r/EU5 • u/Plus-Lavishness-4522 • 9h ago
Image [Mod] Standard of Living (SOL): A light-weighted economy mod where pops spend what they actually earn.
The post is translated from Chinese. Sorry in advance if it reads not good.
Hi r/EU5! I've been making Standard of Living (SOL) since the game came out and have never posted it here, so this is the full introduction. The mod also just got a major update. The short version:
- Pops spend what they actually earn.
- Expensive goods get swapped for cheaper substitutes. (new)
- Living standard counts hospitals and pollution, not just money. (new)
- A new SOL bar and four map modes. (new)
- An optional balance layer so the richer economy doesn't snowball.
Have you ever looked at your estates 150 years into a campaign? In one of my France games, the nobles were sitting on 245k ducats while the whole country's tax base was around 3,000. That's more than ten years of national income, doing nothing. It happens because vanilla pop demand is basically fixed, and fixed low. (Although pdx has been trying to adjust, v1.4 is still quite broken currently.) Pops buy the same small basket whether they're starving or rich, nothing substitutes for anything (a region can be drowning in wheat while people still go hungry for millet), and estates can only spend their surplus on rebels or the odd building. The market only keeps going because the state keeps building end-consumer buildings and buying the goods itself.
SOL starts by making pops spend what they actually earn. Every month, each estate in each location looks at the money it really has: its share of local income, minus building upkeep, adjusted by how its national savings compare with a savings target. It then compares that with what a calibrated baseline basket costs in the local market, and the ratio between the two is its purchasing power, which scales how much it buys. Rich nobles end up buying far more horses and fine cloth, while poor peasants cut back. Hoarding now peaks and then falls back, because savings above the target push spending up, and a country-level solver keeps the national totals consistent. Development no longer gates or scales demand at all; SOL replaces that system entirely.
The headline of this update is goods substitution. 56 goods are sorted into 20 substitute groups, covering staples, protein, clothing, heating, crude goods, seasoning, household goods, drinks, fine drinks, luxuries, spices, precious metals, treasures, medicine, ritual goods, weapons, mounts and more. Each estate needs whole categories rather than specific goods, so peasants need a staple, not wheat in particular. Within a group, seven price tiers shift where the money goes: when wheat costs twice its base price, people move to rice, millet or legumes, and when something is dirt cheap, they buy more of it. You can see the result for each country as "Goods substitution (good)" modifiers.
Fun fact: I first built this back in EU5 1.1, together with Engel curves, and then a 1.2 engine change broke the interface it ran on and left it dead for months. It's now rebuilt on a new foundation that's much lighter on performance.
The other big addition is that living standard is now more than money. Purchasing power decides what people buy, but living standard is a separate score: money plus the things money can't buy. Hospitals, lazarettos, pest houses, aqueducts and famous medical institutions raise it, while tanneries, putrefaction works and iron and steel mills pollute and drag it down. Theaters, opera houses and libraries raise it by a percentage. It also feeds back into the world, since a higher living standard attracts migrants, a very low one slows population growth and a high one speeds it up.
All of this finally has a proper UI. A four-section bar sits under the country buttons and shows your living standard (with its tier and year-on-year change), purchasing power, goods substitution and world ranking, each with a detailed tooltip. Hovering a section previews its map mode and clicking opens it. On top of that there are four map modes in total, goods tooltips that show substitute groups and price tiers, and a SOL button in the location window.
A richer economy snowballs harder, so SOL also ships a balance package based on Anti Snowballing, and every part of it can be toggled through Community Mod Framework. Base tax efficiency starts at −15% by default (you can adjust it), and the difficulty tax bonuses for Hard/Very Hard AI and Easy/Very Easy players are halved. Each new age makes things more expensive: building efficiency, RGO expansion cost, city and town upgrade cost and food consumption all get harder, and roads cost two to five times as much, so you can't pave the whole country in 20 years. Normal winters and raised levies hit local food harder, which means you need to grow food before you build an economy, though Little Ice Age events are softened so they don't turn into pure death spirals. War hurts more as well.
- SOL started as a combination and extension of two discontinued mods, SoL Based Pop Demands by 1onepower and Anti Snowballing by Ethereal, so huge thanks to both of them.
- You can find the mod on the Steam Workshop
- compatibility submods in their own collection
- full feature list on the wiki.
- Feedback and bug reports are very welcome on Discord.
Happy to answer questions in the comments!

