EU5 1.3 Pavia

Trade and Markets in EU5: Attraction, Access, and the Burgher Black Box

EU5 has no trade nodes, no steering, no light-ship missions. If you arrived from EU4, delete that mental model: here, trade is geography plus prices. Locations belong to markets, markets have centers, goods have supply and demand, and merchants move things between markets when the price gap pays for the journey. This page is the machinery — including the one part of it the community had to reverse-engineer.

Markets: who belongs to whom

Every location and coastal sea zone belongs to the market that pulls it hardest. Attraction — per the developers’ own design notes — is a function of the market’s strength, the distance from the market center, and diplomatic factors, and it’s dynamic: markets are created and destroyed across a campaign, and borders between them drift. The map you start with is not the map you’ll finish with, and that’s a lever, not a threat.

Since 1.2, distance is priced honestly: the trade-geography rework set sea paths at roughly a tenth of the equivalent land cost. Coastal markets therefore project across seas far more cheaply than inland markets project across plains — the Mediterranean is one neighborhood; the continental interior is many.

Owning a market center makes you the neighborhood’s landlord, with three documented powers: embargo any country using your market (25 opinion with the target; they can no longer route trades through it), move the center to another owned location for 800 gold, and destroy the market for 50 stability and 25 prestige. The embargo deserves more fame than it has — it’s a trade war you can declare without a war.

Creating a market needs: an urban target location or under 25% attraction in its current market; ownership of the location, buildings in it, or a subject holding it; and no treaty forbidding you. That last clause is load-bearing — Holland’s starting Market Access Preference treaty is precisely why our beginner guide calls it a trap start.

Market access: the silent multiplier

A location’s market access determines RGO profit and building throughput — the two pillars of its economy. Low access doesn’t throw an alert; it just quietly runs your province at a discount. When a region underperforms with no visible cause, check access before anything else, and remember the fixes are structural: closer market centers, better paths (ports since 1.2), and the control improvements covered in our control guide.

Trades: the arithmetic

A trade exports or imports one good between two markets. It consumes your trade capacity — the good’s quantity times its transport cost times a distance modifier, so long routes move fewer goods per point of capacity. Its profit, as the wiki documents it:

(import price × quantity × trade efficiency) − (export price × quantity × export cost modifiers) − trade maintenance − sound tolls

Everything strategic falls out of that line. Price gaps pay, not prices — buy where it’s cheap because supply is local, sell where scarcity bites. Since 1.2 prices weight the supply side more heavily (community shorthand: about three-quarters supply), so production zones genuinely undercut and shortage zones genuinely overpay. Trade efficiency multiplies the good side only; maintenance and tolls are flat drains that make thin-margin routes worthless. And capacity is your real constraint: merchant count sets how many trades you can queue; capacity sets how much actually moves. More merchants without more capacity is more paperwork, not more trade.

The burgher black box

The launch-window mystery: trades appearing in your ledger that you never created, run by your burghers, in quantities that don’t match anything obvious. The community thread that finally framed it settled on this reading: burghers auto-trade to cover pop needs — small equalizing trades so that consumer demand across your market doesn’t need your micromanagement. Working as intended, mostly.

The documented catch: their trading covers pop needs, not reliably your buildings’ input needs. A weapons industry starving for iron while your burghers import wine is the mismatch pattern the thread identified — so treat building inputs as your job, not theirs. Their reach is also age-gated (community-measured at roughly 600 growing toward 1,100 across the eras), which is why early-game burghers ignore that lucrative distant market you can see and they apparently can’t.

Until the interface exposes burgher trades cleanly, the working practice from the thread holds: audit your buildings’ input satisfaction directly, manually import what starves, and let the burghers keep the consumer economy ticking underneath.

Common death spirals

SymptomLikely causeCheckFix
Rich province, weak incomeLow market accessAccess value, market distancePorts/paths, closer center, control fixes
Trades earn almost nothingThin price gaps vs flat costsThe profit line per tradeFewer, fatter routes; drop toll-heavy paths
Buildings idling despite trade surplusBurgher trades ≠ building inputsInput satisfaction per buildingManual imports for inputs; leave pop goods to burghers
Split across three foreign marketsBorder geography, no center of your ownAttraction mapCreate a market where attraction < 25%, or conquer the center
Rival prospering inside your marketYou forgot you’re the landlordMarket-center powersEmbargo — 25 opinion is cheap for a trade war

Frequently asked

What does market access actually affect?

Two things that are most of your economy: the profits of every RGO in the location and the throughput of every building there. A location at poor access is working at a discount on both — which is why access problems masquerade as 'my economy is mysteriously weak' rather than announcing themselves.

When should I create my own market?

The documented conditions: the target is an urban location or has under 25% attraction in its current market, you own it (or own buildings there, or it's your subject's), and no treaty forbids you. The strategic bar is higher than the legal one — a new market needs enough attraction to pull locations away from established neighbors, which is exactly the trap Holland starts in: its treaty blocks a new market while Flanders holds the local center.

What are my powers as a market-center owner?

Three documented levers: embargo a country using your market (costs 25 opinion with them — they can't route trades through it anymore), relocate the center to another owned location for 800 gold, or destroy the market entirely for 50 stability and 25 prestige. The embargo is the quiet one worth remembering: it's economic warfare without a war declaration — Byzantium players use it against the Ottomans from day one.

Why are my burghers making trades I never ordered?

That's the burgher auto-trading system, and confusion about it was one of the community's biggest launch-window puzzles. The consensus reading: burghers automatically run small trades to cover pop needs and equalize the market so you don't micromanage consumer goods. The catch the thread documented: their trading doesn't reliably cover building input needs — so factories starving while burghers import luxuries is a real pattern to watch for, not your misreading.

How far can burghers trade?

Community-documented as age-gated: their effective trade range grows across the ages — figures circulated from testing put it around 600 early rising to roughly 1,100 later. Treat the numbers as community-measured rather than official, but the design shape (burgher reach expands with the eras) is consistent across reports.

Is sea trade better than land trade?

Dramatically, since 1.2: the trade-geography rework priced sea paths at roughly a tenth of land-path cost, which restored the historical logic — coastal markets project much further than inland ones, and port access became a first-order factor in market layout.

Sources checked

Market-center powers, creation conditions, and the trade profit formula are wiki-verified (the formula is transcribed as documented). The burgher trading section synthesizes a widely-discussed community thread and is labeled community throughout — including the 1.3 age-gated trade-range figures. The 1.2 trade-geography rework details are patch-note-verified.