Europa Universalis 5 hands-on preview: Any more intricate and you’d need a cabinet to help you play

My initial experience with Europa Universalis 5 was no different from what one might expect during a debut playthrough of a Paradox grand strategy game – it culminated in catastrophe. The game places daunting challenges before you right from the start, making it hard to avoid some level of damage without sacrifices. You could opt for early investment in medicine stockpiling or cutting off trade relations, but the Black Death is inevitable, and its impact is devastating. It leads to a significant decrease in population, rendering you incapable of waging wars or maintaining a naval force. The production of food and goods declines, leaving your country vulnerable, and eventually, the nobles, disgruntled by the situation, will rise against you, inciting a civil war.

Even after having a plan for the game, things remain uncertain. You might survive the Black Death without facing consequences from the authorities, but the drastic reduction in population will take over a century to restore. The game does an astonishing job of mirroring the devastation wrought by the plague.

All images in this article are from a work-in-progress build of the game and do not represent the final product.

EU5 could be characterized as a more complex version of EU4, where you’re not just the sole master of your game world. While in EU4, you have full control and it’s essentially your power fantasy to shape as you wish, EU5 presents a different experience. In this game, there are other powerful entities with their own agendas, and unforeseen challenges that may cause deviations or setbacks. Thus, the strategy shifts from commanding the world to managing it skillfully.

In essence, the fundamental structure of EU5’s nations is composed of individuals, often referred to as ‘pops’. These individuals might be familiar from games like Victoria 3 and Stellaris. They differ in terms of culture, religion, and social class, each with their unique preferences. They draw funds from the economy for personal construction projects and growth ambitions. They exhibit emotional reactions to your decisions. They demand concessions for their parliamentary backing. Unlike a mere resource, the population in EU5 is not just cannon fodder for global conflicts. It’s more like holding a wolf by its ears – challenging and unpredictable!

In your cities and armies, Populace plays a crucial role, and they have various needs that must be catered to. It’s essential to establish a steady flow of goods and resources to meet these requirements. Unlike EU4, trade in EU5 is not just an abstract concept; you can actively buy and sell numerous items to feed your people or generate profit. Ensuring food supply is paramount to prevent starvation. Also, constructing ships and weapons necessitates specific materials. In a Paradox game like EU5, logistics have never been more vital as they now reign supreme.

If handling the day-to-day trade and construction tasks in an empire as vast as China seems overwhelming to you, I completely understand if it does. It’s overwhelming for me too, even after nearly two decades of playing grand strategy games. This game offers a lot of micromanagement which can be endless, but that’s good if you enjoy it. If your interest lies in becoming a broker, focusing on the resource market to earn profits, then this game provides ample opportunities for that. However, if managing such tasks isn’t appealing, there are options for you as well.

EU5 offers an advanced automation feature where you can assign tasks to the AI, making it easier if you prefer not to handle market operations, trading, and building management yourself. While I haven’t played extensively enough to fully assess its capabilities, it’s safe to say that the AI will likely outperform a beginner in these areas due to its programming.

Instead of finding it annoying when games run automatically, the automation in EU5 has been quite beneficial in preventing me from feeling overwhelmed. Since there’s no tutorial available during the preview phase, watching the AI perform actions was the most effective way for me to learn the game. I discovered that by observing and immersing myself in the detailed tooltip system, I was able to gradually grasp the mechanics more easily. This system proved very helpful in familiarizing myself with the game’s workings.

Over the course of my learning, I established objectives for myself. With these goals set, I naturally assumed responsibilities from the AI in order to advance towards them. Initially, this involved managing the country’s finances and foreign policy, but as time went on, I expanded my skills to oversee estates, draft laws, utilize my cabinet, and summon parliament. Towards the final stages of the preview build, I found myself increasingly engaged in construction to address logistical issues the AI had overlooked. Additionally, I started shaping the social values of the populace to suit my long-term vision, enabling me to implement particular policies.

Automation might make you feel lazy, but for me, it’s been incredibly fulfilling to educate myself and gradually gain control over the situation. However, I’m still allowing the AI to handle most trades and production – I don’t want EU5 to become a power fantasy, but I also don’t desire to be an accountant.

In essence, Paradox Tinto has blended elements from Victoria 3, Crusader Kings 3, and Stellaris into Europa Universalis V. This blend is reflected in the reimagined population dynamics, trading mechanisms, army structures requiring sustenance, and the combination of levies and regular troops. However, it remains Europa Universalis at its core – a game about embarking on global adventures, claiming territories, and maintaining influence without inciting rebellion, even among your own subjects. It’s also a game that challenges you to navigate the delicate balance between societal and technological advancement and wielding personal power.

1. There are several novel aspects that deserve attention because they offer significant opportunities. The Holy Roman Empire, the Catholic Church, and the Chinese Empire have been reclassified as International Organizations in the game. Each has unique characteristics that make playing as countries associated with them distinctive and engaging. For instance, Catholic nations may encounter the Western Schism between Rome and France quite early on. You can choose to stay neutral regarding this conflict, but the consequences of the schism will still impact you. Alternatively, you could intervene, which might require resources and cause some friction, but it could help prevent internal strife in the long run.

2. Some exciting new elements are worth emphasizing since they hold considerable promise. In this updated version of the game, the Holy Roman Empire, the Catholic Church, and the Chinese Empire have been designated as International Organizations. These entities come with specialized dynamics that set apart gameplay for countries associated with them, keeping you entertained with various escapades. For example, in some scenarios, Catholic nations may find themselves entangled in the Western Schism between Rome and France before other nations. You can opt to remain impartial regarding this conflict, but the ramifications of the schism will still influence your gameplay. On the other hand, you could endeavor to resolve it, which might call for resources and ruffle some feathers, but it could help minimize internal issues down the line.

3. New captivating aspects should be underscored since they provide substantial benefits. In the revamped game, the Holy Roman Empire, the Catholic Church, and the Chinese Empire have been categorized as International Organizations. Each has unique features that make playing with countries linked to them interesting and engaging, keeping you involved in various escapades. For instance, Catholic nations might face the Western Schism between Rome and France relatively early on. You can choose not to engage in this dispute, but the consequences of the schism will still impact your experience. However, you could also attempt to resolve it, which might necessitate resources and stir up some controversy, but it could help prevent internal turmoil in the long run.

4. It’s essential to draw attention to some fresh, intriguing aspects because they offer valuable opportunities. In this updated game edition, the Holy Roman Empire, the Catholic Church, and the Chinese Empire have been designated as International Organizations. Each has unique traits that make playing with countries connected to them engaging and entertaining, keeping you involved in various escapades. For example, Catholic nations may encounter the Western Schism between Rome and France quite early on. You can decide to stay neutral regarding this conflict, but the effects of the schism will still affect your gameplay. Alternatively, you could try to resolve it, which might require resources and generate some friction, but it could help prevent internal strife in the long run.

5. There are several new aspects that warrant attention due to their potential advantages. In this updated version of the game, the Holy Roman Empire, the Catholic Church, and the Chinese Empire have been reclassified as International Organizations. Each has unique characteristics that make playing with countries associated with them intriguing and engaging, keeping you entertained with various escapades. For instance, Catholic nations may find themselves embroiled in the Western Schism between Rome and France before other nations. You can choose not to participate in this dispute, but the consequences of the schism will still affect your gameplay. On the other hand, you could endeavor to resolve it, which might require resources and cause some tension, but it could help prevent internal strife in the long run.

In this version, the system operates independently from EU4’s “mana,” which refers to the administrative, diplomatic, and military abilities of your monarch. There are resources and currencies available for use, like money, labor force, and stability, but it no longer seems like a poor ruler could ruin a campaign after 200 years of play due to the system’s self-sustaining nature.

I’ll focus more on the overall aspects rather than delving deep into technicalities since an early build may not fully represent the final product at launch. However, I must say that the loading times could use some optimization for a smoother experience. The visuals of the game are impressive; it boasts a captivating map with multiple modes and rich artwork, although at times, the characters seem out of place or exaggerated, like certain three-year-old princesses in my family who appeared older than they actually were. The soundtrack is quite impressive, offering a blend of symphony orchestras and monastic choirs that add an epic feel to your conquest of the world.

Indeed, there are certain aspects I didn’t find as pleasing. For instance, storms seem excessively harsh right now. The frequent weather damage my fleets sustain leaves them in a constant state of repair, which often depletes my sailor reserves entirely and hinders me from embarking on expeditions. Worst of all, it seems that even when they’re docked, the storms can still destroy their progress, forcing me to start repairs over again.

My main struggles revolved around user interface problems. Occasionally, it’s challenging to locate specific features, and it took an unexpectedly long period to recognize that the Roman numeral over the settlement artwork, which indicates its level, is also a button for upgrading it. Navigating trade and resource overviews can be overwhelming, even with their helpful search function, due to the numerous screens, each with distinct functions. I often found myself struggling to recall how to access certain screens when I wanted to repeat an action.

As a gamer, I’d say streamlining the navigation within the game’s complex mechanics would significantly enhance its accessibility. Additionally, providing clearer explanations for restricted actions or their outcomes would be beneficial too. It seems that, in the preview build, we didn’t have a tutorial – I hope that at launch, players will receive comprehensive guidance to help them understand and master the menus.

EU5 offers an overwhelming abundance of strategies and features, which can potentially immerse you. Yet, it skillfully equips players with the necessary tools to navigate through this complexity, allowing them ample opportunity to savor its depth and enjoy the ride. Needless to say, I’m eagerly anticipating further exploration of this rich gameplay experience.

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2025-05-08 21:22