Unit models - Europa Universalis 4 Wiki (2024)

This article is timeless and should be accurate for any version of the game.

This page deals primarily with modding of unit models

Unit models (or incorrectly, sprites) are ingame representations of armies and fleets.

As with other Paradox grand strategies, Europa Universalis IV models are notoriously hard to mod. This guide will go into detail about the technical side of dealing with unit models, but won't cover artistic or Photoshop skills.

Background[edit | edit source]

Before you can begin modding, you need an understanding of how the sprites work ingame.

Armies[edit | edit source]

For land armies, there are four "sprite levels" which display how advanced a country is in terms of military technology. The game also selects the dominant land unit type to represent the army - either infantry, cavalry or artillery.

The following information can be found in /Europa Universalis IV/common/technologies/mil.txt:

sprite_levelMIL TechYearDescription
101350Late medieval pike and armour
2121557Thirty years war musketeers
3211674Seven years war musketeers
4261745Napoleonic infantry
5*301805Not used by EU4!

Fleets[edit | edit source]

For naval fleets, the sprite level signifies the highest level of the dominant ship type (from heavy ship, light ship, galley, or transport). Unlike land units, existing naval units don't automatically upgrade with technology level.

DLC[edit | edit source]

The unit packs DLCs have some of the best-looking units in the game, so it can be very tempting to use them in your mod. You need to be careful about compatibility though, because not everybody will have the DLC that you use.

3D models[edit | edit source]

Since early 2015 it is possible for players to create custom 3D models and animations, and then import them into the game, via the JoroDox mod making tool.Previously it was only possible to use existing models from the base game and DLCs, which can be manipulated through text, hex, and image editors.

Types of models[edit | edit source]

3D models are used by various types of visual representations in EU4, almost exclusively in the 3D map interface.

  • Unit models - The visual representation of armies and fleets. Also displayed in the post-combat dialog.
  • Unit part models - Unit models can be extended by placing other models in specific places in the base model. For example: weapons, shields and horse riders.
  • Province activity models - Indications of province activity, such as colony building or the construction of units and/or buildings.
  • Province building models - City representations are created by a multitude of small buildings, using more buildings for larger cities. Specific province buildings are also shown in the city, or at the harbor location of a sea province. The flag representing the province owner is also part of this type.
  • Map decoration models - Non-province bound decorative additions to the map, such as bears, seagulls and other animals. This also includes the borders around the 3D map.
  • Tree models - The models used to create tree / forest visuals. (at various LODs)
  • Trade network models - The node points of the trade network, and travelling ships/wagons are visualized by 3D models.

Shaders[edit | edit source]

There are a number of different shaders which can be used in the Paradox Mesh format (.mesh). Each will have a different visual effect on (part of) the 3D model. New shaders may be created by placing new shader code in the 'gfx/FX/pdxmesh.lua' file. This requires expert knowledge of vertex and pixel shaders.

Shader NameDescription
PdxMeshStandardStandard mesh. Diffuse RGB, normal map and specular ("shininess") values from specular map alpha channel.
PdxMeshColorSpecular map's RGB channels represent Primary, Secondary and Tertiary colours of a nation. The most common shader used for units.
PdxMeshTextureAtlasShader which prints the flag of the nation on the unit (flag UV range 0.05-0.95). A second UV map can be added to merge a texture into the flag.
PdxMeshSnowAdds snow to top-facing surfaces in winter.
PdxMeshAlphaBlendTransparency from diffuse map alpha channel.
PdxMeshAlphaBlendNoZWriteTransparency from diffuse map alpha channel. More expensive but less glitchy
PdxMesh_NoFoW_NoTINever hidden by Fog of war or Terra Incognita
CollisionDoes not render the mesh, instead represents the "clickable" area.

Modding

DocumentationEffectsTriggersModifiersScopesVariablesLocalisationCustomizable localizationRun filesList of event pictures
ScriptingScripted functionAdvisorsAgesBookmarksBuildingsCasus belliColonial regionsCountriesCultureDecisionsDefinesDiplomatic actionsDisastersEmpire of ChinaEstatesEventsFactionsGovernmentGovernment MechanicsGreat projectsHistoryHoly Roman EmpireIdea groupsInstitutionsMercenariesMissionsModifiersNation designerOn ActionsParliamentPeace treatiesPoliciesRebel typesReligionSubject typesTechnologyTrade companiesTrade goodsUnits
MapMapMap Modding Quick ReferenceNation designerRandom New WorldTrade nodes
Graphics3D ModelsInterfaceGraphical AssetsFontsParticlesShadersUnit models
AudioMusicSound
OtherConsole commandsChecksumJoroDox mod making toolMod structureTroubleshootingThe ValidatorRun files
GuidesAdding a provinceMap Modding Quick ReferenceSave-game editingScripting Tutorial

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Unit models - Europa Universalis 4 Wiki (2024)

FAQs

Why can't I make a province a core EU4? ›

Coring progress will be halted if the province is occupied by hostile forces or when the current owner is at war with any country that already has a core on the province.

What to do with ships in EU4? ›

Light ships can increase a country's trade power in a certain trade node and thereby the trade profits by protecting trade, and are also ideal for exploration due to their speed (as long as they are not slowed down by other ship types in the same fleet). This makes them a prime choice in times of peace.

How does navy work in EU4? ›

The basic unit of naval forces is predictably the ship. Each ship is classed as heavy, light, galley or transport. Ships are grouped into fleets. Each fleet can be led by an admiral or explorer.

How to core a state in EU4? ›

Once all the owned provinces in an area have territorial cores, it is possible to turn the territory into a state (from the province interface, above the buildings section). To fully core state provinces requires paying the remaining 50% coring costs. This second coring phase is instantaneous.

Can you stop colonial nations forming EU4? ›

Field Marshal. Move your Capital to Mexico and they won't spawn. Alternatively, moving your Capital to South North America will prevent CNs from forming on that hemisphere while still allowing them to spawn on the other hemisphere.

How many provinces do you need to make a colony in EU4? ›

If they colonize five provinces in Colonial Eastern America (within North America), a colonial nation will be formed and it will acquire all provinces gained by Great Britain if they are located within the same colonial region.

What happens if you go over naval force limit eu4? ›

It can be exceeded at a monetary price. If a country goes past its force limit, the maintenance cost per unit will increase by twice as many percent as they are above the force limit, eventually making further expansion of the army or navy prohibitively expensive.

What happens if you get full annexed in eu4? ›

Once annexed, the country gains a −3 malus to its diplomatic reputation for ten years. This matters in regards to being elected as the Holy Roman Emperor, diplo-vassalizing and diplo-annexing countries, and many other diplomatic actions as well.

Can you be a pirate in eu4? ›

Players can convert their nation to a Pirate Republic if they meet certain criteria. Most importantly, they need to be located on an island or in the Mahgreb.

What is the force limit in EU4? ›

A force limit is a soft limit on how many ships or regiments a country can possess. It can be exceeded at a monetary price.

What is the power of the light ship in EU4? ›

Light ships give you more trade power in the node you're protecting the route for. They don't directly give you back any money, but if you use them to win over a contested trade node they are well worth it. Depends on what your merchants are doing of course, and how much you're focussed on trade.

What are Marines good for EU4? ›

Marines are a special unit type available to some nations and through naval/maritime ideas. They specialize in water based warfare. As opposed to your normal soldiers, they take manpower from sailers instead of your normal manpower pool.

Can you conquer the whole world in Eu4? ›

Most of the game is just setting up for later in the game, when Administrative Efficiency kicks in. All you need is a decent powerbase, you can easily conquer about 80% of the world in the last hundred or so years.

How to peacefully annex Eu4? ›

You need to vassalize a country (by force, or peacefully). Then they need to be your vassals for years. Then you need to get their opinion of you very high and select the "integrate into our country" diplomatic option. Then you need to wait more years.

What is the easiest country to form Prussia Eu4? ›

brandenburg and teutonic order are the easiest, although they dont have the potential that some of the others do (poland, denmark, bohemia). the standard and intended choice would be brandenburg.

How do you change the government type in EU4? ›

To switch the government type the country has to enact a special government reform. However, this is prohibited for some forms of government. Monarchies, Republics and Theocracies can switch freely between each other. Tribes can become a Monarchy, Republic or Theocracy but not the other way round.

What is the point of making states EU4? ›

By making it a state, minimum autonomy reduces to 50% (or 40% if you have a claim), doubling (or more if claimed) the manpower, tax and forcelimit the former territory contributes as well as now 75% (or 80%) of it's possible trade power. Once you core the provences of the new state, they can have no autonomy.

What is the difference between core and non core provinces in Call of war? ›

Core provinces get a better morale and resource output than non-core provinces. Non-core provinces are provinces that are either owned by a nation other than the original owner or colonies that have no original owner.

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