It would be very easy to start this review by assuming that Europa Universalis 5 is a successful sequel to one of the most popular and enduring strategy games in recent history.
Rather, EU5 is the culmination of all the grand strategy lessons Paradox Interactive and Paradox Tinto have learned over the past decade. It feels more like a statement than a repetition. This is a synthesis of the best parts of Europa Universalis, Crusader Kings, and Victoria condensed into one great package. A success that Imperator: Rome attempted and failed to achieve.
Europa Universalis 5 is a sandbox with 500 years of history. The barrier to entry is very high, and the barrier to mastery is even higher, but it is nonetheless a sandbox that shines in every way.
Unrivaled simulation
When I reviewed Victoria 3, I used the phrase, “It's no exaggeration to say that the depth and complexity of Victoria 3 surpasses any game I've ever played.” Trust me when I say that EU5 easily and completely surpasses this. The incredible level of depth is its core appeal. From a segmented population system (a clear application of Victorian mechanics) to overhauled trade and economic flows, every decision sends ripples across the entire world map, as well as the minutiae of internal politics.
This isn't just an exercise in conquering map drawings (which can actually be part of the experience), you're tasked with managing culture, law, religion, employment and just about anything else you can think of. In EU4, you may be deluded into thinking that you are the supreme leader of a country whose direction is determined entirely by your whims and goals. Europa Universalis 5 makes it clearer than ever that what you're playing is actually the country itself. The leader is just one element, and hardly any element at all if he or she is currently residing elsewhere in one's territory.
Population systems can be incredibly influential in forcing us to think more broadly about what success means. Yes, you may still harbor lofty ambitions of a United Kingdom of Wales, but success in the EU5 doesn't mean you'll end up crushing the UK. It means tinkering and adjusting the conquered lands to make them more ideal, happier, wealthier and more literate. You have to think about a lot more variables than other games like it, and that makes success that much more satisfying.
Combat is another area where Paradox Tinto has greatly improved the experience. War is a terrible, high-stakes event where every tactical decision counts. Taking the reins manually while retaining the option to automate warfare provides the highest level in the game.
Combat is no longer just a comparison of power scores. You now have to contend with a much greater focus on terrain, weather, and logistics than we saw in EU4. Attacking across a flooded river in the rain or attempting to capture a well-defended mountain pass now feels like truly dangerous business, so smart positioning and patient maneuvering are essential. It must also have a well-trained standing army rather than relying on disloyal levies, a much more valuable asset than simply mustering the largest army. The system is brutal, realistic and very engaging.
Underpinning the entire experience is an uncompromising commitment to realistic segmentation. The developers have clearly made an effort to strip away the layers of abstraction that have historically simplified grand strategy games. Gone are many of the neatly packaged mechanisms that simplify historical phenomena. Instead, the game offers a heavier and more complex simulation. Trade is no longer just a few nodes and merchants, but a complex, interconnected market influenced by internal production and the needs of the population.
Diplomacy is fraught with partisan interests, real estate politics, and the weight of historical precedent. This commitment to granular simulation makes EU5 more of a tool for experiencing the dense, interconnected reality of the early modern world than a game that simplifies historical periods.
Custom Complexity
Paradox Tinto clearly understands that this level of simulation depth is the highest requirement. This is why a feature I appreciate is the level of customizable gameplay automation. We've seen elements like the automated warfare that came with the console ports of Crusader Kings before, but EU5 turns it up to 11. Hardcore strategists will no doubt pour their souls into learning the ins and outs of every single mechanic available here, but the game works very well to automate many of the more arduous tasks with AI. Crucially, this is instantly customizable, so every player can choose what they really want to engage with.
I'm a Paradox veteran, but I still love the fact that I barely have to worry about learning the trade mechanics. I'm too busy being trampled by shaky Norwegian Novgorod to care about the exact amount of silver being exported to France.
Another great thing that people will appreciate is how the game provides tutorials for most of the new player experience. Even veterans need explanations for new mechanics, and the mission tree handed to you is excellent at getting you to read, experiment, and learn how things actually work. This is much better than the old method of telling the player exactly which button to click, but not explaining why it suddenly works. But I just hope we get more tutorials like this in the future. Because the game is currently too big for us to cover everything.
The Paradox of the Paradoxical Learning Curve
Now here's a word of caution. Yes, EU5 does a great job with onboarding. But the game is too big, too complex, and too deep to say they can do what they do well. Paradox's grand strategy errs too heavily on the grand scale. I've had hundreds of hours on my hands as I keep mentioning it, and understanding EU5 felt like an incredibly steep learning curve. For those with experience, the curve will be steep with just EU4. The joke in the community is that hitting the first 1,000 hours in a Paradox game is just a matter of completing the tutorial. There's a less comical feel to this game.
I know there are some crazy people in the community who would love that idea. I am one of them! But my goodness, I want to emphasize again that this is a complex issue.
Plus, fellow veterans won't be surprised to learn that this is yet another Paradox release that comes with some performance issues. It has crashed at least 5 times during my time, has performance issues at speeds above 3, and ultrawide resolutions are janky and unbearable. I'm sure these will be refined over time, but it's worth mentioning from the beginning.
synthesis of victory
Europa Universalis 5 isn't without its flaws, but it's a huge success, especially where its ambitious but flawed cousin, Imperator: Rome, unfortunately failed. It takes the best ideas of its paradoxical companion – a dynamic population, more detailed maps than anything we've ever seen, and complex internal factionalism – and integrates them into a stable experience that covers a fantastically rich period of history.
Despite taking so much time to write a review, I don't think I've even scratched the surface and I haven't even finished a single campaign yet. It is a Paradox game after all. Above all else, this is the biggest compliment I can give this game. Deeper than the Mariana Trench, exciting enough to be played endlessly, and setting a new standard for what grand strategy means.

- released
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November 4, 2025
- developer
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paradox tinto
- engine
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Clausewitz Engine
- Incredibly deep and granular simulations
- Engaging onboarding process technology
- infinite replayability
- Some performance issues
- A more thorough onboarding process is needed.
