Video summary

How to Make Money in EU5 Patch 1.3

Main summary

Key takeaways

Gaming

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)

  1. 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
  2. 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
  3. 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
  4. 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.

Original video