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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
Screenshot 2025-05-21 112612.png


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
Screenshot 2025-05-21 112520.png
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
Screenshot 2025-05-21 115935.png
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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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.
We actually use the same assets for European traditions peasants and European renaissance peasants (soldiers and knights have a clearer distinction).

In these cases when we couldn't find a clear distinction in the fashion between the centuries, we preferred to spend the same amount of art budget increasing the amount of overall variety rather than inventing a distinction.

So rather than Traditions and Renaissance having the base 3 torso models each, together they have 6 torso models shared.
 
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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?
Snow appears in winter and we have particle effects for different weathers and disasters.
 
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Yeah, you remind me that judging from my experience of reading DDs of PDX games, talking about arts/models is usually a sign of DDs come to the end and release is close. ;)
Its more that this week we came to the end of a unit model Sprint, and just wanted to share our progress :)
 
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Looking at the provided height map of Myanmar an surroundings, I wonder what the criteria if for you to include a river? Is the riverdensity higher than say Imperator or CK3?
Given that rivers seem to be one of the absolute best ways of projecting power, having a nice internal riversystem seems to be a buff if not a down right necessity.
 
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The two horses on the left seem to share a head? Should we expect a collision model for this, or would that be too gpu-heavy?

Also, this map looks great! Would it be possible to add the location of cities (and towns when zoomed in enough)?
Also the shadowed rivers seem to disappear in a few places? Some fine-tuning there would be welcome:)

Edit: to be clear, I do have changed my computer background to this picture.
 
May I ask does it mean the body model is modular (that is, the body is divided into several part models that can be combined)? If yes, may I ask how many parts are the body divided into?
Hat/hair

Beard

Head

Torso

Legs

Right weapon

Left weapon

Back item

Mount

Mount armour
 
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Snow appears in winter and we have particle effects for different weathers and disasters.
Could a change be made to have snow present year-round on some mountain peaks - perhaps just having more snow in Winter? The Alps, and above pictured Himalayas among others should have snow year round on some of the taller peaks, most years.

They look very strange without snow.

I've attached images of various mountain ranges in summer for you to judge.

Himalayas (May/June 2024):
1747845140117.png

1747846338056.png


Alps (June 2024):
1747845245133.png


The Pyrenees (June 2024):
1747845329743.png


Caucasus (June 2024):
1747848170520.png


Rockies (June 2024):
1747846579144.png


The Andes (January 2025):
1747845613779.png


Unfortunately the cloud-cover doesn't always make it easy to make out, but hopefully it's clear that in the middle of summer, there should be snow still.
 
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new map is gorgeous, the fact that a (relatively) minor change has produced something so great really shows that the fundamentals are very good!

Though given that, do you think we might be able to start getting some terrain maps in the tinto maps, now that the map is revealed?
 
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Will all European countries have the same unit types at release the only difference being the colours associated with the country, or will you make special units for countries such as England, France etc. already at release? If not, I hope you will follow up with an update we can buy if we like to see that extra level of diversity among the troops moving aropund.
 
<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.
I have already asked twice for references on the size of the models. (I do feel that they are probably too big)
 
View attachment 1303487
Is this the new heightmap Johan said that was implemented? Looks great

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!
Literally beyond my wildest expectations - I could have asked for nothing more LOVE LOVE LOVE
 
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How does event art work? E.g if you did a Scotland graphics pack with lots of unit models but art for just a few events, would that work in the current system? (falling back to the European event art where there isn't any national art)
 
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I had two questions about unit visuals and mechanics:
  1. Since the game starts in 1337 and levies visually progress from pitchfork-wielders to musket-bearing troops, will their effectiveness also scale with the ages—especially in the gunpowder era? Historically, firearms allowed less-trained levies to become more viable on the battlefield. Will we see levies becoming more cost-effective or potent compared to how they get crushed by professional armies in the earlier periods?
  2. Will there be unique or region-specific unit models for Eastern European powers like Poland, Lithuania, Muscovy, or Ruthenia? It would be amazing to see early visuals like lamellar armor, shishak helmets, or Cossack influences represented to reflect the distinctive military traditions of the region.
Thanks again for the attention to detail you're putting into both the gameplay and historical visuals—really looking forward to the release!
 
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So the title image with height map is the top down view is that for the 'flat map' or will the height map information be used in the '3d map' also.

All you images taken today [per file naming] appear to not have 'height' but that could just be that you are on a different build.