Make EU5 Fun Again
Make EU5 Fun Again undoes Paradox’s post-launch nerfs to player freedom — the changes that turned a fun game into a tedious one. Part faithful revert, part creative license, one goal: restore the momentum and design philosophy the game had at launch. Vanilla pushes you toward one narrow optimal playstyle through player-hostile, agency-stripping design; MEUFA loosens those constraints so other playstyles become viable, by eliminating arbitrary imposed rules and adding an expanding, evolving set of new, immersive mechanics to bridge the chasm between the player and the pops.
All feedback gets read — balance notes, bug reports, suggestions, love letters, hate mail. I check the comments every day. Have fun!
Post-launch nerfs undone:
- Complacency — disabled.
- Disease immunity decay — influenza/measles/smallpox/typhus resistance, plague decay, and malaria lethality back to non-apocalyptic levels.
- Food decay — stored food no longer rots from weather or the flat global decay.
- Subject penalties — no cabinet-efficiency malus or decentralization drift for holding subjects; subjects give prestige and a cabinet bonus again.
- Annexation cost — removed 200 base.
- Truce length — 3 years (5 for scaled), down from 5/10.
- Enforce culture & religion — 10-year cooldown and minimum-tenure gate removed.
- Pop promotion speed — 1.2’s 10x cut reverted entirely.
- AI mercenary spam — three AI-only changes: increased cost-aversion, lowered cap on loans taken to fund them, and less prone to spiking merc preference when losing.
- HRE land antagonism — reverted 1.2’s doubled antagonism from HRE conquests.
- Create subjects from cores — launch freedom to raise vassals, marches, and trade companies from cored provinces, restored.
- Colonial nation creation — hotfixes Paradox’s broken "overseas" check (it blocks North America but allows South America from the same Asian capital); you can now found one on any continent but your capital’s. If the option doesn’t show in the colony-completion popup, use the subjects panel instead.
Changes to make the game feel better:
- Centralization — removed the -20 loyalty malus, and added an estate-satisfaction-equilibrium cost mirroring Decentralization’s bonus.
- Land vs Naval — full land focus grants +2 local governors; full naval, +2 naval governors.
- Colonial nations — diplomatic capacity cost cut hard.
- Pronoia — given the cabinet-efficiency bonus of other subject types.
- Improve cultural opinion (subject request) — 50-year cooldown cut to 5, now with a gold + prestige cost.
- Culture acceptance — population gate removed (accept any culture present, even a single pop), and acceptance made ~80% lighter on cultural capacity, for the patrician massively multicultural empire enjoyer.
Original mechanics that don’t exist in vanilla:
Raw Materials by Market (v3.4)
A new Economy map mode. Every location is filled and outlined in its market’s color, so market territories read as solid blocks, with a diagonal stripe and label marking the raw good each one produces. Your whole trade geography, readable at a glance.
Improve Cultural Opinion (v3.3)
Conquer every state that holds a culture as primary and vanilla quietly removes your only tool to repair relations with them — the diplomatic request has no foreign capital left to petition. This cabinet action works from within instead: pick a resented culture anywhere in your realm, and over 5-7 years a cabinet member raises their opinion of you, paid in prestige. No coercion, no unrest. Carrying a stateless, hostile culture all the way to kindred is a project of generations. Unlocks once your court can invest in culture.
Forced Resettlement (v3.2)
Redraw the cultural map of your realm by force, the way empires did: Ottoman sürgün, Inca mitma, Habsburg transmigration. Right-click to flag a Source or a Destination; from there it runs itself, month over month, pushing non-accepted pops out toward your zones until the sources are fully your accepted cultures and the zones harden into permanent enclaves. The price is real: stability up front, a death toll on every coerced march, and — for a realm that professes free-subject values — an ongoing legitimacy bleed. Those uprooted do not forget, either: any culture you drive out comes to regard yours as its enemy realm-wide, wherever its people still live. Build a Resettlement Office for tighter control at the cost of permanent unrest. A map mode paints the whole program at a glance.
Lay On the Lash (v3.1)
Right-click a location and drive its laborers without mercy: the pattern that paid for empires and broke them — second serfdom, the encomienda, the mita, the Belgian Congo. +66% raw material output and +20% / +20% control, while the bill comes due everywhere else: the population withers, unrest climbs (a free-subjects realm pays far more than a serf-holding one), and Legitimacy bleeds, each stacking with every instance. Self-limiting by design — burn one location hot through a crunch; run it wide and long and the realm pays. A map mode paints lashed locations red.
The Peace Dividend (v3.0)
The longer your nation holds an unbroken peace, the more its people and economy flourish — a counterweight to vanilla’s constant pull toward war. Seven tiers of compounding bonuses (prosperity, migration, prestige, estate satisfaction, research speed, cabinet efficiency, cheaper loans, and more) at 1 / 5 / 10 / 15 / 20 / 25 / 30 years of peace; any war resets the clock. It works for the AI too, factoring into their political and diplomatic decisions.
Built and tested on 1.2.5. MEUFA does its work through REPLACE: blocks and per-key define overrides, so it layers cleanly with most other mods: culture, AI, diplomacy, economy.
Known limitation: MEUFA may conflict with mods that rewrite the subject UI panel or the location right-click menu, since Lay On the Lash and Forced Resettlement add buttons to those.
This mod is better for the people who’ve kicked the tires on it:
- Sting Can’t Act, for the REPLACE: rebuild that makes clean overrides possible.
- euronymid, for the create-subjects-from-cores groundwork the colonial-nation change builds on.
- Significant-Bad-4742, for the estate-satisfaction-equilibrium swap on Centralization.
And everyone who leaves feedback in the comments.
Revisions:
Old revisions of this mod are available below. Click the link to download.