Europa Universalis 5’s update 1.0.10 has now entered open beta, being available on its own dedicated Steam branch for anyone willing to test its changes and provide feedback. Its patch notes reveal the addition of even more advances for several formable countries, alongside changes to proximity, market access, and much more.
Another of the grand strategy game’s chunkier post-launch updates, EU5’s patch 1.0.10 sees developer Paradox Tinto taking a steadier approach for a second time, giving players the chance to try out its proposed changes before pushing them to the live game.
Europa Universalis 5 Update 1.0.10 Patch Notes
Aside from the new advances available when forming Italy, Sokoto, Manchu, Kurdistan, Malacca, and Malaya, EU5’s update 1.0.10 also ensures that proximity bonuses from rivers now work through lakes.
Additionally, roads make proximity costs ignore the vegetation in the regions they’re crossing.
Colonial nations offer more payment to their overlord during the ages of absolutism and revolutions, navies are better at dealing with pirates, while many trade-related buildings, including marketplaces and market villages, now improve local market access.
Below, you’ll find a portion of the full Europa Universalis update 1.0.10 patch notes, highlighting some of the changes it aims to introduce to the grand strategy game when it goes live:
New Features
- Added 6 new advances for the Kurdistan formable country
- Added 6 new advances for the Manchu formable country
- Added a new government reform for Sweden’s Alsnö stadga’
- Added 6 new advances for the Sokoto formable country
- Added 7 new advances for the Italy formable country
Gameplay
Government:
- The “ruler must be commander during war” now allows female rulers to be generals. Gender is no excuse to avoid dying for your nation, royal peasant!
- Cognatic primogeniture goes through dead children in the right order
- The Magna Carta now also gives some levy combat efficiency.
- Enforcing culture on a subject will cancel their attempts to assimilate into other cultures
- Fiefdoms and dominions can no longer pump up stats of their ruler through the parliament.
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Reduced the op byzantine conscription from insanity to “decent” Economy:
- Further revisions of the population demands to balance estate economies.
- Increased the strength of navies’ anti-piracy by a large amount.
- Nobles’ recruitment center is now giving 25 nobles, not 250.
- Removed the impact of trade on the economic base and instead restored trade maintenance to the intended size.
- Pop demands for weaponry for peasants are now checking the privilege again. Paved and later roads are now giving a bit better paths for market access, changed from 15% -25% to 20%-40%. The downstream river is still 50%.
- Market villages now add 10 burghers per level
- Market access uses the best of upstream river, downstream river, or road connection now, instead of a weird combination.
- Proximity bonuses from rivers now work through lakes
- Colonial charters will not benefit the origin location if colonial maintenance is 0.
- A lot of trade-related buildings, like marketplaces and market villages, now improve local market access.
- Rebalanced a few stacking development benefits.
- Reduced a few ways to stack prosperity gains.
- Rough vegetation slows down road building much further.
- Fixed so lakes have maxed maritime presence always.
- Roads now make proximity costs ignore vegetation!
- Reduced/rebalanced/replaced a lot of proximity modifiers Market ranges check different coastlines….. Alexandria can now get to India
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Increased payment from colonial nations in the age of absolutism and the age of revolutions Production:
- Can no longer build worse forts in locations with better ones
Society:
- You now need to have researched the ‘patron of the arts’ to advance to commission art.
- Fiefdoms, dominions, and state banks can no longer change religion on their own.
- Religion and culture country lists get updated properly when releasing historical subjects
- Tweaked a lot of bonuses to population growth that could stack rather high.
- Limited the marriage rules to the ruling dynasty closely related to the ruler.
- Cultures that have 0 pops will no longer cost any cultural upkeep.
Diplomacy:
- Fixed the they do not desire anything more peace acceptance factor is not triggering when the peace offer was set to demanding.
- Fixed the current sieges peace acceptance impact being calculated differently when the peace offer was set to demanding and offering.
- Fixed the start annexation diplomatic action being visible on subjects that were already being annexed.
- Asking for money caps at 4x asker’s tax base
- Diplomats work properly once above the limit, allowing a monthly reduction but no further monthly increase
- Acceptance of marriage offers will now include the age of the consort before selecting the recipient country, fixing the issue of inconsistent acceptance of marriage offers in different target selection windows.
- Fixed denied military accessCBb
- Isolating from allies now requires you to be allied
- Seizing territory from your subjects makes the locations conquered, and the amount of liberty desire scales with population, buildings, and development.
- Calling Ally uses the correct border distance calculation for AI acceptance
- Intervene in war action works as intended
- Can now cede locations through corridors No longer give out claim throne CBS for heirs under a regency
- Failure to give adequate land to an ally in a peace treaty will give a trust hit rather than a trust bonus
- Violating sovereignty is not instantly cancelled if you’re already allowing them military access
- When subjects break free of their overlord, they (and their subjects) will also leave any wars they were called into by their overlord
- Fixed the case where junior partners don’t get called into war properly
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Independence movements trump subject relations when declaring war, and subjects trump unions Military:
- Rebalanced how good levies are with a decent progression through the ages.
- Battles will now only start with 125% maximum frontage in the sections, all other units go to reserves.
- Reduced frontage bonus from defensive societal values
- Fixed a bug where morale was not scaled by strength.”
- Fixed a bug where morale was not scaled by strength.
- Drilling now sets a forced 100% maintenance for that unit Transport costs now scale with how many men you have in the unit.
- Armies now take damage to morale from attrition, instead of gaining morale from it
- Garrison recovery ticks are on daily ticks, not on monthly, but slower.
- The threshold of recruiting a new group of levies is now 20% instead of 50% recovered.
Geopolitics:
- War score calculated correctly for vassals
- Maritime presence doesn’t clear itself incorrectly anymore
- Colonial charters keep to their source location, with more restrictions on where you can specify as source (min 1k peasants in location)
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Colonial charters no longer need a source province (too restrictive) and instead just take pops from the capital region Advances:
- Invalid advances have now been removed from the research queue and won’t be researched
- Exports now also spread institutions
Other:
- Claim throne CBS can now include the claimant, so you get to install specific people on the throne (i.e., people who do actually have a claim)
- Tweaked the calculation for upstream/downstream rivers
- Disease stats get transferred from the old country to the new when losing a revolt
- Added individual disease resistance modifiers, pumped up the initial malaria death rate
- Hiring Advisor now costs government power, generals army tradition, admiral navy tradition and artists costs prestige.
You can read through the entire list of changes available in EU5’s update 1.0.10 open beta in the full patch notes found on the Paradox forums. The developer didn’t share how long it will take before the patch becomes available to all players, but there’s a good chance that will happen during the week of December 8.
Europa Universalis V is available now on PC. For more on Paradox’s latest effort, read our articles covering its console commands, start and end dates, and what we know about potential PS5 and Xbox Series X/S versions.
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