European War 5: Empire MOD APK (Unlimited Money, Medals)

2.6.16
Download APK
4.6/5 Votes: 20,406
Updated
Aug 14, 2026
Size
160 MB
Version
2.6.16
Requirements
6.0
Get it on
Google Play
Report this app

Description

European War 5: Empire packs more than 150 historical battles into one turn-based campaign that stretches across 2000 years. New commanders who keep watching stronger enemy stacks erase their armies will find the medal spending order and the morale rules that stop it. Medals fund four separate systems at once, so the first hundred you earn quietly decide how fast your whole empire grows.

How to Play European War 5: Empire on Android

European War 5: Empire is a turn-based war game where you command armies on a hex grid, capture enemy cities and push a single empire through six historical ages. Players recruit generals, upgrade their age, and fight over 150 scripted battles or free-form conquest maps against rival nations.

EasyTech built the title around two halves that feed each other. Battle Mode replays famous campaigns, while Empire Mode turns captured cities into an economy. Both halves share the same 22 civilizations and the same pool of over 100 generals.

Because progress carries across modes, a general recruited for one campaign shows up ready in the next. That single detail explains why medal spending matters so much. However, the hex combat itself stays simple enough to pick up in one sitting.

How the Hex Grid Turn System Works

Every battlefield splits into hexagons, and each unit gets one move and one attack per turn. Range decides whether archers and artillery can strike without stepping into contact. Melee units, by contrast, must finish their move next to a target.

Turn order alternates cleanly between you and the enemy commander. So the real skill is spending a turn well rather than fast. For example, moving a pikeman one tile short of contact often baits a cavalry charge into your counter.

The Setting From Classical Antiquity to the Industrial Age

The campaign runs through six ages: the Classical Age, the Medieval Age, the Empire Age, the age of sail, the Gunpowder Age and the Industrial Age. Roughly 2000 years pass between the first battle and the last.

Famous commanders anchor each stretch of that timeline. Alexander, Caesar, Genghis Khan and Barbarossa all headline campaigns of their own. Later updates added figures like King Arthur and Achilles, which pushed the roster past 100 generals. As a result, the tone sits somewhere between textbook history and legend.

How It Compares to Other Mobile Turn-Based War Games

Three Android titles sit closest to this one. European War 7: Medieval narrows the timeline to a single era and leans harder on city construction. World Conqueror 4 swaps hexes for a modern-warfare map with air and naval branches.

Age of Conquest IV takes the third approach, stripping tactics down to province-level risk-style attacks. This title sits in the middle of those three. It keeps tile-by-tile tactics, yet wraps them in an empire layer that neither Age of Conquest IV nor World Conqueror 4 tries to match.

Android Version vs the Windows Version

The same build also ships on Windows through the Microsoft Store, and the content matches the phone release. Touch controls translate well, since every order is a tap or a drag rather than a hotkey.

Screen size is the honest difference. Larger conquest maps get cramped on a phone, so tablets and desktops make unit selection less fiddly. Save files do not travel automatically between platforms, though. Players who want their progress on two devices need to bind an account first, and several reviewers found that out the hard way.

Gameplay Mechanics and Controls on the Hex Grid

Tap a unit, then drag it onto a hex tile. That single motion covers almost every order in this game, whether you are repositioning archers or sending cavalry into a flank.

Ninety unit types share that control scheme, from classical hoplites to industrial artillery. Each one carries five stats: health, attack, defense, range and movement. Terrain and morale then bend those numbers up or down before damage lands.

Understanding that layer is the difference between winning at even strength and needing an overpowered general. Most write-ups skip it entirely. In truth, two identical armies can produce wildly different outcomes depending on facing and ground.

Tap and Drag Unit Movement

Movement highlights show every reachable tile before you commit. Tapping an enemy afterwards launches the attack, and the preview shows expected losses on both sides. First-time commanders should check that preview every single turn.

Undo does not exist once a unit acts, so the preview is your only safety net. Consequently, veterans move their weakest unit last. Holding one flexible unit in reserve lets you patch a hole that opens mid-turn.

How Morale Shifts After Front and Rear Attacks

Morale is a live stat, not flavor text. When morale rises, a unit’s attack and defense climb with it. When morale drops, both fall, which turns a fair fight into a rout inside two turns.

Striking an enemy from the front and the back in the same turn drives their morale down hardest. Therefore, pairing a slow infantry block in front with fast cavalry behind pays more than doubling up on either. This is the single mechanic that most beginners never notice, and it is why “stronger unit wins” is a bad description of this combat system.

How Mountains and Rivers Block Army Routes

Units cannot walk through mountains at all, so armies route around them. Certain maps also make rivers impassable, which funnels every attack into a handful of crossings.

Smart commanders read the map before turn one. For example, parking artillery behind a mountain ridge gives it a firing lane the enemy cavalry cannot answer. Meanwhile, defending a river map often needs only two strong units placed on the crossings.

How to Recruit Generals in the Tavern and City of Lyon

The tavern in Empire Mode hires generals for gold coins and medals, while the city of Lyon serves as the main recruitment hub once you capture and build it. Some generals unlock instead by clearing specific campaign levels, and others require gifting until favorability hits 100 percent.

Over 100 generals exist across the roster, and each leads a troop type with its own strengths. Recruiting one is only the start. Levels, stars and skills all cost more resources afterwards.

Gold coins come easily from campaign levels and conquest wins. Medals do not. In my runs, daily missions and achievements added up to roughly one worthwhile general per week without spending money, which makes recruitment order the most consequential decision a free player makes.

Recruiting With Gold Coins and Medals

Lyon lists generals with two price tags. Gold coin recruits refill your bench cheaply and cover early campaign gaps. Medal recruits sit at the top of the roster and change how whole battles play out.

A useful rule: buy gold coin generals freely, and treat every medal purchase as a week of saved income. Because medals also pay for skill upgrades, promotions and equipment, one impulse buy delays three other upgrades. Free players who understand that opportunity cost climb far faster than those who chase a single famous name.

Raising Favorability to 100 Percent With Gifts

Certain generals refuse to sign until you win them over. Gifting raises favorability step by step, and the general joins permanently at 100 percent. Gift items come from Empire Mode tasks and city rewards.

The system rewards steady daily play rather than burst spending. King Arthur, for instance, became giftable in a later update, which gave long-term players a fresh target. So checking the tavern each day costs seconds and quietly builds your roster.

General Stars, Skills and Troop Type Changes

Experience arrives from campaign levels and daily missions, and a full bar raises the general’s level along with all five base stats. Stars work differently. Raising a general’s star rank unlocks new skills and can change the troop type that general commands.

That troop change is easy to miss and genuinely powerful. A general who starts leading infantry may command cavalry at a higher star, which reshapes your whole army composition. Additionally, Arena updates added ability awakening for selected generals, giving veterans one more upgrade lane.

How to Unlock Legend Mode and the Myth Trials

Legend Mode unlocks at player level 20, with the entrance sitting on the main interface. It runs mythology trials that stand apart from history, beginning with a Norse chapter, and it pays out two exclusive resources: Literature and Holy Relics.

Reaching level 20 takes steady campaign play rather than any special task. Most players hit it while working through the early Battle Mode chapters and their first conquest run.

Once open, the mode gives long-term players something to grind that does not compete with the main campaign. Its store also trades resources you cannot buy anywhere else in the game.

Reaching Player Level 20

Player experience accumulates from campaign levels, daily tasks and conquest victories. Nothing gates it behind purchases. Therefore, the fastest route is simply clearing new campaign levels rather than replaying cleared ones.

Beginners sometimes stall by grinding the same easy battle for gold coins. That habit slows the level climb badly. Instead, push into fresh chapters and take the harder levels once your general roster can handle them.

Norse and Greek Myth Chapters

Norse mythology arrived first, with four levels, and a later update added four Greek myth levels. A Ragnarok conquest scenario followed, tying the myth theme into the conquest map system.

These chapters play by the same hex rules but throw stranger opposition at you. Because the enemy stacks hit hard, most players return after building three or four upgraded generals. Artifact strengthening, added alongside the mode, gives those generals the extra push.

Spending Literature and Holy Relics in the Legend Store

Literature comes from conquest rewards with certain nations, princess daily rewards, Empire Mode defense levels, daily tasks, myth levels, the Legend store and rewarded videos. Holy Relics follow a narrower path, mostly daily tasks, myth levels, the store and rewarded videos.

Both feed the Legend store, where you exchange them for materials and upgrades. The balance button in the lower left corner opens it. For example, saving relics for artifact strengthening beats trading them piecemeal for common materials.

How Empire Mode Progression and Age Upgrades Work

Six ages separate a starting village from an industrial empire, and each upgrade unlocks new units, new generals and new conquest scenarios. Empire Mode drives that climb by capturing enemy cities, collecting materials and trading in the market.

The loop is straightforward. Seize a city, put it to work, gather materials, then push the age forward. Frontier defense levels interrupt that rhythm when invading generals arrive.

Cities also specialize. Cologne handles equipment, Lyon handles generals, and Ust-Nera unlocks the Units Trail campaigns once built. Consequently, which city you take next is a real decision rather than map filler.

Seizing Cities and Collecting Materials

Capturing a city adds its output to your empire and opens its shop or function. City levels can be replayed, which turned them into a reliable resource source after an earlier update.

Materials pile up slowly at first. Market trading closes the gap by converting surplus into what your next upgrade actually needs. Daily tasks then top everything off, and skipping them for a week is a genuine setback.

Age Upgrades Across Six Historical Ages

Each age upgrade costs a specific pile of materials, and the requirements grow steeply. Classical armies give way to medieval knights, then to gunpowder lines and industrial artillery.

Nothing about the upgrade is optional. Later conquest scenarios stay locked until your age advances, so the campaign and the empire layer pull each other along. Although the jump feels slow around the middle ages, the unit power spike afterwards is worth the wait.

What Each Age Upgrade Opens Up

New ages bring new recruitable armies and new generals into the pool. Older units do not vanish, but their stats fall behind quickly.

An age upgrade also refreshes the tavern and shop stock. So the smartest time to bank gold coins is right before an upgrade, not right after one. Nine extra city levels added in a past update give mid-game players more room to gather the materials each jump demands.

How the Princess System and Jewelry Summons Work

Princesses in this game are passive boosters with one active battlefield use. Courting them through Empire Mode raises favorability, unlocks talents that speed up empire development, and lets equipped jewelry summon them into a single fight per battle.

Sofia, Anna, Maria and Elizabeth headline the roster, with Princess Li added later. Their talents cover economic and military bonuses, including cheaper units.

The system started as flavor and grew into a real progression lane. Jewelry, exclusive general equipment and dedicated trial chapters all hang off it now. Nevertheless, plenty of players still treat it as optional and fall behind on free equipment because of that.

Princess Talents That Speed Up the Empire

Each princess carries a different talent, and several reduce unit costs directly. Reviewers on the App Store singled out cheaper units as one of the system’s biggest practical wins.

Talents apply passively once the princess joins. Because they stack with your general skills, a well-chosen princess quietly funds an extra unit in every battle. Daily rewards from some princesses also drip Literature into your account.

Summoning Sofia, Anna, Maria and Elizabeth

Four pieces of jewelry allow generals to summon a princess to the battlefield. Each princess can be summoned once per battle, appearing near your generals as a support presence that lifts troop attack and defense.

Jewelry upgrades cost coins and medals, which puts them in direct competition with general recruitment. Therefore, I save summon upgrades for after my core roster is set. One summon rarely wins a lost battle, but it reliably rescues a close one.

Princess Trial Chapters and Star Rewards

Princess Trial chapters run as separate stages, and clearing them with a high enough star score pays out accessories and exclusive general equipment. A stage named Kalimantan joined the list in a recent update.

Star scoring rewards clean, fast wins rather than grinding survival. As a result, trials double as a skill test for your morale and terrain play. Three new special equipment pieces became available through these chapters, so free players who ignore trials leave real power on the table.

All Game Modes: Conquest, Arena, Castle and Units Trail

Conquest, Arena, Castle and Units Trail sit outside the main historical campaign and each one gates differently. Conquest opens after three campaign levels, Arena runs as a separate competitive ladder, Castle lets you plan your own territory, and Units Trail waits until Ust-Nera is finished.

Mapping those gates matters more than any tier list. Beginners routinely hunt for a mode that has not unlocked yet, then assume it is a purchase.

Every mode feeds the same general roster and the same currencies. So time spent anywhere still advances your empire. Only the reward mix changes between them.

Conquest Mode Diplomacy, Instruments and Alliances

Conquest hands you a nation and a world map, then asks you to beat every rival. Diplomacy softens that workload. Instruments drop in random rounds and let you form or dissolve alliances.

Allied nations will not attack you, which buys time to clear a flank. However, the AI sometimes spends its own instruments to break the pact. When only two forces remain, the alliance ends automatically, so plan for that final duel from the start.

Arena Mode and General Ability Awakening

Arena arrived in a later update and added a competitive outlet for tuned rosters. Its update also brought ability awakening for five generals and four platinum equipment pieces.

Awakening deepens a general beyond stars and skills. Because the entry bar sits high, Arena works best as a mid-game goal rather than a starting point. Players still building their first three-star general should clear campaign chapters first.

Castle Building and Defense Research

The Castle system lets you build a castle and plan the territory layout yourself. Research then upgrades your defensive constructions against attackers.

This is the closest thing here to a base-builder, and it rewards patience over aggression. Defensive research compounds slowly, so early investment beats a late scramble. Meanwhile, the layout freedom means two players can defend the same castle in completely different ways.

Units Trail Infantry, Cavalry, Archer and Artillery Chapters

Units Trail unlocks after Ust-Nera is finished in Empire Mode, and it splits into four chapters: Infantry, Cavalry, Archer and Artillery. Each chapter restricts you to that single troop type.

The restriction is the point. Fighting a whole chapter with archers alone teaches range and positioning better than any mixed battle does. Similarly, the infantry chapter forces you to use terrain instead of speed, which sharpens the habits that later conquest maps demand.

Common Mistakes New Commanders Make in Empire Mode

Most new commanders stall for one reason: they spend medals on equipment before they own generals worth equipping. Medals feed four sinks at once, covering recruitment, skill upgrades, promotions and equipment purchases, and the first two return far more value than the last.

Two other errors follow close behind. Attacking from a single direction wastes the morale system completely. Rushing an age upgrade drains materials your economy cannot replace.

None of these mistakes announce themselves. Instead, the save file simply gets harder around the fourth chapter, and the usual conclusion is that the game demands payment. Often it just demands better spending order.

Spending Medals on Equipment Before Generals

Equipment multiplies a general’s stats, so it does nothing without a strong general underneath it. Buying platinum gear for a two-star recruit is the clearest medal trap in this game.

Recruit first, raise stars second, buy gear third. Because medal income is slow for free players, that order can mean weeks of difference in army strength. Reviewers who call the game close to pay-to-win are usually describing a save file where this order got reversed.

Attacking From One Side and Ignoring Morale

Piling every unit onto the enemy’s front tile feels decisive and performs badly. Morale barely moves, and your losses climb.

Splitting the attack works better. Send infantry to hold the front, then bring cavalry around to strike the rear in the same turn. Their morale collapses, their defense drops with it, and the follow-up turn cleans up. This one habit change carried me through several battles where my army was clearly the weaker one.

Rushing the Age Upgrade Before the Economy Holds

An age upgrade eats a large material stock, and the next age immediately demands more expensive units. Upgrading with an empty warehouse leaves you unable to recruit anything.

Build two or three more cities before pulling the trigger. Market trading also helps convert surplus into the specific materials the upgrade wants. Finally, clear pending frontier defense levels first, since losing a city right after an upgrade is a brutal way to start a new age.

Best European War 5: Empire Tips and Tricks for Beginners

Daily missions pay medals every single day, and they cost about five minutes. That reliability makes them the backbone of any free player’s plan, alongside achievements, event rewards and rewarded videos.

Beyond income, two habits separate smooth saves from stalled ones. Buying in the right order across Cologne and Lyon prevents wasted currency. Using terrain aggressively lets a weaker roster beat a stronger one.

None of this requires spending. It requires a routine. Roughly a week of consistent daily missions funds one meaningful general, which is a pace most players never realize they are leaving unclaimed.

Farming Medals From Daily Missions and Achievements

Medals arrive from mainline levels, achievements, missions, gift packages and events. Achievements in particular pay out in chunks, and many trigger naturally while clearing campaign chapters.

Check the achievement list before starting a session. For example, a few of them ask for wins with specific troop types, which pairs perfectly with Units Trail chapters. Rewarded videos add another small stream, and skipping them across a month costs a noticeable pile of resources.

Buying in the Right Order Across Cologne and Lyon

Cologne sells equipment and Lyon recruits generals, so the two cities compete for the same medals. Lyon should win that competition early.

A workable order looks like this: recruit two solid generals, raise both to a usable star rank, then visit Cologne for gear. Because star rank can change a general’s troop type, buying equipment first sometimes means buying gear for a class that general will not lead later.

Using Mountain Chokepoints Against Stronger Generals

Impassable mountains create natural funnels, and rivers do the same on maps where crossings are blocked. Placing your toughest unit on that funnel forces a stronger army to fight you one unit at a time.

Artillery and archers sit behind the block and fire freely. This turns a numbers disadvantage into a queue, and queues are winnable. In my runs, chokepoint defense beat two enemy generals I had no business defeating on open ground.

Frequently Asked Questions About European War 5: Empire

What platforms is European War 5: Empire available on?

You can play European War 5: Empire on Android and iOS, plus Windows through the Microsoft Store and Fire tablets through the Amazon Appstore. Installing costs nothing on every store. Progress only moves between devices if you bind an account first, so set that up before switching phones.

How long does a full conquest run take?

Expect roughly three to five hours for one complete run, since victory means beating every rival nation rather than holding a set number of cities. Most players split that across several sessions. Turns save automatically, so short 15 minute bursts on a commute work perfectly well.

Does the game work without an internet connection?

Yes. Campaign battles, empire management and conquest maps all run offline once installed, which suits flights and patchy signal. Only rewarded videos, purchases and event content need a connection. Players who never watch ad rewards give up one of the steadier free resource streams available.

Who Should Command This Empire: Final Verdict

This one suits patient players who enjoy slow empire building and tile-by-tile tactics, and it rewards anyone willing to plan spending a week ahead. Impatient players chasing fast matches should look elsewhere, because the best runs unfold over many sessions. After sinking dozens of hours into it myself, I found the morale system far deeper than the store description suggests, and it changed how I fought every battle afterwards. Free players can absolutely progress, provided generals come before gear. Download it if a 2000-year campaign with real tactical decisions sounds like your kind of evening.

Images

Download links

Join our Telegram Group

ℹ️ Download link not working? Please refresh the page and try again.