Learn how to tackle Unemployment in Europa Universalis 5 and make sure that the people of your country are happy and out of poverty.

Unemployment in a game such as Europa Universalis 5 causes some major issues across your country and can potentially lead to riots. If you do not tackle it soon enough, it will spread like wildfire and potentially destabilize your people’s happiness and your economic flow.
Thankfully, you can use several methods to make sure that your citizens all have jobs, income, and something to do that contributes to your empire. In this guide, we will be discussing the ways in which you can deal with unemployment in the EU5.
How To Deal with Unemployment in Europa Universalis (EU5)

Unemployment is something that can cripple your nation in Europa Universalis and make it unstable economically. To keep it at a low rate and ensure that your empire keeps growing and does not hit bankruptcy, you must take some much-needed measures. The first of which is, of course, to create more jobs so your capital can be well-funded.
To create jobs, you will need to have enough buildings to employ most, if not all, of your people. That means that you need to focus on construction and the overall infrastructure of your nation from the get-go. Otherwise, if the people are unemployed, poor, and unhappy, the situation can escalate rather quickly into rebellions and revolts. So, try to always keep your city modernized and build enough buildings to house and create jobs for the populace.
Now, buildings in EU5 require Ducats and resources to build. Also, when you place a building under construction, it will take time for it to be completed and usable. When that part is over, your people will go to work at their designated institutions or establishments according to your employment style in the game.
Furthermore, while you are at it, also make sure to check which buildings are suited for which class of citizens. You can check that alongside requirements, building time, and other useful information by hovering over a building’s name in the Production tab in your government menu. Below is a table detailing the class of citizens and their associated buildings.
Buildings and Their Associated Citizens in EU5
| Class | What They Do | Required Buildings |
|---|---|---|
| Nobles | Members of the courts and the upper echelon are in charge of plenty of diplomatic actions. | Embassies, Courts, Gardens |
| Clerics | Members of the faith, often in charge of religious actions and early healthcare. | Churches, Temples, Missions |
| Burghers | The merchant class includes the artisans, crafters, and salesmen of the country. | Various Markets, Guilds, Artisan Buildings |
| Laborers | Lower-class rural workers who create and process raw Goods. | Resource-Gathering Locations, Resource Processing Plants, Farm Buildings |
| Soldiers | The army and navy provide the military might for the country. | Barracks, Castles, Local Government Buildings |
| Peasants | The second of the lower-class workers, typically the most common class. | Specialized Villages, Settlements, Town Advancements |
Also Read: How To Create Market in Europa Universalis 5 (EU5)
How To Change Employment Style in Europa Universalis 5 (EU5)

Apart from setting the Employment Style of your nation, you can also change it if you wish to. For that, you will have to navigate to the Production Menu once again and select the Buildings tab. There, you will notice a blue colored bar over your established buildings; it refers to the Employment Style.
Furthermore, it will be set on “First-come, First-served” by default, but that might not be the best method to use. So, you can change it to whichever system you like from the table below.
Employment Styles in EU5
| Employment Style | What it Does | Ideal for |
|---|---|---|
| Equality | Distributes available People evenly across all open building job slots. | Balanced People distribution, or getting temporary work for a specific People type. |
| First Come, First Served | Fills job slots in buildings based on the chronological order of construction. | Quickly employing a large surplus of a single People type by prioritizing new buildings. |
| Most Profitable First | Prioritizes staffing the buildings that generate the highest economic profit. | Maximizing your national economy and achieving the quickest financial return. |
| Infrastructure, Then Profit | Prioritizes staffing key infrastructure buildings first, then moves to fill the most profitable buildings. | Meeting critical needs (infrastructure) while still optimizing for subsequent Ducat gain. |
Also Read: Europa Universalis 5 (EU5): Byzantium Guide

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