Economy & Trade Primer

Concept

Wealth flows from staffed production and markets. Food and housing cap growth. Prices reflect supply/demand and reach. In Europa Universalis V, there's no abstract mana system—everything requires real resources and workers.

Trade Essentials

  • Trade Capacity: Each market has trade capacity; imports/exports spend capacity. Marketplaces increase capacity and early income leverage.
  • Market Creation: Distance, infrastructure, and protection affect whether locations join or leave your market. Roads can flip edge locations.
  • Market Management: Market creation has cost and scope. Plan capacity before multi-market juggling.

Early Checklist

  • Guarantee Food/Housing: Build where jobs can be filled. Avoid underemployed buildings that produce nothing.
  • Place Marketplaces on Key Hubs: Expand capacity before multi-market juggling. Focus on high-value routes.
  • Prioritize Short, Profitable Routes: Avoid low-margin goods until scale and inputs are secured.
💡 Tip
Remember: No mana system means economy leans on real goods and employment. Plan capacity before expansion. Overbuilding without workforce or trade capacity is a common early mistake.

Pitfalls

  • Overbuilding into Unemployment: Building more structures than you have workers. Idle buildings produce nothing.
  • Zero Capacity in Key Markets: Trying to trade through markets without capacity to handle your goods.
  • Ignoring Control Losses: Losing control erodes taxes. Secure your core territories.

Patch Angle

🔄 Patch Change
No mana; economic pace comes from goods, jobs, and capacity—plan infrastructure before conquest. The economy is built on real resources and employment.