With EUV in development and some major mechanical overhauls already revealed, including a more decisive battle system and reinforcement tied to national population, now is the perfect moment to rethink how wars are structured over time. In the current EU formula, wars are typically fought until one side forces a peace deal, often within a few years. But history teaches us that many real conflicts, especially major dynastic, religious, or colonial struggles, were anything but linear. They often spanned decades, with long breaks in fighting, official truces, sudden resumptions of war, and unpredictable diplomatic twists.
One of the most striking historical examples is the Hundred Years’ War between England and France (1337–1453), a conflict that lasted over a century but was not fought continuously. It was divided into several distinct phases, each separated by formal truces or ceasefires. For example, the Truce of Esplechin in 1340 paused fighting after the inconclusive Battle of Saint-Omer. The Truce of Calais, signed in 1347 after the fall of Calais to the English, was renewed multiple times and effectively halted combat for years. The Treaty of Brétigny in 1360 transferred vast territory to England but did not resolve the dynastic dispute, and war resumed in 1369. Perhaps the most dramatic pause came with the Truce of Leulinghem in 1389, which held for over two decades until Henry V restarted hostilities in 1415. Finally, the Treaty of Picquigny in 1475 ended hostilities not with a grand settlement, but with Louis XI of France paying Edward IV of England to withdraw his troops, a practical and political ceasefire rather than a true peace.
These episodes show us that wars in this period were not always about constant fighting, but also about political breathing spaces. Ceasefires were tools of statecraft just as much as armies and castles were. This could be turned into a powerful gameplay feature.
That’s why I propose adding a “Ceasefire Within War” mechanic to Europa Universalis V: a system that allows both AI and players to pause a war without ending it, under certain conditions. This would reflect the ebb and flow of historical wars and offer players more strategic options, especially under the new system where major battles can decide wars, and reinforcements depend on population size. If a nation suffers a catastrophic defeat, instead of being forced to surrender entirely, it could negotiate a ceasefire, recover manpower, rebuild its alliances, and prepare for a second phase of war, just as historical monarchs often did.
Mechanically, the ceasefire would be a new state inside an active war. The war would remain on the ledger and map, but military operations would be suspended. No battles could be initiated, armies couldn’t enter enemy territory, and siege actions would be disabled. War goals and casus belli would remain valid, and war score would be frozen. Diplomacy, however, would continue: alliances could be formed or broken, internal rebellions handled, and future positioning planned. The ceasefire might also come with modifiers, for example, increased reinforcement speed, slightly reduced morale (to simulate peacetime demobilization), or increased unrest in occupied regions to simulate rising tension.
Such a ceasefire could be triggered in several ways. Most importantly, it should be mutual both war leaders must agree, either through an event or via a new diplomatic action. The AI could be programmed to accept if war exhaustion is high, if recent battles were inconclusive or disastrous, or if there has been no significant progress for years. Alternatively, scripted event chains could create historical moments of pause. For instance, an event might fire after five years of stalemated warfare: “Delegations Meet at Calais – Propose a Ceasefire?” with options for both sides to agree or reject.
Ceasefires could last anywhere from 2 to 15 years, depending on circumstances or event outcomes. When the ceasefire expires, a new decision would be required: resume hostilities, negotiate a permanent peace, or extend the ceasefire. Importantly, breaking the ceasefire unilaterally would have serious consequences, such as a large stability hit, aggressive expansion penalties, and an international opinion malus, possibly via a temporary modifier like “Ceasefire Breaker” reducing diplomatic reputation and trust.
In terms of benefits, this system would offer more than just historical flavor. It would provide players with a lifeline after major defeats, especially in a game where army reinforcement is tied to a population pool that may take years to recover. It would bring fresh narrative possibilities: wars that reignite, coalitions that shift during ceasefires, and internal politics that continue even as external conflict is suspended.
Ultimately, the “Ceasefire Within War” mechanic would make EUV more realistic, more dramatic, and more strategically deep. It would align with the new war and reinforcement systems, and allow major historical conflicts like the Hundred Years’ War, the Dutch Revolt, or the Ottoman-Habsburg Wars to play out in a way that feels authentically slow-burning, high-stakes, and dynamic. I believe it would be a relatively elegant addition to the game’s diplomatic and military systems and one that PDX could shape further through flavor events, national ideas, or even regional mechanics.
Let me know what you think and whether this is something you’d like to see in EU5!
One of the most striking historical examples is the Hundred Years’ War between England and France (1337–1453), a conflict that lasted over a century but was not fought continuously. It was divided into several distinct phases, each separated by formal truces or ceasefires. For example, the Truce of Esplechin in 1340 paused fighting after the inconclusive Battle of Saint-Omer. The Truce of Calais, signed in 1347 after the fall of Calais to the English, was renewed multiple times and effectively halted combat for years. The Treaty of Brétigny in 1360 transferred vast territory to England but did not resolve the dynastic dispute, and war resumed in 1369. Perhaps the most dramatic pause came with the Truce of Leulinghem in 1389, which held for over two decades until Henry V restarted hostilities in 1415. Finally, the Treaty of Picquigny in 1475 ended hostilities not with a grand settlement, but with Louis XI of France paying Edward IV of England to withdraw his troops, a practical and political ceasefire rather than a true peace.
These episodes show us that wars in this period were not always about constant fighting, but also about political breathing spaces. Ceasefires were tools of statecraft just as much as armies and castles were. This could be turned into a powerful gameplay feature.
That’s why I propose adding a “Ceasefire Within War” mechanic to Europa Universalis V: a system that allows both AI and players to pause a war without ending it, under certain conditions. This would reflect the ebb and flow of historical wars and offer players more strategic options, especially under the new system where major battles can decide wars, and reinforcements depend on population size. If a nation suffers a catastrophic defeat, instead of being forced to surrender entirely, it could negotiate a ceasefire, recover manpower, rebuild its alliances, and prepare for a second phase of war, just as historical monarchs often did.
Mechanically, the ceasefire would be a new state inside an active war. The war would remain on the ledger and map, but military operations would be suspended. No battles could be initiated, armies couldn’t enter enemy territory, and siege actions would be disabled. War goals and casus belli would remain valid, and war score would be frozen. Diplomacy, however, would continue: alliances could be formed or broken, internal rebellions handled, and future positioning planned. The ceasefire might also come with modifiers, for example, increased reinforcement speed, slightly reduced morale (to simulate peacetime demobilization), or increased unrest in occupied regions to simulate rising tension.
Such a ceasefire could be triggered in several ways. Most importantly, it should be mutual both war leaders must agree, either through an event or via a new diplomatic action. The AI could be programmed to accept if war exhaustion is high, if recent battles were inconclusive or disastrous, or if there has been no significant progress for years. Alternatively, scripted event chains could create historical moments of pause. For instance, an event might fire after five years of stalemated warfare: “Delegations Meet at Calais – Propose a Ceasefire?” with options for both sides to agree or reject.
Ceasefires could last anywhere from 2 to 15 years, depending on circumstances or event outcomes. When the ceasefire expires, a new decision would be required: resume hostilities, negotiate a permanent peace, or extend the ceasefire. Importantly, breaking the ceasefire unilaterally would have serious consequences, such as a large stability hit, aggressive expansion penalties, and an international opinion malus, possibly via a temporary modifier like “Ceasefire Breaker” reducing diplomatic reputation and trust.
In terms of benefits, this system would offer more than just historical flavor. It would provide players with a lifeline after major defeats, especially in a game where army reinforcement is tied to a population pool that may take years to recover. It would bring fresh narrative possibilities: wars that reignite, coalitions that shift during ceasefires, and internal politics that continue even as external conflict is suspended.
Ultimately, the “Ceasefire Within War” mechanic would make EUV more realistic, more dramatic, and more strategically deep. It would align with the new war and reinforcement systems, and allow major historical conflicts like the Hundred Years’ War, the Dutch Revolt, or the Ottoman-Habsburg Wars to play out in a way that feels authentically slow-burning, high-stakes, and dynamic. I believe it would be a relatively elegant addition to the game’s diplomatic and military systems and one that PDX could shape further through flavor events, national ideas, or even regional mechanics.
Let me know what you think and whether this is something you’d like to see in EU5!
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