We use cookies to analyze site traffic and improve your experience. Learn more

    Skip to content
    Beginner-Friendly to Intermediate
    Mediterranean

    Florence EU5 Guide

    Master the ultimate tall play nation. Build Italy's strongest economy through silk production, market creation, and Tuscan unification—then form Italy without massive expansion.

    Ultimate Tall Play
    Economic Powerhouse
    ~150 Year Timeline
    Florence coat of arms

    Why Play Florence?

    Florence is the definitive "playing tall" nation in EU5. You'll start as a small but wealthy Italian republic with silk production, leverage the Guelfs vs Ghibellines political system for easy wars, unify Tuscany within 10-15 years, then spend the next century building the strongest economy in Italy before forming Italy itself.

    Florence's Core Strengths

    • Silk Production: Florence produces silk—one of the most valuable and in-demand goods in the world, generating massive trade income
    • Guelfs vs Ghibellines: Political faction system provides free CBs against neighbors, making Tuscan unification straightforward
    • Market Creation Potential: Can create your own market to escape Genoese/Venetian trade dominance
    • 35+ Unique Events: Rich flavor content including banking crises, the Medici family, and Renaissance cultural events
    • Perfect Tall Teacher: Florence forces you to learn economic optimization because you can't brute-force expand

    Starting Situation (1337)

    What You Start With

    • Government: Republican oligarchy with unique Florentine traditions
    • Territory: Core Florentine provinces including silk-producing Florence itself
    • Economy: Moderate starting income but exceptional growth potential through silk
    • Political Position: Member of the Guelfs faction (papal supporters)
    • Challenges: Surrounded by rivals, must maintain 30+ stability to prevent Ciompi disaster

    Opening Setup & First Moves

    Opening Checklist (First Month 1337)

    Set Research Queue: Organize Religions, Guilds, Fine Cloth Output (Florentine unique), Universal Christianity for diplomats
    Assign Cabinet Members: Integration for unintegrated provinces, Centralization push (with high diplomatic ability for double effect), Stability Investment (CRITICAL)
    Economy Tab Setup: Estate taxation on automatic (maintains 50% satisfaction), Mint to 0.00 (no inflation), Stability slider to MAXIMUM, Court cost to maximum
    Grant Urban Development Grant Privilege: +0.01 monthly development that compounds forever with prosperity
    Take "Diplomatic Traditions" Reform: Extra diplomatic reputation for vassal management
    Lower Fort Maintenance: You don't need defensive forts while attacking neighbors
    Set Rivals: Rival Pisa (Ghibelline enemy) and other regional threats
    Build Marketplaces: Spam marketplaces everywhere, Florence capital first (100% profit building)

    Why Republican Power Matters

    As a republic, you have "Republican Power" instead of Crown Power. It functions identically—directly multiplying your trade income and providing critical bonuses above 25%.

    • Don't Over-Grant Privileges: Each privilege lowers republican power. Grant Urban Development Grant but wait for healthy balance before granting more
    • Target 25%+: Below 25% republican power you suffer significant debuffs across the board
    • Counting Houses: Build these later to boost republican power

    Guelfs vs Ghibellines

    The Faction System

    Italy's political division is your key to expansion. As a Guelf (papal supporter), you can generate free CBs against Ghibelline nations using spy networks.

    Guelfs (Your Side)

    • • Florence (you)
    • • Siena (ally potential)
    • • Papal States (powerful friend)
    • • Republican tradition bonus
    • • Good papal relations

    Ghibellines (Targets)

    • • Pisa (primary target)
    • • Lucca (secondary target)
    • • Various minor Italian states
    • • Imperial alignment
    • • Easy CB generation via spy networks

    How to Use the System

    • Build Spy Networks: Target Ghibelline nations (Pisa, Lucca) to fabricate "Force Into Faction" CBs
    • Easy Wars: These CBs let you conquer provinces while forcing enemies into your faction
    • Papal Support: The Pope will view your expansion favorably since you're fighting "heretics"
    • Coalition Prevention: Converting enemies to vassals after forcing faction change generates minimal aggressive expansion

    Early Wars & Tuscan Unification

    War Priority Order

    1. 1
      Join the League Against Della Scala (Verona): Venice will call you into a defensive war. Use this to attack Lucca (Della Scala's ally) and potentially annex them completely.
    2. 2
      Attack Pisa: Use your Force Into Faction CB. Everyone in Italy hates Pisa, so you'll face minimal coalition risk. Make them a vassal for automatic integration.
    3. 3
      Attack Siena: Insult them first to avoid stability hit from breaking good relations. Full annexation or vassalization.
    4. 4
      Mop Up Remaining Tuscans: Volterra, Pitigliano, any other minor Tuscan states. Vassalize to reduce AE.

    Vassal vs Direct Annexation

    Making conquered nations vassals then forcing faction change is the optimal approach:

    • Lower Aggressive Expansion: Vassalization generates far less AE than direct annexation
    • Automatic Integration: Vassals integrate their provinces for you over time
    • Force Faction Change: After vassalization, force them into Guelfs to avoid loyalty issues
    • War Reparations: Take money from wars to fund silk RGO expansion

    Handling Coalitions

    If a coalition forms against you:

    • Improve Relations: Focus on larger nations (Milan, Genoa, Mantua) to prevent them joining
    • Papal Alliance: The Pope's friendship provides diplomatic protection
    • Wait It Out: Coalitions dissolve if you don't expand for a while—perfect for your tall play phase
    • If War Comes: Attack the weakest coalition member first, separate peace them out

    Economic Systems

    Building Priority Order

    1. 1. Silk RGO Expansion: Every 50 ducats goes here until level 8. Non-negotiable.
    2. 2. Marketplaces: 100% profit buildings. Build everywhere, capital first.
    3. 3. Libraries: +10% population promotion speed. Essential in towns/cities.
    4. 4. Temples: Religious conversion and cultural influence.
    5. 5. Lumber Mills: Reduce construction costs when lumber shortage exists (17%+ in Genoese market).
    6. 6. Roads: After Tuscan unification, spam roads everywhere for control and proximity.
    7. 7. Chanceries: Literacy and cabinet efficiency boost.

    Market Creation & Dominance

    Why Create Your Own Market?

    Florence starts in the Genoese market, meaning Genoa takes a cut of your trade. Creating your own Florentine market lets you keep all trade profits.

    • Trade Independence: No more trade income going to Genoa or Venice
    • Price Control: Set your own market prices for goods you produce (silk!)
    • Market Attraction: Other nations will want to trade in your market
    • Unique Advances: Tuscany has unique advances boosting market attraction

    When to Create Your Market

    Market creation requires significant development. Wait until:

    • Tuscany Unified: You have enough provinces for market viability
    • Strong Economy: Silk production is maxed, marketplaces built everywhere
    • Coastal Access: You've conquered Pisa for sea trade routes
    • Parliament Support: Use "Market Expansion" parliament issue for trade capacity

    Values, Parliament & Laws

    Priority Value Pushes

    • Centralization: Push toward centralization for proximity cost reduction and crown power bonus
    • Naval vs Land: With coastline from Pisa, push Naval for -1 flat proximity cost through sea (better than -10% land)
    • Capital Economy: Set employment system to "Most Profitable First" for +0.10 capital economy push. Late game, 100 capital economy = +20% production efficiency and building cost reduction

    Parliament Priorities

    1. 1. Expansion of Gravel Road Network: +10% centralization push + cheaper roads
    2. 2. Market Expansion: Lower trade maintenance, increased trade capacity
    3. 3. Integration Process: Faster vassal/province integration

    Remember: 50%+ support = pass, 49% or below = fail. It's not probability-based.

    Critical Law Change

    Distribution of Power → Favor the Ruler: This law change provides +20% republican power and +5% maximum taxation. Essential for trade income.

    Use parliament to change laws (costs 50% support) rather than direct change (costs 100 stability).

    Ciompi Disaster Prevention

    What Causes the Disaster?

    • Primary Trigger: Stability dropping below 30
    • Common Causes: Black Death stability hits (-7 each), bad event choices, excessive law changes
    • The Trap: Once triggered, you need 40 stability to end it—incredibly difficult while it's active

    Prevention Strategy

    • Stability Slider to Maximum: Always. Non-negotiable.
    • Cabinet Member on Stability: Permanent assignment throughout early game
    • Avoid Stability-Costing Actions: No direct law changes, careful with event choices
    • Build Buffer: Stay well above 30 (aim for 50+) so disasters can't push you under
    • Black Death Response: "Segregate the Infected" is best but costs stability—budget for it

    If the Disaster Triggers

    • Stop All Expansion: Focus entirely on stability recovery
    • Maximum Stability Investment: Every resource goes toward hitting 40
    • Ride It Out: The disaster gives -20 to recovery efforts, making it brutally slow
    • Don't Panic: It's recoverable, just costly in time

    Banking Crisis & Black Death

    The Banking Crisis of 1340

    Florence's famous Peruzzi and Bardi banking houses trigger a unique event chain. You have three options:

    Option 1: Declare Bankruptcy

    15 years of "Ripple of Economic Downturn" modifier. Safe but slow recovery.

    Option 2: Collapse Banks for Centralization (RECOMMENDED)

    Destroy both banks for +20 centralization push. 25 years of downturn, but Medici bank triggers later with 1000 ducats bonus. The centralization push is worth it.

    Option 3: Preserve Banks

    Keep banks operational but miss centralization bonus.

    Black Death Response

    The plague arrives in the 1340s and will kill approximately 40% of your population. Proper response is critical.

    • Move Court Into Hiding: Protect your rulers from dying
    • "Segregate the Infected": Best option—costs 10 stability but +15% disease resistance
    • Don't Build Pest Houses: 50 ducats each is too expensive—use that money for silk RGO
    • Avoid "Mass Forgiveness": It actually LOWERS disease resistance by 10%

    Warning: If the plague disappears briefly and returns, you may need to reapply countermeasures, costing more stability.

    Population & Culture

    Post-Plague Recovery

    After the Black Death kills 300,000+ people, you'll face massive labor shortages:

    • RGO Shortages: Not enough pops working your silk, lumber, etc.
    • Building Shortages: Burger buildings and labor buildings understaffed
    • Recovery Method: Build libraries in every town/city for +10% population promotion speed
    • Patience: Don't panic-build to fill shortages—let stability promote pops naturally

    Cultural Acceptance

    As you conquer Tuscany, you'll encounter tolerated cultures (like Milanese):

    • Cheap Acceptance: Milanese can be accepted for just 5 prestige—worth it for extra levies
    • Levy Boost: Accepted cultures provide levies; unaccepted don't
    • Core Requirements: Provinces need 10 cultural capacity to core—integrate vassals to avoid this

    Control & Infrastructure

    Towns & Cities Strategy

    Urbanization is essential for playing tall, but has tradeoffs:

    Benefits

    • • +5% max control (towns) / +10% (cities)
    • • Population promotion speed boost
    • • Population increase
    • • Food capacity increase
    • • More building slots

    Drawbacks

    • • -20% local food production (towns)
    • • -33% local food production (cities)
    • • Reduced RGO size (don't urbanize gold/silk provinces!)
    • • More expensive to integrate if conquered

    Road Network

    After Tuscan unification, roads become your priority infrastructure:

    • Proximity Cost -20%: Dramatically increases control in every province
    • Build Outward: Start from Florence capital, work toward borders
    • Parliament Boost: "Expand Gravel Road Network" makes roads cheaper
    • Movement Speed: Faster armies for future wars

    Republican Power Optimization

    Why It Matters

    Republican Power directly multiplies your trade income, just like Crown Power for monarchies. At 25% republican power with 10 ducats trade, you only receive 2.5 ducats.

    • Target 50%+: Every percentage above 25% provides significant bonuses
    • Below 25% = Crisis: Major debuffs across all areas of government

    How to Increase Republican Power

    • Ruler as General: +25% just like monarchies
    • Family Member Commanding Fleet: +25% naval commander bonus
    • Counting Houses: Build these in provinces for republican power boost
    • "Favor the Ruler" Law: +20% republican power from this essential law change
    • Limit Privileges: Each privilege granted reduces republican power

    Military Strategy

    Early Game: Levy Warfare

    Florence starts without a large professional army. You'll rely on levies for Tuscan unification:

    • Accept Milanese Culture: 5 prestige = more levies immediately
    • Divide & Conquer: Split armies to prevent enemies from raising levies
    • Watch Flanks: AI is aggressive—it will attack you in mountains if you're not careful
    • Consolidate After Battles: Merge depleted units to maintain fighting strength

    Lessons from Combat

    • Never Fight in Mountains: Terrain disadvantage causes flank collapses
    • Retreat Early: If your flank collapses, retreat before losing everything
    • Outnumber 2:1: Seek battles where you have clear numerical advantage
    • General Traits: +10 infantry combat ability from trait events is excellent

    Advanced Techniques

    Campaign Timeline

    Phase 1: Tuscan Unification (1337-1350)

    • • Complete opening setup, start silk RGO expansion
    • • Join League against Della Scala, annex Lucca
    • • Attack Pisa with Force Into Faction CB, vassalize
    • • Handle Banking Crisis (choose centralization option)
    • • Attack Siena, mop up remaining Tuscan minors
    • • Survive Black Death with proper countermeasures
    • • Maintain 30+ stability to prevent Ciompi disaster

    Phase 2: Playing Tall (1350-1400)

    • • Form Tuscany once requirements met (Tier 1 nation)
    • • Stop external expansion—focus entirely on internal development
    • • Max out silk RGO to level 8
    • • Build roads in every province
    • • Build libraries and temples in all towns/cities
    • • Create your own market when strong enough
    • • Let vassals integrate automatically

    Phase 3: Italian Unification (1400-1450+)

    • • Begin slow expansion into rest of Italian peninsula
    • • Target 224 Italian provinces for Italy formation
    • • Use economic dominance to fund professional armies
    • • Long-term goal: Form Roman Empire while having played tall for centuries

    Common Mistakes to Avoid

    1

    Letting Stability Drop Below 30

    The Ciompi disaster triggers and devastates your campaign. Always keep stability slider maxed and cabinet member assigned.

    2

    Ignoring Prosperity Loss

    When prosperity goes negative, you LOSE development. Drop everything and assign cabinet to Recovery Effort immediately.

    3

    Not Expanding Silk First

    Every 50 ducats should go to silk RGO expansion until level 8. This is your economic foundation.

    4

    Building Pest Houses During Plague

    50 ducats each is too expensive. Segregate the Infected is the best option—use money for silk instead.

    5

    Over-Granting Privileges Early

    Each privilege lowers republican power. Only grant Urban Development Grant initially, wait for healthy balance.

    6

    Urbanizing RGO Provinces

    Towns and cities reduce RGO size. Don't upgrade provinces with valuable RGOs like silk or gold.

    7

    Direct Law Changes

    Changing laws directly costs 100 stability. Always use parliament (costs only 50% support).

    8

    Fighting in Mountains

    Terrain disadvantage causes flank collapses. The AI is aggressive—avoid mountain battles.

    9

    Expanding Before Economy is Ready

    Florence is about playing tall first. Unify Tuscany, then spend 50-70 years developing before expanding further.

    10

    Ignoring Lumber Shortages

    17%+ lumber premium means all buildings cost 17% more. Build lumber mills to reduce construction costs.

    Related Guides

    Milan coat of arms

    Milan

    Form Italy through strategic conquest and diplomatic maneuvering

    Byzantium coat of arms

    Byzantium

    Restore Rome using the Vassal Release exploit strategy

    Venice coat of arms

    Venice

    Preserve the Serene Republic and control Mediterranean trade

    Naples coat of arms

    Naples

    Break free from Aragon and unite Italy under your banner