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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.

Screenshot 2025-05-21 112339.png
Screenshot 2025-05-21 112520.png
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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.

Screenshot 2025-05-21 115036.png
Screenshot 2025-05-21 113231.png

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.

Screenshot 2025-05-21 120204.png
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Screenshot 2025-05-21 124141.png

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.

Screenshot 2025-05-21 115428.png
Screenshot 2025-05-21 115656.png
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Screenshot 2025-05-21 120052.png


And some examples of professional soldiers:
Screenshot 2025-05-21 124045.png
Screenshot 2025-05-21 124006.png
Screenshot 2025-05-21 123925.png
Screenshot 2025-05-21 123823.png


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
Screenshot 2025-05-21 121057.png
Screenshot 2025-05-21 121123.png

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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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
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.
 
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This is so cool. I also love the new heightmap-powered terrain map.


If I may ask, which archetipes do Central Asian, Oceanian and South American countries use?
 
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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!
Two questions

1.Is there a unit model for generals?

2.Will some units hold banners or musical instruments?
 
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I hope the first archetypes added are Eastern Europe (Splitting off the Western European graphics), South American and Central Asian, they seem like they'd fill out the biggest gaps I can see at a glance.
 
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As a unit sprite modder of EU2 and unit model modder of EU4, I'm super excited for this new unit graphic system, it give so much opportunity and deepness of unit graphic modding.

Here are some question of the unit graphic system:

1. How does the code part of unit graphic work? I'm especially curious that if we can define the unit model by specific unit type (bowman, longbowman, handgunner, gallowglass, landsknecht, carloean, etc).

2. Do all 6 ages of the game have their age specific unit models?

3. How does the 2d unit image (the one in the screenshot below) work? Does it and if yes how does it connect to the 3d unit model system?
1747833060568.png

4. you said that "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."
May I ask what does "knight" represent in later eras (like in after 17th century)?

---------------------------

And here are some feedback/suggestion of the current unit graphic I have seen:

1. This seem to be some kind of rapier, not quite suitable for 14th century (judging by the armour) units.
1747833129989.png

2. I guess these are 16th century landsknecht pikeman units.
(1) Their pikes seem to be too short, similar to length of halberds. 16th century pikes are usually 4+ meters.
(2) I also hope you can adjust the shape of the pike head, to make them look more like the real pikes. No need to add more details/faces, just adjust the shape a bit.
1747835688272.png

1747833747525.png

3. The zweihanders in the screenshot are already pretty nice. But I would like to remind you a couple of details (which are typical on real antique German two-handed swords and often ignored on modern replicas) : (1) width of their blades are usually parallel or become slightly wider toward the tip, not become thiner toward the tip. (2) width of ricassos are usually a bit thiner than the actual blade (when there is no leather cover on the ricasso).
1747833482861.png

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4. Pikes and halberds are two-handed weapons, halberdiers and pikemen should not held a shield, at least that is very unusual.
1747835519636.png

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5. I guess these are Reformation Age units. I hope that there could be a mix of Pikemen and Musketmen, rather than pure Musketmen. From what I read in previous DDs, Reformation Age is 1537-1637. In this era, pike are still widely use.
1747834713482.png
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The North Americans shouldering their Muskets does seem off, although of course appropriate for line infantry. Does light infantry exist later on and to they carry their rifles more relaxed?
 
I'm a little worried about performance with all these little dudes running around on the map. If you get an eg 7-years war or a Chinese civil war, won't there be thousands of these guys running around on screen?

I love the aesthetic though! Just worried about running it.
With how zoomed in all of the screenshots are I assume that the units are only presented this way if you are VERY zoomed in, and presumably not visible at the scale that you would be zoomed to when handling those wars.
 
Lack of Byzantine unique archetype is disappointing (ok, we all know it'll be added in some DLC later), but without unique winged hussar model at release I'll riot.
 
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The heightmap with the matching rivers looks fantastic. For what could be improved, other than the lack of snow on the mountains that was already mentioned, I'd say that flat terrain like this just looks really bland:
1747834730441.png

Especially with cities and rgos being 3D models, they will probably be hard to see (or not be rendered at all) when zoomed out, so the land just looks... empty and uniform.

Of course during actual gameplay that probably won't matter much because you're going to see the political map when zoomed out, so not sure if aesthetic concerns like that should even be a priority.
But in general I think that the textures for vegetation could be improved a lot.
 
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Lack of Byzantine unique archetype is disappointing (ok, we all know it'll be added in some DLC later), but without unique winged hussar model at release I'll riot.
The Byzantine archetype has to be like maximum the 20th most important one. They should focus on more relevant types like Eastern European, South East Asian or South American.
 
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First of all this is extremely well done!! Absolutely incredible!





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.

Can we suggest ideas for the Ideal unit for certain countries in different ages?
If I see correctly, based on the shields, the red-green bros in the first image collection are Hungarians, and I'm delighted to see them wielding pavise shields and kettle hats, both iconic for the Black Army; I don't know if it's intentional, if it is, great job!
I suggest looking at this source for the ages of Reformation and Absolutism for Hungary.
 
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Indian and Austronesian yes. Vietnamese we are still discussing if it makes more sense South or East Asian.
Vietnam historically emulated Chinese warfare and also wore Chinese style armor, so it would be best to group them with East Asia, although Champa is definitely best modeled as South Asian for now. Saying this as a Vietnamese person myself
 
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If these are the “generic” gfx groups:
  • Central American
  • East Asian
  • European
  • Middle Eastern
  • North American
  • South Asian
  • Subsaharan African
How would non-Ottoman Turkish Beyliks units, portraits and cities etc look, since I assume the Ottomans will get some more specific historical units and arts. Does that mean other Beyliks will just use generic Middle Eastern units?
 
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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.
The South American and Eastern European graphic archetype was in EU3 at release. And yes, that also included 3D building models...
1.African

2.Chinese

3.Eastern European

4.Indian

5.Western European

6.Muslim

7.North American

8.South American
 
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