UI Navigation Essentials

Why This Matters

EU5's interface provides critical information for decision-making. Learn to navigate map modes, location panels, and trade interfaces efficiently, and you'll make better decisions faster.

💡 Tip
Key principle: The right information at the right time prevents costly mistakes. Master these UI elements to avoid blind decisions.

Map Modes and Context

Use map modes to locate problems and make informed decisions:

Economic Map Mode

Shows production, trade, and economic activity. Use it to:

  • Identify production hubs and trade centers
  • Locate unstaffed buildings and production bottlenecks
  • Plan market and trade route development

Population Map Mode

Shows population density, food, and housing. Use it to:

  • Identify food and housing shortages
  • Locate employment opportunities and job markets
  • Plan infrastructure development

Market Map Mode

Shows market boundaries, capacity, and access. Use it to:

  • Identify market capacity and access levels
  • Plan marketplace placement and route expansion
  • Locate capacity bottlenecks and trade opportunities

Control Map Mode

Shows control levels and access. Use it to:

  • Identify low-control provinces requiring infrastructure
  • Plan road and port construction
  • Optimize tax collection and market access
💡 Tip
Pro tip: Switch between map modes when building to avoid "blind building" errors. Keep reference maps visible to understand context.

Location Panel Priorities

When examining a location, check these in order:

1. Geographic Immutable Features

Location type (agricultural, urban, coastal), terrain, and climate. These determine what the location can produce and how efficiently. Check these first—they don't change.

2. Employment and Inputs

Check employment levels and input availability. Are jobs filled? Are required inputs available locally or via trade? Unstaffed buildings or missing inputs mean production won't work.

3. Market Access and Control

Check market access and control levels. Low access means the location can't reliably participate in markets. Low control means you're not collecting taxes efficiently. Both require infrastructure (roads, ports).

4. Construction Costs

Building costs are affected by material prices. If construction is expensive, consider:

  • Temporarily opening trade routes to import cheaper materials
  • Building roads to improve access and reduce costs
  • Waiting for material prices to stabilize

Market & Trade Pane Essentials

Focus on three key metrics in the market and trade interface:

Capacity

What it means: The per-market budget that imports and exports use. Each trade route consumes capacity.

How to check: Look at your target market's capacity. If it's zero or near zero, you can't create routes.

How to fix: Build marketplaces in the market's hub locations. Each marketplace adds capacity.

Critical: Zero capacity means zero trade. Always check capacity before creating routes.

Access

What it means: How well your locations connect to markets. High access means reliable participation in trade.

How to check: Look at access levels in the location panel or market map mode.

How to fix: Build roads for inland access and ports for coastal access. Infrastructure improves access.

Advantage

What it means: Your priority in filling orders. Higher advantage means first pick of scarce goods and better prices.

How to check: Look at advantage levels in trade routes and market interfaces.

How to fix: Build marketplaces, staff buildings, and improve proximity. Advantage comes from buildings, proximity, and market share.

💡 Tip
Rule: Always check capacity first. Zero capacity means you can't trade, regardless of access or advantage.

Pre-War UI Checklist

Before declaring war, check these UI elements:

  • Army/Navy Maintenance: Raise maintenance to maximum before war. Low maintenance means weak armies and immediate defeats.
  • Fort Positions: Identify enemy forts and crossings. Plan your siege priorities and movement routes.
  • Supply Routes: Map supply-safe routes to your objectives. Plan your advance paths and retreat routes.
  • Enemy and Ally Positions: Check where enemy armies are positioned and where your allies can help. Plan your initial moves accordingly.
  • Blockade Points: If naval, identify key straits and ports to blockade. Blockades cut supply and force quicker surrenders.
  • Treasury Buffer: Ensure you have cash reserves for mercenaries, sieges, and unexpected expenses.
Critical: Starting a war at low maintenance leads to "instant melting"—your armies lose immediately despite superior numbers.

Quick Reference

Essential UI navigation tips:

  • Use map modes to locate problems before building
  • Check location panel: geography → employment → access/control → costs
  • Focus on capacity, access, and advantage in market/trade panes
  • Always check maintenance, forts, supply, and positions before war
  • Keep reference maps visible when making decisions