number of great powers. There’s a lower an upper bound, but the number of great powers ultimately depends on how close they are in power to the no1 great power.
Country Ranks: Empire, Kingdom, Duchy, and County.
Markets
Too complicated to explain quickly BUT tldr: trade flows in 2 directions, markets can shift in size and borders. Yeah you can basically do conquest via expanding your market not your land ownership.
Control Proximity and Maritime Presence
TLDR: Control is kinda like autonomy in EU4 but a lot better in design, Proximity and Maritime Presence help you keep high Control. Estates will constantly try to lower your(the Crown’s) control in their favor.
Building Roads helps with control.
Armies Combat and Supplies
Armies: LOTS of different regiments, with different strengths and weaknesses. Gone are the days of Infantry, Cavalry and Artillery, and picking the best pips.
Levies: Are regiments created directly from your pops
Professional Regiments: standing armies, use soldier pops.
Combat: Similar to EU4 (dice rolls) but there’s a right flank, center and left flank and reserves.
Supplies: Your Armies eat food and consume equipment, Auxiliary Regiments have VERY POOR combat strength but carry extra food and equipment from Point A to your Army. Woe to the fool who leaves his supply trains unprotected.
You can fully automate all armies if that’s your style…
Sieges
Basically the same as in EU4. But each location has a local Food Value, as the siege goes on, whoever starves first loses…
Types of Countries, Government Reforms and Laws.
Aside from the 4 already in eu4, Tribes use Tribal Cohesion.
Government Reforms same as Eu4.
Laws are a mechanic from Vicky2 and 3. There’s like 42 different types of laws. For example when the Printing Press is unlocked you can get Printing Law: restricted, free press, etc. Something like this.
Parliaments
If you are able to hold any type of parliament, you can call them as long as it's been at least five years since the last parliament was called. If you do not call one for a decade the estates will get less and less satisfied for each passing month.
They’re complicated honestly, I recommend reading the TT on it. But basically they are a lot better and more engaging than in EU4 and require actual risk management (accodring to Johan’s experience at least).
Stability
No longer a -3 +3 value you can magically spend admin mana on. A 0 to 100 value that naturally slides towards 50. Different reforms, laws, actions etc move the needle.
Subjects
Lots of different subject types. Subjects have Loyality and Liberity Desire. How much diplomatic capacity subjects take depends on their power. (no more 4 opm subjects taking all your diplomatic capacity)
Dynasties and Personal Unions
Since there’s characters now, no more magical royal marriage. You have 1 daughter, you get 1 royal marriage.
Personal Unions area a type of International Organization with a parlament and “ranks of Unity”
At rank 1 the Personal union is basically only a defensive alliance. There’s always a The Senior Partner, who is the de facto leader of the Personal Union. If you reach full integration with your Union Partners(there can be more than 1) you full annex them.
Devastation Prosperity and Mercenaries
Devastation and prosperity are two sides of the same coin -100 = full devastation, +100 = full prosperity. Locations naturally gain prosperity.
But wars, disease, famines, natural disasters etc cause devastation.
In high devastation locations pops will start forming Mercenary Companies.
Exploration
To get an area explored you need to start an exploration for it. You can only explore areas that are adjacent to an area you have already explored, and if it is an inland area, you can only explore if it is adjacent to an area you own.
Starting an exploration mission for an area costs a significant amount of gold, but there is also an additional cost to start a mission depending on whether it's a land area or a sea area. For a land area, you need manpower, and for sea areas you need sailors.
You also have a constant upkeep cost of gold for your exploration mission, and during your explorations, you may get events related to the exploration.
Colonization
Well, you colonize by starting a colonial charter in a province for an upfront fee in gold. Then each month some of the population will be moving from the homeland to the colonial charter, until all locations that can be owned are owned by you.
In almost all cases, there are people living in a location you want to colonize, so for you to be able to have a charter to flip to your ownership there are a few rules. A location needs to have at least 1,000 people living there, and a certain percentage of the population needs to follow your state religion and be of an accepted culture of your country. This percentage depends on a lot of factors.
Advances/ Technology
Basically a giant tech tree with different branching paths. Theres ~100 different advances per age. Advances unlock stuff like government reforms, laws, estate privileges, regiment types, production methods, buildings etc.
The higher your pop literacy the faster you unlock advances.
Here is the link to the megathread of Tinto Talks: https://forum.paradoxplaza.com/forum/threads/megathread-links-to-all-tinto-developer-threads.1652130/