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Europa Universalis IV - Development Diary 2nd of August 2022 - Scandinavian Unit Pack

Welcome to another art dev diary! I’m David Horler (@SaintDaveUK), the Art Lead here at Tinto, and I am going to be telling you about all the amazing work that the team has been doing here over the last year or so.

As always, our artists have been working hard creating literally hundreds of new assets, big and small, including the beautiful new Monument illustrations that you saw last week, and dozens of new icons and event pictures for the amazing new mission trees that our Content Designers have showcased over the last few months.

For example, here are the Swedish Scandinavian, Danish, and Commonwealth trees that you have seen in previous diaries, but with all the new icons added.

swedish_scandinavia_full_mission_tree.png
danish_full_mission_tree.png
plc_full_mission_tree.png


And here are a couple of my favourite new event images, including this one based on the 1877 painting by Anton von Werner, but with the fashions adjusted to look more period-appropriate for EU4, and also our interpretation of “Livonian knights with guns”.

german_unification_event.png
army_with_monastery_event.png


But today I’m going to be focusing on showing you the Scandinavian Unit Pack that comes packaged with the new content pack, and this one has the aim of bringing new visual flair to the regions around the Baltic and North Seas. It was easy to pick the countries featured here, as many in this region have been frequently suggested by fans for a long time.

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The first concepts are rough thumbnails based on our research, so we can quickly choose a direction based on silhouette and values.


We started work on these in December 2021, so it’s incredibly exciting to see our hard work is finally being revealed to fans after working on it so long. With Paradox being a Scandinavian company, but also because we have colleagues here in Tinto with all sorts of connections to Nordic countries, this was a particularly exciting project for us to work on.


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The concept team goes through many iterations to find the right look for each unit.


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An example of a final concept that is passed to the 3D team.

Most of these unit packs are in fact tied to primary culture rather than tag, so you should see them popping up wherever else it makes sense, including retaining them when forming unions like Scandinavia.

Norway​

The tier 1 wears a coat of plates sporting the Norwegian lion, as well as good arm and leg protection. The red ribbon around the kettle helmet is a nod towards ‘Kongshirden 1260’, a Norwegian re-enactment group who use it as an identifying mark, as one of their members helped us with the research for some of the units in this pack.

Norwegian fashion throughout the middle eras was inspired heavily by that of the Dutch, and you see some of this influence in the uniforms, especially in terms of the coats and the cravat neckties.

The final tier unit is of course based on the elite ski regiments. The intense training performed by these troops consisted of cross-country skiing while firing muskets, and was designed to prepare them for rapid deployment in the harshest wintry environments of Scandinavia. These training exercises eventually developed into the biathlon sport, today competed by countries from around the world in the Winter Olympics.

renders_scanup_NOR.png



Denmark​

The Danish receive a partial set, as their Tier 2 is already featured in the Evangelical Union Unit Pack.

The Danish cross is famously one of the oldest flags still in usage, so we thought it was a cool idea to sew it onto the gambeson of the first tier. We don’t imagine this helmet is great for vision, but they cropped up multiple times in our research and we loved the distinctiveness.

The black facings used on the later tiers were not universal, and they were used by specific Danish regiments, but black is an underutilised facing colour and so we decided to keep them.

During the research stage, we found that many of the references included moustachioed infantrymen, and also our resident Dane (character artist @Vonboe) sports a moustache, so it felt like a very important inclusion.

renders_scanup_DAN.png


Dithmarschen​

This small country on the Jutland peninsula is notable for being a peasant republic, and so we examined the way peasants and militias in Frisia and Germany dressed throughout the ages to inspire our designs here. Fans of peasant mobs will be happy with the fact we finally managed to include the trope of pitchforks used as a polearm.

renders_scanup_DIT.png

Finland​

Finland’s native Uralic culture has been influenced through the ages by Sweden, Novgorod, and Russia. Because of this, the Finnish didn't have much opportunity to carve out a military personality of their own - with one main exception.

The iconic appearance of the famous Hakkapeliitta binds together most of these units, from the armoured man-at-arms to the Carolean-era cuirassier. We also used a cartridge pouch made out of näver, a woven birch bark that was a common craft material in the wooded north. The final unit is an infantryman inspired by Russian military kit with a Finnish twist.

The colours of light grey accentuated by blue are inspired by the modern Finnish flag and the military uniforms that Finland developed once it finally became a sovereign country in the 20th Century.

renders_scanup_FIN.png

Riga​

Throughout the eras, we wanted to reflect the wealth and devoutness of Riga, a Hanseatic city in the Baltics settled by German traders and led by the Catholic church.

In terms of later fashion, we drew heavily from the Prussian army but with a twist. The grenadier mitre is reminiscent of the mitre worn by the Archbishop of Riga, and continuing that theme, the glorious feather plume on the shako is also based on German grenadier regiments from a later period.

renders_scanup_RIG.png

Sápmi​

The Sámi are perhaps the most visually-striking of these units, with their iconic colourful Gátki tunics and extravagant hats. Their pointy boots (known as nutukas) appear unusual but they are practical; they have wide soles for traversing deep snow, and toe hooks for attaching to skis. Their knives are carved from reindeer antlers in the duodji style.

The reindeer fur mittens and thick leather coats betray the harsh conditions that they endured in the far north of Europe, and their bows and spears both double as ski poles.

We selected hats to be reminiscent of fashion elsewhere in Europe, such as the four-winds hat during the tricorn era, and the peaked cap to resemble a Belgic shako.

renders_scanup_SMI.png

Holstein​

The armoured footman with a sallet is archetypical of Northern Germany in this era, so felt essential to include. Keeping with the armoured theme, the Tier 2 retains the cuirass and other pieces of armour, as the wealthier soldiers sometimes did.

The final era is inspired by troopers of light horse regiments, which gives them a cavalier appearance that we felt was a little underutilised in EU4.

renders_scanup_SHL.png


Iceland​

Another fascinating country without a strong military tradition of their own, we looked for inspiration primarily from contemporary Norwegian styles and the Þjóðbúningur, the modern Icelandic national dress.

In the earliest stages of the game, the metal skullcap, baggy breeches, and handaxes reveal their Norse heritage, and the harpoon spears emphasise their reliance on the ocean.

As they begin to modernise, they follow just a few steps behind the latest fashions in Norway, most notably the almost universal usage of cravats.

Their woolly tail caps (skotthúfur) and closed tunics (treyjur) were necessary protection for the sailors of the windy, northern seas, but also became part of the national costume in the modern era. Furthermore, we drew some inspiration from the rough-and-ready look of North American frontier militias (like Roger’s Rangers), which meshed really well with Iceland's theme of isolated utilitarianism.


renders_scanup_ICE.png

Latgalia​

The releasable nations of the native Baltic cultures share this unit, inspired heavily from Estonian and Latvian traditional clothing.

The heavy woollen greatcoats are reminiscent of the streltsy, but are embroidered with fine details as a central theme of the Baltic visual style. They also have elaborately-woven socks, magnificent hats, and belt sashes which give them a unique look compared to their conquerors and neighbours.

renders_scanup_EST.png




N-iX Game & VR Studio​


The EU4 art team has been collaborating with our friends at the Ukrainian studio N-iX for several years now, and they have worked on almost everything beautiful in the game, from monument illustrations to event pictures to unit models.

We had already started working with them on the unit pack when the news of the Russian invasion of Ukraine broke. For those of us here in Spain, working with them almost every day, it was a shock. But not nearly as much as it must have been for them, forced to either displace across Europe as refugees, or remain in the uncertainty of their home cities.

Despite these unimaginable challenges, the team continued with determination, and delivered some exceptional work for you. So please spare an extra thought for our Ukrainian colleagues the next time you load up EU4.

Next Dev Diary​


Next week @PDX Big Boss will bring you an update on the new Achievements and some moddability changes. Until then, let us know in this thread what you think of the units and icons!
 
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Yes, there's East Frisia and Frisia proper
There's also the Great Peasants War that turns princes into PRs but idk if a unit change is possible just by switching government, instead of culture/tag.
As someone who mods unit models, I think it might be possible to give a unit model a trigger of a government form/reform; but I would defer to the art team and programming team.
 

"The final tier unit is of course based on the elite ski regiments. The intense training performed by these troops consisted of cross-country skiing while firing muskets, and was designed to prepare them for rapid deployment in the harshest wintry environments of Scandinavia. These training exercises eventually developed into the biathlonsport, today competed by countries from around the world in the Winter Olympics".

This gives me a great idea! It would be really neat to see you guys develop special elite regiments and an elite regiment cap like you did with Marines.

For instance, if each nation with a certain technology level and army professionalism had access to "Grenadiers" (which almost every European nation from Venice, Switzerland, Saxony, Spain, Hesse, Sweden, etc.. had historically). It would change the game "drastically" from being the side with the most manpower wins to the side with the most army investment wins.

Players can earn an asinine amount of money but still have no manpower, if Grenadiers could cost +20 base cost and +50% maintenance cost and provide:

+15% Fire Damage
+10% Shock Damage
+5% Siege Ability on Fort (nonstackable with 1,000 Grenadiers present)

It would definitely change the meta of the game:

Defensive Ideas could give Grenadiers -10% Shock Damage, +1 Dice roll when defending on Forts (for all units) & -10% Land Force Maintenace (for all units) (instead of -5%)

Offensive Ideas could give +5% Grenadier Siege Ability on Fort

Quality Ideas could give them +10% Infantry Combat Ability (like infantry), +10% Fire Damage & +5% Shock Damage. Finally, it could be the idea group for giving additional special forces with a "+25% Grenadier Force Limit"

Next week @PDX Big Boss will bring you an update on the new Achievements and some moddability changes. Until then, let us know in this thread what you think of the units and icons!

These updates look really fun, thank you guys for all the hard work you and your team put into this. I really enjoy the Dithmarshen unit models, the peasant model is really awesome.

Late last week I made a suggestion on updating trade nodes in the new world since trade really could use a rework. It's unlike it will make it into this update and the post was really disorganized but here's the gist of all that I was trying to say:


Trade Nodes:Current Trade Nodes:Suggested Centers of Trade & Estuaries:
Hudson Bay Trade Node:
  • Muskegon (Nelson Estuary)
  • Winnipeg (Inland Center of Trade)
  • Suggest adding:
  • Muskegon (York factory, Coastal Center of Trade)
(A new trade exit for Hudson Bay that flows around Labrador Canada, and directly to the North Sea)
Gulf of St. Lawrence Trade Node:
  • Osheaga (Inland Center of Trade)
  • Stadacona (Saint Lawrence Estuary)
  • Suggest adding:
  • Stadacona (Port of Quebec, Costal Center of Trade)
  • Eskikeogag (Port of Halifax, Costal Center of Trade)
Chesapeake Bay Trade Node:
  • Chesapeake (James Estuary)
  • Lenape (Delaware Estuary)
  • Manhattan (Hudson Estuary)
  • Massachusetts (Coastal Center of Trade)
  • Santee (Santee Estuary)
  • Suggest adding:
  • New York (Costal Center of Trade)
  • Baltimore (Costal Center of Trade)
Ohio Trade Node
  • Bodewadmik (Inland Center of Trade)
  • Honniasont (Inland Center of Trade)
  • Suggest adding:
  • Onondagaono (Indian trading post, Inland Center of Trade)
Mississippi River Trade Node:
  • Chitimacha (Mississippi Estuary - Coastal Center of Trade)
  • Tamaroa (Inland Center of Trade)
  • Suggest adding:
  • Pensacola (Port of Pensacola, Costal Center of Trade)
  • Anilco (Arkansas Post, Inland Center of Trade)
Rio Grande Trade Node:
  • Coahuilteco (Rio Grande Estuary)
  • Pueblo (Inland Center of Trade)
  • Suggest adding:
  • Atakapa (El Orcoquisac, i.e. Galvaston Bay, Costal Center of Trade)
  • Tche Sha (San Antonio, Inland Center of Trade)
Mexico Trade Node:
  • Cuetlaxtlan (Coastal Center of Trade)
  • Mexico (Inland Center of Trade)
  • Sayultecas (Coastal Center of Trade)
  • Tlapanec (Coastal Center of Trade)
  • Suggest adding:
  • Campeche (Coastal Center of Trade)
  • Belize (Coastal Center of Trade)
Panama Trade Node:
  • Bogota (Inland Center of Trade)
  • Cartagena (Coastal Center of Trade)
  • Cauca (Coastal Center of Trade)
  • Panama (Coastal Center of Trade)
  • Suggest adding:
  • Chortli (Fortaleza de San Fernando, Coastal Center of Trade)
Caribbean Trade Node:
  • Barahonas (Coastal Center of Trade)
  • Boriken (Coastal Center of Trade)
  • Curacao (Coastal Center of Trade)
  • Havana (Coastal Center of Trade)
  • Jamaica (Coastal Center of Trade)
  • Les Cayes (Coastal Center of Trade)
  • Suggest adding:
  • Timucua (St. Agustine, Coastal Center of Trade)
  • Maracaibo (Coastal Center of Trade)
This would help to counterbalance trade between the historical fort of St. Agustine in Florida and the important seaport of Maracaibo.
sKHI-udjP4VnNNaheGqvF19LR8WtAaUClTDZ0DPoC0VJKQTaayzp-OAr2c20oYKdXlQezDzkj3Li_E2T85BJT5kaFZUguKZpJ_xgR-RBJSXrZ_6kkBjO6KoatapNl2r-JZhDWwpNNPnoxa4ruRWShuU
Amazonas Trade Node:
  • Manaus (Inland Center of Trade)
  • Suggest adding:
  • Trinidad (Coastal Center of Trade)
  • Orinoco Delta (Orinoco estuary)
  • Muturu (Amazon estuary)
Patagonia Trade Node:
  • Candelaria (Coastal Center of Trade)
  • Picunmapu (Coastal Center of Trade)
  • San Antonio (Coastal Center of Trade)
  • Suggest adding:
  • Tierra del Fuego (Cape Horn Toll?)
California Trade Node:
  • Ohlone (Coastal Center of Trade)
  • Suggest removing:
  • Tsinuk (Columbia Estuary)
Cascadia Trade Node:
  • Suggest adding:
  • Tsinuk (Columbia Estuary)
  • Tsinuk (Fort Astoria, Coastal Center of Trade)
  • Nuu-chah-nulth (Vancouver Island, Coastal Center of Trade)
  • Kodiak (Port Kodiak, Coastal Center of Trade)
This would help the Cascadian Colonial nation have control of its own trade, and maybe allow Russia to establish a fort at Kodiak.
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en.wikipedia.org/wiki/Maritime_fur_trade

I would suggest that Panama, Kiel, and Suez should add a "Canal Toll" modifier upon construction making them similar to the "Danish Sound Toll". I also wanted to point out a post by Sidolowka (which I highly agree with) that suggests splitting the bloated trade nodes of Girin and Nippon into two new trade nodes: the Okhotsk Sea and Korean Straits. It would be really nice if an estuary and 1-2 centers of trade were also added to these two nodes if this trade region does get a rework.

Finally, when the Valencia trade node was added its purpose was to keep the Italians from achieving too much trade pull from Sevilla, thus allowing the Iberians to retain more of the income from trade. However, this also weakened France since it's already extremely trading decentralized by having its home region divided by 5 separate nodes.

While I'm fine with France being divided trades, I'm surprised that an Inland center of trade wasn't added in Toulouse since the Valencia node cuts deep into Southern France. Even the Wien trade node or Pest trade node doesn't allow for only one nation to control it easily at the start. The Wien node is divided between Austria and the Bavarian Princes while the Pest node is divided between Hungary's neighbors. The Valencia trade node is pretty much always either the Aragonese or Spanish trade node since France has no provincial trade power modifiers to compete in it.

1659465494626.png

forum.paradoxplaza.com/forum/threads/split-the-trade-nodes-in-east-asia.1407251/#post-26751011

Overall, I'm not going to go into all my thoughts on all the other posts I've made in each development diary:

adjusting colonialism (treaty of Tordesillas, AI mission claims, and speed), AI trade company buying/discount modifier, AI behavior, some limited AI mission claims through trees, adjusting/ adding more lucky nations, improving/adding relationship modifiers, expanding new favors, making reduced opinion valuable, Burgundian inheritance illogic (choosing Austria while at war with them, etc...), buildings being more useful, extending regencies, adding monuments, Empire rank +1 diplomat and reworking catholicism (Council of Trent, Papal Visibility and Institution Spread Gold Bull), etc...

I just wanted to circle back to the trade idea since I think it would be a major positive change to the game, it has the potential to make the English less likely to end up with half of the world's trade power, but it would also allow trade competition to be a more important aspect of colonization. If a nation like Britain or France does get a foothold in North America, it would mean that it presents a serious rival to Spanish or Portuguese South America. Currently, I think that colonial North America can't compete with the stronger colonial South American nations for some of these reasons.

I had one more final idea, now since crownland gives government reform progress and since quantity ideas have had their manpower reduced, I think it would be neat to add +5% productive efficiency & +5% manpower modifier for each level of positive or negative stability. This would make stability like corruption in that having it negative could easily ruin your country. However, unlike corruption, you can reap large benefits by keeping it positive.

This would also end up helping the AI more than the crownland in allowing it to remain resistant to collapse after losing a war. This is just a thought though since these modifiers could become way too powerful. However, in general, I like the idea of stability being more important than legitimacy or prestige in the game.


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Regardless of my suggestions (whether they be good or bad), good work on the in-game unit models, I'm sure that takes a lot of research to get right. When I was trying look up the use grenadiers by individual Europeans nations it took a lot of time just to confirm the Swiss, Saxons, Venetian etc... actually had them. I can't imagine the difficulty in having to find sparse sources for uniforms centuries ago.

People say they can do without the unit models, but I think most have to admit they're nice flavor to have when you buy the game as a bundle with them.

I'm looking forward to seeing some unique and exciting achievements next week! Sinking the Vasa being included (lol).
 
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Really hoping Lubeck gets an achievement. I want a reason to play them besides just having fun.
 
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Since I've seen no one mention this, but I love the fact that as @SaintDaveUK mentioned some/many of these icons and models were made by N-iX, who were forced to relocate due to international conflicts. These pieces of art, both the mission icons and unit models, are a testament to their skill and devotion. Despite all that has happened in their lives over the past couple months, they have continued to produce and work on stunning pieces of art. I highly encourage people to check them out, as I got curious and they've done a ton of art, from CK3 to World of Tanks. It's clear that they put a lot of devotion and skill into their work and it shows. I love the art they've done from CK3 to EU4 and have to say that they keep improving upon themselves. Therefore, I'd love to send my highest regards to the artists themselves and hope that they stay safe and have time to relax from the amazing work they do that awes and inspires us gamers.
 
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I have to wonder why this wasn't the case with the previous dozen or so unit packs?
Here is my guess.

Visual content, including unit models, is not equally important to all players. Some are big fans of it, while others (like me) spend most of time at low zoom level(*). In theory it sounds like a good idea to split visuals into separate item, so those who don't need it don't feel like paying for useless bundled stuff. In practice I guess sales of separate unit packs were too low, and some players may even be missing them by mistake rather than conscious economizing.

(*) I personally would love if Paradox improved QoL for gameplay at low zoom. Biggest offender is fog of war disappearing too early. Another issue is that direction of movement for enemy's and unselected units is only indicated by animation which is hardly recognizable at low zoom.
 
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Models look great, if for EU4 the GUI gets a refreshment in relation to better screen resolution it will be a breeze to play for some more hours ^^
Changing building layout, development (annoying when provinces are 3 2 1 why equal them to 3 3 3 what is the benefit), also the fairly stiff place holder of a local trade good and its bonus could plz be changed, promoting more strategic thinking and trade. Have seriously upped the amount of dlc of eu4 and actually think after watching the q2 cast, that dlc is a unique and charming aspect of EU4. Hope its portrayed asap in badges profile.
 
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These new unit models are excellent. I also like the changes to the idea groups, particularly for naval and espionage ideas. I'm definitely looking forward to doing a Scandinavia playthrough after the update.
 

Dithmarschen​

This small country on the Jutland peninsula is notable for being a peasant republic, and so we examined the way peasants and militias in Frisia and Germany dressed throughout the ages to inspire our designs here. Fans of peasant mobs will be happy with the fact we finally managed to include the trope of pitchforks used as a polearm.

Like a few other people have said, it would be great if this could be used for all nations with a Germanic primary culture and the Peasants Republic government reform.
 
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