EU5 Patch 1.0.10 Analysis: The Holiday Stable Patch
Patch 1.0.10 has arrived as the stable release just before the holiday break, and it's a massive one. This is likely the version everyone will be playing through Christmas and into the new year as Paradox shifts focus to developing patch 1.1. Let's break down everything that matters in this comprehensive analysis.
New Country Content & Buffs
Several nations received significant new content and improvements in this patch. Kurdistan, Italy, Mali, Malaya, and Sakoto all got additional advances and mechanics. Notably, Mali, Malaya, and Sakoto received substantial proximity-related buffs that make them considerably stronger picks. If you're looking for fresh campaigns, these nations offer improved experiences and are excellent choices for runs in the 1.0.10 meta.
The proximity changes across the board have reshaped which nations benefit most from their geographic positioning. Nations with strong river access and favorable terrain now have significant advantages they didn't have before.
The AI Revolution
The AI has received extensive improvements across nearly every aspect of gameplay. Rich countries now field significantly larger armies in the mid and late game. This isn't just a numbers tweak—the AI builds more professional armies, pursues CBs more aggressively, and fights more decisively.
Key AI improvements include:
- Hyperaggressive warfare: The AI is much more willing to declare war, including wars without a CB when advantageous
- Better CB acquisition: AI nations now actively pursue claims and legitimate casus belli
- Smarter war timing: The AI won't start new wars when sitting on large amounts of unintegrated territory
- Larger professional armies: Expect AI great powers to field substantial professional forces, not just skeleton crews
- More decisive conflicts: Wars end with more territorial changes, making the world map more dynamic
England in particular has become notably more competent. The AI now strategically uses influence to flip French subjects, leading to consistently strong English performance against France in the Hundred Years' War scenario. France players beware—you'll face a much tougher early game.
The Great River Buff
This is perhaps the most significant mechanical change in 1.0.10. Rivers have received a massive buff that fundamentally changes how proximity and market access work.
Upstream now equals downstream. Previously, only downstream river connections received the powerful 50% proximity cost reduction (equivalent to modern roads). Now, both upstream and downstream connections provide this benefit. This effectively doubles the value of river positioning for most nations.
Lakes now function like oceans. The proximity bonus from rivers now works through lakes, meaning you can move through lake zones just like maritime sea zones. This is a huge buff for nations with significant lake access—Sweden being perhaps the biggest winner, capable of generating enormous proximity bonuses through its lake networks.
Roads have been relatively nerfed. While roads received a small buff to market access values (15-25% to 20-40%), the system now only applies the best modifier rather than stacking them. Combined with the river buff, this makes roads less essential for proximity management. However, roads now make proximity costs ignore vegetation, making gravel roads much more valuable—you build them for the vegetation bypass and development bonus, while rivers handle your proximity cost propagation.
Important note: The river map mode has been temporarily removed from the game due to being part of "hidden map modes" that were cleaned up. It's expected to return redesigned in patch 1.1. Until then, you'll need a mod if you want to visualize rivers.
Institution Spread Made Easy
A major quality-of-life improvement: both importing and exporting now spread institutions. Previously, you had to carefully manage trade relationships to pull institutions into your nation. Now, any significant trade connection helps spread institutions in both directions.
Additionally, a bug with Alexandria has been fixed. Alexandria was only operating as a Mediterranean port, making it difficult to trade through from the Red Sea side. This fix makes pulling institutions into Africa and Asia significantly easier.
What this means for the meta: Institutions are much less of a barrier for non-European nations. India, China, Korea, and other Old World nations can now acquire institutions far more easily through normal trade activity. The institution "tech penalty" that previously hampered Asian campaigns is substantially reduced. North America still faces challenges due to limited early trade connections, but the Old World has been significantly equalized.
Economy Revisions
The economy received several important adjustments that affect how you manage your estates and markets:
Estate Demand Scaling: Population demands have been revised so that estate consumption scales with their income relative to their needs cost, with 125% being the critical threshold. If an estate's income exceeds 125% of their needs, they consume more goods, increasing demand in your market and creating more opportunities for profitable buildings. This creates a feedback loop—more demand means more money, which means more consumption.
This may shift the meta toward lighter taxation strategies. Max-taxing your estates might not always be optimal if it drops them below this threshold. The ideal approach may be finding the highest tax rate that keeps estates above 125%, maximizing both tax revenue and market demand.
Prosperity Decay: Prosperity now decays at a rate equal to your current prosperity percentage. This means you need to maintain at least 1% prosperity gain to make any progress. This change makes:
- Free subjects more valuable (they provide prosperity bonuses)
- Decentralized bureaucracy essentially mandatory
- Every source of prosperity gain critical until you hit the 1% threshold
- Commoner satisfaction more important for maintaining prosperity
Trade Buildings & Market Access: Marketplaces and similar trade buildings now improve local market access. This adds strategic depth—you'll want to prioritize market access improvements in high-control areas where the bonus matters most.
Military Overhaul
The military system has seen extensive rebalancing:
Cavalry Nerfed: The cavalry damage reduction has been changed from 75% to 25%. This is a significant nerf that brings cavalry more in line with infantry. Whether cavalry remains superior depends on whether the flanking bonus is correctly applied (there may be a UI bug here), but regardless, the gap has been substantially narrowed.
Infinite Levies Fixed: This is huge. Previously, you could essentially spam levies infinitely by repeatedly raising them. Now, levies actually regenerate over time (roughly 25 years base rate to full recovery). This is a massive nerf to levy-based strategies and makes professional armies even more attractive. Losing your levies in a major war now leaves you vulnerable for decades.
Levy Balance Through Ages: Levies have been rebalanced with proper progression. In the early game, levies remain viable, but by ages 3 and 4, professional armies should decisively outperform them. Professionals cost upkeep but save on population—there's now a meaningful decision rather than one option clearly dominating.
Naval Changes: Galleys and heavy ships received significant buffs:
- Heavy ships frontage increased from 1.25 to 1.5
- Galley frontage reduced to 0.75 with increased initiative
- Galleys now properly apply their narrow seas bonus
- Transport costs now scale with unit size—a significant nerf to moving levies by sea
The transport cost scaling particularly affects levy-heavy strategies and amphibious operations. England should theoretically be hit hard by this, but AI England is still performing well in testing.
Subject & Diplomacy Changes
Several important changes affect how you manage subjects and diplomatic relationships:
Seizing Territory Consequences: Seizing territory from subjects no longer bypasses integration requirements cleanly. Now it generates liberty desire that scales with the seizure and marks the location as "conquered," removing the culture conversion benefit that made subject expansion so powerful. This is a significant nerf to the seize-territory approach.
Fiefdoms Lock Religion: Fiefdoms and state banks can no longer change religion on their own. This makes fiefdoms more attractive for expansion since you won't need to repeatedly re-convert them to your religion.
Character Acquisition Nerfed: When conquering countries, you no longer automatically acquire all their characters. You may still get characters of your accepted culture/religion, but farming characters by conquering nations is much less effective. Combined with marriage restrictions (now limited to the ruling dynasty and closely related rulers), building a character powerhouse has become significantly harder.
Money Favor Capped: Asking for money via favors is now capped at four times the requestor's tax base, preventing both you and subjects from demanding unreasonable sums.
Alliance Isolation Requirements: Isolating nations from allies now requires you to actually be allied to the target. As the AI improves, this diplomatic tool will require more setup to use effectively.
Rank Penalty Removed: There's no longer a penalty for higher-ranked countries taking land from lower-ranked ones. You should now aim to be the highest rank possible—becoming a Great Power is purely beneficial.
Colonization Changes
Colonies now always pull from the home market. You can no longer select where colonists originate from, which was previously used to exploit religion/culture conversion by colonizing from conquered territories. Colonies also now requireminimum 1,000 peasants in the source location.
This is a significant nerf to colonial efficiency—your home market (the most valuable market with highest control and market access) gets drained by colonial ventures. Plan accordingly and be more strategic about when and how aggressively you colonize.
Interface Improvements
Several quality-of-life improvements to the interface:
- Food filter added: You can now filter the RGO builder by food production—essential when managing food shortages
- Produce filter: Filter buildings by what they produce for easier economic management
- Confirm keybinding fix: Pressing confirm no longer closes all popouts
- Rebindable control keys: Keys 0-9 and control are now rebindable (note: this may break control groups if you rebind them)
What This Means for the Meta
Patch 1.0.10 brings several meta shifts:
- River nations are kings: Position near major river systems is more valuable than ever
- Professional armies preferred: The levy nerfs push the meta toward professional forces
- Subject expansion still strong: Despite seize territory nerfs, fiefdoms and decentralization remain powerful
- Sweden, Mali, Malaya buffed: Look to these nations for strong 1.0.10 campaigns
- Institution equalization: Asian campaigns are now more viable with easier institution spread
- Expect tougher AI: Plan for more aggressive neighbors and stronger enemy armies
This stable patch represents a significant refinement of EU5's systems. The river changes alone fundamentally alter how you think about geography and expansion. Combined with the AI improvements, expect a more challenging and dynamic experience through the holiday season.
Happy holidays from the EU5 Guides team! We'll be updating our guides to reflect 1.0.10 changes throughout the break. Check out our buffed Mali guide for a great 1.0.10 campaign experience.