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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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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.
Japan already has a unique background, so it wouldn’t surprise me if this was the case.

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<people are weird> So if Tinto releases the 3D map we get swift responses in several topics how bad this is becausebof the large city models, but now that it is obvious the map is actually of Lilliput with these army models, silence.</people are weird>

Love these models and the system behind it.
 
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We can design, what the "ideal" Swedish or English unit should look like in the Age of Revolutions to make them look more like the historical references. However we aren't gonna do that for all the ULMs in the world.
In the sense that most countries will have a random units or that most countries will have "Regional Generic" units?

For example, Austria will have Austrian specific, accurate units, while say, F.C. of Ulm will have "Generic German" \ "Generic European" units?
 
The unit graphics look amazing, love the variety and uniformity system. Are there any plans to add standard bearers if the army is large enough? I think having a guy carrying your flag into battle would look very inspiring.
 
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In the sense that most countries will have a random units or that most countries will have "Regional Generic" units?

For example, Austria will have Austrian specific, accurate units, while say, F.C. of Ulm will have "Generic German" \ "Generic European" units?
On release we don't have specific assets made for specific tags or cultures. It's all continental archetypes. So all European units will either
  1. draw randomly from the European archetype, or
  2. draw specific models from the European archetype that we think look close to the historically accurate Austrian troops. E.g. maybe this European jacket looks kinda Austrian, or this European hat looks kinda Austrian.
Properly unique assets for specific cultures or tags will be something we work on later.
 
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Question about the new terrain mapmode/heightmap - does it have snow like the EU4 terrain mapmode? What about rain, droughts, hurricanes, volcanic eruptions or other natural effects, are they visible too?
 

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That's already the Age of Discovery, and the specific unit being shown is the "Matchlock Levies"
Thanks! Any chance you could share whether these peasants are from the Age of Tradition or the Age of Renaissance?

[TD]View attachment 1303389[/TD]

And, if you're feeling generous, and assuming they don't happen to share the same peasant unit, could you share the unit for the other of those two ages?

EDIT: forum doesn't want to cooperate with posting the one image.