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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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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?
We already kind of have that, low uniformity troops have more loose formation and also face slightly randomised directions.
 
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Now this is a fantastic way for better graphics to support gameplay. Among the many new features, this one was one that strikes me as how far we have come from EU2.
 
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Will troops adjust to local conditions?

Like if/when European powers colonize much hotter climates they eventually adopt pith helmets as their forces are stationed there long term?
In theory we can do that if we end up with enough assets, however colonist pith helmets are a little bit late. We used to have topless fellas when the climate was a bit too hot but removed that.
 
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Pretty awesome models ! I am curious on one thing I have seen since the game reveal trailer. Are these poles in the water supposed to be docks from where I can draft ships and dock my fleet to recover (I am referring to those wooden poles near the coast) ?
That's an unexploited harbour. There is no dock building there but it shows you where it will appear.
 
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Over all loving the unit models and the systems as they are laid out (# of models, uniformity, etc.)
  1. It looks like the 15 model units tend to a 5 wide by 3 deep unit, will the 30 tend to 5 x 6?
  2. It is hard to get a good indication of the size of these units, how much of a small location (say in the HRE) would a 15 model unit occupy?
  3. Did peasants really use farming scythes and not reform them into a 'war scythe'?
  4. Is it safe to assume that some of the odd poses are because they are animated and they were mid animation? (I am talking about the red head in the front row of <Screenshot 2025-05-21 115428.png>, he appears digitigrade
  5. I know this isn't a question about this TT, but will we get a TT on the map and map assets soon?
    1. I dislike all the added cows, sheep, rock piles, something that I think were supposed to be copper, giant piers, etc.
  6. Maybe one about the UI too? while all the streamers videos are still fresh.
 
What's next week's diary on?
 
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This might be the first PDX game where I actually would be totally OK buying unit graphic DLC for. My ask is that such DLCs be bigger in scope, adding several cultural units in a single DLC.
 
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So with talk of crusader units being a thing, does this mean there are culture-specific models that can be had as part of a specific archetype? So even if China and Japan share an east asian archetype we might still get some like, samurai helmets or armor on release even if the rest is shared? Or for example other more specific bits and bobs of gear, even if they are not a full archetype necessarily?

Also it'd be cool if generals could be modeled on the map. If not for vanilla than at least leaving the functionality open for modding.
 
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We don't have specific plans for non-generic units, but the system allows that kind of detail
So will generic Polish cavalry look like standard European cavalry at release?

I hope that, when you release specific culture graphics DLC, that you include graphics for unique units.

Having generic units look like unique units is rather immersion breaking.
 
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Do tribes/SOPs (assuming they can have armies) have any unique units or do they all use the existing 7 archetypes?

Also as a suggestion, maybe pirates/raiders in hot climates could still use topless models.
 
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