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.