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Patch NotesEuropa Universalis V1.3.6

Europa Universalis V [Beta ] Patch Notes - 1.3.6 (23rd June 2026)

The beta gets a serious economy rework today, capping market discounts and fixing the grand strategy's most broken mechanics.

Nathan Lees13 min read
Europa Universalis V map with trade routes and diplomatic interface visible
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The 1.3.6 beta patch is live, and it's tackling some of the economy's most frustrating exploits. Market price discounts no longer stack past -33%, which means you can't cheese building costs by flooding your markets with cheap goods anymore, that was getting ridiculous, and honestly the economy needed this cap to function properly.

The government side gets overhauled too. HRE elections no longer stall when ineligible candidates like the Hanseatic League hog elector votes, and the Charismatic Orator trait now actually penalizes noble estate satisfaction like it was supposed to. That was a complete no-op before, making it a free bonus instead of a real trade-off. Serfdom's getting doubled down to +20% raw material output, and fort zone-of-control shelter now extends to your subjects and overlords, which changes how you defend vassal territory.

There's also a cabinet trait rebalance that makes bad rolls matter instead of just swapping them out, plus fixes for Italian Wars situations, Hussite Wars, and about a dozen diplomatic edge cases that were silently breaking wars and successions. Check the full breakdown below for everything else.

Full Patch Notes

Buff Nerf Fix Tweak

Checksum: e29f

Date: June 23, 2026

Previous Patch: 1.3.5

Government

  • Updated Traditional Economy to now allow rural resource operations to grow up to 33% larger and removed the −10% building construction efficiency penalty.
  • Reduced the penalty on estate satisfaction from individualism from 5.0% to 2.5%.
  • HRE election no longer stalls indefinitely when an ineligible candidate (e.g. extraterritorial republics like the Hanseatic League) accumulates majority of elector votes.
  • Junior union members no longer get caught in a Negotiate Succession Law opinion spiral through the heir-selection (succession law) path.
  • Child union leader no longer renders an empty Union panel during a regency.
  • Reduced estate satisfaction scaling from religious tolerance.
  • The Charismatic Orator cabinet trait now correctly erodes noble estate satisfaction as its downside. The intended penalty was previously a no-op, making the trait a free bonus instead of the designed trade-off between parliamentary appeal and noble deference.

Economy

  • Market price discounts on multi-good build costs no longer stack past the -33% cap — buildings and military units recruited in a market with several goods well below default price were getting a combined discount equal to the sum of each good's impact instead of the intended capped average.
  • Auto-expand (buildings and RGO) is no longer silently throttled by the invisible AI desired-buffer heuristic; only the player-set automation gold slider now gates the spend.
  • Local market balance tooltip now reflects the soft wealth ramp instead of a binary cutoff.
  • Expired loans no longer drift into negative remaining interest when the "we can repay a loan" notification is suppressed.
  • Reworked the "Granary Town" urban right to reduce Food Decay via a -25% modifier instead of a flat -0.20%, matching the modifier type used by the Granary building so the bonus is comparable, scales with the food stockpile, and reads as a meaningful effect.
  • Fixed economy discrepancy between what it says your balance is and what actually happens on the 1st of the month.
  • Increased granary food storage.
  • Fixed road cost not having a breakdown tooltip.

Society

  • Fixed an heir who joined a rebel faction (e.g. The Praguerie) being still flagged as a rebel after inheriting the throne.
  • Fixed Accepted/Tolerated cultures being permanently demoted when rebels temporarily owned every location of that culture during a civil war.

Diplomacy

  • Fixed "Victim Country wasn't an original target of the War" modifier applied to incorrect War Participant.
  • Annexation is no longer stalled due to revolt wars in other subjects.
  • Added a proper message explaining why a union partner leaves the union when they have no valid heir.
  • Fixed subjects that share their overlord's ruler, such as State Banks, being downgraded to a regular vassal when the overlord entered a regency.
  • The trust impact for inviting countries to an Independent Movement is no longer multiplied by 4.
  • Added some proper AI behavior to the diplomatic actions for the Imperial Circles.
  • Fixed an issue where the AI would refuse to use any of the diplomatic actions related to the Imperial Circles.

Military

  • Fixed war declarations on a subject to now check truces with every overlord that gets auto-pulled into the war.
  • The Scaligeri War peace treaty now correctly evaluates Milan's demands, a copy-paste error had them reading Florence's war variables instead, which could produce wrong demand values or availability conditions during peace negotiations.
  • Embarked armies now suffer lack-of-food attrition.
  • Hired mercenaries no longer stall forever when their spawn location is occupied.
  • Rebel factions can no longer seize in-progress colonial charters during a civil war, preventing charter failures and their associated prestige and gold penalties as collateral damage.
  • Independence war goals now correctly target the subject's capital and display the subject's name in the "Liberate " label, a broken scope reference had silently pointed the entire war goal at the overlord instead.
  • Defeating a nationalist or patriots revolt that had taken all of your territory now correctly returns your country to its normal form instead of leaving it permanently army-based.
  • Province-claim casus belli is no longer lost at civil-war start.
  • Patrol the Seas fleets no longer leave port to chase a repair port outside their naval range.
  • Delisting a mercenary navy carrying troops no longer drowns the embarked armies.
  • Populated the mercenary pool at game start.
  • Scaled soldier-building manpower output to 1/3.

Geopolitics

  • Ports with negative natural_harbor_suitability no longer drain maritime presence.
  • Extraterritorial countries can no longer lead an HRE Imperial Circle.
  • Conquistadors now spawn with a supply unit so they don't instantly starve.

Other

  • Cabinet trait rebalance: reworked the cabinet trait pool with mixed modifiers, weighted rolls, and yearly decay so bad traits become a tradeoff rather than a swap-out signal, and so the trait roll respects age, stats, and estate.
  • Changed Serfdom's raw material bonus to +20% (doubled) and replaced its fort-only maintenance discount with a +50% reduction to all building upkeep costs.
  • Fort ZoC shelter from local attrition now extends to direct subjects and overlords.
  • Changed mercenary availability to draw from population, with per-arm scaling.
  • Pruned dead members from the dynasty available-members cache.

Setup

  • Restored Dynastic Names for the Habsburg, von Wittelsbach, and von Hohenzollern dynasties.
  • Expanded the name list for male and female names used by the Kantakouzenos, Komnenos, and Palaiologos dynasties.

Situations

  • Changed both leader rewards for the Guelphs and Ghibellines (in case they win the situation) to 200 years instead of 30, and added a modifier tracking how much longer the reward is available.
  • Guelphs and Ghibellines: Made being a member of the Guelphs a negative factor in imperial elections, so AI countries now consider it a reason against selecting them.
  • Italian Wars: The Italian Administration Center can no longer be built outside of the Italian Region.
  • Italian Wars: The situation now correctly ends after 50 years of inactivity (missing another "> 50 years passed" check in the second part of the requirements).
  • Italian Wars: Fixed an issue that prevented the winner in the war for "Claiming Italian League Leadership" from actually getting it.
  • Italian Wars: The action "Challenge League Leadership" in the Italian Leagues now correctly shows the right title "Challenge..." instead of "Seized..."
  • Italian Wars: Fixed an issue that allowed the vassalization of Italian League Sponsors.
  • Hussite Wars: The outcome of Hussite Victory no longer penalizes allies and subjects of Bohemia (e.g. Poland!).
  • Italian Wars: Added the missing loc for "SCALE_WITH_NUM_MEMBERS", a tooltip in the "Dissolve League" peace treaty.
  • Italian Wars: Countries can no longer rejoin a war via "Intervene in a War" if they have a truce with the target country.

Events

  • Fixed an exploit allowing infinite Diplomatic Reputation stacking by repeatedly choosing "get emergency supplies" in the mercenary attrition event (mercs.11).
  • Fixed the "Expanding the Hofburg" event (flavor_hab.59) displaying contradictory requirements, where all visible requirements showed as met while the header stated they were not.
  • Fixed the "Emergence from Freedom" event (laws.0003) not granting the promised new artist.
  • Fixed the Portuguese "Influence of the House of Dynasty" (flavor_por.2002) and "The Dynasty" (flavor_por.2007) events displaying the literal word "Dynasty" instead of the Castro family name.
  • Fixed "The Tripartite Indenture" English event (flavor_eng.95) where the Percy and Mortimer rebellions could fail to rise up in a civil war when choosing to fight them.
  • Reworked the "League Demands Autonomy!" event (flavor_fra.2033) to fire an invitation event (flavor_fra.2035) to League of Public Weal members instead of automatically forcing them into the war against France.
  • Fixed the "Expired Medicine" event (black_death.1015) second option incorrectly increasing Bubonic Plague presence in all owned locations instead of only in already-afflicted ones.

Government

  • Fixed the Theocracy subjects of a Theocracy overlord (such as Papal States' Bishopric vassals) being able to change their state religion.
  • Expanded the Venetian government reforms "Magistrato alla Sanità" with Global Life Expectancy +3 and Population Growth +0.025%, and the "Provveditori ai Beni Inculti" with +10% Global Max RGO Size.
  • Added +0.5 diplomatic capacity to the "Prince Bishopric" reform.
  • Fixed several events and disasters that granted a major government reform without removing the existing one, which allowed a country to stack multiple major reforms.
  • Appanage and other subject types with allow_subjects can now create Historical Subjects.
  • Fixed "Reformed Tawantinsuyu Government" incorrectly requiring the "Tawantinsuyu Monarchy" reform as an allow condition.

Economy and Production

  • Fixed Potato demand only applying to Peasant and Laborer pop types instead of all pop types.
  • The "Monthly Religious Influence" bonus from the "Merchant Guild Chapel" BBC Building now applies via Market Center Location and its bonus is halved because you can have more than one.

Diplomacy

  • Reworked temporary Diplomatic Annexation Efficiency bonuses to instead boost monthly annexation speed, so their benefit is no longer lost on long annexations.
  • Improved text for "Challenge Circle Leadership" action and resulting event.
  • Fixed the "Join the Campaign against Byzantium" Country Interaction not showing up.

Advances

  • Fixed Age of Revolution mill advances, which now correctly cost 75% less, not 25% more.
  • Restored access to the "Early Iberian Caravels" advance for all Iberian countries, including Portugal and Castile.

Government

  • AI now caps parallel colonial charters at 2/4/6 by country rank (duchy/kingdom/empire).

Diplomacy

  • Portugal no longer rivals England (and vice versa) at game start.
  • AI now uses uncapped antagonism values when calculating Peace Offers, allowing them to take more land if the initial antagonism is negative.

Economy

  • Fixed an issue where AI could get stuck in a loop of closing and reopening buildings when above their upkeep budget.

Military

  • AI Conquer Desire map mode now shows a per-category score breakdown on hover (Geography / Identity / Claim / Regional plus the Reach multipliers — Distance, Threat, Dynastic).
  • Updated AI Conquer Desire scoring to soften the distance gate, dampen for dynastic partners, and skip own subjects.
  • AI Conquer Desire scoring now dampens for stronger neighbors and amplifies for weaker ones via a deterministic threat-balance multiplier.
  • Moderate military disadvantages now weigh more heavily against AI expansion — a 2:1 or 3:1 strength gap now noticeably dampens aggression where the old formula barely reacted.
  • AI Conquer Desire scoring on population and tax base is now linear and uncapped instead of saturating at +5 — megacities and rich provinces finally read as genuinely valuable conquest targets.
  • AI Conquer Desire now weighs heretic and heathen targets — flat religion-mismatch bonus added to CalcValueIdentity, scaled by a new country modifier so script can dial up crusader-state behavior.
  • AI Conquer Desire now rewards regional and area consolidation — completing the last few tiles of an area you mostly own now scores higher than scattering into unrelated neighbors.
  • The AI now values territories it holds an active casus belli against more aggressively when planning expansion, making it more likely to follow through on legitimate claims.
  • Conquer-desire rebalance: fixed pop/tax factor units, floored distance to 0, applied distance last, and made the tooltip read the live score.
  • AI now hires naval mercenaries when losing a naval war.

Other

  • Implemented improved AI for building governors and managing road networks for proximity and control.

Panels

  • Diplomatic action buttons now show the accept/decline icon for multi-stage country interactions.
  • The HRE emperor (and other IO leaders who always defend another country) can no longer be selected as a co-belligerent call-in, since they are always co-belligerent anyway.
  • Surfaced mercenary information across the war, area, and army-builder panels.

Tooltips

  • Fixed instances where the demands tooltips for production methods were being trimmed.
  • The Cancel Exploration tooltip now correctly shows at all times, even when there is an ongoing exploration.
  • The Market Access mapmode now shows the market access tooltip for each location when hovering while zoomed in.
  • Reworked the tooltip breakdown of "Power of Support" to make it clearer how the value is calculated.
  • HRE policy effects are now shown one tooltip ahead, instead of requiring two hovers.
  • Added effect on favors to tooltip for relations.
  • Clicking the Raw Good icon on the Raw Goods map mode now opens the specific Raw Good map mode for the clicked RGO.
  • The global population growth modifier now shows up to 3 decimal places, so very small modifiers display their actual values instead of 0%.
  • Artist salary now has a proper tooltip explaining how the value is calculated and clarifying that it is the Max Salary.
  • Added total population to the area tooltip.
  • The HRE Emperor election tooltip now clearly lists eligibility conditions for each candidate, including regency status, gender rules, religion, and the incumbent vs. new claimant path.
  • Added the number of upcoming Electors to the HRE laws display.
  • Added the AI disposition breakdown tooltip and Domineering disposition.
  • Opinion, trust, and antagonism tooltips now annotate each timed modifier with when it expires or fades, so you can see exactly when grudges and goodwill will clear.
  • Added third-party dispositions, Friendly stance, and disposition tooltips.
  • When hovering over the outliner trade income value, the listed trades now show a further breakdown with the detail of each trade.
  • Trade expenses tooltip now shows better information to diagnose in what goods pops are paying too much.
  • Diplomatic actions involving the HRE now display the current member list directly in the tooltip.
  • The "Elevate Country in Circle" action no longer shows a blank confirmation message.

Other

  • Trait loss now shows a notification.
  • Removed the scroll from the Imperial Circle Actions panel.
  • When the cabinet action for Changing Societal Values finishes, the message now indicates reasons why it stopped pushing towards the Societal Value.
  • Unit templates no longer substitute generic units with same-age uniques in "recruit latest" (reopen follow-up).
  • Added a recruitable mercenary readout in hiring range.
  • Added self color to the AI disposition map mode.
  • A new monthly "Shifting Stances" popup now notifies you when foreign powers change their stance toward you, batching all disposition shifts for the month into a single digest rather than separate alerts.
  • Uncapped antagonism is now shown in the Antagonism Mapmode and Peace Offer window to give clearer information to the player.
  • Dispositions hovering near a threshold no longer flip back and forth every monthly recompute — a deadband now requires a clear crossing before the stance actually changes, stabilizing the diplomatic map mode and related tooltips.
  • Very small countries can no longer generate unrealistically high threat scores due to near-zero value normalization, preventing tiny neighbors from being incorrectly flagged as Alarmed.

Map

  • Stopped generating city graphics early when they have no preview mesh (i.e. a castle).

Bugfixes

  • Dismissing or delisting a mercenary from the Hire Mercenaries panel no longer drowns embarked armies.

As usual, here is a list of handy EU5 links:

Be Ambitious!

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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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