Video summary
How to Make Money in EU5 Patch 1.3
Main summary
Key takeaways
Storyline / Context
- The video is a guide-style walkthrough for Europa Universalis V (EU5) patch 1.3, focused on how to generate money early and mid-game.
- It leverages recent patch changes to trade and mentions improved economic mechanics.
- There isn’t a narrative storyline from the game. Instead, it focuses on economic progression over time:
- Start with a rural economy
- Expand and urbanize
- Shift strategy based on reforms and whether you go maritime (naval) or land-focused
Gameplay Highlights & Key Ideas for Making Money (Patch 1.3)
Patch / Mechanic Changes Mentioned
- After patch 1.3 (and a subsequent update), the game sets default trade income to 10% for all nations.
- The creator believes hotfix/adjustment reductions occurred for:
- Merchant maintenance costs for trade
- Trade route penalties, with examples suggesting routes like Constantinople (Byzantium) to Paris/London now have much less penalty than before
Core Economic Loop (What Makes Money)
-
Early game: focus on raw materials (rural economy)
- Early on, you typically have mostly rural territories and fewer towns.
- The guide emphasizes:
- Pushing raw material output using ideology/economy choices
- Maintaining high control
- Early raw goods to prioritize (as shown producing strong revenue):
- Gold, silk, saffron, iron, gems, salt
-
Increase control aggressively
- The guide stresses that money scales strongly with control.
- Suggested actions include:
- Placing a governor in settlements (example mentioned: Desalon(n)iki)
- Using buildings such as a road and “bay/baiff” (facility types referenced loosely)
- Using cabinet member buffs to further raise control
-
Don’t fear early/mid overproduction price dips
- The creator warns that producing “too much” of a good can reduce market prices.
- However, they argue:
- In early game, price drops are usually not a major problem
- If a good gets cheaper, more trading partners can buy it, which can stabilize exports overall
- They also mention checking global price and comparing price differences by market region
-
Mid/late: urbanize to grow population, then shift focus
- The guide suggests moving away from purely rural/raw production if you want maximum population growth.
- Strategy notes:
- Avoid urbanizing too much too early
- Urbanize specifically to support population growth, then continue economic expansion
Urbanization & Population Growth Tips
-
The creator’s urbanization plan includes:
- Urbanizing raw-material sites
- Adding granary towns as districts/tiles expand
-
Why granaries are emphasized (per subtitles):
- Max food storage
- Increase local food supply
- Claimed effects:
- Reduces food decay by 25%
- Increases local food capacity by 50%
- Supports compounding benefits tied to population mechanics
-
The creator also mentions building/placing additional granary infrastructure and intends to keep expanding this over time.
Choice of Economic Direction: Land vs Naval
-
The guide recommends planning your expansion toward either:
- Land-based development, or
- Naval development
-
In the creator’s case:
- They push toward naval reform
- They mention needing reform progress thresholds (subtitles reference targeting something like ~70%, with an earlier threshold around 50%)
- Additional naval-focused actions:
- Increase patrolling/naval count
- Build forts to strengthen naval presence and help prevent maritime decay
-
Claimed purpose of forts:
- Increase maritime local presence, helping maritime areas not decay as other tiles/activities increase
Key Strategies / Steps (As Presented)
Early Game
- Push as much serum/economy favor as possible (described as much better than “free subjects” for raw output).
- Don’t fully commit to capital economy early; instead, rely on traditional economy advantages for:
- Raw output
- Rural RGO size
- Aim for around ~40% raw material output when maxed (as stated).
- Prioritize high control:
- Governor placement
- Control-support construction (e.g., roads/other listed facilities)
- Cabinet member bonuses for control
- Export heavily; use multiple resource markets.
Trade
- Use improved patch 1.3 trade economics:
- 10% default trade income
- Lower merchant maintenance and reduced route penalties (as claimed)
- If production causes prices to drop:
- It’s still usually fine because you can sell more through exports.
Transition to Growth
- Later on:
- Urbanize more to maximize population growth
- Build granary towns to maximize food capacity and reduce decay
If Going Naval
- Reach the naval reform threshold (as targeted in the guide).
- Increase patrolling/naval count.
- Build forts to boost maritime presence and slow decay.
Gamers / Sources Featured (Mentioned at the End)
- No external gamers, streamers, or sources are cited by name at the end of the subtitles.
- The video primarily features the creator/speaker, but no specific username is provided in the provided text.