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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!
 
Very glad I bought the Royal Edition. Interested to see how the mechanics will work and how it will play with the Ruler Designer. Will you be able to create a ruler with a unique culture and then convert your subjects to it like now or will it be more linear?
You won't be able to create a new culture directly in the Ruler Designer, unfortunately.

Incredible dev diary! But I have to ask : Wouldn't it be way more coherent to tie the naming practices to the language group and not to the Aesthetic?
That's a fair point. However, since all cultures have their own name lists, we would have to create a language for every single culture. For gameplay purposes, we kind of like having languages overlap a bit, since it reduces opinion between cultures and adds some interesting immersion.

A general note regarding the Aesthetics. While we do lump them together in the interface, they are handled separately. We put them together in the interface mostly out of convenience and as to not blot the interface. They also tie into culture creation a bit. But more on that later!
 
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I wonder how the language and cultural 'parent' will work in the new hybrid culture system. If there are Turkic-Indians are they in the Turkic group or the Indian group, will they speak a Turkic language or an Indian one?
the ironic thing is the Turkic Indians (i.e. Delhi Sultanate and Mughals) spoke Farsi (and then, eventually the language of Urdu as more Farsi words were incorporated into Hindi), so neither, until a few hundreds years pass and then they’d speak an Indian language .
 
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You won't be able to create a new culture directly in the Ruler Designer, unfortunately.


That's a fair point. However, since all cultures have their own name lists, we would have to create a language for every single culture. For gameplay purposes, we kind of like having languages overlap a bit, since it reduces opinion between cultures and adds some interesting immersion.

A general note regarding the Aesthetics. While we do lump them together in the interface, they are handled separately. We put them together in the interface mostly out of convenience and as to not blot the interface. They also tie into culture creation a bit. But more on that later!
Well that's better than I thought at first. It still seems more intuitive for aspects of Language and Aesthetics to be broken down into parts though. Especially since this namelist concern is brought to light. Any way I'll hold off further comment on that until we see more.
 
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Oh no... here comes the Paradox paradox. How am I going to play the current version now ,>O<,

Oh! I know! I'll pass the time by asking stuff!

I was wondering, if the culture system is taking inspiration from the faith system, can we also expect the ability to adopt "extinct" cultures that technically no longer have any counties or characters practising them, but have been well preserved in writing?

...yes I'm asking about the Roman culture (˳˘ ɜ˘) ~♪
 
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You won't be able to create a new culture directly in the Ruler Designer, unfortunately.


That's a fair point. However, since all cultures have their own name lists, we would have to create a language for every single culture. For gameplay purposes, we kind of like having languages overlap a bit, since it reduces opinion between cultures and adds some interesting immersion.

A general note regarding the Aesthetics. While we do lump them together in the interface, they are handled separately. We put them together in the interface mostly out of convenience and as to not blot the interface. They also tie into culture creation a bit. But more on that later!

Is the creation of custom cultures something you ever plan on adding or are the prereq nature of traditions (for example making a culture that has the hill people tradition despite your starting point not having hills) something that will dissuade you from every implementing that feature?
 
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This is one of the best changes ever, actually. I always wanted cultures in your games to be more then just modifier. CK3 is truly new age in Paradox games. I so hope similar changes innovations gonna be in Vic3 and in EU5 in the future. Like in EU in future I'd love to see THIS. Like more simulation, of cultures, religions, regions, trade, Empire management, colony management then just simply modifiers upon modifiers. Hope that governments gonna have actual in game representation then just +5% manpower or +10% tax modifier.

I love this so much.
 
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I think it would be cool for bellicose cultures to have a resistance to the "long offensive war" penalty bc the flavor text seems to fit that description. Really good dd as well
 
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That's a fair point. However, since all cultures have their own name lists, we would have to create a language for every single culture. For gameplay purposes, we kind of like having languages overlap a bit, since it reduces opinion between cultures and adds some interesting immersion.

A general note regarding the Aesthetics. While we do lump them together in the interface, they are handled separately. We put them together in the interface mostly out of convenience and as to not blot the interface. They also tie into culture creation a bit. But more on that later!
Thank you very much, that's an extremely interesting answer. I'm eager to learn more.

I'll try my luck with another question :
What are the differences in aesthetic choices between divergence and hybridation when creating a new culture?
If I am French and diverge into a new culture, do I only have access to French Aesthetic or to any other aesthetic on the map?
Same question for hybridation, if I create a hybrid culture French-German, do I have access to only French and German Aesthetic?
 
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Can we assume rulers can lead their own armies regardless of the Noble Martial Custom of their culture?
 
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In 1.4, it's very difficult for the AI to maintain vassals of a different culture group. This is because you get a several penalties, first there's a wrong-group opinion modifier, and second, vassals of the wrong culture group are significantly more likely to join factions, and third, there's the popular opinion penalty.

This makes an HRE that elects a Bohemian as emperor extremely unstable, even in the core German lands. It also makes the Seljuks extremely unstable (even moreso than they were in real life) because they're Oghuz.

Looking at the example acceptance, in which French and Bavarian have a baseline of only 10%, I'm a little concerned that this issue will only be exacerbated. Especially with how belligerent small AI realms are, I would expect many neighboring cultures to rack up a lot of negative acceptance from wars. You give the example of a French king needing to treat his Occitan well, but that's just one ruler. What about all the wars that Occitan and French vassals will fight with one another?

Also, will all cultures start with the same baseline acceptance, or will cultures that have already been in the same realm for hundreds of years at game start begin with more acceptance? So far it seems like the design philosophy is just to start everyone at the baseline (see fervor for example), but this creates a lot of ahistorical outcomes. It seems like it wouldn't be too much work to add a cultural acceptance history file, and just code in some special modifiers for cultures that need it. Obviously most pairs would just be left at the default - no need to specially designate how Icelanders and Tibetans feel about each other!
 
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Can we assume rulers can lead their own armies regardless of the Noble Martial Custom of their culture?
It would be nice to have an event or two where some nobles disagree with for example their female ruler leading them into battle as it is against tradition and to have diplomatic/martial ways to resolve the event and gain their respect when playing as said ruler.
 
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I'll try my luck with another question :
What are the differences in aesthetic choices between divergence and hybridation when creating a new culture?
If I am French and diverge into a new culture, do I only have access to French Aesthetic or to any other aesthetic on the map?
Same question for hybridation, if I create a hybrid culture French-German, do I have access to only French and German Aesthetic?
Patience my friend. Patience.

Can we assume rulers can lead their own armies regardless of the Noble Martial Custom of their culture?
Correct! I forgot to mention that in the DD.
 
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