Economy

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The economy menu

At the start of the game most countries start with 30 Stability.png Stability, 20 Prestige.png Prestige and 75 Government Power.

Gold[edit | edit source]

Gold, or Ducats, represents liquid wealth. It is spent on almost everything, from constructing buildings to maintaining armies, and many costs are scaled by the country's income. Gold changes hands through the purchases and sales on the market. The main sources of gold income and expenses are the following:

Sources of income Sources of expenses
  • Minting
  • Estate tax
  • Trade income
  • Selling food
  • Foreign buildings
  • Mercenary income
  • Positive diplomatic deals
  • Interests from loans (given)
  • Cost of the court
  • Army maintenance (min 50%)
  • Navy maintenance (min 50%)
  • Fort maintenance (min 50%)
  • Cost of colonies
  • Diplomatic spending
  • Stability spending
  • Exploration cost
  • Building subsidies
  • Mercenary paying
  • Negative diplomatic deals
  • Interests from loans (taken)
  • Buying food

Each location has a tax base, which is the combined profit of its R.G.O. and buildings selling their goods to the market as well as Burghers activities, multiplied by the control percentage in the location. The tax base of each location is distributed among the estates of its pops according to their relative population in the location. Then each estate pays a portion of it to the country according to the tax rate imposed on it.

Estate taxation can be automated, which will raise and lower estates tax until their Satisfaction Equilibrium is 50%.

Minting[edit | edit source]

Minting is one of the primary ways of gaining additional ducats. It is set on a scale that ranges from 0% to 25% of the country's tax base and increases demand for Goods gold.png Gold and Goods silver.png Silver in the capital market by an equal amount. In addition, every country has a minting threshold, starting at 5%, and minting above the minting threshold will increase inflation.

Inflation[edit | edit source]

Inflation represents the increase in all prices in the game. Each month inflation decreases by -0.1% and is increased by +0.005 for each 1% minting above the minting threshold.

Gold and Silver also increase inflation but it depends on the total amount of a countries production that is precious metals. The calculation is: (Precious Metal Output)/(Total Country Output) x (1% inflation). So if a country produces 10 precious metals and in total produce 20 goods the inflation gained would be +0.5%.

The Reduce Inflation cabinet action can be used to reduce inflation, which is unlocked with Age of reformation.png Strict Monetary Control advance.

Expected expenses[edit | edit source]

Every country is expected to pay three expenses. How much each country chooses to pay ranges from 0% to 100%. Paying them is optional but doing so grants various bonuses. Each expected expense scales with the country's tax base but the percentage can be increased or decreased by various factors.

Expense % of tax base Effect per 1% paid
Get claim from imperial court cost modifier.png Cost of the Court 10% Resource legitimacy.png +0.01 Monthly
Government power
Based on government type:
  • Resource legitimacy.png Legitimacy if Monarchy
  • Republic.png Republican Tradition if Republic
  • Theocracy.png Devotion if Theocracy
  • Steppe horde.png Horde Unity if Steppe Horde
  • Tribe.png Tribal Cohesion if Tribe
Resource stability.png Stability Investment 10% Stability +0.005 Monthly Stability
Diplomatic spending cost.png Diplomatic Spending 10%
  • Loyalty to overlord.png +0.1 Loyalty of subjects
  • Diplomatic capacity.png +0.5% Diplomatic capacity
  • Diplomatic capacity.png +0.02 Maximum diplomats
  • Monthly diplomats.png +0.004 Monthly diplomats
  • Monthly towards conciliatory.png +0.001 Monthly progress to Conciliatory

Maintenance[edit | edit source]

Armies, navies and forts have a monthly influence cost, which by default it is set to be paid in full. It is possible to reduce the percentage of maintenance that is it paid for all three, but this will give penalties. Reducing the maintenance of armies or navies reduces their morale by an equal percentage. Reducing the maintenance of forts gives the following penalties for each 1% reduced:

  • Fort Defense −2% Fort Defense
  • Garrison Size −0.5% Garrison Size
  • Monthly Prestige −0.0005 Monthly Prestige

Loans[edit | edit source]

Loans are instant sums of money that can be taken and must be monthly paid over the course of 60 months with interest. The base interest for every country is 10% and can range from 1% to 25%. The sum of all loans of a country is called the debt.

  • Left-clicking on the loan button will borrow money from the estates. There is a finite amount of gold that can be borrowed from estates.
  • Right-clicking on the loan button will borrow money from banking countries. A list of all banking countries within diplomatic range will appear. How big the loan is depends on how much the banking country can afford to lend.

If a country has negative gold at the end of a month, it will automatically take a loan. If there is not enough gold that can be borrowed, the country will declare bankruptcy.

Bankruptcy[edit | edit source]

Bankruptcy can be declared while a country has loans, either manually from the Current Loans menu or automatically if the country has a negative balance and there is not enough gold that can be borrowed. Bankruptcy will remove all loans, reduce inflation and reset the country's gold to 1 but will also cost 50 Stability, downgrade 10% of all buildings, and bring the following penalties for 60 months:

  • Construction Speed −90% Construction Speed
  • Crown Power −90% Crown Power
  • Estates Satisfaction Equilibrium −2.5% Estates Satisfaction Equilibrium
  • Pop Demotion Speed +200 Pop Demotion Speed
  • Pop Promotion Speed −50 Pop Promotion Speed
  • Great Power Score −100 Great Power Score
  • Army Morale −90% Army Morale
  • Monthly Progress to Traditional Economy +0.5 Monthly Progress to Traditional Economy
  • Navy Morale −90% Navy Morale
  • Monthly Research Progress % −90% Monthly Research Progress %
  • Total Loan Capacity −50% Total Loan Capacity

Stability[edit | edit source]

Stability represents the internal peace of a country and ranges from −100 to +100. Over time is tends towards 0 unless other factors impact it. Starting wars is one of the actions that will reduce the stability of a country.

Every point of Stability above 0 brings the following effects:

  • Great Power +0.1 Great power score
  • Pop join rebel threshold.png +0.1% Pop join rebels threshold
  • Pop join rebel threshold.png +0.05% Pop leave rebels threshold
  • Global estate target satisfaction.png +0.05% Estates satisfaction equilibrium
  • Global pop promotion speed.png +1% Pop promotion speed
  • Stability −0.003 Monthly stability

Every point of Stability below 0 brings the following effects:

  • Great Power −0.1 Great power score
  • Pop join rebel threshold.png −0.1% Pop join rebels threshold
  • Pop join rebel threshold.png −0.05% Pop leave rebels threshold
  • Global estate target satisfaction.png −0.3% Estates satisfaction equilibrium
  • Global mercenaries modifier.png +0.5% Mercenary size
  • Stability +0.003 Monthly stability

Prestige[edit | edit source]

Prestige represents how well the country is seen and ranges from 0 to 100. Each point of Prestige gives the following effects:

  • Cultural influence.png +0.01 Cultural influence
  • Diplomatic reputation.png +0.05 Diplomatic reputation
  • Create market cost modifier.png +0.05% Market attraction
  • Skill of new artists.png +0.1% Skill of new artists
  • Great Power +0.3 Great power score
  • Antagonism monthly change.png +0.003 Antagonism change modifier
  • Prestige −0.005 Prestige decay

Control[edit | edit source]

Main article: Control

The effective Tax base.png Tax Base of a location is calculated by multiplying the Potential tax base.png Potential Tax Base with the location's Control.png Control.

The current control of a location slowly trends towards its Global max control.png Maximum Control. The maximum control of a location is primarily determined by its Proximity to Capital, among other modifiers:

  • Proximity cost.png Proximity: 0 at 0 Proximity to +75% at 100 Proximity
  • Satisfaction.png Average Satisfaction of pops: −10% at 0% Satisfaction to 0 at 100% Satisfaction
  • Integration Status: Conquered −10%, Integrated +5%, Core +20%
  • Location rank: Town.png Town +5%, City.png City +10%
  • Buildings: Temple +5%, Minting Office +5%
  • Friendly Armies in Location: Troop count / Location population * 10%?
  • Friendly Armies in Province: around 1%?

Maximum control can also be temporarily increased by using the Increase Province Control cabinet action.

Tax[edit | edit source]

A location's Potential tax base.png Potential Tax Base is calculated by adding the total profits from RGO, the sum of Potential Profits from buildings, and some factors involving Burghers tradingwhat?.

The effective Tax base.png Tax Base is then calculated by multiplying the Potential Tax Base with the location's Control. The loss in tax base due to low control is not received by any parties.

The Tax Base is then divided among Estates, based on the local Tax Base Share. The Tax Base Share is the local population, weighted by

Estate tax weight[1]
Pop nobles.png Nobles 150
Pop clergy.png Clergy 25
Pop burghers.png Burghers 20
Pop peasants.png Peasants 1
Pop tribesmen.png Tribesmen 0.01

Note that the tax base weighting is different from the weighting used in Estate Power calculations.

After dividing up the Tax Base to each estate, it is taxed according to the national tax rate for each estate.

Example[edit | edit source]

Leon Tax.png

At the start of the game in April 1337, León has a Potential tax base.png Potential Tax Base of 7.26:

Source calculation Tax Base Share
R.G.O. 2 level * 0.17 profit per level Potential tax base.png 0.34 potential tax base
Buildings adding up all Potential Profits, ignoring unprofitable buildings Potential tax base.png 6.23 potential tax base
Burghers trading ?? ??
Total Potential Tax Base Potential tax base.png 7.26 potential tax base

Factoring in Control, we get Potential tax base.png 7.26 potential tax base * Control.png 42.82% control = Tax base.png 3.11 tax base.

Tax Base Share for each Estate is calculated using the population:

Estate weighted population Tax Base Share
Estate nobles.png Nobles Pop nobles.png 339 pops * 150 50850 (32.31% of total)
Estate clergy.png Clergy Pop clergy.png 966 pops * 25 24150 (15.35% of total)
Estate burghers.png Burghers Pop burghers.png 1850 pops * 20 37000 (23.51% of total)
Estate peasants.png Peasants Pop laborers.png 2750 pops * 1 + Pop soldiers.png 1100 pops * 1 + Pop peasants.png 41527 pops * 1 45377 (28.83% of total)

Finally, the tax generated from León can be calculated to match the tooltip:

Estate calculation Taxed income
Estate nobles.png Nobles 3.11 tax base * 32.31% tax base share * 17.05% tax rate Gold.png 0.171 gold
Estate clergy.png Clergy 3.11 tax base * 15.35% tax base share * 0.00% tax rate Gold.png 0.000 gold
Estate burghers.png Burghers 3.11 tax base * 23.51% tax base share * 34.05% tax rate Gold.png 0.248 gold
Estate peasants.png Peasants 3.11 tax base * 28.83% tax base share * 44.61% tax rate Gold.png 0.399 gold
Total Tax from the Location Gold.png 0.820 gold

Government power[edit | edit source]

Depending on its government type, each country has a government power resource, which represents how well its government functions and ranges from 0 to 100. Government power is spent on the same things regardless of which resource the country uses, but each type of government power provides different benefits.

Government power Government type Effects per point
Devotion icon
Devotion
Devotion represents the zeal of the faith inside our country. The higher it is, the more efficiently our Theocracy will run.
Theocracy.png Theocracy
  • Great Power +0.1 Great power score
  • Pop join rebel threshold.png +0.05% Pop leave rebels threshold
  • Monthly religious influence.png +0.001 Monthly religious influence
  • Global estate target satisfaction.png +0.05% Estates satisfaction equilibrium (starts at −5%)
Horde Unity icon
Horde Unity
Horde Unity is a measure of how much support a Khān has from the tribes. It goes down over time and is increased by looting and razing provinces. A Steppe Horde with low unity is likely to succumb to internal strife.
Steppe horde.png Steppe Horde
  • Great Power +0.1 Great power score
  • Pop join rebel threshold.png +0.05% Pop leave rebels threshold
  • Discipline.png +0.1% Discipline
  • Global estate target satisfaction.png +0.05% Estates satisfaction equilibrium (starts at −5%)
Legitimacy icon
Legitimacy
Legitimacy is a measure of how accepted the governance is by the population and estates in their Country. It is very much a prerequisite for running a country smoothly - at low levels we will find that nobody wants to work with us and rebellions may break out, attempting to install a Ruler that they find more palatable.
Monarchy.png Monarchy
  • Great Power +0.1 Great power score
  • Pop join rebel threshold.png +0.05% Pop leave rebels threshold
  • Global crown estate power.png +0.1% Crown power
  • Global estate target satisfaction.png +0.05% Estates satisfaction equilibrium (starts at −5%)
  • Monthly righteousness.png +0.002 Monthly righteousness (if primary religion is Sānjiào)
Republican Tradition icon
Republican Tradition
Republican Tradition measures how well Republicanism is entrenched in our country. Republican Tradition represents how strong the traditions are in a Republic. A Republic elects a new Ruler every couple of years and keeping the same Ruler over several elections will reduce our Republican Tradition. At low levels, it may collapse and revert to some kind of autocracy. For a well-functioning republic government, this measure should be kept high.
Republic.png Republic
  • Great Power +0.1 Great power score
  • Pop join rebel threshold.png +0.05% Pop leave rebels threshold
  • 24px +0.1% Legislative efficiency
  • Stability cost.png −2% Stability investment cost (starts at +200%)
Tribal Cohesion icon
Tribal Cohesion
Tribal Cohesion is a measure of how aligned the members of our Tribe are in terms of Religion and Culture. At low levels, running the Tribe will be like herding cats, with everyone wanting to do their own thing. This should be kept high for the Tribe to be run smoothly.
Tribe.png Tribe
  • Great Power +0.1 Great power score
  • Pop join rebel threshold.png +0.05% Pop leave rebels threshold
  • Army logistics distance.png +0.25% Levy size
  • Global estate target satisfaction.png +0.05% Estates satisfaction equilibrium (starts at −5%)

Manpower[edit | edit source]

Manpower represents the limit of how many blaggards and scoundrels a Country can support in its standing Army.

Manpower is expended when training and maintaining professional Regiments, which are usually more effective than Army Levies.

The rate at which Manpower is gained can be increased by constructing Manpower Buildings or researching certain Advances.

A country can store up to 5 years worth of their Manpower income.

Sailors[edit | edit source]

A Country may possess a number of Sailors, representing the fishermen, merchant seamen, and naval officers who make a living on the open seas.

Such experienced tars are required to build Ships, and are expended while maintaining a Navy. These are separate from Naval Levies and more effective. They are even required to man Exploration missions.

The rate at which Sailors are gained can be increased by constructing port Buildings or researching certain Advances.

A country can store up to 5 years worth of their Sailors income.

Food[edit | edit source]

Food.png Food is a resources used by both armies and pops. Food is produced by:

  • Food raw materials RGOs,
  • Laborer and Slave pops which are not employed, and
  • Villages buildings, which may directly produce food (Forest Village), or indirectly by producing food raw materials (Fishing Village).

The local Global monthly food modifier.png Food Productivity modifies the amount of food produced at each location. The Local Food Production % takes into account:

  • Weather (e.g. wind damage -5%, sandstorm -15%) and Winter (mild -25%, normal -50%, severe -200%)
  • Raised Levies -20%
  • Location Rank (Rural Settlement +10%, Town -20%, City -33%)
  • Development (up to +100%)
  • Topography, Vegetation, rivers, and coasts
  • Capital Economy vs Traditional Economy societal values (-20% to +20%)
  • Peasants, Dhimmi, and Tribes estate satisfaction
  • Laws or Policies (e.g. Feudal Administration)
  • Advances
  • Bulidings (e.g. Irrigation)

There are 3 layers involved in the production and distribution of food:

  • Local Food: Local Food is produced and consumed in the Locations, and any excess or deficit is added to Provincial Food.
  • Provincial Food: Provincial Food is a province-wide food storage, and any excess when it is full or deficit when it is empty is added to Market Food unless the province is under Siege. Armies will consume Provincial Food if they would otherwise suffer attrition. A province can only buy or sell as much food on the market as it can store in Provincial Food, regardless of Local Food production and consumption.
  • Market Food: Market Food is a market-wide food storage. Food prices depends on the amount of Market Food present. Any food bought or sold on the market will affect the income of the location's owner. Market Food can be moved between markets via trades of food raw materials.

Every location has a food consumption that depends on its pops. If a location does not have food in any of the three layers, it will suffer starvation, which brings the following effects:

  • Allows Laborers to Migrate Allows Laborers to Migrate
  • Character Life Expectancy −10 Character Life Expectancy
  • Migration Attraction −1 Migration Attraction
  • Pop Migration Speed +0.025 Pop Migration Speed
  • Allows Peasants to Migrate Allows Peasants to Migrate
  • Pop Demotion Speed +50% Pop Demotion Speed
  • Population Growth −2.5% Population Growth
  • Supply Limit −25% Supply Limit
  • Allows Tribesmen to Migrate Allows Tribesmen to Migrate
  • Upper-Class Population Capacity −50% Upper-Class Population Capacity

References[edit | edit source]

  1. tax weights defined as tax_per_pop in /Europa Universalis V/game/in_game/common/estates/00_default.txt
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