Europa Universalis VMods / Trade and Economics
Europa Universalis V mods
Europa Universalis V trade and economics mods
Everything filed under trade and economics by its own author, ordered by how much it is used.
AllGameplay729Balance684Fixes463Historical251Map217Trade and Economics201User Interface196Alternative History176Utilities171Government and Estates159Events155Military140Characters138Advancements133Diplomacy129Translation120Overhaul119Culture & Art104religion76Flags76International Organizations48Textures48Missions28Loading Screen181.310Sound8Graphics6
201 trade and economics mods
- Metropolis&Megalopolis Upgrade – Enhanced City System-Buildings Expansionby ^Sturm⭐ Metropolis&Megalopolis Upgrade – Enhanced City System-Buildings Expansion Megalopolis Upgrade – Enhanced City System expands the vanilla city progression by adding a new location rank between City and Megalopolis: Metropolis. This mod expands Europa Universalis V with a complete late-game urban...12.2k downloadsupdated 9 mo ago
- [1.3*] Basileia Romaion 1337 - Update 23.3by DroganBasileía Romaíon: 1337 The term 'Basileía Romaíon' (Βασιλεία τῶν Ῥωμαίων) is the Greek name for the Medieval Roman Empire or "Byzantium". It was the official name of the empire in Greek during its existence. "Basileía" means "Empire" or "Kingdom," and "Romaíon" means "of the Romans" or "Roman." T...10.1k downloadsupdated 25 d ago
- Fix Trade Companiesby ConnerOverview: EU5 trade companies were clearly not finished for release. Numerous issues make them completely non-functional. This mod fixes all the problems while keeping trade companies as Paradox 'intended'. Features: Allows overlord to build Trade Company buildings (which get transferred to the T...6.5k downloadsupdated 4 mo ago
- Higher Max Core Controlby 76561198866770890Increase Max Core Control to 40%, Max Integrated Control to 10%. Also increased core assimilation and conversion.6.1k downloadsupdated 10 mo ago
- 1.3.x Economic Overhaul: Expenses, Trade, and Estate Buildingsby 76561199216537606If this mod has been helpful to you, please give my mod a like. Thank you very much! Recommended to use with the following mods (click to jump): -Integration hotfix - Fix the Endless Independence Wars - Divorce Allowed Sub-mods (optional, not necessary, and unnecessary): - Limit Building Scale Ef...6.0k downloadsupdated 3 mo ago
- Prosper or Perishby Salty.[BOAY]0.9.1 update, EU5 1.3.11 compatible, 19.07.2026 0.9 Provisioning This update contains a new logistics system for building levels, and a complete rework of the stacking building cost system we all hated. The system is streamlined and fully compatible with the Construction Manager mod; use Return o...6.0k downloadsupdated 2 mo ago
- More Buildingsby HitagiI struggled to find tin in the americas and made this mod! I will update this liberally losely trying to stick to base game "balance". Feel free to suggest building ideas, or complain about goods you are missing and feel like you should be able to produce. Content Adds 33 new buildings to gather...5.8k downloadsupdated 4 mo ago
- [PausedUpdate] Estate Building Produce Thingsby Iserlohn‘s MarisaUpdated to 1.2.0. ! To those who concern. As you may know, the state of EUV game is quite unstable in recent updates. I personally aren't actually playing until I think 1st/2nd major DLCs (which makes it stable and playable again). So, be expected that this mod would have very slow update rate. !...5.4k downloadsupdated 4 mo ago
- Metropolitan Government Policiesby ^Sturm📌 Metropolitan Government Policies/Reforms Metropolitan Government Reforms expands the depth of late-game government management by linking the strength of a nation’s bureaucracy to the development of its capital city. Instead of treating the capital as just another province, this mod turns it int...3.6k downloadsupdated 10 mo ago
- REAI: Rational Empire AI [1.3]by EmirkeIs the vanilla AI ruining your immersion by wasting its treasury on buildings in low-control provinces for 0 ROI, picking useless government reforms and estates privileges, relying entirely on peasant levies rather than a proper regular army, and creating horrific bordergore? REAI (Rational Empir...3.4k downloadsupdated 2 mo ago
- Metropolitan Estate Privilegesby ^SturmESTATE PRIVILEGES expands the power struggle between the four estates — Nobles, Clergy, Burghers and Peasants — by adding dozens of new privileges with meaningful gameplay impact. Every privilege comes with real trade-offs, creating deeper political decisions instead of flat bonuses. Choose who r...3.3k downloadsupdated 10 mo ago
- R.G.O. Level Retention for Mining Citiesby Mokiia📜 Description This mod prevents loss of the +100% Max R.G.O. Size bonus for a Rural Settlement when it is upgraded to a Town or City that has mining raw materials except stones and marbles. ⛏️ List of mining RGOs coal iron copper gold silver tin lead gems saltpeter alum mercury ⚠️ Notice To apply...3.1k downloadsupdated 9 mo ago
- European Universalisby FlandersDiscord !! This mod is a balance overhaul for Europa Universalis V. It reworks gameplay values to make the game more fair and realistic. The goal is to reduce unfair advantages between nations. ⬤ For some events in this part, you need to be in HISTORICAL OPTION ● The Iberian Union now works prope...3.0k downloadsupdated 9 mo ago
- [v1.3.11] Standard of Livingby 76561198819047993Standard of Living 08/14 Update I'm very happy to share my recent work on stratum-level control. This update should greatly reduce the unbalances between estates, especially for larger countries. Re-enabled the EU5 engine feature that automatically reduces demand for a poor stratum. This had been...3.0k downloadsupdated 1 mo ago
- Improved Trade & Buildings 1.2.4 Updateby Gunnar Von Pontius áf ÄdelspruppImproved Trade & Buildings A lightweight economy overhaul that improves trade flows, market behavior, and regional specialization — without adding new goods types or new building categories. Core idea 1. Improve the existing starting setup to make countries and areas more realistic and differenti...3.0k downloadsupdated 4 mo ago
- Move Population (QOL)by Mak84271A Balanced mod that adds a cabinet action to move population around! Select a location and move them to another one that you want! >Select Religion Option >Select Culture Option 1) Minimum 100 max 1000 2) Moves (0.5% + 0.5% * (adm_advisor / 100 ) of the population in the final destination ! 3) An...2.8k downloadsupdated 7 mo ago
- [1.3] Roman Roadsby DroganBR: Roman Roads Changes: Adds numerous missing Roman roads across Italy, Iberia, the Balkans, Greece, Anatolia, and more, based on multiple historical reconstructions of the Roman road network. My Other EU5 Mods: Medieval Roman Art Expansion Basileía Romaíon 1337 Basileia Romaion - Localization A...2.5k downloadsupdated 4 mo ago
- VI's Total Realism Modby Emperor VIVI’s Total Realism Mod (TRM) philosophy • To use EU5’s mechanics to their full potential • To create challenging gameplay for the player, making players think about the opportunity cost of their decisions • To make the game historically accurate as much as possible without taking out gaming fun o...2.3k downloadsupdated 4 mo ago
- Dynamic Market Stockpiles and Demandsby HappyMonkey99Dynamic Market Stockpiles and Demand Every market in EU5 gets the same stockpile capacity, so Cahokia and Constantinople hold the same amount of goods. When those stockpiles add supply relative to stockpile size, prices in small markets crash while large ones have enough demand to absorb it. And...2.3k downloadsupdated 1 mo ago
- building extensionby MAGIC FISHCurrently,13 buildings have been added and will continue to be updated Whaling Port and pearl gatherer fixed, now can only be built in port. City Architecture Sequence City estate can be established in cities with farmland and forest terrain, and can produce wheat or fruits. Taverns consume beer...2.2k downloadsupdated 10 mo ago
- Anti Snowballingby 76561198349977397Important Announcement I have decided to suspend work on this mod for the foreseeable future. The primary reason is that the base game is currently undergoing rapid and extensive changes, particularly to economic systems. These updates are significantly reshaping gameplay on a regular basis, and...2.2k downloadsupdated 8 mo ago
- 城镇不减少原产等级by 76561198369192132城镇和乡村一样都是加100%原产上限且不减少食物产出了1.9k downloadsupdated 2 mo ago
- Exploration Fixby DéRiksusFixes the 'No Locations available to start constructing the exploration' condition, and allows exploring if area is within naval range of a coastal location or through neighboring land provinces. I also made a version that uses "as-the-crow-flies" distance instead of naval range here:1.9k downloadsupdated 10 mo ago
- SoL Based Pop Demandsby 76561198840139591This mod is still considered as beta version and is taking playtest based feedback. The mod works with either 1.0.9 or 1.0.10, but does not work for a very early version, since pop demands logic has been rewritten. Features: 1. This mod scales population demand with their GDP per capita. Creating...1.8k downloadsupdated 9 mo ago
- More Iron and Lumber for you!by Joshua FitzgeraldBoosts iron production efficiency by 50% from all sources and lumber by 33% (keep in mind this bonus won't actually boost your production by 33%/50% as it is one of many production efficiency bonuses) , furthermore makes the AI put a greater priority on building up iron and lumber RGOs1.8k downloadsupdated 7 mo ago
- Worldshaper Frameworkby 76561198805482423If you are not a Modder Simply download the mod and have it activated if it is required by another mod such as Change Vegetation, you dont need to worry about anything else. Overview This mod is a framework to allow mods to change Vegetation, Topography and Climate. It includes relevant modifiers...1.8k downloadsupdated 1 mo ago
- Change Vegetationby 76561198805482423Important Notice This mod MUST be loaded together with Worldshaper Framework, otherwise it will not work. With just this mod and Worldshaper Framework your checksum should be 39c1 as of 1.1.10. If it is ccfb, you are probably not loading the Framework as well. Overview This mod allows you to chan...1.7k downloadsupdated 1 mo ago
- Estates Pay Building Maintenanceby HappyMonkey99Estates now help pay for building maintenance. Each estate's share is determined by its estate power. Estate-assigned buildings (noble villas, parish churches, guild halls, etc.) are charged in full to their owning estate. Government category buildings are assigned to the country and paid in full...1.3k downloadsupdated 2 mo ago
- God, Gold, Gloryby 76561198872718419Updated for 1.3.6 Decreases exploration cost and vastly decreases exploration time. Columbus, De Gama, and Magellan are no longer 100+ years late. Increases trade transfer from colonial subjects to overlords to 100%, representing historical mercantilist policies and trade monopolies. Added a vari...1.2k downloadsupdated 3 mo ago
- 经世与税收汉化模组 M&T Chinese Localization Submodby Nsyw经世与税收(MEIOU and Taxes)汉化模组 模组简介 《经世与税收》是一款始于 2007 年的全面重构模组,旨在模拟动态演化的经济、贸易、人口机制,彻底重塑游戏的核心体验 最新版本(0.2.7) 🏭 经济与生产重构 原产(RGO)完全被建筑替代:取而代之的是可建造、可升级的生产建筑(矿场、伐木场、果园等)替代原版RGO系统,让一个地点可以生产多种原材料 新增GDP UI:直观衡量国家经济总量 物价全面重平衡:所有商品基础价格调整为原版的 50%,贸易逻辑重做 城市便利设施与城市集中化:增加更多建筑槽位,促进城市产业专精化发展 ⚓ 海军征召兵 码头可征召市民海军,随时代解锁更高级...1.2k downloadsupdated 1 mo ago
- 贸易利润率 Trade profit marginby 76561198821060567在贸易和商品进出口界面中增加了当前贸易路线和潜在贸易路线的利润率计算,方便获取最大贸易利润 Added profit-margin calculations for current and potential trade routes in the trade and goods import/export interface to make it easier to achieve maximum trade profit. 其中: - 贸易利润率 = 贸易利润 / (进口额 + 贸易维护 + 海峡通行费) - 实际贸易收入 = 王权力量 × 贸易利润,代表国家通过该贸易路线获得的实际...1.1k downloadsupdated 10 mo ago
- From the Ground Up: Americaby 76561198384677178Outdated!! Will Update it when I have the time :) Overview From the Ground Up is the best way to play as a colonial nation in Eu5 which, while already a valuable and well-crafted framework, still lacks the depth that it one day will have. Because we have focused solely on the Americas, the game r...1.1k downloadsupdated 6 mo ago
- Optional Restrictions on Building Fortsby 13Mo4 sets of game rules have been added to the game, with a total of 3+4+5+5 settings, used to restrict the construction of fortresses in the game. New mod: , it can perform a global fortress clearance at the start of the game, and when used with this mod, it can achieve complete fortress restrictio...1.1k downloadsupdated 2 mo ago
- Pop Demands Rework (1.0.10)by LazyIcarusOverview (save compatible) Currently demand is based off of location development and estates income to expense ratio. Estates income is shared across all pops of that class and this is problematic for large countries because the estate will always have income > expense. Their expenses are the sam...1.0k downloadsupdated 9 mo ago
- Tin in Americaby ShingyThis mod adds historical-ish Tin deposits to the Americas. After all, EU5 is a historical sandbox, right? Surely we wouldn't sacrifice historicity for balance... Compatible with everything. Does not affect saved games. Adds Tin to the following locations: Huaxcama (Zacatecas, Mexico) Cumaribo (Co...1.0k downloadsupdated 10 mo ago
- Trade Goods Expanded 2.0by MefedronLoverTrade Goods Expanded is a mod that currently introduces new trade good graphics, enhancing the visual variety of the game’s trade system. In future updates, it will expand further with new trade goods, balance changes, and custom events to make the world economy deeper and more dynamic Compatible...949 downloadsupdated 9 mo ago
- [1.2 & 1.3] Ottoman Empire | From Beylik to Empireby Panda :)Ottoman Empire | From Beylik to Empire Build your beylik. Break the old world. Forge an empire. Major Update This mod has grown far beyond its first mission-focused version. Ottoman Empire | From Beylik to Empire is now an Ottoman-focused immersion pack for EU5, expanding the campaign with 200+ m...942 downloadsupdated 3 mo ago
- Much More Markets (1.3 Pavia)by 76561198332525860This mod simply creates more markets at the start and makes them more unique and the world less globalised. I added those that were ideally cities or towns, evenly distributed and somehow historically relevant. Alongside the new markets, I reduced the cost for destroying markets. Now it costs onl...930 downloadsupdated 25 d ago
- AI Mercenary Restrictionsby 13MoA new set of rules has been added to the game's General settings, featuring six options to limit the AI's use of mercenaries to varying degrees. The rules of this mod only apply to AI. The recruitment cost shown in the last illustration also takes effect solely on AI. It is individually adjusted...895 downloadsupdated 3 mo ago
- Optional Urbanization Conditions and Mass Urbanizationby 13Mo6 new game rules have been added to the game, with a total of 7+7+5+5+5+5 options. They can be viewed in the game's Special Rules, allowing you to set population conditions for regional upgrades and location conditions for metropolis upgrades. Due to the large number of options, only a brief over...879 downloadsupdated 2 mo ago
- Otherworld Fantasy Modby Evil_WarlordOtherworld Fantasy Mod Update Working in v1.3.* version. Story Beings from another world are fleeing the collapse of their home and arriving on Earth. Some are humans with cultures, religions, and traditions completely different from anything known in this world. Others are vampires, arcanists, a...876 downloadsupdated 24 d ago
- Counting House Proximity Sourceby mohardWhat Does This Mod Do? The Counting House building, available for construction in towns and cities after researching the Renaissance Era (2nd) advance, will now act as a Local Proximity Source. Consider it a Bailiff, which can be built in Urban Locations. This allows towns and cities to act as lo...867 downloadsupdated 8 mo ago
- Put the Cost of the Court to practical use!by LastoryNew capital buildings that automatically scales their levels. This makes your Cost of the Court genuinely generate corresponding demand in the market. Cost of the Court: Every 10 ducats of Cost of the Court (only including the portion necessary to maintain the legitimacy equilibrium point) corres...823 downloadsupdated 9 mo ago
- Auto Urbanizationby 76561198985252803Automatic Urbanization Current version: 1.0.0 Supported game version: Europa Universalis V 1.3.* Turn repetitive location upgrades into controlled national planning. Automatic Urbanization scans eligible locations across your country, sorts them by strict location-efficiency priority, and schedul...784 downloadsupdated 2 mo ago
- Increase the population cap/Accelerate population growth/Increase raw material outputby 76561199038159082This mod adds three buildings, each capable of increasing the local population cap, boosting the birth rate, and enhancing raw material output and limits. Each level provides a fixed increase of 100k population cap, a 10% monthly birth rate boost, and a 10% increase in raw material output and lim...757 downloadsupdated 9 mo ago
- Mesoamerican Copper Toolsby Negative RamosThe concept behind this mod is being added to the base game as of 1.1, depending on what they do I may still upkeep this mod, though its unlikely unless I really dislike it. Adds a new production method of tools via the Copperworking advance for Mesoamericans (and all who have it). Also adds an a...713 downloadsupdated 10 mo ago
- Iron Minesby HappyMonkey99The economy in 1.1.* is broken because of a lack of iron, adding in more accessible iron mine buildings prevents an endless tool shortage spiral that crashes the economy. Adds iron mine buildings to mountain, plateau, and hill locations and are available to any nation with the Iron Working advanc...696 downloadsupdated 7 mo ago
- GoldLimit金币上限by GATTACAWhen playing major nations, especially CHI, I often hit an economic cap stuck at 999K mid-game. Could be I’m not building fast enough, or maybe CHI’s just too OP… Anyway, I’ve adjusted the limit to 999M. Not sure if there’s a hard cap, so no higher value set. Just manually retire the save once an...694 downloadsupdated 10 mo ago