EU5 Subjects Guide: Vassals vs Fiefdoms vs Dominions (Patch 1.4)
This EU5 subjects guide is written for patch 1.4 (launching October 28, 2026). The core mechanics below are verified against the official wiki on the current patch, and the few 1.4 changes are flagged inline so you know what is live now and what arrives at launch. Picking the wrong subject type is how you end up with a realm that collapses the moment you look away. Picking the right one is how you play wide without drowning in loyalty problems.

Source: Paradox Interactive, official EU5 Steam screenshot
The three subject types, plainly explained
A subject is a country subordinate to you (chains form naturally). Subjects trade diplomatic freedom for your protection, pay subject taxation, surrender great-power score, and can never become great powers. The differences are in the details.
Vassals are the traditional subject. They keep their own ruler, laws, and internal setup, pay you 20% of their tax income, and join your offensive and defensive wars. They are the easiest to create: a diplomatic offer at 150 opinion or land you release yourself. Their weakness is independence: at low loyalty a vassal can try to break free.
Fiefdoms are extensions of your rule. They share your ruler and inherit your laws, societal values, and estate privileges, which usually keeps loyalty higher. They cannot declare independence directly, they spread your institutions at 50% a month (against a vassal’s 20%), and they cost half the warscore to take in a peace deal. The trade: you cannot create one by diplomatic offer.
Dominions are the wide-play answer, with one big caveat. They join your wars, cost half the diplomatic capacity of a vassal, share your ruler, and are built to stay put for generations. The caveat is availability: the wiki’s data table lists the dominion requirement as ENG, which reads as England-gated. If that holds in your game, most campaigns will lean on vassals and fiefdoms instead. Flagged for an in-game check before the 1.4 launch.
What 1.3 changed: the vassal spam meta is over
The old playstyle was simple: stack subjects, stack prestige, absorb them later. The current game punishes that approach from three directions.
First, loyalty is collective pressure, not per-subject slack. The game weighs the combined strength of all your subjects of one type against your own, times that type’s strength impact. A swarm of vassals adds one big risk, not ten small ones.
Second, strong subjects resent the arrangement: great power extraction siphons their score into yours monthly, so a subject near your strength is always hard to hold.
Third, integration got honest: hard gates on years, loyalty, and opinion, plus -50 opinion with your remaining subjects when one finishes. The spam-and-absorb loop still works, but slowly and loudly.
The pre-1.4 guides still treat fiefdoms as exotic and dominions as irrelevant. Both are wrong now: fiefdoms are the everyday integration tool, and dominions (where available) are the machine that lets a wide empire run. If you are playing wide, subject type choice is half your campaign, and which starting nations suit wide play decides how early that bites.
Head-to-head comparison
Every number below is from the official wiki’s subject tables, checked October 23, 2026. Two rows are deliberately hedged; the reasons follow the table.
| Vassal | Fiefdom | Dominion | |
|---|---|---|---|
| What it is | Separate country, own ruler and laws | Extension of your rule: your ruler, laws, values, privileges | Long-term subordinate realm, shares your ruler, monarchy |
| Tax paid to you | 20% of tax income | 20% | 20% |
| Joins your wars | Yes, offensive and defensive | Yes | Yes |
| Diplomatic capacity cost | Full (100%) | Full (100%) | Half (50%) |
| Institution spread | 20% per month | 50% per month | 50% per month |
| Loyalty pressure | Strength impact -50% | Strength impact -50% | Strength impact -25% |
| Created by | Diplomatic offer (150+ opinion) or released land | From your own land, not by diplomatic offer | Requirements-gated (wiki lists ENG) |
| Annexation gate | 10 years, +150 opinion | 10 years, +150 opinion | See note below |
| Independence risk | Can break free at low loyalty | Cannot declare independence directly | Low: limited diplomacy, cannot declare wars |
| You can build in their land | Yes: roads, buildings, RGOs (you pay gold, cannot cancel) | Yes | No |
| Warscore cost | Full | Half (0.5) | Half (0.5) |
| Subject-side bonus | +5% cabinet efficiency | +5% cabinet efficiency | +10% legislative efficiency |
Two honest flags. First, the dominion annexation gate: the wiki’s annexation table says 50 years at +150 opinion, but its subject-types table says 100. The tables disagree, so a dominion is filed as a generational commitment. Second, monthly prestige: the wiki shows a small prestige tick for all subject types, while the two big written guides say fiefdoms give none. Neither version is asserted; the prestige row stays out until checked in game.
Decision matrix: annex vs colony vs buffer vs swarm

Source: Paradox Interactive, official EU5 Steam screenshot
Annex (plan to integrate): use fiefdoms. Same 10-year timer as vassals, but your laws apply from day one, 50% institution spread converts for you, and the diplomatic path beats tying up a cabinet seat. They also cost half warscore to acquire. Check first: fiefdoms need a monarchy, so see how government types change what you can do with subjects before planning around them.
Colony (distant land you will keep): use vassals, or dominions if you can make them. Distance hurts your control, and a subject manages it better than you can from across the map. A dominion does the same job at half diplomatic capacity with gentler loyalty pressure (-25% vs -50% strength impact). Confirm the ENG availability flag before building around them.
Buffer (a shield between you and a threat): use vassals. You want a separate country with its own armies in the way. Set its stance to Defensive so it holds ground, and keep loyalty above 50 so it joins your wars. The five stances (Normal, Aggressive, Supportive, Passive, Defensive) are set per subject.
Swarm (many subjects at once): mix deliberately. Loyalty pressure is per subject type, so a vassal that hates you does not drag your fiefdoms down. The pattern: strong nations as vassals for war contribution, weaker ones as fiefdoms for fast integration, far-flung pieces as dominions where available. Never run a single-type swarm past the early game.
One mechanic most guides miss: you can start construction in vassal and fiefdom land. You pay the gold, materials come from their market, and you cannot cancel, so only build what you are sure about. In 1.4, subject types move into the Decisions and Content Tab; the “Rio Salado” hub tracks every other confirmed change.
Managing loyalty (the part everyone gets wrong)
Loyalty runs 0 to 100, and the line that matters is 50. Below it, a subject stops joining your wars and cannot be annexed, which is why ignoring loyalty until a war starts fails so hard.
Three forces move it. Opinion drifts loyalty at 15% of the subject’s opinion monthly. Liberty Desire swings +100 to -100, decays toward zero monthly, and costs one loyalty per point immediately. Relative power presses constantly through the type’s strength impact, so a subject near your strength is always hard to hold.
Worked example. Your vassal sits at +60 opinion and 60 loyalty. Then a lost war spikes Liberty Desire to +25: flat -25 loyalty, applied now, dropping it to 35. Under the line, so it skips your next war and cannot be annexed. The +60 opinion pulls loyalty back at 9 a month (15% of 60), so the climb past 50 takes about two clean months, and any fresh desire event resets it. Open the subject screen before you declare war, not after the first battle. Treat anything under 60 loyalty as one bad event from 50.
Three levers the guides skip. Annexation angers the survivors: -50 opinion (+2/year) with other subjects, -30 (+1/year) with every neighbor of the annexed land. Never annex twice in a row unless your loyalty buffer eats both hits. Technology helps: Late Feudal Relations +5 loyalty, Absolute Loyalty +5, permanent. 1.4 adds a currency: Political Influence (0-100), spent on estate and culture actions. No subject-specific costs are confirmed, so treat 1.4 subject spending as TBD; the political influence breakdown updates when numbers go public. Day to day, the diplomacy systems that win allies keep subjects quiet: improve relations, send gifts, bank favors.
Integration and annexation timing
Three gates: years as your subject, loyalty at 50+, opinion at +150 (under +125 mid-process stalls it). Vassals and fiefdoms need 10 years. Dominions need generations (the wiki’s tables say 50 and 100 years), so do not plan on it.
Sequence beats speed. Annexing the small loyal subject first is usually wrong: the -50 opinion hit lands on every other subject, including the big one you want. Run one annexation at a time, keep the rest above 70 loyalty, and start opinion work a year before the timer finishes. On completion you inherit its cores and sub-subjects, but cored land only fully integrates once you accept its dominant culture.
One trap: same-type subjects share loyalty pressure, so annexing while your other vassals grumble can cascade. Check the whole type’s mood, not just the target’s.
FAQ
Are vassals or fiefdoms better?
It depends on the job. Fiefdoms convert faster (your laws from day one, 50% institution spread) and cost half warscore to acquire, on the same 10-year integration timer. Vassals are the better distant holding and buffer, and far easier to create diplomatically. Run both so loyalty pressure stays split across types.
What are dominions for, and can every nation create them?
Wide play: half diplomatic capacity, gentler loyalty pressure, built to be kept for generations. Availability is genuinely open: the wiki lists the requirement as ENG (England-gated) and no written guide covers dominions. Confirm in your game before planning around them.
Why did my subject stop joining my wars?
Loyalty dropped below 50, usually a Liberty Desire spike beating the opinion drift that held it up. Push opinion past +100, wait out the monthly decay, and it rejoins once loyalty climbs back over 50.
How long does annexing actually take?
Ten years minimum for vassals and fiefdoms, plus the grind to +150 opinion (stalls under +125). Dominions take generations. Budget the aftermath: -50 opinion with remaining subjects, -30 with neighbors, both decaying yearly.
Can I release land as a subject instead of conquering one?
Yes, and it is often the cleanest fix for overextension. Diplomacy menu (F5), Create Subject, release provinces you own; the new subject takes the province capital’s dominant religion and culture. You can also release a historical nation from land you hold.
What to read next: see which starting nations suit wide play before picking a campaign for this, and the 1.4 “Rio Salado” hub for everything else the launch changes.