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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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  • 307Love
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why are the ottoman troops blue...

(at least i think its the ottomans, as the units are wearing the helmets instituted by aleddin Pasha iirc as they were what they wore in the sultanate of Rum to lend legitimacy)
 
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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!

I'd love to see that as well :)
 
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It is rather regrettable that you haven't made a specific archetype for eastern Europe...

@Muntril has made some great concept art about the region.

God, please no, Eastern Europe is by no means uniform, having Poland and Russia and Hungary with the same graphics makes no sense.

Hopefully all of these cultures will get their own assets in due time.

EDIT: I am still traumatized by golden dome Orthodox churches in Kraków and Buda in EU4, they haven't changed their map graphics after more than a decade, I mean cooooome onnnnnnn
 
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How difficult is it going to be to mod this system?
 
It looks absolutely gorgeous. And the idé with mixed armies reflected in the graphics is brilliant!

However, the fact that there isn't a unique south western swedish archetype is absolutely unacceptable. Different swedish regiment had different uniforms and I think it is a scandal this isn't reflected!! For this reason the game is dead for me! Complete failure!!
 
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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).
we assign "gfx tags" that check in order. for example longbowmen have this:
gfx_tags = { longbow_tag archer_tag light_tag }

pikmen have this:
gfx_tags = { pike_tag medium_tag }

and gallowglass have this:
gfx_tags = { gallowglass_tag heavy_tag }

we then assign 3d assets to each tag. It checks the first tag, if there is an asset available it grabs it. Otherwise it selects a second tag; if theres an asset available it grabs that etc etc


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)?
"knight" usually means heavy cavalry. e.g. in the Age of Revolutions they look like cuirassiers.


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.
These are specifically Arquebusier units that are being shown. You can also hire Pikemen units in the age of Reformation.
 
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Heightmaps look amazing and the soldiers look immaculate! But will there be more archetypes post launch? Also what's the next tinto talk topic?

eventually.. its graphics, so thats one of the best things to have as DLC though.
 
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Good dev diary!
The map it's looking much nicer, a little bit like imperator's but I have to ask: won't the game be released with at least the southern european architectural set of buildings? It's gonna feel super weird to have the same building set in Oslo and in Rome/Lisbon...
 
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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?
 
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I think units above 5 soldiers should have at least one officer type to be visually distinct. Otherwise it looks like a mob of identical soldiers at high uniformity. One officer with some fancier clothes or a white wig would make it look cooler!
 
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Indian and Austronesian yes. Vietnamese we are still discussing if it makes more sense South or East Asian.
I suggest South Asian for Khmer and Champa and East Asian for Dai Viet. Dai Viet was heavily influenced by China. Khmer by India. Champa temples in for example Hoi San are heavily India inspired
 
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