Prosper or Perish
This will be last patch for eu5 1.2.X as i will move on to 0.9 which will then be for the 1.3 eu5 beta.
Patch contains many balance changes and bugfixes. As usual i recommend a new save.
Documentation of changes is in Europedia aswell.
Old version as usual on Github.
0.8 Foundations is the biggest update I have made by an order of magnitude. The polish is not perfect yet, but a lot of sweat and blood went into making it.
Please report bugs on Discord: https://discord.gg/wUM6w7zt
Prosper or Perish is an attempt to refine EU5’s base mechanics so they produce more historically adjacent outcomes. One of the major growth bottlenecks in the game’s timeframe was food availability. This is not well represented in vanilla EU5. My goal is that a country’s starting position naturally flows toward history-adjacent outcomes.
I try to follow these three tenets, in no particular order:
- Is the mechanic fun?
- Does it produce history-adjacent outcomes?
- Can the AI handle it?
These tenets have led me to rework very large parts of the base game.

RGOs can no longer be upgraded. They have been replaced by more than 50 buildings, hundreds of production methods, and many advances for buildings and production methods.
- Every location in the game has a unique set of output modifiers for the goods it produces. These are based on historical data, water availability, soil data, climate, vegetation, and more.
- Every location has three buckets of building capacity: one for farming buildings (arable land), one for fishing (water availability), and one for forestry (forests, woods, and similar terrain). Buildings from each bucket share that capacity.
- Population capacity now roughly represents how many people a location can support through farming. It also carries farming output benefits while you are under it.


All of these factors have a static value, but they can also be changed through development, buildings, advancements, societal values, and more.
- All former food goods, such as wheat and livestock, now have 0 food value. They must be processed into Victuals, a new trade good representing rations or prepared meals, which does have food value.
- Victuals can also be distributed directly into the food market through the Victuals Market building.
- There are many different ways to produce Victuals. The best options will change over time and differ between regions as the availability of goods changes.
Each year, each region receives a set of output modifiers that roughly fit its subcontinent. Bordering regions receive related modifiers. This represents the variability of harvests, which played a major role in food availability and starvation. Goods like fish are barely affected, while wheat can be highly variable.

You can turn this off at game start if you do not like it.
There are thousands of other changes I cannot explain here. My recommendation for all players is:
- Read the starting settings I created at game start. If you want harder gameplay, increase player building maintenance. If you do not like variable harvests, turn them off.
- Check out the in-game documentation in the Europedia at the top right of your in-game screen. I created an entire wiki there to explain mechanics in more detail.
- Check out the new map modes I created. They should be helpful.
- All versions will be on GitHub, and I recommend creating a copy of the mod so you are not caught by Steam’s mod auto-updating, which could break your save game. I will keep the frequency of updates very low for that reason.

We are on Discord: https://discord.gg/HgFd69Sv83
Discord is also the place to discuss mod compatibility with other players and ask questions.
The constructor repository is here: JanB1989/prosper-or-perish-constructor[github.com]
Older releases are available here: JanB1989/prosper-or-perish-constructor/releases[github.com]
To continue an old save game, download the release you need and copy the contents of the repository’s mod folder into:
C:UsersAnwenderDocumentsParadox InteractiveEuropa Universalis Vmod
If you would like to dive into the changes I made in more detail:
https://janb1989.github.io/prosper-or-perish-constructor/
Information about all buildings, production methods, and progression:
https://janb1989.github.io/prosper-or-perish-constructor/examples/goods_flow_explorer.html
Information about markets in an actual save game, and how goods are used and produced:
https://janb1989.github.io/prosper-or-perish-constructor/examples/savegame_explorer.html
Prosper or Perish Europedia as a website:
https://janb1989.github.io/prosper-or-perish-constructor/examples/europedia.html
Prosper or Perish will remain fully available. If you enjoy the mod and want to leave a small tip as appreciation, you can do so here:
Support Prosper or Perish on Ko-fi[ko-fi.com]
Revisions:
Old revisions of this mod are available below. Click the link to download.