[Interview] What Was "Europa Universalis V" Aiming to Achieve?
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/908/G090831/20251008047/
Writer: Masahiro Tokogawa | 2025/10/08 08:32 (UTC)
One of Paradox Interactive’s flagship titles, “Europa Universalis,” is a grand strategy series that has gained worldwide popularity by covering the era when Europe expanded outward toward the rest of the world.
In Japan, interest in the series began around the release of “Europa Universalis 2” in the early 2000s. Today, “Europa Universalis IV” remains popular, and AAR (replay) videos on video streaming sites continue to attract a large fanbase.
Now, after years of anticipation, the announcement of the latest installment—"Europa Universalis V"—has finally been made. At Tokyo Game Show 2025, we were able to experience a media preview and conduct an interview with the developers, which we’re excited to share.
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4Gamer:
First, could you please introduce yourselves?
Stefan Vonboe Lang (hereafter, Lang):
I’m Stefan Vonboe Lang, 3DCG Team Coordinator and also a character artist.
Roger Corominas (hereafter, Corominas):
I’m Roger Corominas. I work as a content designer. Nice to meet you.
4Gamer:
Excellent strategy games often rely on excellent exaggeration and abstraction. In reality, it’s impossible to include every element of the world in a game—and even if it were possible, such an approach would certainly not be player-friendly. So, where did Europa Universalis V place its strongest focus?
Lang:
Compared to previous entries in the series, “simulation” has become a major emphasis. A prime example is the introduction of the POP system seen in games like Victoria. In this game, POPs form the foundation of everything—production, management, warfare—all interconnected.
Corominas:
We wanted EU5 to be the ultimate grand strategy game. So we aimed to integrate the best aspects from past titles such as Crusader Kings and Victoria into one cohesive experience.
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4Gamer:
That’s quite ambitious!
Now, when discussing the EU series, one key point is always: when does the game start and end? For example, EU2 begins with the Hussite Wars and ends with the Napoleonic Wars. In EU3, it starts at the fall of Constantinople and concludes (without expansion packs) with the execution of Louis XVI. EU4 starts with the Truce of Calais and the Battle of Varna, ending in the Napoleonic Wars.
This time, EU5 begins during the Hundred Years’ War and spans 500 years up to Queen Victoria’s coronation. Could you explain why this period was chosen?
Lang:
Let’s start with the year: 1337 isn’t just when the Hundred Years’ War began—it also marks a time immediately before the arrival of the Black Death.
4Gamer:
A transformative era, indeed.
Lang:
Also, Mansa Musa completed his pilgrimage to Mecca in 1324, and he’s believed to have died in 1337. In China, Yuan Dynasty rule was crumbling; large-scale uprisings began around 1348. Japan entered the Nanboku-chō period in 1336. So many significant changes were occurring worldwide at that time—this is why we chose 1337.
4Gamer:
And what about the end date?
Corominas:
EU5 concludes原则上 (in principle) in 1837, exactly 500 years after its start. Moreover, this year connects naturally to another major title from our company—Victoria. So it was a very logical choice.
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4Gamer:
This is purely out of personal curiosity, but many modders have previously created mods to export EU save data into Victoria. Can that be done in this version? Is it possible? Honestly, I suspect a lot of players would love to see such functionality…
Lang:
Technically speaking, yes—it should be feasible. We strive to make our game as friendly to modders as possible because the community and modding scene are extremely important to us. In EU5, we’re doing everything we can to fully support mod creators.
The “Massive Game” That Is EU5, and Automation
4Gamer:
To be honest, I joined this series starting with EU2, and years ago serialized an AAR of EU3 in a 4Gamer magazine. Back then, what struck me was how much more “organized,” “simpler,” or “more abstract” EU3 felt compared to EU2—there was no longer the chaotic energy present in earlier entries.
Since then, my schedule has been packed with overseas reporting, so I haven’t played EU4 myself—but I’ve enjoyed countless fantastic videos made by YouTubers. It’s been fascinating seeing how far EU3 evolved into what we now have today.
Now, having just tried EU5, the overwhelming scale of it hit me hard—comparable in impact to my first experience with Victoria. Hmm… maybe not quite that intense? Or perhaps actually that intense? Comparing it too directly might lead to misunderstandings, but regardless—it’s a truly massive game.
At the same time, gamer populations have grown rapidly, and Steam has seen an influx of casual players. Given this, some may feel EU5 is “too heavy.” What are your thoughts on that?
Corominas:
I fully acknowledge that EU5 is an extremely deep game—there’s a lot for players to learn.
That said, the tutorial system has been designed thoroughly. When starting from scratch, new players receive a recommended list of nations to try. We’ve structured it so they aren’t overwhelmed by information or complexity right away and can gradually understand systems and UI at their own pace.
This gradual progression is something we place high importance on—there’s no sudden torrent of data hitting the player immediately after launch.
Lang:
To further prevent players from feeling lost, we’ve enhanced our in-game AI support. The areas that can be delegated to AI are clearly separated, making it easy for players to decide what to automate and what to control manually.
For example, if you find the trade system too complex, you can fully automate trade. This lets players focus on aspects they truly care about.
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4Gamer:
Automation—what a wonderful word.
Sometimes it’s entirely up to the player, but from your personal perspective: if a beginner were to automate something, which system would you recommend most?
Lang:
I’d say trade. I personally don’t enjoy managing trade much—I prefer focusing on war and diplomacy. So sometimes I end up delegating everything else.
Corominas:
It really depends on the player, but if we had to pick just one thing for beginners: automation of trade is highly recommended. The trade system here is quite complex, often requiring micro-management—so it’s perfectly understandable that a beginner can’t fully control it at first. There are plenty of other things to think about in this game too.
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4Gamer:
I did the same in Victoria—completely handed over trade to automation…
Next question: If a beginner were choosing their first nation, which one would you recommend? Of course, if they have a favorite country, that’s ideal. But too small and they might die immediately with nothing to do; too large and they’ll be overwhelmed by options and information.
Feel free to answer based on your personal preference.
Lang:
I usually suggest mid-sized nations—places like southern Italy or Portugal. They’re just the right size.
Also, Denmark is a good choice! I’m from Denmark, so I always recommend it—but that’s partly in jest. Still, its scale works well, and there are plenty of historically grounded events to enjoy.
Corominas:
I’d also recommend mid-sized nations. Too small, and your choices become extremely limited; too large, and a beginner would find control overwhelming. Personally, I often play Aragon.
There Is No “Impossible” Wall
4Gamer:
Next, let’s talk about playstyles. The EU series—indeed Paradox’s grand strategy games in general—have always allowed for wildly unconventional gameplay. For example, the famous “Operation Jaguar Warrior” campaign of starting in South America and aiming to conquer Iberia is unforgettable—and I’ve written several AARs myself with similarly outlandish ideas.
How feasible are such wild, unexpected plays in EU5? Or were there any particularly striking examples during playtesting?
Corominas:
We don’t like games that have “this is absolutely impossible” walls. So if a player wants to attempt world conquest starting from a tiny tribe in Central Africa—that should be possible. We believe it’s valid.
That said, EU5 rests on the POP system, which does act as one kind of ceiling. For example, conquering central America with an Aztec start isn’t too difficult. But once Europeans arrive and introduce diseases that never existed before in the Americas, the Aztec population takes massive damage—resulting in a natural limit to their development.
Still, if you’re skilled enough, it’s possible to overcome this challenge. It won’t be easy—but there is no absolute wall blocking progress.
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Lang:
One recurring feedback from our community is, “Why can world conquest be so easy?” This is a serious concern for us—we’ve taken it very seriously. World conquest should be a challenge. The achievement of conquering the world should be something you’re proud of and want to show off.
So we made world conquest difficult—but still possible. To reiterate: possible, but difficult.
4Gamer:
Talking about Paradox games always makes time fly by. Unfortunately, this is our final question.
I’m sure my favorite game among all Paradox titles will be EU5—but what’s your second favorite?
Corominas:
That’s a tough one… I’ve played everything we’ve made… Hmm… Crusader Kings? No—Stellaris too? Or maybe Europa Universalis 4… Actually, if I have to pick just one, it’s still Crusader Kings.
Lang:
My first Paradox game was the EU series—I love it deeply. But if asked which is my absolute favorite? It would be Victoria 2. Truly an outstanding work.
4Gamer:
Finally, a traditional Japanese question we always ask: please share a message for our fans in Japan!
Corominas:
EU5 will soon be available to play in Japan too—please give it a try and enjoy it!
Lang:
We poured all our ambition into creating EU5. So go ahead, choose Japan with bold ambition, conquer the world, and share your journey with the community!
4Gamer:
Thank you very much for today!
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