Game rules

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Game rules are configuration choices available when starting a new game that can slightly alter some mechanics. Some options will disable Achievements. Game rules can be saved as presets.

Game rules can be changed at any point during a game, unless the game was started in Ironman Mode.

Player Difficulty[edit | edit source]

The Player Difficulty game rule will give either bonuses or penalties to human countries. Setting it to Easy or Very Easy disables achievements.

Very Easy Easy Normal Hard Very Hard
  • Army Maintenance −25% Army Maintenance
  • Efficiency of Our Cabinet +25% Efficiency of Our Cabinet
  • Crown Power +25% Crown Power
  • Estates Satisfaction Recovery +0.5% Estates Satisfaction Recovery
  • Army Morale +25% Army Morale
  • Legislative Efficiency +25% Legislative Efficiency
  • Navy Morale +25% Navy Morale
  • Tax Efficiency +25% Tax Efficiency
  • Trade Efficiency +10% Trade Efficiency
  • Army Maintenance −10% Army Maintenance
  • Efficiency of Our Cabinet +10% Efficiency of Our Cabinet
  • Crown Power +10% Crown Power
  • Estates Satisfaction Recovery +0.2% Estates Satisfaction Recovery
  • Army Morale +10% Army Morale
  • Legislative Efficiency +10% Legislative Efficiency
  • Navy Morale +10% Navy Morale
  • Tax Efficiency +10% Tax Efficiency
  • Trade Efficiency +5% Trade Efficiency
No effects
  • Estates Satisfaction Equilibrium −5% Estates Satisfaction Equilibrium
  • Estates Satisfaction Equilibrium −10% Estates Satisfaction Equilibrium

AI Difficulty[edit | edit source]

The AI Difficulty game rule will give either penalties or bonuses to AI countries. Setting it to Easy or Very Easy disables achievements.

Very Easy Easy Normal Hard Very Hard
  • Army Morale −50% Army Morale
  • Navy Morale −50% Navy Morale
  • Army Morale −25% Army Morale
  • Navy Morale −25% Navy Morale
No effects
  • Discipline +10% Discipline
  • Estates Satisfaction Recovery +0.2% Estates Satisfaction Recovery
  • Estates Satisfaction Equilibrium +10% Estates Satisfaction Equilibrium
  • Pop Food Consumption −10% Pop Food Consumption
  • Population Growth +0.05% Population Growth
  • Naval Damage Done +10% Naval Damage Done
  • Naval Damage Taken −10% Naval Damage Taken
  • Monthly Research Progress % +10% Monthly Research Progress %
  • Tax Efficiency +10% Tax Efficiency
  • Trade Efficiency +5% Trade Efficiency
  • Discipline +20% Discipline
  • Estates Satisfaction Recovery +0.3% Estates Satisfaction Recovery
  • Estates Satisfaction Equilibrium +25% Estates Satisfaction Equilibrium
  • Pop Food Consumption −20% Pop Food Consumption
  • Population Growth +0.1% Population Growth
  • Naval Damage Done +20% Naval Damage Done
  • Naval Damage Taken −20% Naval Damage Taken
  • Monthly Research Progress % +20% Monthly Research Progress %
  • Tax Efficiency +20% Tax Efficiency
  • Trade Efficiency +10% Trade Efficiency

Country Change[edit | edit source]

The Country Change game rule allows switching the player country after the game has started. If set to Country Change Prohibited, the button to switch countries will still appear in the pause menu, but the option to play as another country will be greyed out. If set to Country Change Allowed, achievements will be disabled and Ironman Mode cannot be enabled.

Other general game rules[edit | edit source]

Game rule Setting Effects
Historical AI Historical The AI will always choose the historical options in dynamic historical events.
Weighted The AI will pick event options dependent on its situation.
Random The AI will pick event options completely at random.
Tooltip Tutorials Tutorial Tooltipping Active This setting enables additional tutorial-like tooltips which might feel like handholding.
Events and other UI objects give additional tooltipping to highlight what mechanics can be used to resolve certain tasks and difficulties.
Additional Tooltipping Inactive This setting deactivates the additional tutorial-like tooltips. This might increase immersion and make the experience feel less handholding.
Mission Packs Missions Enabled This setting will allow full access to Missions.
Missions Disabled This setting will disable all Missions, making it impossible to complete any in the game.
Mission Rewards Every Task Rewards Every mission task will provide a reward.
Only Mission End Rewards The Missions have only a reward at the end of the mission. Mission tasks as such have no rewards on completion.
No Rewards The Missions have no game altering rewards on completion whatsoever.
Ledger Information Show All All information is displayed in the ledger.
Hide Country and Goods Country and goods information is hidden in the ledger.

Multiplayer game rules[edit | edit source]

The following game rules only have an effect in multiplayer games. None of them disables achievements.

Game rule Setting Effects
Victory Cards Victory Cards Disabled Countries will not get victory cards for score.
Victory Cards Enabled Countries will occasionally get victory cards for score.
Multiplayer Pause Settings Block clients pause/unpause Clients are NOT able to pause or unpause the game.
Block clients unpause from host/system Clients are able to pause and unpause the game, but they are NOT able to unpause if the host or the system paused the game.
Allow clients pause/unpause Clients are able to pause and unpause the game always.
Multiplayer Unpause Timeout 0 All players are able to unpause the game at all times.
30 The host and the client who paused the game can unpause always.
The rest of the clients must wait 30 seconds to be able to unpause the game.
60 The host and the client who paused the game can unpause always.
The rest of the clients must wait 60 seconds to be able to unpause the game.
120 The host and the client who paused the game can unpause always.
The rest of the clients must wait 120 seconds to be able to unpause the game.
Go to Lobby after Hotjoin Yes All players will be forced into the lobby when a client hotjoins.
No All players will remain in-game when a client hotjoins.
Pause when a player leaves the game Yes The game will be paused when a player leaves the game.
No The game will not be paused when a player leaves the game.
Change speed in multiplayer wars Yes Slow down speed when a war starts with at least 2 players.
No Keep the current speed when a war starts with at least 2 players.
Change Countries Dynastic Naming Yes Countries named after dynasties will change their name and flag according to the ruler's dynasty if that changes.
No Countries named after dynasties will not change their name and flag, regardless of the dynasty they are ruled by.

Flavor game rules[edit | edit source]

Flavor game rules are used to make the game more or less historical.

Game rule Setting Effects Achievements
Formable Countries Only Historical Only countries that were formed in history are allowed to be formed. Yes
Allow Plausible Allow the formation of ahistorical countries which creation would have been historically plausible. Yes
Allow Ahistorical All countries can be formed, including those that are ahistorical and may be immersion-breaking. Yes
AI Colonization All countries All AI countries can Colonize. Yes
Only Western Countries AI countries can only Colonize if their capital is in Europe. Yes
AI Exploration All countries All AI countries can Explore. Yes
Only Western Countries AI countries can only Explore if their capital is in Europe. Yes
Culture Conversions Dynamic rules Countries can convert Culture if visible criteria are filled. Yes
Inside Culture Group only Countries can only convert Culture to other cultures belonging to the same culture group. Yes
Present in Country Countries can convert Culture to any culture present in the country. Yes
Any Culture Countries can convert Culture to any culture unrestricted. No
Religion Conversions Dynamic rules Countries can convert Religion if visible criteria are filled. Yes
Inside Religion Group only Countries can only convert Religion to other religions belonging to the same religion group. Yes
Present in Country Countries can convert Religion to any religion present in the country. Yes
Any Culture Countries can convert Religion to any religion unrestricted. No
Black Death Outbreak Year 1346 The Bubonic Plague Disease and the Black Death Situation will emerge in the historical year, 1346. Yes
Random The Bubonic Plague Disease and the Black Death Situation has a 0.5% monthly chance to emerge in the Age of Renaissance.
The Bubonic Plague Disease and the Black Death Situation has a 1% monthly chance to emerge in the Age of Discovery.
The Bubonic Plague Disease and the Black Death Situation will emerge at the beginning of the Age of Reformation if it hasn't emerged already.
No
Disabled The Bubonic Plague Disease and the Black Death Situation will never emerge. No
Black Death Origin Central Asia The Bubonic Plague Disease and the Black Death Situation will emerge from a random location anywhere in the Desht-i Kipchak, Astrakhan, or Lower Yik areas. Yes
Random The Bubonic Plague Disease and the Black Death Situation will emerge from a random location anywhere in Asia, Europe, or North Africa. No
Institution Spawn Dynamic Institutions will spawn in locations dynamically depending on what circumstances would have spawned them historically.
Institutions will spread at a fast rate to locations that met the spawning requirements but weren't picked as the institution spawn location.
Yes
Historical Institutions will spawn in the exact historical location they spawned in history. Yes
Random City Institutions will spawn in a random city. No
Byzantium Name Default The Greek Country centered around Byzantion will be known as the Byzantine Empire. Yes
Eastern Roman Empire The Greek Country centered around Byzantion will be known as the Eastern Roman Empire, even though they are about one thousand Roman miles from the city of Rome. Yes

Ironman Mode[edit | edit source]

Ironman Mode is a special game rule that disables manual saving and changing game rules after the game has started. The game is saved automatically once every 6 months, as well as when exiting the game. Ironman mode can only be enabled before the game has started, and only if the Country Change game rule is set to prohibited.

References[edit | edit source]