EU5 Government Guide: Bureaucracy Is Boring, Until It Saves Your Life
In real life, "government reform" is the most boring phrase in the English language.
In Europa Universalis 5, it is the difference between conquering Europe and getting partitioned by your neighbors because your King forgot how to tie his shoes.
Every country starts with a specific Government Type located in its Capital. This isn't just flavor text. It dictates your succession, your resources, and whether you get to marry your cousin for an alliance or elect a bureaucrat to fix your inflation.
The Big Five: Government Types
You can change your government type, but it costs 50 Stability and 25 Government Power, and you have to be at peace. So, pick wisely, because pivoting from a Tribe to a Republic is a painful process.
Societal Values: The Sliders That Matter
This is where the real customization happens. Societal Values are axes (from 0 to 100) that drift over time based on your laws and actions. You don't just "click" to change them; you have to steer the ship slowly.
Here are the critical trade-offs you need to manage:
Centralization vs. Decentralization:
Centralization: You get more Crown Power and cheaper "Proximity" costs. You are the boss.
Decentralization: Your subjects (vassals) are happier and you recover estate satisfaction faster. Good for huge, spread-out empires.
Traditionalist vs. Innovative:
Traditionalist: Stability is cheap. Tradition is high.
Innovative: Tech and Institutions spread faster. If you are playing tall, go Innovative.
Serfdom vs. Free Subjects:
Serfdom: More raw materials and tax. You are squeezing the peasants for every drop.
Free Subjects: Better population promotion and prosperity. The long-term economic play.
Quality vs. Quantity:
Quality: Your troops have better tactics and morale recovery. Space Marines.
Quantity: You have more troops and they are cheaper. Zerg Rush.
Mercantilism vs. Free Trade:
Mercantilism: Protects your local market prices.
Free Trade: Improves your trade efficiency and range. Better for global empires like England or Netherlands.
Note: Islamic nations get a unique Mysticism vs. Jurisprudence axis (faith vs. law), and nations near China get a Sinicized vs. Unsinicized axis (bow to the Emperor or stand alone).
The Cabinet: Your Minions
You start with 2 Cabinet seats. These aren't just portraits; they are active agents. You assign them to "Cabinet Actions" like Convert Province, Develop Province, or Reduce War Exhaustion.
Pro Tip: You can promote a member to Head of Cabinet. It costs a fortune in Gold and Government Power, but it boosts cabinet efficiency by +25%.
Estate Bonus: If your Head of Cabinet is from the Burghers, the Burghers get happier. If they are from the Crown, you gain monthly Government Power.
Regency: When the King Dies Young
If your ruler dies and your heir is a drooling toddler (or you don't have one), you enter a Regency. This is usually bad.
The type of regency depends on who takes charge.
Fraternal Struggle: A relative takes over. This is dangerous and increases "Belligerent" values.
Consort Regency: The classic. The Queen Mother (or Father) rules. It’s stable.
Estate Regency: If the Nobles or Clergy are too powerful, they might take over. This drastically shifts your societal values toward their preference (e.g., Nobles make you more Aristocratic).
If you are a Steppe Horde, a weak heir often means a "Mamluk Succession" or just a straight-up collapse. Keep your rulers healthy.
The Verdict
Government in EU5 is a balancing act. You want to be Centralized for power but Decentralized for stability; you want High Quality troops but a High Quantity of them. There is no "perfect" build, only the one that keeps you from getting guillotine'd by your own peasants.
Source: This guide was made in-part thanks to the info on Europa Universalis 5 Paradox Wiki.