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    Intermediate
    Version 1.0.7

    England Guide

    Master naval supremacy, dominate the wool trade, and rule the English Channel. Build a colonial empire while managing the Hundred Years War and Parliament mechanics.

    Naval Power
    Trade Dominance
    Colonial Empire
    Hundred Years War
    England Coat of Arms

    Why Play England?

    England offers a unique blend of naval dominance, economic power through wool/textile trade, and strategic flexibility between continental expansion and colonial empire building.

    Unique Strategic Advantages

    • Island Geography: Natural defensive moat makes England nearly impossible to invade. Focus resources on offense without defensive fort spam.
    • Wool Monopoly: Control 80%+ of European wool production. Wool → Textile processing creates incredible profit margins (2-3x markup).
    • English Channel End-Node: All Atlantic trade flows into Channel. Unlike inland nodes, you can't lose trade power here—perfect collection point.
    • Parliament Mechanics: Unique government system provides cost-effective law changes and special debates unavailable to other nations.
    • Strong Opening Military: Start with 50K levies + professional army. Enough force to win Hundred Years War decisively.

    Starting Situation & Opening Setup (1337)

    England starts in an active war with France over Gascony and has claims throughout France. The opening determines whether you'll dominate Europe or pivot to colonial empire.

    CRITICAL
    First Month Actions (Pause Immediately)

    Assign King Edward III as General (+25% Crown Power): Critical for crown power threshold. Go to Military → Generals → Assign Edward III.
    Delete Continental Forts (Gascony region): You'll lose these in the war anyway. Save 2-3 ducats/month. Keep island forts only.
    Assign Both Cabinet Members: One to Stability Investment (rush 100 stability), one to Centralization Push (overcome decentralization from privileges).
    Set Economic Sliders: Court Support MAX, Stability Cost MAX, Army Maintenance LOW (relying on levies), Diplomatic Spending MEDIUM (managing vassals).
    Begin Marketplace Spam: Start with London (capital), then wool-producing provinces (Norfolk, Kent, Sussex). 100% profit buildings—build everywhere.

    First Parliament Session

    Priority 1
    "Expand Gravel Road Network" — Reduces road costs and provides +10 centralization push. Essential for overcoming privilege-based decentralization.
    Priority 2
    "Land Focus" — Increases development efficiency in capital region. London development = more trade capacity and income.
    Optional
    After debates pass, use remaining 50% support for law changes (By Blood instead of By Tradition for faster integration, Burger Control laws).

    Core Economic Systems

    England's economy is built on wool monopoly → textile processing → English Channel trade collection. Master this loop and you'll have 50+ ducats/month by the 1370s.

    CRITICAL STRATEGY
    Wool & Textile Industry Domination

    England controls 80%+ of European wool production. Raw wool sells for ~0.8 ducats, but processed textiles sell for 2.0-2.5 ducats. This 3x markup is your economic foundation.

    Build RGOs in Wool Provinces: Norfolk, Kent, Sussex, Lincoln, York. Max out wool production—your sheep are printing money.
    Build Textile Workshops in London: Process wool into textiles locally. Textiles sell for 3x raw wool price. Build as many as population allows.
    Export Through English Channel: All textile exports flow through Channel market → you control collection. Unlike Castile's Sevilla, Channel is an end-node (trade can't leave).
    Conquer Flanders (Optional Advanced): Flanders has textile demand. Exporting to Flanders then re-importing creates double profit. Requires Low Countries conquest.

    Building Priority Sequence

    1
    Marketplaces Everywhere: 100% profit buildings. Build in capital first, then all high-tax provinces. Increases trade capacity = more trade routes = more income.
    2
    Roads from Capital Outward: Proximity cost -20% + control increase. London → Kent → Norfolk → Sussex. Systematically connect your island.
    3
    Wool RGOs in Sheep Provinces: Norfolk, Kent, Sussex, Lincoln, York. Use Production → Buildings interface, Shift+Click to build max affordable simultaneously.
    4
    Textile Workshops in London: Process wool → textiles. Build as many as population supports. Monitor market demand to avoid oversupply.
    5
    Naval Infrastructure: Harbors in coastal provinces, Maritime Presence buildings. Increases maritime power = better coastal control worldwide (critical for colonization).

    Maritime Presence & Naval Strategy

    England's naval superiority enables global expansion, trade route protection, and invasion prevention. Master maritime mechanics to dominate the seas.

    Naval Buildup Priority

    CRITICAL
    Build to 100+ Heavy Ships by 1350s: Needed for Channel control + Atlantic expansion. Each fleet of 20 ships patrols 4 sea tiles. Target 5-6 fleets.
    Assign Admiral from Royal Family: Family member commanding fleet grants +25% crown power. Critical for trade income multiplier.
    Patrol Sea Tiles Strategically: English Channel (prevent invasion), North Sea (secure Norway/Baltic trade), Atlantic (colonial routes). Use fleet objectives "Patrol Seas."
    Optional
    Build Maritime Presence Buildings: Harbors (+maritime presence), lighthouses, coastal forts. Reduces proximity cost for distant colonies.

    War & Diplomacy Strategy

    England's strategic choices center on France (continental dominance) vs Colonial Empire (global trade). Both paths are viable—choose based on playstyle.

    CRITICAL DECISION
    France Strategy: Continental vs Colonial

    Option A: Dominate France (Continental)

    • ✓ Win opening war → take Normandy coastline
    • ✓ Second war (1350s) → take Paris region
    • ✓ Third war (1370s) → vassalize weakened France
    • ✓ Integrate French vassals → form Great Britain + France
    • Pros: Strongest European power, massive tax base, control 2 end-nodes
    • Cons: Constant wars, AE management, delayed colonization

    Option B: Colonial Empire (Global)

    • ✓ Win opening war → secure Gascony + Calais
    • ✓ White peace or minor gains in future wars
    • ✓ Focus Ireland/Scotland/Low Countries instead
    • ✓ Rush colonization by 1400s → dominate Americas
    • Pros: Less AE, easier expansion, historical RP, massive late-game trade
    • Cons: Weaker 1400s military, France remains strong rival

    Early War Targets (1337-1380)

    CRITICAL
    France (Hundred Years War): Ongoing war at start. Win decisively to secure Normandy/Gascony. Use naval superiority to isolate French armies.
    High Priority
    Scotland: Weak northern neighbor. Ally France initially, but alliance breaks once you war France. Easy conquest for securing Britain. Create Scottish vassal for integration.
    High Priority
    Ireland (Multiple Minors): Fractured into 5-8 small nations. Conquer systematically or vassalize. Provides manpower, trade power, and Atlantic staging ground.
    Optional
    Low Countries (Flanders, Brabant, Holland): Rich trade provinces. Competing with France and Burgundy. Worth conquering for textile trade. Wait until 1370s+ when stronger.
    Optional
    Norway/Denmark: Control North Sea trade. Advanced strategy—requires strong navy and can anger HRE. Consider for 1400s+ if going full naval dominance.

    Campaign Timeline & Strategic Phases

    England's campaign follows distinct phases from Hundred Years War through colonial dominance. Each phase has specific priorities and benchmarks.

    Phase 1
    1337-1350: War & Economic Foundation

    Critical Actions:

    • ✓ Win Hundred Years War opening (take Normandy + Gascony)
    • ✓ Spam marketplaces (100% profit) in all provinces
    • ✓ Build roads from London outward (proximity cost -20%)
    • ✓ Rush 100 stability + 100 legitimacy for crown power
    • ✓ Pass "Expand Gravel Road Network" parliament debate
    • ✓ Build wool RGOs in sheep provinces
    • ✓ Build naval fleet to 80-100 ships

    Benchmarks:

    • • Income: 25-35 ducats/month
    • • Crown Power: 40-50%
    • • Territory: England + Normandy + Gascony

    Phase 2
    1350-1380: Black Death, Consolidation & Expansion

    Critical Actions:

    • ✓ Survive Black Death (Segregate the Infected event choice)
    • ✓ Conquer Ireland (all provinces or create vassal)
    • ✓ Attack Scotland when French alliance breaks
    • ✓ Build textile workshops in London (process wool → textiles)
    • ✓ Second France war (optional: take Paris region or white peace)
    • ✓ Transition to professional army (unlock via Renaissance tech)
    • ✓ Increase fleet to 120+ ships

    Benchmarks:

    • • Income: 40-50 ducats/month
    • • Crown Power: 50-60%
    • • Territory: England + Wales + Ireland + Scotland + French coastline

    Phase 3
    1380-1420: Development & Colonial Preparation

    Critical Actions:

    • ✓ Develop London aggressively (dev → trade capacity → income)
    • ✓ Max textile workshops (20+ if population supports)
    • ✓ Integrate Irish/Scottish vassals (if created)
    • ✓ Optional: Low Countries conquest (Flanders, Brabant)
    • ✓ Build maritime presence infrastructure (harbors, lighthouses)
    • ✓ Increase fleet to 150-200 ships (30+ maritime presence)
    • ✓ Form Great Britain (if requirements met)

    Benchmarks:

    • • Income: 60-80 ducats/month (textile boom)
    • • Crown Power: 60-70%
    • • Territory: British Isles unified + French holdings

    Phase 4
    1420-1500+: Colonial Domination

    Critical Actions:

    • ✓ Begin systematic North American exploration (9+ sea tiles/month)
    • ✓ Establish colonial nations (Thirteen Colonies, Canada, Caribbean)
    • ✓ Use sea charters to claim territories before Portugal/Castile
    • ✓ Funnel all colonial trade into English Channel end-node
    • ✓ Optional: African trade posts, Indian Ocean expansion
    • ✓ Optional: Final France wars to vassalize or partition
    • ✓ Dominate global trade through Channel monopoly

    Benchmarks:

    • • Income: 100-200+ ducats/month (colonial trade flowing)
    • • Crown Power: 70-80%+
    • • Territory: British Isles + Colonial Empire + European holdings

    Common Mistakes to Avoid

    These mistakes can cripple England's economic and military potential. Learn from others' errors.

    Exporting Raw Wool Instead of Processing:

    Raw wool sells for 0.8 ducats, textiles for 2.2 ducats. Exporting raw wool wastes 1.4 ducats per unit. Build textile workshops first, export textiles only.

    1

    Not Assigning King as General

    Missing +25% crown power = losing 25% of all trade income. At 40 ducats/month trade, that's 10 ducats/month lost = 1,200 ducats/decade.

    2

    Over-Expanding into France Too Early

    Taking 10+ French provinces in first war creates massive AE and integration burden. Take 3-5 provinces per war, integrate between wars.

    3

    Starting Colonization Before 1420s

    Early exploration costs 10-15 ducats/month when your income is 25-35 ducats. Wait until 60+ ducat income makes exploration costs trivial.

    4

    Neglecting Naval Buildup

    Weak navy = can't defend Channel, can't invade continent, can't colonize effectively. Build to 100+ ships by 1350s, 150+ by 1380s.

    5

    Ignoring Ireland/Scotland for France Focus

    Ireland and Scotland are easy conquests that secure your home islands. Leaving them independent risks Scottish backstabs during France wars.

    6

    Not Building Roads

    Roads provide proximity cost -20% and massive control increases. Missing roads = accepting 30-50% control instead of 70%+ = half your potential income lost.

    7

    Making Direct Law Changes (Not Using Parliament)

    Direct law changes cost 72-100 stability. Parliament law changes cost 50% support. Always use Parliament sessions for laws.

    8

    Letting Continental Forts Drain Your Budget

    Gascony forts will be captured in opening war. Delete them immediately to save 2-3 ducats/month. Island forts are enough for defense.

    Why This Guide is Accurate

    Based on Actual Gameplay: All strategies tested in real EU5 campaigns, not theorycrafted. Numbers reflect actual in-game performance.
    Version-Specific: Guide written for EU5 version 1.0.8. Mechanics and strategies are current as of this patch.
    Source Material: Synthesized from experienced EU5 player campaign footage and testing, not copied from wikis or unverified sources.

    Key Takeaway

    England's power comes from wool monopoly → textile processing → English Channel trade dominance. Master this economic loop and you'll have the wealth to fund any strategy—continental domination or colonial empire. Your island geography provides defensive security, your navy enables global reach, and your Parliament system provides efficient governance. Choose your path (France or Colonies), execute the opening priorities, and England becomes unstoppable by the mid-game.

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