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CK3 Dev Diary #64 - Cultures Are Forever
Salutations!

Before we begin, first things first. We are working on an additional patch to fix some of the issues introduced in 1.4. The patch is still being worked on, but if everything goes as planned, we should be able to get it out sometime next week or so. We’ll let you know once the patch is ready.

With that out of the way, let’s talk about something I’m quite excited to share with you all. As you probably know already, we’ve talked a bit about how we are revisiting cultures for the next expansion: Royal Court. Unlike faiths, which got a lot of attention prior to release as we made them quite dynamic and customizable, cultures can feel a bit static, and aren't anywhere near as interesting as faiths. That is all about to change!

We are revising cultures as you know them. Most exciting is perhaps the possibility to create new cultures! Both for simulating historical events and to create plausible and interesting alt-history scenarios. But I’m getting ahead of myself. For now, let’s start by looking at the foundation of a culture and the different components they are made of. This is what the new culture screen will look like.

01_culture_window.jpg

[Image of the new and updated culture interface]

Cultural Pillars

A culture has five main Cultural Pillars. These are Ethos, Heritage, Language, Martial Custom, and finally Aesthetics. Of these, the Ethos is perhaps the most significant, but all of them play a particular role in how a culture plays and how cultures view each other.

Ethos
Each ethos is framed around a particular theme that somehow ties into a fairly broad definition of what a culture is. A culture’s ethos not only provides effects and bonuses for having it, it also ties into how easy or difficult it is to acquire certain traditions (more on this further down). There are seven in total:
  • Bellicose
  • Communal
  • Courtly
  • Egalitarian
  • Inventive
  • Spiritual
  • Stoic

Here are a few examples of what they may look like in-game:

02_ethos_bellicose.jpg

[Image of the Bellicose ethos]

03_ethos_spiritual.jpg

[Image of the Spiritual ethos]

04_ethos_inventive.jpg

[Image of the Inventive ethos]

Heritage
A culture's heritage can be compared to the culture groups that you may be used to in the existing system. Heritages will roughly match said culture groups. You’ll see an Iberian Heritage for cultures like Basque and Castilian, or Turkic Heritage for Turkic cultures, such as Oghuz and Cuman. In terms of gameplay, the most outstanding effect of a shared heritage is the impact it has on Cultural Acceptance.

Language
Each culture has a designated language. Languages vary greatly across the map and between cultures. Some languages, such as Arabic, are spoken by quite a few cultures. Other languages are spoken by no more than two or three cultures, or in some cases, cultures even have their own unique language. An example of these would be Basque, who really don't have any closely related languages and it wouldn’t make too much sense to group them together with their neighbors. The vast majority of cultures share a language though, as a sort of “language group” rather than a specific language.

Characters can always speak the associated language of their culture. They are, however, also able to learn multiple languages over their lifetime. Knowing multiple languages has its benefits, as speaking the same language as another character of a different culture, and county, will reduce the opinion penalty that character, or county, has towards you. Knowing the native language (i.e. the language of their culture) of your vassals is therefore fairly beneficial as a means of increasing their opinion of you.

Noble Martial Custom
The martial custom decides which gender you may appoint as knights and commanders. As you’d expect, you can either appoint men, women, or both. We always felt that having the gender doctrine on faiths decide which characters can and cannot participate in battles felt off. The doctrine is about the right to rule and the holding of titles, more so than anything else. Just because you want the Equal doctrine to allow female rulers, doesn’t mean that women would automatically lead your armies or join you as knights. Revising cultures gave us the ample opportunity to move the functionality from faiths over to cultures. Which also means that you’ll have additional options in shaping your realm.

Aesthetics
This pillar is really a collection of several smaller properties for what a culture “looks” like. It decides what type of clothes characters wear, the coat of arms style for dynasties, what architecture holdings use, and the type of armor the units on the map wear.

This is also the pillar that contains what naming practices the culture uses. Mainly what character names to use, if they use a dynasty prefix, etc. The naming practice will also be used to change title and holding names, which used to be set per culture, so as to not have titles change names if you create a new culture.

For all of you modders out there; all of these can be set individually per culture. Allowing you to mix and match the different aesthetics to your heart’s content.

Traditions

Traditions are the meat of the cultural overhaul, and provide that extra layer of variety and immersion that can have a significant impact on gameplay. An important aspect of traditions is that they give us a clear means of visualizing and explaining existing mechanics that previously just “was a thing” and never explained. Take Anglo-Saxon as an example. They have access to the Saxon Elective succession for no apparent reason other than “they do”. Instead, they now have a tradition that grants them the succession law, making it clear as to why they have it. Secondly, and perhaps more importantly, traditions serve as the perfect means of giving a culture additional flavour or gameplay bonuses that add a greater degree of variety across the map.

A culture can have no more than five traditions in total, but this number will increase as you enter a new era. Most cultures will start the game with around three or four, which leaves plenty of room for you to shape your culture as you play the game. As the cultural head, you’ll have the ability to establish new traditions.

Not all traditions will be available everywhere. We have both regional traditions, as well as traditions that are available depending on your heritage. The vast majority of them can be established regardless of circumstances, but might require certain conditions, such as ‘Hill Dwellers’ having the requirement that your culture must be present in a county with hills.

Traditions cost prestige to adopt. Which will be the largest hurdle for you to overcome if you want a specific tradition. The prestige cost is dependent on your ethos. Certain traditions will be more expensive than others, if you don’t have a matching ethos. Similarly, a tradition will increase in cost if your culture, or in some cases the cultural head, doesn’t fulfill a specific and thematic requirement. An example would be a tradition named ‘Only the Strong’, which is more expensive if you as the cultural head don't have at least six knights with at least 12 prowess. The increased cost is meant to act as a softer limit and make it slightly more difficult to establish certain traditions (depending on your circumstances), but not as much as to make it impossible to do so, should you want to go and unlock a particular tradition.

Instead of explaining traditions in detail, I’ll just show you a few examples of what traditions may look like, as well as the type of effects you can expect from them.

05_tradition_swordsforhire.jpg

[Image of the Swords for Hire tradition]

06_tradition_chivalry.jpg

[Image of the Chivalry tradition]

07_tradition_esteemedhospitality.jpg

[Image of the Esteemed Hospitality tradition]

08_tradition_seafarers.jpg

[Image of the Seafarers tradition]

09_tradition_landofthebow.jpg

[Image of the Land of the Bow tradition]

Cultural Acceptance

Cultural acceptance can be described as how well intermingled two cultures are, and how accepting they are of each other. Which means that given enough time, cultures will dislike each other less, and culture converting everything within your realm is no longer the only solution to combat cultural differences.

The opinion penalty of being of a different culture used to be a static value. Now, it will depend on the cultural acceptance between your culture and the target culture. Each culture has an acceptance value of another culture, visualized as a percentage. Depending on the amount of acceptance, the “different culture” opinion penalty will gradually be reduced. At 0% acceptance, you’ll have the full opinion penalty. At 100%, the penalty is removed altogether. Acceptance goes both ways. So if the French have a 20% acceptance towards Normans, the same will be true from the Norman perspective.

There are two ways for acceptance to change. The first is an acceptance baseline. Which increases if two cultures share similarities with one another. There are a number of different modifiers that can increase the baseline. Such as cultures that share the same religion or faith, ethos, or language. The most impactful modifier, however, is heritage. If two cultures share the same heritage, they have a significant bonus to their baseline.

If acceptance is above the baseline, it will slowly decay over time towards the targeted value. Being below the baseline on the other hand, will not make the acceptance increase. A bad relation between cultures won’t disappear overnight.

Secondly, acceptance very much changes depending on the circumstances. Don’t expect two cultures that never interact with one another to gain acceptance. If cultures exist within the same realm though, it will increase over time. This applies to both counties of another culture within your realm, as well as vassals. Acceptance is also reactive. Taking certain actions towards characters of a different culture will have consequences on your acceptance, such as declaring war or revoking titles. This generally scales on size. While the difference isn’t huge, revoking a single county from a small culture will decrease your acceptance more than if you would revoke a county from a much larger culture. At the end of the day, if you want to maintain a high acceptance and keep your Occitan vassals in France happy, you are at least gonna have to try and be nice to them.

10_cultural_acceptance.jpg

[Image of what the cultural acceptance between two cultures may look like]

There we go. That’s what a culture will look like in the near future. Oh! Before I forget; Best of all? The cultural rework is free, and will accompany the free update that launches alongside the Royal Court expansion!

Until next time!
 
I hope we can make an epic crop with all the mergers of culture in one. I like when I am the most powerful. But I hope it will be possible. But very difficult at least.
 
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I thought each culture generated 1 to 3 companies, so +20% doesn't make a lot of sense for that range. Have they said anything about changing how mercenaries work?

By itself maybe, as it not high enough to get to 4 in a culture that can get 3 without modifier, but there is an other +50% in the DD. Combine both together and you get to 5 companies.

Also there is already a late medieval Italia regional innovation that does that in the game. Condottieri, which is +100%.
 
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It feels like from a gameplay perspective, the "optimal" answer would be to still convert (maybe avoiding some very low development provinces). After all, even if you have perfect acceptance now, that could all change with a few wars, and then it'd be a disaster.

It feels like, despite all these nifty toys to play with, the game heavily incentivizes cultural homogenizing. Culture-converting provinces is cheap, quick, and low risk. Not culture-converting is a dangerous game that will eventually come back to bite the AI (a competent human can get away with just about anything). The same problem exists with religion - we have lots of unique local religions in the first few years, and they all get obliterated because there's no downside or expense or difficulty to doing so. I'm concerned the same will happen with cultures, and a lot of this cool work will go to waste.

I always play with Culture Conversion set to “Significantly Slower”, which I think would help mitigate this.
 
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This looks REALLY good.

My biggest and only concern is that of balance: Some of these look WILDLY stronger than others. I know CK has always had an attitude of not caring about balance issues, but I definitely feel it should be paid extra attention here so you don't end up with "dud" cultures that just are far weaker than their neighbors. As much as you can try to people should RP or whatever, if one culture right next to another is blatantly stronger it'll lead to nobody wanting the weaker one.
 
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Wow. This is a lot more in-depth than what I was initially expecting.
What is really is "in-depth" here though? Genuine question. It looks like the same modular system we have for religion (with Pillars and Traditions instead of Tenets and Doctrines" and is basically a set of bonuses for different cultures. Yeah it might be fun to mess around with creating new hybrids and picking bonuses, but what is deep about that?
---
Downvoted, yet still everyone refuses (or just unable to) to explain what is deep about this
--
Still not a single explanation so yeah, just a herd instinct by this point
 
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CK3 Dev Diary #64 - Cultures Are Forever
Salutations!

Before we begin, first things first. We are working on an additional patch to fix some of the issues introduced in 1.4. The patch is still being worked on, but if everything goes as planned, we should be able to get it out sometime next week or so. We’ll let you know once the patch is ready.

With that out of the way, let’s talk about something I’m quite excited to share with you all. As you probably know already, we’ve talked a bit about how we are revisiting cultures for the next expansion: Royal Court. Unlike faiths, which got a lot of attention prior to release as we made them quite dynamic and customizable, cultures can feel a bit static, and aren't anywhere near as interesting as faiths. That is all about to change!

We are revising cultures as you know them. Most exciting is perhaps the possibility to create new cultures! Both for simulating historical events and to create plausible and interesting alt-history scenarios. But I’m getting ahead of myself. For now, let’s start by looking at the foundation of a culture and the different components they are made of. This is what the new culture screen will look like.

View attachment 731851
[Image of the new and updated culture interface]

Cultural Pillars

A culture has five main Cultural Pillars. These are Ethos, Heritage, Language, Martial Custom, and finally Aesthetics. Of these, the Ethos is perhaps the most significant, but all of them play a particular role in how a culture plays and how cultures view each other.

Ethos
Each ethos is framed around a particular theme that somehow ties into a fairly broad definition of what a culture is. A culture’s ethos not only provides effects and bonuses for having it, it also ties into how easy or difficult it is to acquire certain traditions (more on this further down). There are seven in total:
  • Bellicose
  • Communal
  • Courtly
  • Egalitarian
  • Inventive
  • Spiritual
  • Stoic

Here are a few examples of what they may look like in-game:

View attachment 731852
[Image of the Bellicose ethos]

View attachment 731853
[Image of the Spiritual ethos]

View attachment 731854
[Image of the Inventive ethos]

Heritage
A culture's heritage can be compared to the culture groups that you may be used to in the existing system. Heritages will roughly match said culture groups. You’ll see an Iberian Heritage for cultures like Basque and Castilian, or Turkic Heritage for Turkic cultures, such as Oghuz and Cuman. In terms of gameplay, the most outstanding effect of a shared heritage is the impact it has on Cultural Acceptance.

Language
Each culture has a designated language. Languages vary greatly across the map and between cultures. Some languages, such as Arabic, are spoken by quite a few cultures. Other languages are spoken by no more than two or three cultures, or in some cases, cultures even have their own unique language. An example of these would be Basque, who really don't have any closely related languages and it wouldn’t make too much sense to group them together with their neighbors. The vast majority of cultures share a language though, as a sort of “language group” rather than a specific language.

Characters can always speak the associated language of their culture. They are, however, also able to learn multiple languages over their lifetime. Knowing multiple languages has its benefits, as speaking the same language as another character of a different culture, and county, will reduce the opinion penalty that character, or county, has towards you. Knowing the native language (i.e. the language of their culture) of your vassals is therefore fairly beneficial as a means of increasing their opinion of you.

Noble Martial Custom
The martial custom decides which gender you may appoint as knights and commanders. As you’d expect, you can either appoint men, women, or both. We always felt that having the gender doctrine on faiths decide which characters can and cannot participate in battles felt off. The doctrine is about the right to rule and the holding of titles, more so than anything else. Just because you want the Equal doctrine to allow female rulers, doesn’t mean that women would automatically lead your armies or join you as knights. Revising cultures gave us the ample opportunity to move the functionality from faiths over to cultures. Which also means that you’ll have additional options in shaping your realm.

Aesthetics
This pillar is really a collection of several smaller properties for what a culture “looks” like. It decides what type of clothes characters wear, the coat of arms style for dynasties, what architecture holdings use, and the type of armor the units on the map wear.

This is also the pillar that contains what naming practices the culture uses. Mainly what character names to use, if they use a dynasty prefix, etc. The naming practice will also be used to change title and holding names, which used to be set per culture, so as to not have titles change names if you create a new culture.

For all of you modders out there; all of these can be set individually per culture. Allowing you to mix and match the different aesthetics to your heart’s content.

Traditions

Traditions are the meat of the cultural overhaul, and provide that extra layer of variety and immersion that can have a significant impact on gameplay. An important aspect of traditions is that they give us a clear means of visualizing and explaining existing mechanics that previously just “was a thing” and never explained. Take Anglo-Saxon as an example. They have access to the Saxon Elective succession for no apparent reason other than “they do”. Instead, they now have a tradition that grants them the succession law, making it clear as to why they have it. Secondly, and perhaps more importantly, traditions serve as the perfect means of giving a culture additional flavour or gameplay bonuses that add a greater degree of variety across the map.

A culture can have no more than five traditions in total, but this number will increase as you enter a new era. Most cultures will start the game with around three or four, which leaves plenty of room for you to shape your culture as you play the game. As the cultural head, you’ll have the ability to establish new traditions.

Not all traditions will be available everywhere. We have both regional traditions, as well as traditions that are available depending on your heritage. The vast majority of them can be established regardless of circumstances, but might require certain conditions, such as ‘Hill Dwellers’ having the requirement that your culture must be present in a county with hills.

Traditions cost prestige to adopt. Which will be the largest hurdle for you to overcome if you want a specific tradition. The prestige cost is dependent on your ethos. Certain traditions will be more expensive than others, if you don’t have a matching ethos. Similarly, a tradition will increase in cost if your culture, or in some cases the cultural head, doesn’t fulfill a specific and thematic requirement. An example would be a tradition named ‘Only the Strong’, which is more expensive if you as the cultural head don't have at least six knights with at least 12 prowess. The increased cost is meant to act as a softer limit and make it slightly more difficult to establish certain traditions (depending on your circumstances), but not as much as to make it impossible to do so, should you want to go and unlock a particular tradition.

Instead of explaining traditions in detail, I’ll just show you a few examples of what traditions may look like, as well as the type of effects you can expect from them.

View attachment 731855
[Image of the Swords for Hire tradition]

View attachment 731856
[Image of the Chivalry tradition]

View attachment 731857
[Image of the Esteemed Hospitality tradition]

View attachment 731858
[Image of the Seafarers tradition]

View attachment 731859
[Image of the Land of the Bow tradition]

Cultural Acceptance

Cultural acceptance can be described as how well intermingled two cultures are, and how accepting they are of each other. Which means that given enough time, cultures will dislike each other less, and culture converting everything within your realm is no longer the only solution to combat cultural differences.

The opinion penalty of being of a different culture used to be a static value. Now, it will depend on the cultural acceptance between your culture and the target culture. Each culture has an acceptance value of another culture, visualized as a percentage. Depending on the amount of acceptance, the “different culture” opinion penalty will gradually be reduced. At 0% acceptance, you’ll have the full opinion penalty. At 100%, the penalty is removed altogether. Acceptance goes both ways. So if the French have a 20% acceptance towards Normans, the same will be true from the Norman perspective.

There are two ways for acceptance to change. The first is an acceptance baseline. Which increases if two cultures share similarities with one another. There are a number of different modifiers that can increase the baseline. Such as cultures that share the same religion or faith, ethos, or language. The most impactful modifier, however, is heritage. If two cultures share the same heritage, they have a significant bonus to their baseline.

If acceptance is above the baseline, it will slowly decay over time towards the targeted value. Being below the baseline on the other hand, will not make the acceptance increase. A bad relation between cultures won’t disappear overnight.

Secondly, acceptance very much changes depending on the circumstances. Don’t expect two cultures that never interact with one another to gain acceptance. If cultures exist within the same realm though, it will increase over time. This applies to both counties of another culture within your realm, as well as vassals. Acceptance is also reactive. Taking certain actions towards characters of a different culture will have consequences on your acceptance, such as declaring war or revoking titles. This generally scales on size. While the difference isn’t huge, revoking a single county from a small culture will decrease your acceptance more than if you would revoke a county from a much larger culture. At the end of the day, if you want to maintain a high acceptance and keep your Occitan vassals in France happy, you are at least gonna have to try and be nice to them.

View attachment 731860
[Image of what the cultural acceptance between two cultures may look like]

There we go. That’s what a culture will look like in the near future. Oh! Before I forget; Best of all? The cultural rework is free, and will accompany the free update that launches alongside the Royal Court expansion!

Until next time!
Make it so names won’t depend on aesthetics, but rather language or etc. it will be cool to see vikings in India wearing Indian outfit and building Indian buildings, but they must have Indian names!!
 
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Make it so names won’t depend on aesthetics, but rather language or etc. it will be cool to see vikings in India wearing Indian outfit and building Indian buildings, but they must have Indian names!!
This was already answered - each culture has its own namelist, while most languages are shared by several cultures. Assigning namelists to languages would mean that each culture would have to have its own language, which is explicitly not the design they chose to go with.
 
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I mean in 867 "Romans" still exist, and not just in Byzantium. 9th Century Rome was pretty "Byzantine" and still fairly classical (there's a reason Italy was largely dominated by city states, the Papal Bureaucracy, and an autocratic Siculo-Norman dynasty, rather than succumbing wholly to feudal landlords like in France or Spain). From a gameplay perspective Venetian, southern Lombard, Sardinian, and "Latin"/"Roman" culture in Latium and the Romagna should have high acceptance for Greek at the start and possibly even a Greek aesthetic, but less over time, as they were all still heavily influenced by the Eastern Roman Empire.
Academically, yes, but the specific example I was referring to was the in-game "roman" culture entry (common\culture\cultures\00_latin.txt, line 209) which currently has a lot of unique flavour associated with it, such as alternative text for the Roman Restoration events, a special MAA and even its own title flavouring. As of right now, there is no way to adopt any aspects of that culture besides using mods, console commands, or Ruler Designer to start with it. So I'm hoping that with the culture system rework, all those things will either become Traditions we can pick to gain access to that content, or there will be a way to somehow adopt the whole preset culture.
 
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Are the gender of the generated captain and knights of the mercenary companies controlled by the new cultural martial setting? Right now I’m playing with a female dominated faith and both the captains and knights of my cultural mercenary companies are male even though they have my faith which seems a bit off.
 
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The execution of ethoses is still a major concern for me.

I don’t hate the fact that you won’t be locked out of any type of gameplay due to your ethos, and it at least *kinda* makes sense that it would be harder to become a more learning oriented nation if war is the historic main focus of your people, from an irl perspective.

I still think that ethos and heritage should be dynamic, changing over many decades if a culture and its leader start acting a certain way for long periods of time. It makes no sense that I could be a nation which includes all the Norse in 900, save up to buy expensive intellectual traits, and then focus on being an isolationist until 1200, and new intellectual traditions still wouldn’t be cheaper, and I wouldn’t get bonuses ro learning at all.

The potential issues I’ve noted many times at this point with unintentional stereotyping and the fact that this does not reflect how cultures evolved without becoming new cultures or hybridizing unfortunately still stand as well.

Which is why I believe cultural heads (or ruler attitudes) should have a say in determining the Ethos every time a new technological Era starts.
 
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Would be nice if aesthetics were splitted into several elements. Let's say I want to create an indo-norse culture which uses norse names and rajput clothing, this would be a cool feature! :)
 
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Which is why I believe cultural heads (or ruler attitudes) should have a say in determining the Ethos every time a new technological Era starts.
If the culture head could decide the cultural ethos on reaching a new era, I feel there should be a grace period where it could be changed again before it sets - you'll often see culture head temporarily shift to the second-most relevant ruler on inheritance, and with so few opportunities to change it, it would quite suck to lose the choice for good due to ill-timed succession.
 
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While I find the culture rework overall great, there are some concerns I have (or more accurately places where I hope more could be done).

First I love that cultures essentially belong to two groups: language and heritage (not surprising as I made a similar suggestion in the past, though I like your implementation more). I do wonder if there is also a grouping above this. So does the game group Central Germanic, Norther Germanic and Western Germanic? The one I think that could be really cool is a grouping of langues. So assuming English and German are both languages in game, could be cool to have a Germanic language family they both belong to. With the benefit being it's easier to learn languages that are in the same language family as your primary language (or maybe any language you already know).

I think traditions and cultural acceptance are fantastic and have no problem with either. I honestly didn't think a feature like cultural acceptance would be possible/feasible when I made my culture overhaul recommendation around the release of CK3. I guess I need to set my sights higher for future suggestions.

For the Noble Martial Custom: I'm glad to see martial gender norms are being split off from the rest of the gender rules, but was hoping it would go a bit further. For instance I have a personal mod (that I've been think of releasing if people are interested) that creates a new gender doctrine for martial (so same idea as the new cultural pillar), but it also splits it up into 5 levels that act as a spectrum: Men Only, Only Male Combatants (commanders are both genders), Both Men and Women, Only Female Commanders (combatants are both genders), & Women Only. So as you go from 'Men Only' to 'Female Only' either the commander gender (which determines who can be your marshal or commanders) changes one step or the combatant gender (which determine who can be knights or fight in duels). I find it nice as it makes the thing less of a binary (or trinary) , and allows depicting place like China and Perisa (at least before the Muslim invasion, though still a bit after) in which women would serve as generals, but having female knights still doesn't really make sense. Also I was kinda hoping that all the gender doctrines would be set by the faith, but the culture could some how modify them. But as I can't really think of a cohesive way to get that to work, so I can understand why you went with splitting them between the two.

But it's ethos that I still have some concerns about. While I'm glad to see the bonuses are all percentages (outside of the prowess for martial, which I think is just a game limitation). I like the percentages as they really just are giving a bonus to character that act in accordance with their cultural ethos while still allowing character to ignore it. But it still comes off a bit sterotype-y to me, as it's a giant banner across the top of the culture. So even though you say it's just one of the 5 pillars, it really comes across as the main defining feature. To help with that I hope it can change over time without needing to diverge or hybridize (maybe give the culture head the ability to change it). I also I still think having two cultural ethoses would be more interesting (and would be less sterotypey as it would not run the risk of making a culture appear as it's been reduced down to one word). Not only would it allow for more unique combinations. I think would be more interesting to role play. As role playing a character from bellicose culture is just being a warrior (or rejecting being a warrior). But trying to role play a bellicose and spiritual culture sound more interesting as you have to decide what it means to be both bellicose and spiritual. Plus whether your current character will lean more into one vs the other, and to what degree, or reject both altogether.

Anyways, looking forward to more dev diaries on culture and the Royal Court. I think you all are doing a great job. :)
 
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