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Portugal is the best starting point for most beginners who want a comparatively safe introduction to trade and the economy. Choose Castile for a powerful, broad campaign, or the Ottomans if your main goal is to learn expansion and warfare. None is an officially ranked “easiest” country: these recommendations come from unofficial guides and player opinions, not controlled difficulty testing.
Why your first country matters—and why none makes EU5 simple
Europa Universalis V is a broad grand-strategy simulation: Paradox describes hundreds of nations and interconnected systems for population, diplomacy, the economy, military, research, government, trade, and logistics. Its campaign begins in 1337 and spans 500 years. Those figures describe the game’s scope, not its difficulty. A strong or focused country can give you breathing room or a clear learning goal, but it cannot remove the underlying complexity.
For newcomers to grand strategy, a TechRadar review describes the game as a substantial learning commitment and notes that automation features can help. That is review context, not a measured estimate of how long learning takes or proof that any one nation is easy.
Best beginner countries by what you want to learn
| If you want to learn… | Consider… | Why it may fit | What to keep in mind |
|---|---|---|---|
| Trade and the economy | Portugal | An unofficial beginner route presents Portugal as a comparatively safe trade start, giving you room to build economic and trade fundamentals before taking on more demanding campaigns. | The route is a fan guide labelled v1.0.x and dated January 15, 2025; its assessment may not reflect later patches. |
| A powerful, broad campaign with a colonial direction | Castile | An unofficial guide recommends Castile for colonization and a broad first campaign. The beginner route also places it after earlier trade and naval learning. | A large, capable country can mean more decisions and systems to manage. Some beginners in a community discussion say large-country recommendations feel overwhelming. |
| War, expansion, and logistics | Ottomans | One beginner route treats the Ottomans as a later step for expansion, logistics, and strategic warfare; another guide lists them among powerful starting options. | Strength is not the same as a light management workload, particularly in a game built around interlocking systems. |
| Naval play and more than one front | England | A fan learning route puts England second, with a focus on naval dominance and economic transformation. | This is one guide’s proposed sequence, not an official recommended-start ranking. |
| A compact mix of trade and conquest | Naples | An unofficial guide recommends it for balancing trade and conquest, and community comments also describe it as a compact alternative. | The recommendation reflects guide and player judgment, not official difficulty data. |
| A smaller campaign where choices feel immediate | Connacht | One player reports enjoying Connacht’s slower, weaker position as a way to learn through repeated attempts. | That is an individual experience, not evidence that a small country is safer or easier for everyone. |
A learning sequence, not an easy-to-hard ranking
An unofficial beginner route suggests Portugal → England → Castile → Ottomans → France. It uses each campaign to introduce another focus: trade and economy, naval control, wars and estates, multi-front expansion and logistics, then broader domestic consolidation and warfare. Treat it as a curriculum idea, not an authoritative difficulty ladder or a tested progression.
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- Easy to learn and quick to set up; Set up your Saxon miniatures to prepare for the Viking invasions. Then let the game begin!
- Raid and pillage across England; As the invading Viking players you will try to take over and control the important cities of England.
- Save England; As the English you must save your land and honor! Call up the Fyrds and follow King Alfred to victory over the Vikings hordes.
- Competitive team game play; Play Head to Head or as Teams, where two players control the English Thegn and Housecarl vs two players controlling the Viking Norsemen and Berserkers.
- Over 100 miniatures and custom dice; Academy Games prides itself on offering the highest quality components. A large mounted map, summary sheet, historical overview, and incredible artwork.
The same guide recommends limiting the number of fronts you take on at once: secure one strong ally, favor short wars on favorable terrain, and plan trade capacity before expanding. These are guide recommendations, not official rules, but they align with the game’s emphasis on diplomacy, logistics, and connected economic systems.
How to decide between a big country and a small one
There is no single best learning style. A large country may feel reassuring because it has power and options, or overwhelming because it brings more to oversee. A compact state can make the consequences of individual decisions easier to notice, but that does not automatically make it forgiving.
Rank #2
- Hegemony is an asymmetric politico-economic card-driven board game for 2-4 players that puts you in the role of one of the socio-economic groups in a fictional state: The Working Class, the Middle Class, the Capitalist Class and the State itself.
- WILL YOU BE THE ONE TO LEAD YOUR CLASS TO VICTORY? Players have their own separate goals, they are all limited by a series of policies that affect most of their actions.
- INTRIGUE: You will decide how Hegemony plays out. Will you build alliances and negotiate to lead your class to victory, or will you resort to Machiavellian maneuvers to seal the fate of your enemies?
- MECHANICS: Hegemony is an asymmetric card-driven politico-economic game that makes use of mechanics like Resource Management, Hand Management, Voting and Variable Player Powers.
- Choose for breathing room: Portugal is the clearest recommendation in the cited guides for a comparatively safe trade-and-economy introduction. Castile and the Ottomans are also recommended partly for their strength.
- Choose for a focused mechanic: Portugal for trade and economy; England for naval play; Castile for warfare, estates, and a colonial direction; the Ottomans for expansion and logistics.
- Choose for campaign scale: Pick a broad, powerful campaign if you want to explore several systems at once; consider Connacht or Naples if you prefer a smaller or more compact experience.
- Choose for your tolerance of setbacks: If you like learning through retries, a slower small-state campaign may suit you. If early crises would discourage you, start with a guide-recommended stronger or comparatively safer position.
How current are these recommendations?
Country assessments can change as balance and mechanics change. In an announcement dated October 1, 2026, Paradox said the free 1.4 “Rio Salado” update was planned for October 28, 2026, alongside the Across the Pillars pack. The announcement described changes involving trade, Catholicism, dynastic gameplay, and expeditions. Because October 28 is still in the future as of this article’s October 8, 2026 date, the update should not be treated as live; check the current game version before relying on detailed opening advice.
Paradox’s official description calls Europa Universalis V “one of the most complex and deep strategy game on the market.” That is the publisher’s promotional wording, not a comparative measurement. The available country guides and player discussion do not establish a definitive easiest-country ranking, comparative win rates, or measured difficulty results. The country picks above are best read as conditional recommendations based on learning focus, guide advice, and individual player experience.
Quick Recap
Best Value
- "Nova Roma" is set in 324 AD, where Emperor Constantine selects Byzantium as the site for his new capital, naming it Nova Roma or New Rome.
- Players take on the role of the head of an ancient and noble Roman house, tasked with deploying family members and retainers to achieve various goals.
- Goals include constructing buildings, dominating sea routes, securing resources, participating in hippodrome races, and hiring specialists.
- The game unfolds over six years, mirroring the historical timeline of the city's establishment, with players competing to please the Emperor and pursue their own agendas.
- The family that excels in fulfilling objectives and pleasing the Emperor emerges as the victor in "Nova Roma."
Rank #4
- ⚔️ HISTORICAL WAR SIMULATION EXPERIENCE Relive the Spanish Civil War (1936–1939) in a deep strategic game where two sides fight for control of key territories across Spain.
- 🗺️ TACTICAL MAP & MILITARY OPERATIONS Command your forces across a detailed map, manage troop movements, and engage in battles using dice and event cards that shape the conflict.
- 🎴 EXPANDED CONTENT & HIGH REPLAYABILITY Includes the Armada expansion, 1938 scenario, and optional event cards that introduce uncertainty and new strategic possibilities.
- 🎯 TARGET AUDIENCE Perfect for strategy enthusiasts, history buffs, and wargame players looking for an immersive two-player conflict with depth and realism.
- 📦 GAME DETAILS & SPECIFICATIONS Players: 2, Recommended Age: 14+, Playtime: 180 minutes, Learning Time: 45 minutes, Teaching Time: 45 minutes, (easy to learn, engaging challenge). Languages: Spanish, English.
Rank #3
- Offers new, streamlined form of gameplay
- Multiple paths of victory offer unique strategy opportunity
- Expansive game engages both new and experienced players
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