Unit Reskin Ideas

Currently, most generic unit designs are based on European styles, which greatly reduces immersion when experiencing campaigns focused on non-European civilizations. This issue has improved through updates since the Definitive Edition: redesigned appearances for trade cart, monks, castles, flags, and so on have significantly enhanced the visual identity of different civilizations.

The idea of regionally distinct appearances for generic military units has often been raised in the community. However, this would increase the learning curve and make it harder to identify units of the same line. For example, players can now easily distinguish between the three stages of the knight line (Knight, Cavalier, and Paladin) because of their unique appearances. If each civilization or region had a different look for these units, it would become harder to memorize the distinctions between their levels. A commonly proposed solution is to make regional appearances resemble the original silhouettes while reflecting cultural details. Still, this would transform the game’s overall look considerably.

My proposed approach is to give regionally distinct appearances only to editor-only units (such as Heavy Swordsman, Heavy Pikeman, etc.) and some rare units (like Imperial Skirmishers) and high recognizable single-tier units (such as Villagers or Hand Cannoneers).

  1. Regional appearances for 3 current editor units:
    Give Heavy Crossbowman, Heavy Swordsman, and Heavy Pikeman regional looks. Besides creating new designs, an easier method would be to reuse unique unit outfits — for example, the Huns’ Heavy Pikeman could be a dismounted Tarkan with spear. Since classic campaigns also serve a teaching purpose (helping players learn civilization characteristics), the tech trees should remain unchanged — i.e., players normally shouldn’t be able to produce these special units. However, these units can enrich scenario armies and represent various factions on the map. In heavily modified campaigns like Victors and Vanquished, these special units could also be available for both players and AI.

  2. Two new editor units:
    Add Heavy Knight and Heavy Lancer, both featuring region-specific appearances to serve as unique heavy cavalry units.

  3. Rename “Archers of the Eyes” to “Heavy Archer”:
    Make this a general editor-exclusive archer unit with a regional look and remove its golden glow effect. In Saladin campaign, the original name and glow effect can be reintroduced through editing.

  4. Regional looks for Imperial Skirmishers and Imperial Camel Rider:
    The Imperial Skirmisher doesn’t currently fit the Vietnamese visual style, and other civilizations can only train it when allied with Vietnam. So there’s no need for a “Heavy Skirmisher” editor unit if we have an Imperial Skirmisher with regional appearances.
    Imperial Camel Rider, only available to Hindustanis, could receive a Mongol skin(riding bactrian camel). This could serve as an editor unit and fit perfectly into first Mongol campaign scenarios without affecting ranked gameplay.

  5. Regional villagers:
    Male villagers can mostly keep their current look, with minor adjustments — African civilizations having darker skin tones, and American civilizations changing pants. Female villagers should receive fully regional designs. As one of the most frequently appearing units, the villager is truly in need of this update.

  6. Unique appearances for Hand Cannoneers and Bombard Cannons:
    Since both units are highly recognizable and have no upgrade lines, giving them regional looks would not cause confusion.

  7. More unique hero appearances:
    No explanation needed

  8. Regional appearances for unique buildings (e.g. Settlement, Feitoria):
    Just as American civilizations cannot build stables, the scenario editor still includes stable models with an American style.Settlement and Feitoria deserve regional appearances too. Like the Trade Workshop that fulfills diverse roles in campaigns, Settlement and Feitoria with regional appearances could also significantly improve immersion and gameplay variety in campaigns.

  9. Distinct building style for the Three Kingdoms civilizations (Han dynasty architecture):
    To emphasize their uniqueness, the Three Kingdoms civs should share a dedicated Han-dynasty style architecture set. Their castles and wonders should also be unified. Currently, Wei’s castle (Bronze Bird Terrace) is more of a palace than a fortress, so it would better serve as the wonder, while its current wonder could later fit a Xianbei civilization.

  10. Unique African Islamic Monk:
    The two African civilizations currently share a monk model based on Christian tradition (with the Mequamia prayer staff). Malians should instead receive an African Islamic monk model.

5 Likes

Those skins look great, where did you get them?

They are generated from nano banana. For example, upload the original Berserk picture and ask AI to change the weapon to a spear.

2 Likes

I liked your courage to use AI to demonstrate your idea, as there are so many AI haters unfortunately.

1 Like

Heavy swordsman already have a aoe look heavy xbow bandit and mounted samurai need correct skins.

I doubt these add anything which is not coverd already.

This is not some generic unit its an actual historical unit.What this needs is a correct skin.

These are nice to have for sure but not really needed as it affects readability.

Yes this is a great addition.

Bombard gets an upgrade for bohemians.

They could just use the immam.Indian civis have a mix and match assets trade cart from one civi monk from another king from something else.

Good use of AI but as you can see the berserk has a shield for three sides and others side no shield.

What I proposed was not giving the Heavy Swordsman a new appearance, but rather providing region-specific skins for the Heavy Swordsman—just like what was done for the Merchant, King, Monk, and so on. The same applies to the Heavy Crossbowman, Heavy Pikeman, Heavy Archer, Heavy Knight and Heavy Lancer. The aoe look of the Heavy Swordsman can serve as its skin in the Chronicle civilizations. The goal of this approach is to enrich the variety of available unit models in the editor. The AI-generated “Berserk with Spear” could be a Viking-style Heavy Pikeman reference. The problem with the shield is obviously, I put it there to illustrate how the pictures are generated—so I didn’t refine that generated result.

  1. Original Hussar appearance
  2. Initial version of Mounted Samurai
  3. Keep only one flag
  4. Remove the flag and the feather on the helmet, and change the color to red

What do you think?

1 Like

6 Likes

Just. Make. It. Optional.

You can already opt not to download the 4k graphics pack. Unit skins can be done the same way.

2 Likes

I love all of this even if i think It would be needed to make it so that you can toggle it or not on your client but the opponent can have the original skins, as simple standardize visual is needed to identify a unit quickly.

I would be happy with just a regional villager reskins tbh, that would be much easier and not hinder gameplay too much, and would go a long way to help immersion

1 Like

Readability wouldn’t be affected as much, as some people seem to believe. Especially on single player missions. But regardless, making the reskin optional is indeed the way to make everybody happy.

2 Likes

This game is not only for single player.Readablity matters for MP more than SP.

1 Like

In competitive MP immersion doesn’t matter, so it might as well have a selectable “deregionalized” mode, where everything has one generic skinset, including architecture, monks and trading carts.

1 Like

I think sell it like a pack skin it is good, all people can see it.

Toggleable regional skins would be nice.

I’d prefer much more subtle differences.

4 Likes

I wish it happen for 4 year ago. But yes have some new unique skin it good too.

Already thought of trying to use AI to modify smx unit files.
Anyone tried? Or are the 100+ frames for one idle unit too heavy as of now?