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Tinto Talks #64 - 21st of May 2025

Hello, and welcome to another Tinto Talks for Europa Universalis V.


This one is a little bit special, as it’s the first time we will go into depth on one of the visual systems that we have in the game.


Bear in mind this is all WIP, but as always feedback is welcome.


Armies are one of the most important features in the game, and certainly combat is one of the most exciting things to interact with. So we thought it was important to get the feeling just right.


Unlike in previous games, armies appear as groups composed of multiple individual soldiers. The number of soldiers reflects the size of the armies. The median army size is about 15 models, however they do range from a minimum of 1 soldier to a maximum is 30 in very extreme cases.

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Each soldier model is the representation of a specific regiment in your army, and aside from reflecting your country in its colors, it also reflects that specific regiment’s unit type, culture, and ethnicity. This means that a unit model will have appropriate weaponry for their unit type (for example crossbowmen vs archers), but also that multiethnic empires will visibly have diverse armies in terms of uniform style and skin color.

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Units are further randomised by picking random texture materials for each component. It might be as simple as swapping leather for cloth, or it might even be changing the pattern that the cloth uses.

In general we have approached the idea of having 3 tiers of troops per age to represent the weight of the unit: peasant, soldier, knight.

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Although some features are exaggerated to be visible from the distant camera we use ingame, unit models are always closely based on real references. Historical authenticity is the key to all our artistic decisions and that includes here.

Units will adopt a new visual Age only when they are upgraded to a unit from that age. So your units won’t instantly swap to Age of Reformation clothing the moment you enter the Age of Reformation, you will first need to embrace the relevant Institutions, research the relevant advances, and then upgrade your regiments.

Here is an example of how European peasant levies develop through the ages.

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And some examples of professional soldiers:
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Units appearance is also modified by a hidden system we call Uniformity, which is essentially a calculation of Discipline, Experience, Army Tradition, and whether they are Levies or Regular Troops. As a regiment gains uniformity, they will gradually progress towards the “Ideal” look for your country, which is generated from your Primary Culture. Most countries Ideal is randomly generated, but some are specifically designed to appear historical.

Historically speaking, most peasant levies were not pitchfork wielders but were typically outfitted with a minimum of cheap weaponry and often a helmet. With the Uniformity, we represent the full range: from squishy farmers to ironclad gendarmes. As they climb higher up the Uniformity scale, the more they will draw from the Soldier pool of assets, taking a helmet here, a polearm there, until they are fully outfitted for war.

Furthermore, some elements will look fancier if you have higher uniformity, for example raw leather straps get blackened or whitened, and some wigs might get powdered.

Foreign culture units in your employ will gradually adopt elements of your primary culture's clothing as the become more uniform.

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As they march across the world map, the audio will reflect the visuals; you will be able to hear the size of the army but also the equipment of the individual soldiers. Peasants wearing light cotton tunics will sound different from plate troops brandishing steel.


EU5 will release with 7 main graphical archetypes . As well as impacting unit appearance, archetypes are also the primary way we have divided several other parts of the game, such as character portraits, city buildings, event illustrations, and UI skins. These archetypes are:

  • Central American
  • East Asian
  • European
  • Middle Eastern
  • North American
  • South Asian
  • Subsaharan African
Here's some examples of some non-European units, though some of these are still lacking a little bit of the polish that we have on the Europeans:

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And finally, remember to wishlist Europa Universalis V now! Until next time!
 

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Looks like a great base for the game. Though I expect the more 'unique' unit packs gonna come later on for nations or cultures. Considering the unique units of nations, I assume they will have unique models.
 
Seems way closer than the Anglo-French European model, no?

Or would you prefer another of the archetypes?

Clothes like the "keffiyeh" and "agal" (which is typical for Arabs) weren’t used. Turks mostly wored "börk". Warriors usually went for more practical, protective headwear. Sariks were used too, but they were more common among scholars or high ranking officials rather than everyday people, peasants or soldiers. That kind of loosely wrapped cloth with a ring around it just wasn’t part of Turkish fashion back then, it was more suited to the desert climate, which is why it was common among Arabs.

I don't have as much knowledge about Iranians but afaik they didn't wear those too.

Most people won't notice and care but its an important thing for us. At least (idk how the system works) create a sub branch for it and take off that headwears. We didn't seen that yet but I hope Turks and Iranians not wearing thawbs :D
 
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I love these. I really do. I think the models look fantastic, I love that there are more units per army, I love that they can change visually depending on culture and how disciplined they are and ALL of that... it's great.

But....

I just wish I would be able to SEE them. Cause they're too damn small! I understand that they have to be small enough for 30 fellas to fit inside a location and locations can get small, but really, if I have to zoom in to a point that no one is playing the game at to even see my army, then all of that amazing work is wasted.

30 dudes per army is cool, but 30 dudes I can see is worth less than 20 dudes I can. These unit models are 50% of the scale I would like to see AT LEAST.
 
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Most people won't notice and care but its an important thing for us.
I think you're wrong there: everyone cares about their own culture. But choices have to be made for release.

Don't worry too much, I'm sure Anatolia will get its dlc among the first, and we'll be able to distinguish the Kubadids from the Hamidids.
Probably years before we get the lordship of Mechelen, though I'd love to be proven wrong with that :p
 
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I just wish I would be able to SEE them. Cause they're too damn small! I understand that they have to be small enough for 30 fellas to fit inside a location and locations can get small, but really, if I have to zoom in to a point that no one is playing the game at to even see my army, then all of that amazing work is wasted.
I disagree. The proportions and detail of these units are specifically optimized for the current scale they’re set at. Any bigger and certain features (extra big buttons, chunky weapons, polygons and textures) will become jarring, and the map will become too cluttered and chaotic. Any smaller and then it will be wasted work. If the armies were smaller or a singular unit and the model was more detailed/realistic in its design, then I think that would justify making them bigger, but I like where they’re at right now.
 
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30 dudes per army is cool, but 30 dudes I can see is worth less than 20 dudes I can. These unit models are 50% of the scale I would like to see AT LEAST.
While 30 models might be too many, I don't think they need to be bigger. I think the rest of the map assets need to be smaller.

Edit: and less frequent. I don't need all the RGO visible on the map.
 
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This is so awesome. Really appreciate all the work and research going into these models. I hope it doesn't tank performance with all those models going around the map but hopefully there is a way to optimize them XD
 
Wow, one of my biggest concerns addressed, which was that the map really didn't look good in the videos. I know it's WIP, but it could have been stylistic reasons why it looked like it. Everyone loves the I:R map, so I guess the new height map is much more in line with that.
 
Are we going to be able to affect the ratio of men and women in the army? Certain cultures throughout history have have women fighting in their armies, plus it's a nice feature for modders.
 
I’ll put a side a few hundert bucks for future unit packs, just to be safe. If you need information on how people from Mecklenburg dressed in different regions hmu. I got a few books on the topic (including sewing patterns ;)).
 
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Really love the look and the variation/representation of the cultures + uniformity!

I do wonder when playing the game how much this will actually be clear to the player and so perhaps its a feature that adapts to the zoom level? When you are zoomed out your army is perhaps just the numerical banner, at middle zoom levels your army is a single general/noble character model only + the numeric banner, at low zoom levels it breaks out to what you show here in the tinto talk with the per regiment model + numeric banner.

At 100% zoom only I think it would be absolutely awesome if it broke out into an animation of the battle with full army size regiments ?at say same as the city scale, maybe larger? trying to closely show the battle numerically 1:1 on the map. It would look sick even without there being any real interaction or visual fidelity just minor animations and effects, seeing the battle lines, regiments retreating/fading when it breaks, flanks collapsing, artillery volleys, etc. All the real information still gets conveyed through the UI and losses ticks. Total War inspiration I guess but without the interaction.
 
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