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EU5 1.3 Pavia

Best Nations for Beginners in EU5 (And One Official Pick to Skip)

EU5 ships with an official answer to this question: five recommended tutorial nations, each tagged to a learning track, each activating the Learning Walkthrough and tutorial missions when started from the recommended-countries screen in 1337. That list is a genuinely good starting point — and in one case the community has quietly overruled it. Here’s the honest version.

What actually makes a nation beginner-friendly

Before the list itself, the criteria behind it — because they let you judge any nation, not just these five. A good first nation has, in rough order of importance:

  1. A market you actually control. Your economy runs through markets; if someone else owns your market center, your trade income is capped by a neighbor’s goodwill. This single criterion is most of the Holland story below.
  2. Geography with a safe edge. A corner, a coastline, a mountain range — anything that limits how many directions danger can come from. Castile’s Iberian corner is the archetype.
  3. Neighbors weaker than you, or far away. Compare the gap between you and your most likely first enemy. Naples faces rivals at roughly four-fifths of its strength; Byzantium faces the Ottomans.
  4. Scripted direction. A situation or tutorial track that tells you what to want next replaces a hundred hours of “what do I do now.” The Ottomans’ Rise of the Turks and Hungary’s walkthrough missions both qualify.
  5. No unavoidable early crisis. Some nations start inside disasters, debts, or wars they must survive before they can learn anything. Great second campaigns; poor classrooms.

Every recommendation and warning below is one of these five criteria applied.

The official five

Hungary — Economy track. The game’s flagship economy classroom: a large, safe kingdom with room to learn buildings, trade, and development without anyone punishing your mistakes. The tutorial missions hold your hand through the early decades, which makes Hungary the lowest-friction way to see what a healthy economy loop looks like — shortages fixed, construction goods flowing, control extending outward from a well-placed capital — before you have to produce one unaided. The trade-off is that the walkthrough’s structure means Hungary teaches following better than it teaches deciding; expect your second campaign to feel like the real first one. Side effect worth knowing: because the game funnels new players here, Hungary is currently the most-searched nation in EU5 — you’ll find abundant fresh discussion when you get stuck.

Holland — Economy track, with an asterisk. Officially recommended; community-annotated as actually quite difficult for new players, and the reasoning is specific. Your market center is controlled by Flanders — a vassal of France — which caps your trade advantage and capacity from the start. Founding your own market is expensive; evicting Flanders militarily means fighting France; and you sit inside the Holy Roman Empire, where over-expansion invites the Emperor and coalitions. The community’s own route (expand south and west into the HRE, found a market center after 50–100 years, diplo-annex Zeeland, mind the antagonism) is clever — and exactly the kind of plan a first-timer shouldn’t need. Second campaign material. If you already bought the trade-game fantasy and want it anyway, go in knowing the opening decades are about patient diplomacy and HRE politics, not tall economic turtling — and keep the community route above open in a tab.

Naples — Politics track. The community’s sleeper recommendation: strong, forgiving, and full of teachable diplomacy. The short version of the community plan: build galleys, rival and absorb Sicily early (you’re much stronger), form the Two Sicilies, then look north toward Florence and Milan and eventually the Kingdom of Italy. Your cloud of small Greek and Balkan vassals is a live diplomacy lab — annex the Greek ones and re-release them as a single stronger vassal to work the region as Byzantium declines. Your real rivals, Aragon and Tunis, start at roughly four-fifths of your strength, and the Ottomans won’t bother you for a century. Keep the navy strong and don’t invade Tunis casually — attrition and food will eat an unprepared expedition.

Ottomans — Expansion track. The best “strong but interesting” start in the game: scripted direction from the Rise of the Turks situation, the deepest unique content currently in EU5, and forgiving neighbors. We maintain a full Ottomans guide.

Castile — Expansion track. The consensus first “big nation” pick: safe corner geography, one clear enemy chain (Navarra, Granada, Morocco), a scripted road to the Iberian Union, and unusually deep community documentation. We maintain a full Castile guide.

The mistakes that kill first campaigns

Whichever nation you pick, the ways first campaigns die are remarkably consistent across every guide we’ve written — and none of them is “picked the wrong country”:

  • Estate satisfaction quietly sliding below safe levels while you stared at the map. Estates gate your stability and your laws; a civil war in year fifteen is almost always a satisfaction problem that started in year five.
  • Overexpanding into low-control land. Conquered territory you can’t control costs more than it earns. Two well-integrated locations beat six distant ones bleeding money and spawning rebels.
  • Antagonism spirals. Every conquest makes neighbors angrier; new players notice only when the coalition declares. Pause expansion deliberately and let diplomats repair relations before the anger organizes.
  • Treasury bleed. Too many advisors, too many buildings paying upkeep in territory you barely control. Salary and upkeep costs compound; check what’s actually draining you before assuming the economy is broken.

All four have a specific early-warning gauge and a specific fix, covered in the checklist linked below.

Our recommendation, by what you want

  • “I want to learn the game with training wheels” → Hungary, for the walkthrough missions.
  • “I want a strong nation and a real campaign” → Castile first, Ottomans second — or the reverse; both of our guides assume no prior EU5 knowledge.
  • “Diplomacy is my thing” → Naples.
  • “I like pain”Byzantium, eyes open.
  • Skip for now → Holland (the market trap above), France and England (Hundred Years’ War turbulence), and anything one-province inside the HRE.

Whichever you pick, the next page in this series is the same for everyone: the first-session checklist — what to actually do before you unpause, distilled from every nation guide we’ve written.

Frequently asked

Why is everyone playing Hungary?

Because the game tells them to: Hungary is a recommended tutorial nation for the economy track, which activates the Learning Walkthrough. That's also why Hungary tops EU5 search interest among all nations — a wave of new players are learning the game on it right now.

Is Holland really that bad for beginners?

Not bad — mispriced. The community case: Flanders (a French vassal) controls your market center, so your trade capacity is squeezed from day one, a new market is expensive, and taking Flanders means fighting France. Add HRE politics and it's a knot of the game's harder systems. Fine as a second campaign; rough as a first.

What about Byzantium? It's the DLC's showcase nation.

It's a survival puzzle, not a tutorial — debt, deficit, two disasters, and the Ottomans across the water. Great campaign, wrong first campaign. When you're ready, our Byzantium guide covers the triage.

France or England for a first game?

Both spend the opening decades inside the Hundred Years' War situation, which is dramatic but turbulent. There are easier places to learn the fundamentals; come back to them for a second campaign.

Sources checked

The five-nation tutorial list and its tracks are official game data (documented on the wiki); the Holland difficulty dissent, the Naples mini-plan, and all ranking opinions are community-sourced, including our own nation-guide synthesis.