• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
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!
 
This looks great but I didn't get what you need to do to gain the bonuses from the cultures. To gain the bonuses is the culture of your ruler/character that matters ? Is it the culture in your capital ? is it the culture that is most dominating in your realm ? I'm a bit confused how it works.
 
  • 1Like
  • 1
Reactions:
I notice in the screenshot at the top of the Dev Diary mentions "Rajput Culture", and that being in reference to the culture there in the Early Medieval Period. I would like to point out that there are quite a few problems with this screenshot from a historical and linguistic point of view.

First, and most importantly, the term "Rajput" to describe the hereditary class only really emerged in the 1500s. Prior to that, it referred to a courtier of sorts, which was an appointed position and absolutely not one that had anything to do with the ruling class or the nobility. Thus, during CK3's time frame, using the term Rajput to describe a culture makes absolutely no sense, even if it is being just applied to the ruling class. Further, using Rajput as a cultural term at all to describe the people of modern-day Rajasthan and Madhya Pradesh makes absolutely no sense, it would be like calling the people of France "noble" culture. Ideally, the term "Rajasthani" would be used to describe the culture of these peoples. The same really also applies to the "Rajput Aesthetics" and "Warrior Culture" portions, those make a ton of sense for EU4's time frame but really don't reflect the region until the very end of ck3's time frame, until when Rajputs were generally pastoral nomads who had a fortified settlement or such in their name.

Second, the "Rajasthani language" is incorrectly applied to the timeframe of ck3. In the earlier start date, a Prakrit would likely be used as the literary language, and Old Gujarati as a spoken language. In the later start dates, even the literary language would shift to Old Gujarati. Most people agree Old Gujarati was the language spoken in both Gujarat and Rajasthan up until about the 14th century. It's only after that that "Middle Rajasthani" as a language begins to diverge. Further, modern Rajasthani is actually just a term applied together on several distinct Indo-Aryan famalies that don't necessarily have a high degree of mutual intelligibility, so it would be incorrect even if the research done to establish this "Rajasthani" language in ck3's time frame was done based on the modern-day languages of the region.

I don't have specific sources for the bit on Rajput culture, this is extremely well-known information and is readily available and agreed on. As for the "Rajasthani" language, for a contemporary source, you can refer to works by Hemachandra, as well as a wealth of literature in this language written in both (modern-day) Rajasthan and Gujarat. A modern source would be Dr. Ayyappa Paniker, specifically, Medieval Indian Literature volume 3, which contains relevant information on the language.
 
  • 15
  • 2Like
  • 2
Reactions:
This looks great but I didn't get what you need to do to gain the bonuses from the cultures. To gain the bonuses is the culture of your ruler/character that matters ? Is it the culture in your capital ? is it the culture that is most dominating in your realm ? I'm a bit confused how it works.
Seems pretty clear to me - if the bonus applies to character, it applies to any character of that culture, and if the bonus applies to holding/county, it applies in any county with that culture.
 
  • 4
  • 2Like
Reactions:
I shouldn't have used the words "in total", that was needlessly confusing. While numbers are subject to change, the current setup is that you start with a maximum of 5 tradition slots in the tribal era, and then gain +1 for each additional era your culture enters, for a maximum of 8 slots once you are in the Late Medieval era.
Does the default UI scale well to cultures that mysteriously acquire more traditions because the game balance demanded my obviously superior culture is not made mechanically stronger than the rest?
 
  • 5Haha
Reactions:
Will modders be able to add such tradition slot unlocks in script?
E.g. an innovation that unlocks a tradition slot, or forming a particular title for the first time unlocks a tradition slot for the founding culture?
Its a modifier type that exists on the culture so it can be granted by anything applying modifiers on a culture such as eras and innovations.
Less sure about forming a specific title as that won't have any tied culture modifier, but that seems pretty unrelated to a potentially larger culture spreading across the map anyway so not sure it'd make sense for that to be tied together there anyway.
 
  • 9
  • 3Like
  • 2
Reactions:
will there be mechanics for reuniting same culture counties?

for example a tradition that would provide a cb for conquering neighbouring counties that are of the same culture
 
Last edited:
  • 2
Reactions:
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.​
I'm curious if there are plans to add more unique succession types and tie them to cultural traditions. For example, Makuria used a matrilineal form of succession, in which the kingship passed through the female line, but was held by a male. So the king would be succeeded not by his son, but by his nephew - specifically his eldest sister's eldest son. The Karakhanids used a seniority-like succession, but with elements of partition, where the sons of a ruler would inherit their own appenages, but the top title would go to the eldest member of the dynasty (or house). Essentially a blend of High Partition and Seniority.

As it stands right now, the ability to add some of these more unique succession types (especially Makuria's) via mods feels limited - there's just not enough functionality exposed to make them happen, as far as I can tell. So since we have to rely on them being implemented in the engine (or an upgrade to the scripting power for succession laws), it seems like a cultural overhaul would be a convenient time to do so.
 
  • 10Like
  • 2
  • 1Love
Reactions:
Will the fact that Aesthetics, Language and Heritage are separated now mean that cultures in the same "culture group" will be able to have different architectural sets?

Does this mean that for example it will be possible that Galicians/Portuguese will be able to have an Atlantic set, as opposed to the Mediterranean style of the Aragonese/Catalans?

Examples of what I mean:
Galician: View attachment 731970View attachment 731969View attachment 731967View attachment 731972
Portuguese:View attachment 731973View attachment 731968View attachment 731966View attachment 731971
Aragonese:View attachment 731963View attachment 731962View attachment 731964View attachment 731959
Catalan:View attachment 731961View attachment 731960View attachment 731958View attachment 731965

So right now, all Iberians use the Mediterranean set:
View attachment 731975

Would it be possible for the Galician, Portuguese and Asturleonese cultures to have a different aesthetic to the Castilian/Aragonese/Catalan one?

Example of an hypothetical Atlantic set:
View attachment 731978

IMHO I’d like to see three variables in the holding images: terrain, building materials, and building (culture-based) style. These could combine to give unique graphics that are also location-realistic.
 
  • 3
  • 2Love
  • 1Like
Reactions:
IMHO I’d like to see three variables in the holding images: terrain, building materials, and building (culture-based) style. These could combine to give unique graphics that are also location-realistic.
This is a fantastic idea. Arquitecture is the way it is more due to geographic reasons, than cultural per say.

East, Central and North Europeans built high roofs because it was better to handle the weight of the snow. When the crusaders built castles in the middle East they wouldn't build these roofs in the same way they would in Europe.

Middle Easterners didn't build roofs because excess rain wasn't an issue. Had they ever built a castle in Ireland or Galicia and they would most definitely have to build a roof or the incessant rain would collapse the entire ceiling.

And while French castles in Brittany and Gascony might have similar designs overall, the type of rock you can find in Brittany is quite different from the one found in Gascony, so even though the shape might be similar, the colour and texture will most definitely be not.
 
Last edited:
  • 6
  • 2Like
Reactions:
What about learning foreign languages in childhood? If the child has a guardian with a foreign culture, it might give her/him a chance to learn the guardian's language.
 
  • 4Like
Reactions:
For "growing up speaking languages", perhaps the child should have a strong chance of learning the language of *both* their parents and their tutor? After all it'd be hard for their tutor to teach them anything if they don't share a language.

Perhaps it should even be a requirement that the tutor speaks *a* language in common with the child (and thus presumably their controlling parent) to start with?
 
  • 3
  • 1Like
Reactions:
I get the impression the ethoses (ethosi?) shown are not necessary the ones the attached cultures will have when the DLC is released, but instead are just shown demonstratively here.
Ethoses. "Ethoi" is incorrect.

(I know the link says it's incorrect, I'm posting this just in case someone doesn't bother checking the link. :) )
 
  • 3
  • 1Like
  • 1
Reactions:
Overall, I like it quite a lot. There are quite a few interesting tidbits of information here. First, I like the sheer amount of various traditions. With more than a hundred of them we'd be able to make quite unique cultures.

Secondly, I think it was already hinted at before, but the heritage pillar makes it pretty clear that culture groups as we know them are gone. Given how pillars can be changed thanks to divergence and hybridization, and with the comment in this diary about how the system is mod friendly, I think this also means that with the help of effect scripting you'll be able to replace a heritage pillar for a culture without changing the culture itself.

Which is particularly useful for me, because I'm working on a personal project on expanding the scope of forming the Empire of Slavia. One of the aspects of that projects is making so all Slavic cultures become a single culture group, as I find it rather ridiculous that after unifying all Slavs as, let's say, West Slavic character, your East and South Slavic subjects still have the same opinion penalty towards you as if you were Mongol.

And since you can't move cultures from one culture group to another, it requires an annoying workaround of creating copies of each Slavic culture within the new unified Slavic group, and then making so all Slavic characters and provinces change their culture from their old West/East/South Slavic culture to their equivalent Slavic culture (mirroring the way events like culture splits are coded). Which in turn requires updating all kinds of files, starting with a few hundred cultural names for holdings. But now, if things here work as I hope they do, all that will be required is to make it so all Slavic cultures change their heritage pillar from West/East/South Slavic to the new Slavic one.

Speaking of which, please make it so we can make traits that give opinion bonuses from characters whose culture shares the heritage pillar of yours. With the current culture/culture group system you can make traits that give an opinion bonus based on same culture, but not same culture group (let alone specific culture groups).

Moving on, the third thing I like is the granularity of the cultural acceptance system. What particularly grabbed my attention is the mention of cultures sharing a religion. Which, in turn, indicates that cultures and religions are going to be linked in some way and, judging by the screenshot, cultures will have a majority religion/faith associated with them.

Onto the things I dislike then. First of all, I already mentioned in both previous two dev diaries for the Royal Court is that, as much as like what I'm seeing, I don't see how the amount of content it's going to have justifies the 50% price of the DLC compared to DLCs of previous PDX titles, even big ones like Emperor (which still cost 20 dollars unlike the 30 for CKIII's DLCs). Or, more specifically, how it fulfills the criteria of Paradox's own justification of the price increase.

And that was when the only piece of the announced content that was specified to be a part of the free patch was the return of the minor titles. Now it's been confirmed that the big culture overhaul is going to be free content too. And sure, we will still have cultural divergence and hybridization in the DLC. But those are only going us to allow to swap the building blocks of the new culture system around. The mean of the new culture system is going to be a part of the free patch, while divergence and hybridization are just the sauce. Side dish at best.

And contrary to what certain ivory aficionados of the gallant persuasion tried to push as the truth in response to this being pointed out, the aforementioned justification for the price increase of the DLCs by Paradox itself clearly stated that it's because of the increased size of the DLC content itself. With no mention of the free patch content playing into that as well. Even though in that very same post about the new pricing structure for CKIII, just one paragraph earlier no less, Paradox itself made a clear delineation between DLCs (further separated between flavor packs and major expansions) and free patches. Besides, the free patch is quite telling here. The free patch content simply cannot justify the price increase of the DLCs (even if it's the free patch accompanying that exact DLC), because at that point it ceases to be truly free.

Don't get me wrong, it's not like I'm against free patch content. Just the opposite. Given how Paradox works, DLC content is rarely ever updated in later DLCs or linked to their own systems, no matter how much it'd make sense for them to be linked. But free content can be further updated by DLCs because, well, it's free. But that's beside the point here. Paradox promised the 50% DLC price hike will be justified by increase in content and the DLC content just shrunk significantly thanks to this confirmation.

And I was willing to give Paradox the benefit of the doubt here, thinking that there will be hefty amount of artwork to go with the new mechanics. But third Royal Court dev diary in a row they themselves dispelled the validity of giving them that benefit. First they announced that they will be creating just four visual styles for the courts (corresponding to the four general areas that start as feudal/clan, despite the fact that all other areas are supposed to turn feudal/clan anyway), even though we are still months away from the release which would give them ample time to create the necessary artwork. And now they confirmed the whole shtick with culture aesthetic is not going to translate to anything in regards to holding graphics.

Moving on to something I also already addressed in reply to the previous Royal Court dev diary, i.e. cultural ethea. Particularly with how they correlate to the topic of the previous dev diary, i.e. court types. The issue here is that the court type is, by the sounds of it, going to be a pretty important decision. Except thanks to how it interacts with ethea, it's a heavily limited choice.

And like I said in the previous diary, in general choice is good for games. But not when done like this. There are seven ethea and five court types, with each ethos giving access to multiple court types. But not all of them. My guess is two or maybe three at best. The problem here is that the ethos of your culture is locked into place from the get go.

So let's say you want to play as a Swedish character because that time you decided to try surströmming made you develop Stockholm syndrome towards the Swedish culture. Giving Paradox's penchant for nationalistic chest-thumping and memes, I'm going to guess that the ethos of Swedish culture is going to be bellicose because vikings. Which, in turn, is probably going to give you access to martial and intrigue courts.

Now, what happens if you want to have a stewardship court instead? You're simply out of luck. In both this and the previous dev diary Paradox explicitly stated that your only choice to change the ethos of your culture is to use either cultural divergence or hybridization. Which means creating a culture that's explicitly not Swedish. Completely defeating the point of wanting to play as a specifically Swedish character in the first place. As such, if you want to remain Swedish it means your choice is limited in the aforementioned bad way.

It's as if Paradox prevented Catholic characters from picking the intrigue lifestyle, because a pious Catholic would not partake in such endeavors. What makes it even more annoying is that even when it comes to other aspects of culture you are not limited in this way. Sure, you get 3 or 4 traditions from the get go, but the remaining 5 or 4 choices are still up to you.

Actually, now that they stated the base culture overhaul is part of the free patch, the whole monetization topic from before kinda plays into this as well. Because if the cultural overhaul itself is free but the features that allow you to change aspects of a culture are fancy paid content toys and these are about creating new cultures, of course Paradox is not going to give us the ability to change the base cultures as well, as this would disincentivize people from buying the expansion, no matter how slightly.

Also, while I'm on the topic of ethea, I find their selection to be weirdly limiting. The lack of any ethos focusing on business acumen is particularly surprising. But so is the lack of anything about arts or architecture. I suppose Paradox wanted to avoid some stereotypes here, but all current ethea are a can of stereotypical worms regardless.

Finally, a neutral observation. More of a question, really. Are mercenary companies, particularly how they interplay with culture, going to be changed as well? Because the way it works right now is that a culture can spawn up to three different mercenary companies, depending on its size. And no more, even if you manage to convert the entire world to your culture. So I'm confused as to how the bonuses to available mercenary companies from the bellicose ethos and the swords for hire tradition are going to work. Because that translates up to, respectively, 3.6 and 4.5 mercenary companies. Is this going to be rounded up all the way to 4 and 5, respectively?

Also, what's the point of more mercenary companies of your culture in the first place? Will that interplay with the mercenary cost changes from 1.4 in some way and you'll get a discount for mercenary companies from your cultures?

Oh, and while I'm asking questions, do the borders of traditions mean anything? I assume the background color corresponds to its relevant attribute, but what about the borders? I noticed that, barring the color of course, the borders for land of the bow and esteemed hospitality are the same, for example.
 
  • 3Like
  • 1
Reactions:
Actually, now that they stated the base culture overhaul is part of the free patch, the whole monetization topic from before kinda plays into this as well. Because if the cultural overhaul itself is free but the features that allow you to change aspects of a culture are fancy paid content toys and these are about creating new cultures, of course Paradox is not going to give us the ability to change the base cultures as well, as this would disincentivize people from buying the expansion, no matter how slightly.

I think you might be onto something here. And honestly if that is indeed the reason they aren't going to make a proper system for adjusting your existing culture without branching off into a new one then that is seriously bad news for future ck3 mechanics

Still though this problem then could be avoided by making the switching of ethos and traditions of an existing culture part of the dlc features
 
Last edited:
  • 4
  • 1Like
Reactions:
Oh geez, I wish I would have asked this earlier to when the Dev Diary was released, but hopefully I can still get an answer:

What determines what languages your ruler can learn?

I ask this specifically because I have a roleplay scenario where I play myself married to my girlfriend (who is Taiwanese) so I always just slapped her down with Chinese culture in the middle of the Netherlands with me where my ancestors are from.

Is it regionally proximity based? If I can only learn the languages of surrounded regions, does that mean I won't be able to learn my partners language? Or is it more character focused? so long as you have a character willing to tutor you. You can learn their language (I.E. I can force my wife to become my tutor and teach me a useless language in my region to make her happy) I would love to know. Thank you
 
  • 1Like
Reactions: