France EU5 Guide - Europe's Dominant Military Power
Command the strongest military in Western Europe and overcome France's unique tax crisis. This comprehensive guide covers noble levy dominance, centralization mastery, estate privilege manipulation, and the path to European supremacy.

Why France?
France is the dominant military power in Western Europe with the best tax potential in the game
France starts with 6 million population—the most in Western Europe—plus powerful subjects with additional millions. You control the best farmland density in Europe with nearly entirely flatlands terrain, making control projection incredibly easy. While you start with a crippling -25% tax efficiency malus, overcoming this unlocks the strongest tax modifiers in the entire game.
Unstoppable Noble Levies
+100% noble levy size from tech, massive cavalry armies with +20% morale—no professional army needed until late game
Best Tax Game in EU5
+40% peasant max tax, +20% burgers max tax, +15% tax efficiency total—once you overcome the starting malus
Perfect Geography
Best farmland density in Europe, flatlands terrain for easy control, rivers with bridge opportunities for proximity reduction
Multiple Expansion Paths
England (Hundred Years War), Low Countries (Netherlands control), Provence, Burgundy, HRE influence, and colonization
Starting Situation & The Tax Crisis (1337)
The Tax Efficiency Problem
Understanding what's crippling your economy
Ancient French Taxation modifier gives:
- -25% tax efficiency (you lose 25% of all tax collected)
- -20% max tax (reduces how much you can tax)
- Extremely high building upkeep costs
- Combines with low starting crown power for even worse penalties
Critical First Month Actions
Setting up the centralization push
Fort Management (Save ~10 ducats/month)
Delete approximately 2/3 of your starting forts, but keep a defensive line toward England since they will attack repeatedly during the Hundred Years War.
Keep forts in:
- Paris (capital protection)
- Northern coastal provinces where England might land
- Strategic choke points
You should still pay ~5 ducats/month on fort maintenance after cleanup (down from ~15)
Cabinet Actions (Stability + Centralization)
Initial assignments:
- Slot 1: Changing Societal Values (moving toward centralization) + Strengthening the Government (increasing stability)
- Slot 2: Increasing Stability
Critical: You get +0.02 centralization trend from this setup, which slowly pushes you toward the value you desperately need.
Budget Sliders
Diplomatic Spending: You have many subjects (appanages), so you'll need to adjust this upward after the first month to maintain diplo capacity
Cost of Court: Max this out to rush stability
Taxation: Use auto-adjust (manual micro possible but tedious)
Army Maintenance: Can stay lower initially since you're using levies
Army Setup & Crown Power
Estate Privileges & The Noble Problem
Opening privilege strategy:
- Revoke "Communal Lands" from peasants (removes decentralization push)
- Grant "Free Mobility for Common People" to peasants (you don't need surfdom max tax due to France's unique bonuses)
- Grant "Common Militias" to peasants (raise satisfaction)
- Don't touch noble privileges early—removing them costs prohibitive stability
Government Reform
Wait until 42 stability before enacting your first reform to avoid the 20 stability cost. The starting reforms aren't critical, so save the stability for more important uses. Later you'll want reforms that push centralization and crown power.
Culture Acceptance & Coring
France starts with extra cultural capacity and uncored areas. Accept cheap same-culture-group cultures (0.15 cost each) to enable coring in those provinces. Poitou and similar French cultures are essentially free to accept.
Unintegrated provinces: Give them to your Touraine appanage or other subjects so they can integrate them for you, saving cabinet member time.
Research Path
Priority research:
- Diplomatic Capacity (you have many subjects and will go over cap without this)
- Monthly Diplomats (allows moves without paying for diplo spending slider)
- Then transition to Renaissance advances when available
Core Economic Systems
From Crisis to Dominance
France's economy transforms from weak to unstoppable
France's economic game has two distinct phases: surviving the tax crisis (1337-1360s) and leveraging superior modifiers to dominate (1360s onward). Your building and development priorities shift dramatically based on which phase you're in.
Phase 1: Survival (1337-1360s)
- Minimize building costs due to high upkeep
- Focus on infrastructure (roads, marketplaces)
- Build hospitals before Black Death (1340s-1350s)
- Push centralization relentlessly
- Accept slow economic growth
Phase 2: Dominance (1360s+)
- Crown power 50%+, tax modifiers operational
- Aggressive RGO expansion (farms on farmland)
- Paris market development
- Premium resource exploitation (silk, dyes, iron)
- Economic output surpasses all neighbors
Building Priority Sequence
- Marketplaces (Highest Priority)
100% profit buildings. Build everywhere, focusing capital (Paris) first. Increase trade capacity for more trade routes.
- Hospitals (Before Black Death)
Critical in the 1340s. The Black Death will kill ~40% of your 6M pops. Build in high-population urban areas first to minimize losses.
- Roads (Every Province)
-20% proximity cost each, +control everywhere. Build systematically from capital outward. Your flatlands terrain makes roads incredibly effective.
- Bridges (Over Rivers)
-5% proximity cost per bridge. France has many rivers running through—build bridges for additional control projection.
- Lumber Mills First (RGO Strategy)
Lumber is a construction input—flooding the market with lumber makes all other buildings cheaper. This creates a "lumber price collapse" that accelerates development.
- Farm RGOs (On Farmland)
France has the best farmland density in Europe. After lumber, build grain and fruit farms on your abundant farmland for food surplus income.
- Premium Resource Bailiffs (Silk, Dyes, Iron)
Build bailiff buildings on silk, dye, and iron provinces for +control AND +production bonuses.
- Paris Capital Buildings (Unique Bonuses)
France gets unique buildings in the capital that provide countrywide bonuses. Build these as you can afford them.
- Canals (After Upgrading to City)
Portage canals give another -5% proximity cost. Available after upgrading settlements to cities.
Values, Parliament & Laws
Centralization Is Everything
Your number one priority for the first 30 years
Why Centralization?
France starts with a decentralization push due to estate privileges (+0.20 from Communal Lands). You desperately need to reverse this. Every point of centralization helps with crown power, which multiplies your tax income and mitigates the -25% tax efficiency malus.
How to Push Centralization:
- Cabinet Members: "Changing Societal Values" action moves toward centralization (+0.02 trend with proper assignment)
- Revoke Decentralization Privileges: Remove "Communal Lands" from peasants (costs 33 stability but removes 0.20 decentralization push)
- Parliament Debates: "Establish Great Works of Faith" and similar provide centralization trend
- Government Reforms: Several reforms grant centralization push
- Control Increases: Higher control in provinces slightly increases centralization cap
- Specific Buildings: Some provide centralization modifiers
Centralization Timeline:
1337-1345: Reach 20-30 centralization (small crown power gains)
1345-1360: Reach 50 centralization (meaningful crown power increase)
1360-1380: Reach 70+ centralization (major improvements)
1380+: Approach 100 centralization (maximum bonuses)
Aristocracy Commitment Strategy
Synergizing with noble levy bonuses
France heavily incentivizes aristocracy (left-side) values due to noble levy bonuses and aristocracy's military + economic synergies.
Aristocracy Military Benefits:
- +100% noble levy size from tech
- Aristocracy value unlocks "Mailed Knights" cavalry units
- +20% army morale from advances
- +Cavalry power in Age 3
- Levy discipline bonuses
Aristocracy Economic Benefits:
- Noble consumption stimulates luxury goods markets
- Easier to grant privileges that boost economy
- Parliament support from aristocracy-aligned estates
- Stability from satisfied noble estate
- Access to "Making a Man a Knight" interaction (+5 aristocracy trend)
Parliament Manipulation & Priority Laws
Parliament Cost Advantage:
Direct law changes cost 72-100 stability. Parliament law changes cost only 50% support points. ALWAYS use parliament for law changes to save massive amounts of stability.
Debate Pass/Fail Threshold:
Parliament debates use a binary 50% threshold. 51% support = pass, 49% support = fail. The exact percentage above or below 50% doesn't matter. This creates strategic manipulation opportunities.
Priority Parliament Debates (Early Game):
1. "Expand Gravel Road Network" or Similar (Centralization Push)
Provides +10 centralization trend and reduces road building costs. Critical first debate.
2. "Land Focus" Agendas (Repeated)
France can "fish" for Land Focus agendas by reducing potential debate options (see Advanced Techniques). Provides modifiers beneficial for land-based economy.
3. "Establish Great Works of Faith"
Additional centralization trend, helps with the centralization push.
Priority Law Changes Via Parliament:
1. Land Value Trend Laws
Increases land-based economy benefits, synergizes with France's farmland focus
2. Additional Taxes Laws
Once crown power improves, unlocking additional tax sources multiplies your superior tax modifiers
3. Centralization-Granting Laws
Any law that provides centralization trend or push should be prioritized
Military Strategy - Noble Levy Dominance
Why France Doesn't Need Professional Armies
Until the Renaissance, levies are superior
Noble Levy Advantages:
- Completely free (no monthly maintenance)
- +100% size from tech means double the cavalry
- Aristocracy value unlocks Mailed Knights (superior unit)
- +20% morale from advances prevents routing
- Cavalry power bonus in Age 3
- Scales with population and estates
- Sufficient for all early wars (England, Low Countries, Provence)
When to Transition:
- Renaissance "Organized Military" advance unlocks professional armies
- Typically around 1370s-1390s depending on institution spread
- Professional armies can refill fort garrisons (levies cannot)
- Better supply management with camp followers
- Don't make the switch until economy fully recovers
- Even then, keep using noble levies as the core of your forces
Critical Levy Limitations:
- Cannot refill fort garrisons (makes capturing forts impossible without regulars)
- Die rapidly to attrition without supply lines
- Shrink after each use and with population losses
- Cannot operate inland in enemy territory without supply agreements
Cavalry Composition & Combat
Army Composition:
France's noble levies are primarily heavy cavalry (Mailed Knights when aristocracy threshold is met). You'll have thousands of cavalry from the noble estate, supplemented by peasant infantry levies.
Typical Early Army (1340s):
- ~40,000 noble cavalry levies (Mailed Knights)
- ~20,000 peasant infantry levies
- Small professional force (250-500 for garrison refilling)
Combat Effectiveness:
French cavalry with +20% morale bonus will not route easily. Combined with cavalry power bonus and superior numbers, you can defeat England's professional forces in the Hundred Years War despite England's unique units. The key is leveraging your numerical advantage.
Combat Lessons:
- Never assault forts: Casualties are catastrophic (1,800 attackers to kill 96 defenders in testing)
- Never siege inland without supply agreements: Attrition will woodchipper your levies (lost 20K to attrition in example)
- Use levies for battles, regulars for sieges: Regulars can refill garrison, levies cannot
- Avoid fighting during Black Death: Population losses reduce levy size dramatically
Fort Strategy & Defensive Lines
Unlike Castile (which can delete most forts safely), France needs a defensive line toward England due to the Hundred Years War.
Keep forts in:
- Paris (capital, must protect)
- Normandy coastal provinces (English landing zones)
- Brittany region (potential English ingress)
- Key choke points toward the English-controlled Aquitaine
You'll still delete ~2/3 of starting forts, bringing fort maintenance from ~15 ducats/month to ~5 ducats/month.
War & Diplomacy Strategy
Key Wars & Expansion Paths
The Hundred Years War, Low Countries, and beyond
The Hundred Years War (Defensive)
England will attack you repeatedly throughout the 1340s-1400s. Your strategy is defensive: protect Paris, hold the line with forts, and use your superior cavalry numbers to win field battles. Don't try to invade England early—focus on repelling their invasions and taking war reparations.
- First war typically 1337-1342: Defend and white peace or small gains
- Second war 1350s: More aggressive, can start taking English continental holdings
- Later wars 1380s+: Go on the offensive, invade England with navy
Low Countries Conquest (Priority Expansion)
Subjugate the Netherlands region for control of rich trade provinces and excellent development potential. Target order: Brabant → Flanders → Holland → Hainaut. These lands are some of the best in Europe.
- Use fabricated claims or diplomatic opportunities
- Consider vassalization over direct annexation for AE management
- Bruges and Antwerp are premium trade centers
Other Expansion Targets:
- Provence: Fabricate claims, wealthy Mediterranean territory
- Burgundy: Rival, excellent lands if you can manage the wars
- Navarra: Alliance for claims on Castile (though risky)
- HRE Influence: Expand into western HRE when opportunities arise
Advanced Techniques
The "Ordinance" Privilege Event Exploitation
Advanced estate satisfaction manipulation
The Mechanic:
The cost to grant privileges is based on estate satisfaction. The more privileges an estate already has, the relatively cheaper each additional privilege becomes. There is a random event called "Ordinance" that can fire for the noble estate when their satisfaction drops very low (<30%).
The Strategy:
- Intentionally crash noble satisfaction to below 30% by revoking a cheap peasant privilege or other action that angers nobles
- Wait for "Ordinance" event to fire (RNG-based, may take months)
- When event fires, you get an option to grant multiple privileges to nobles to appease them
- Grant all beneficial long-term privileges (Noble Levy Size +50%, building cost reduction, etc.) while the relative cost is lower due to low satisfaction
- Accept the stability hit from the event (usually 10-20 stability)
- Nobles are now satisfied with many powerful privileges that would have been expensive to grant individually
Why This Works:
Normally, granting multiple noble privileges would cost enormous amounts of satisfaction and risk rebellion. The Ordinance event allows you to bypass normal satisfaction costs and grant privileges as part of the event resolution. You trade stability (renewable resource) for permanent campaign-long privilege bonuses.
Best Timing: Mid-game (1360s-1370s) when you have stability to spare and want to stack military bonuses for major wars.
Parliament Agenda Fishing
Manipulating parliament debates for desired outcomes
The Concept:
Parliament has a pool of potential debate agendas. By reducing the pool of available options, you can increase the probability of getting specific beneficial debates (like "Land Focus" which France wants repeatedly).
How Agenda Selection Works:
Each parliamentary session randomly selects debates from all available agendas. Some agendas are locked behind conditions (research advances, building types, trade routes, etc.). If those conditions aren't met, those agendas won't appear.
The Fishing Strategy:
- Identify the agenda you want (e.g., "Land Focus" for France)
- Avoid meeting conditions for agendas you don't want (don't build certain building types, don't establish certain trade routes)
- Reduce the agenda pool to only essential options plus your target
- Call parliament repeatedly until your desired agenda appears
- Pass the debate and gain the benefits
- Repeat the process for the same agenda multiple times if beneficial
France-Specific Application:
France benefits enormously from "Land Focus" agendas due to exceptional farmland. By avoiding maritime/trade-focused building types and keeping the agenda pool small, you can fish for Land Focus multiple parliamentary sessions in a row, stacking the modifiers.
Warning: This is somewhat exploitative and may feel like gaming the system. It's very powerful but reduces gameplay variety. Use at your discretion.
Other Advanced Techniques
Market Capital Relocation (Bruges → Antwerp)
Once you conquer the Low Countries, you can relocate the market capital from Bruges to Antwerp. Antwerp has superior natural harbor access and better trade route potential. This is done through the market interface and costs administrative power.
Timing: After conquering Netherlands region (1360s-1380s)
Bailiff Placement on Premium Resources
Build bailiff buildings specifically on provinces with silk, dyes, and iron. Bailiffs provide both +control AND +production bonuses for those resources. The control bonus helps with proximity cost, while production bonus increases output of premium goods.
Priority order: Silk first (highest value), then dyes (needed for fine cloth), then iron (industrialization).
"Making a Man a Knight" Interaction
There is a court interaction available that grants +5 aristocracy trend. This costs some resources but helps push aristocracy value faster. Use this periodically throughout the campaign to maintain aristocracy momentum.
Best used when aristocracy is stalling around 50-70 and you want to reach higher thresholds
Institution Embrace Timing
Don't rush to embrace Renaissance until your economy has recovered (1370s+). Institution spread happens passively, and embracing early costs enormous amounts of ducats you don't have during the tax crisis phase. Wait until crown power is 50%+ and economy is stable.
Exception: Embrace earlier if you desperately need the "Organized Military" advance for professional armies
Population & The Black Death
Hospital Construction Strategy
Protecting your 6M pops before the plague
When to Build:
Start building hospitals in the early 1340s, before the Black Death event fires. The plague typically arrives 1347-1350, so you have a narrow window. Build aggressively starting 1342-1345.
Where to Build (Priority Order):
- Paris first (capital, highest pop concentration)
- Major urban areas with 200K+ population
- High-density provinces in Île-de-France region
- Trade centers (Lyon, Toulouse, Bordeaux)
- Coastal entry points where plague spreads from
How Many to Build:
Ideally 10-15 hospitals across your highest population provinces. Each hospital costs ~50-80 ducats (varies by building costs modifiers). Budget 600-1,000 total ducats for hospital program. This is expensive during tax crisis but absolutely worth it.
Hospital Impact: Provinces with hospitals will see ~15-20% population loss instead of ~40%. This preserves millions of pops and maintains levy strength.
The Black Death Event Choices
When the Event Fires:
The plague typically starts in a specific province (often a port or southern region) and spreads across your territory over several months. You'll get event notifications as it spreads.
Event Choice: "Segregate the Infected"
ALWAYS CHOOSE THIS OPTION
Cost: 10 stability
Benefits: +15% disease resistance during outbreak, communalism push
Long-term effect: Affected provinces gain 80%+ disease resistance permanently, making future plague outbreaks far less deadly. The 10 stability cost is absolutely worth this permanent protection.
Alternative Options (Avoid These):
- "Pray for Divine Intervention": No stability cost but worse disease resistance, more deaths
- "Business as Usual": Shortest-term economic impact but maximum population loss
Post-Plague Recovery Strategy
Immediate Response (1350-1360):
- DO NOT panic-build to fill population gaps—waste of resources
- Max out stability investment with cabinet members (100 stability = double pop promotion speed)
- Focus on infrastructure (roads, marketplaces) that doesn't require pops to operate
- Defensive wars only until levy strength recovers
- Let stability naturally promote pops to refill buildings over time
The Qualification Crisis:
The Black Death disproportionately kills qualified pops (laborers, burgers). Your buildings may become unstaffed even if you have peasant pops available. This reduces economic output temporarily.
Solution: High stability speeds population promotion from peasants → laborers/burgers. This naturally refills your workforce over 5-10 years.
Recovery Timeline:
1350-1355: Population at lowest point, focus on stability and infrastructure
1355-1365: Population slowly recovers, qualified pops refill buildings
1365-1375: Population approaches pre-plague levels, economy normalizes
1375+: Population fully recovered, can resume aggressive expansion
Strategic Advantage: The Black Death hits all nations. With hospitals and good recovery strategy, France recovers faster than rivals, creating military advantage by 1370s.
Campaign Timeline (1337-1450+)
Phase 1: Survival & Setup (1337-1350)
Overcoming the tax crisis and preparing for Black Death
Key Objectives:
- Execute opening setup (forts, cabinet, privileges)
- Push centralization to 20-30
- Build marketplaces in capital region
- Start hospital construction by 1342-1345
- First Hundred Years War with England (defensive)
- Accept cheap French culture group cultures
Military Actions:
Repel first English invasion (1337-1342). Use superior levy numbers to win field battles. Take white peace or minor gains. Do not attempt offensive into England yet.
Economic State:
Economy is weak. Crown power ~15-25%, tax efficiency terrible. Focus on ducats-per-month stability rather than expansion. Save resources for hospitals.
Phase 2: Black Death & Recovery (1350-1370)
Surviving the plague and continuing centralization push
Key Objectives:
- Choose "Segregate the Infected" when Black Death fires
- Max stability investment for population recovery
- Push centralization to 50+
- First parliament debates (Expand Gravel Road Network)
- Begin Low Countries expansion (Brabant, Flanders)
- Start annexing appanages selectively
Military Actions:
Second Hundred Years War with England (1355-1360). More aggressive, can take English continental holdings. Low Countries conquest begins—subjugate Brabant first for rich provinces.
Economic State:
Crown power improving to 30-40%. Tax efficiency still negative but less painful. Population recovering from plague. Can start building roads systematically. Economy transitions from crisis to stable.
Phase 3: Reform & Expansion (1370-1400)
Economy recovers, military dominance established
Key Objectives:
- Reach 70+ centralization (crown power 50%+)
- Reform away from Ancient French Taxation debuff
- Complete Low Countries conquest (Holland, Hainaut)
- Annex remaining appanages, remove Feudal Nobility government
- Embrace Renaissance institution
- Transition to professional army core
- Execute lumber price collapse strategy
Military Actions:
Third/Fourth Hundred Years Wars—go on offensive against England, invade with navy. Conquer Provence for Mediterranean access. Burgundy wars if opportunities arise. Begin HRE expansion into western territories.
Economic State:
ECONOMIC EXPLOSION. Crown power 50-60%, tax efficiency turns positive, superior tax modifiers finally operational. France becomes richest nation in Europe. Can afford massive building programs and professional armies.
Phase 4: Dominance (1400-1450+)
European hegemony and colonial expansion
Key Objectives:
- Approach 100 centralization (maximum bonuses)
- Complete RGO expansion across farmlands
- Paris market fully developed
- Begin colonial competition (Atlantic exploration)
- HRE expansion or dismantling
- Italy expansion opportunities
- Consider formation decisions
Military Actions:
Fully professional armies supplemented by massive noble levies. Wars against Castile (via Navarra claims), Austria, or other great powers. England either subjugated or contained. Can fight on multiple fronts simultaneously.
Economic State:
Absolute dominance. Crown power 60-80%, best tax modifiers in game fully active, massive population recovered from plague, farmland economy produces food surplus, colonial income incoming. France is unstoppable.
Milestone Checklist
Economy Milestones:
Military Milestones:
Common Mistakes to Avoid
Not Prioritizing Centralization
Staying stuck with the tax malus for decades because you didn't push centralization hard enough early
Deleting All Forts
England will repeatedly invade during Hundred Years War—you need a defensive line
Ignoring Crown Power
Crown power directly multiplies tax income—at 20% crown power you're losing 80% of potential revenue
Trying to Push Plutocracy
Fights against your levy bonuses and noble estate structure—embrace aristocracy instead
Not Building Hospitals Before Black Death
Plague hits in 1340s-1350s and kills ~40% of your 6M pops without hospitals
Trying to Remove Noble Privileges Early
With 74% noble power, revocation costs are prohibitive (50-100+ stability each)
Making Direct Law Changes Instead of Using Parliament
Direct changes cost 72-100 stability vs 50% support points via Parliament
Fighting Offensive Wars During Black Death
Your levies are tied to population—plague deaths reduce your army size during conflicts
Assaulting Forts or Sieging Without Supply
Assault casualties are catastrophic (1,800 killed vs 96 defenders), attrition wipes armies without supply lines
Rushing Professional Armies
Your levy bonuses are too good and your economy can't support professionals until 1370s+
Why This Guide is Accurate
Based on actual 50+ year France campaign playthrough (1337-1390s tested)
Tested strategies, not theory — Every mechanic explained here was verified in-game with real results
Guide written for EU5 version 1.0.8 — Mechanics and strategies are current as of this patch
Experienced player insights — Includes advanced techniques like estate privilege manipulation and parliament fishing
Real examples from playthrough — Specific numbers, events, and outcomes from actual gameplay (tax crisis recovery timeline, Black Death population loss, levy size changes)



