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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.

Screenshot 2025-05-21 121021.png
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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:

image (21).png
image (20).png
image (22).png
image (23).png
image (24).png


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

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Interesting... does that mean we will finally have Scottish regiments with their kilts and such in the mix with the shako-wearing English troops appearing in a British army's sprite in the late-game era if the army contains regiments of Scottish and English culture? I would love this!
Yes the system is designed to work well with that sort of idea, if we ever were to make Scottish unit models.
 
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So with the system if I'm a French state that controls German Territories, my armies will look French, except those units drawn from German Areas who'll have a mix of German and French Uniforms?
Currently we don't actually distinguish much between French and German culture graphics, but in theory yes
 
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As someone who loves the Inca historically it is really disappointing to see North American natives get priority over Andeans/South Americans ESPECIALLY when so few countries are even playable in North America, but I get it. You have to make cuts somewhere you can't launch the game with all the unique graphics that EU4 created over the course of a decade.

If I had to limit it to 7 I would have honestly replaced North American with South East Asian since it's likely going to be far more relevant to most playthroughs.

The reason is spelled USA.

also known as our biggest market, and a surprisingly large amount of them like playing in north america, either as a colonizer or as a native tribe.
 
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Can you give us more info on the archetype distribution? Possibly a map in future DD?
Specifically interested in where you will put Central Asian locations. Will Uzbeks look the same as Morrocans?
 
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Can levies (even infantry) appear as heavily armed and armoured? Men-at-arms of the Hundred Years War would be classified as levies, and generally most offensive campaigns levied only the best equipped men, IE, most wars.


Yes. Levies drawn from Soldier and Noble pops will look heavier than levies drawn from peasant and labourer pops.
 
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I did not expect this much granularity when it comes to units. Though that makes me wonder, are there models of unwashed, uncivilized demon-spawn with no legitimate claim to the land they occupy to represent the Teutonic Order?
Oh, the military orders get special Crusader units that look like proper knights rather than peasants.
 
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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.



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.


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.


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.



And some examples of professional soldiers:


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.


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:



And finally, remember to wishlist Europa Universalis V now! Until next time!
1-Will the Asian appearance of Japanese and Chinese be the same because I don't see Chinese in Japanese Samurai armor
2-Will the Hordes have a steppe style or the same as the Chinese?
3-will there be any plans for paid appearances of Japanese, Mongolian, Scandinavian and other units?
4-why in this swarm of troops there is no commander on a horse with a flag or a general commander
 
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Loving the new city sizes, it looks so much better
From what I am seeing I don't think that they have changed size (if you compare the trees to the buildings on the few shots that were shown).

I only lurk in these, but I got a (maybe) simple idea.
Would it be possible to make them look more disciplined by having them stand more in rank?
example: Peasants being all over the place and maybe one even looking away, while the pro's are in a nice formation or goose-step?
It is my understanding that this is what 'uniformity' will cover. in their example you can see what I assume is a regular unit that as uniformity increases both has the equipment conform but also the alignment. I would assume that the peasant levies would start even more disorganized.
 
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Would it be possible to make them look more disciplined by having them stand more in rank?
example: Peasants being all over the place and maybe one even looking away, while the pro's are in a nice formation or goose-step?
Look as though that's tied to 'uniformity', you can see the formation getting tighter from L to R with the redcoats here.
1747837661568.png
 
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The reason is spelled USA.

also known as our biggest market, and a surprisingly large amount of them like playing in north america, either as a colonizer or as a native tribe.

RAHHH WHAT THE HELL IS A KILOMETER


Makes sense tbh, you only have so many available man-hours. I hope the Andean archetype comes as soon as possible post-relase, at least.
 
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Holy sh*t, I didn't even consider most of these things would be in a Paradox game!! Multiethnic armies showing slightly different soldiers that reflect the actual size and composition, with their uniformity also increasing with age, simply insane

The new heightmap looks great too!
 
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Designing the variations within a culture or even deciding what materials they use is like 90% script. The hard bit is making new 3D models but they use a similar setup to other Jomini games.
3D modeling is a big bottleneck in full conversion mods. Is the system scriptable to the point where you just use a few distinct models without seperat equipment and stuff like the ones in eu IV ? (can mods just use their old models from their EU4 or HOI4 version and use them as a stopgap)