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CK3 Dev Diary #65 - One Culture Is Not Enough

Hello everyone!

Last week we had a rundown of what a culture looks like in the upcoming overhaul. This time around, let’s have a closer look at how you go about creating your own culture! There are two different ways of doing so, forming a hybrid culture and diverging your culture. Both are slightly different in their approach and in what they allow you to do with your new culture.

Now, while the cultural overhaul is a free feature that will accompany the Royal Court expansion, the ability to create a hybrid or divergent culture will require you to own the DLC.

Before we start, culture creation is quite dependent on the new cultural overhaul, so if you have yet to read last week's DD, I suggest you give it a read for context. Also, keep in mind that everything shown in screenshots is still a work in progress!

Form a Hybrid Culture
Forming a hybrid culture is a way for you to meld the aspects of your current culture with that of another, in any way you so choose.

There are a few restrictions you’ll have to keep in mind before you are able to form a hybrid. First, the culture you want to form a hybrid with has to be present within your realm. No weird hybridization with cultures on the other side of the world please. Secondly, you’ll need a certain amount of cultural acceptance. You cannot go in and conquer an area to only create a new culture immediately, but the required amount can vary depending on your current traditions. And finally, you cannot hybridize with a culture of the same heritage as you. The reasoning here is that the two cultures have to be different enough to warrant them being combined into a single culture, rather than just assimilating one in favour of the other.

Once you are able to form a hybrid culture, you’ll need to come up with a good name for it. We pick a default name that is a combination of the two cultures you are attempting to hybridize, such as “Andaluso-French”, or “Greco-Persian”. For added immersion and flavour, however, we have a set of names that can appear depending on which cultures you hybridize, or where you are creating your new culture. For example, hybridizing a culture of a Frankish heritage with one of a central germanic heritage in the area in and surrounding Lotharingia, you can have a culture named Rhinelander. You are, of course, free to name your new culture whatever you want as well!

Starting with the pillars. You can freely pick between the two cultures' pillars, mixing ethos, heritage, language, and martial custom as you’d like. For example, you could pick the heritage from culture A, but language from culture B. One caveat is that you have to pick at least one pillar from each culture. It isn’t much of a hybrid otherwise, is it?

01_hybrid_pillars.jpg

[Image of pillar selection when forming a hybrid culture]

The same principle applies to traditions. You can pick and choose which traditions you want to keep, from either culture, as long as you don’t go above the slot limit. You can even choose to only pick a few traditions, leaving slots empty and give room for future traditions that you may want to adopt later. Some traditions are unique to certain cultures, regions, or heritages however, so this is the only chance you might have to acquire traditions that normally would be out of your reach.

02_hybrid_traditions.jpg

[Image of tradition selection when forming a hybrid culture]

Aesthetics work in the same way. You are free to pick and choose all of the subcomponents from either culture. For some of the categories, you are even able to choose a “hybrid” option, using the preset from both cultures! The hybrid option exists for names, fashion, and CoAs. Are you hybridizing a culture from East Africa with an Indian culture? Perhaps you’d like to go for the Indian unit, hybrid naming, Indian architecture, African fashion, and finally hybrid CoAs. Actual combination is entirely up to you!

03_hybrid_aesthetics_1.jpg

[Image of Military Equipment, Naming Practices, and Architecture when forming a hybrid culture]

04_hybrid_aesthetics_2.jpg

[Image of Fashion and Coats of Arms when forming a hybrid culture]

The new hybrid culture will automatically acquire any innovation that either parent culture has discovered already, giving you the possibility to gain access to innovations that your previous culture has yet to discover.

Before we move on, there’s a prestige cost to forming a hybrid culture. Normally, creation isn’t very expensive, and relies more on having enough cultural acceptance for it to be valid. A high acceptance will reduce the cost though, making it fairly cheap if you have managed to greatly increase acceptance.

The initial size of a hybrid culture on the map also depends on the acceptance you’ve built up between the two cultures. If you decide to hybridize at the lowest required acceptance level, the hybrid will start out rather small. Rulers of hybrid cultures have a much easier time using the ‘Promote Culture’ council task in counties belonging to either of its parent cultures for a set amount of years after it has been formed.

Diverge Your Culture
A divergent culture is essentially a culture that deviates from their original culture, allowing you the opportunity to shape it as you see fit.

Similar to forming a hybrid, you get to choose a name for your new culture. The default name here on the other hand, depends on your primary title. Diverging a culture as the king of Anatolia can give you an Anatolian culture, or Austrian if you are the duke of Austria. This makes sure that divergent cultures always have a sensible name to them. At least most of the time. I did see a Wormsian culture in a recent observer game, from the county of Worms. As with hybridization, you are free to name it however you want if you don’t want to use the default name.

As for the pillars, options are slightly different. You can pick and choose any ethos. Language won’t have any additional options for you most of the time. Martial custom can be changed as long as you fulfill the conditions for them, which would include things such as having a corresponding succession law. Aesthetics will also rarely have additional options, except in some historical cases. Diverging from Norse in Sweden, for example, will give you access to Swedish Aesthetics.

You have to change at least one pillar in order to diverge your culture. Most of the time you won’t have a lot of valid alternatives for the additional pillars, so your only option will be to change your ethos.

05_diverge_pillars.jpg

[Image of pillars when diverging from an existing culture]

Traditions can be replaced with something new, as long as you are able to afford the tradition cost. Unlike hybridization, you will have plenty of options, and can replace a tradition with any other tradition that your culture fulfills the requirements of.

06_diverge_traditions.jpg

[Image of traditions when creating a divergent culture]

Diverging also costs prestige. Here the cost scales on how much of your own culture you control. Attempting to diverge Greek as Byzantium will be fairly expensive. Meanwhile, attempting to diverge a small part of your culture, such as a small Andalusian emir on the Iberian peninsula will be significantly cheaper.

Dynamic Culture Emergence
The above options describe how you as a player will be able to create new cultures, that doesn't mean that cultures won’t also appear dynamically. Over the course of a campaign, cultures may diverge depending on their situation.

For dynamic Divergent cultures we decided that we wanted them to feel immersive and logical whenever they showed up. There are many factors that go into this, such as the culture size, if the culture is ‘united’ under strong rulers, etc. Divergent cultures will appear either in border regions where a culture meets another (or several others), or in island regions. Divergences also do not appear in the capital lands of the Culture Head, in order to safeguard what is most likely the ‘heartland’ of the culture.
For example, one of the cultures that usually Diverge a few times (1066) is the Bedouin culture. It’s large, spread out, and some of its lands are under rulers that are not Bedouin themselves. On the other hand we have Greek; a large culture, but with practically all counties of its culture united under one ruler - they tend to not diverge unless territories go independent.

Hybridization, on the other hand, is something powerful rulers strive towards! If a ruler finds themselves ruling a large swathe of land of a foreign culture while at the same time having no motivation to assimilate, they’ll try and increase Cultural Acceptance until they’re eligible for Hybridization. They tend to want to hybridize with large cultures in their realm, the prime example being the Oghuz Seljuks wanting to Hybridize with Persian above all other cultures they have in their realm. Some AI rulers do not pursue hybridization though, such as large Elective realms (HRE) where cultures take turns being the top ruler, or realms such as the Papacy.

By default, the AI will not create hybrids-of-hybrids (unless historical hybrids, such as Maghrebi or English), as the naming schemes can quickly go out of hand. Though if you’d like the AI to do this, there’s a game rule you can enable...

There’s also a small chance that hybrids appear in realms of not so powerful rulers, this allows interesting hybrids such as Hiberno-Norse to appear even from tiny realms. This happens through an event that can also occur for the player. These events will most often happen for Cultures that have certain traditions that allow them to more easily create Hybrids with other cultures.

Naturally there’s a host of Game Rules that allow you to customize your experience. Do you want no Divergent or Hybrid cultures to appear at all? Set their frequencies to none. Do you want the AI to create hybrids of hybrids of hybrids of hybrids? Set the Hybrid Culture Restrictions to Very Relaxed!

07_game_rules.jpg

[Image of the new culture Game Rules]

To round things off, let’s take a look at a few examples of what the AI did during an observer game. First up, from the 867 start, and 200 years in. You’ll see quite a few new cultures here:
  • Ango-Norse, Hybrid Culture, emerged in 918.
  • Cumbro-Norse, Hybrid Culture, formed in 948.
  • Norse-Gael, Hybrid Culture, emerged in 1029.
  • You can also see that English has largely replaced Anglo-Saxon as the dominant culture in England.
08_cultures_in_britain.jpg

[Image of AI created cultures on the British islands]

Started in 867, and 100 years into the game:
  • Kufan, Bedouin Divergence, emerged in 933.
  • Badarayani, Mashriqi Divergence, emerged in 956.
  • Kurdo-Mashriqi, Hybrid Culture, emerged in 911.
  • Nihawandi, Persian Divergence, emerged in 907.
  • Shirvani, Persian Divergence, emerged in 946.
09_cultures_in_persia.jpg

[Image of AI created cultures in and around Persia]

In another game, started in 1066, a Swedish noblewoman was made queen in the newly established Kingdom of Jerusalem, following a successful crusade. After a few generations, the local cultures merged into what would become Mashriqi-Swedish! Ushering the kingdom into a new era of prosperity.

10_mashriqi_swedish_jerusalem.jpg

[Image of the Kingdom of Jerusalem becoming Mashriqi-Swedish]

11_mashriqi_swedish_culture.jpg

[Image of the culture window of Mashriqi-Swedish]

As mentioned earlier, we have a number of historical names for cultures that can appear in specific circumstances. If you have any cultural names that would make sense for a divergent or hybrid culture, let me know! Who knows? Perhaps your suggestion ends up in the game!

That's it for this time!
 

Tiax

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Over the course of a full game from 867, how many total new cultures emerge under default game rules? How does that compare to how many emerged in real life? (obviously it's only possible to have a very rough estimate of this latter quantity)
 
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Memoryofthelost

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Will Hybrids and divergent cultures get access to currently culturally unique decisions like Uniting Italy or Forming Greater Armenia
 
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Cassilda

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All these new innovation with culture are really beautiful, I love the idea that not only historical new cultures can emerge, but new ones can be formed when the player follows some speculative history path.

I'm curious to know how these new mechanics interacts with culture flavor events that come with culture DLCs: for example, starting as Norse and becoming Hiberno-Norse or Norman, will make the player lose access to the parent "unmixed" culture content or not?

And there will be some new cultures added with the new patch, beside the hybrid ones?
 

Pbhuh

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To round things off, let’s take a look at a few examples of what the AI did during an observer game. First up, from the 867 start, and 200 years in. You’ll see quite a few new cultures here:
  • Ango-Norse, Hybrid Culture, emerged in 918.
  • Cumbro-Norse, Hybrid Culture, formed in 948.
  • Norse-Gael, Hybrid Culture, emerged in 1029.
  • You can also see that English has largely replaced Anglo-Saxon as the dominant culture in England.
08_cultures_in_britain.jpg

[Image of AI created cultures on the British islands]
So what I am gathering is that Scots is still present at the startdates even though it didn't form untill the 13th century historically?
 
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darthfanta

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How many times can you actually form a hybrid culture? Also, can you actually 'racebend'? Like having a Han-French cultural hybrid, with you having the choice to have either Hans or French looking people as your 'race'?
 
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RL0323

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Ok some culture hybrid suggestions,
Outremer (should be an event for kingdom of Jerusalem to blend west and east cultures)
Vandal (for North Germanic and Berber)
Sicilian (for Norman Italian)
Teuton (German and Baltic)
Varangian (North Germanic and Greek)
Roman (for Greeks and Italians reunited)
Angevin? (English and French)
 
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Servancour

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Will Hybrids and divergent cultures get access to currently culturally unique decisions like Uniting Italy or Forming Greater Armenia
All previous requirements that needed you to be a specific culture or culture group have been updated to accomodate the new system. For example, a decision might require you to have a certain heritage, or it might need you to be of that culture or have the culture as your historical parent culture.
 
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Darsara

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Hrm. Will my Provincal lord simply diverge from Occitian, or hybridize with with Cisalpine or Sardinian... which will I choose...
 

BrytonJSwan

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Aw man, I'm definitely gonna try to use this to reform some dead gothic cultures with the Visigoths. Neo-Vandals in North Africa, Neo-Ostrogoths in Italy, etc.

Also, a question: will Albanian be in the game now? I have only a cursory knowledge of Albanian history but, as far as I understand, it would've come into existance some time within the game's timeframe and this culture rework seems like as good an opportunity as any.
 
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Pbhuh

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On a related note to the Existance of Scots.

Have you guys made changes to some of the current Historical Inaccurate Cultures?

I've tried for a while now to bring this to the developers attention, and still haven't gotten a single response.

Things such as Dutch culture being odd, Frisian Culture missing, Carantanian culture missing.

Can we get a screenshot of all the proposed changes so that the Community can help you get it more correct?
 
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Djaevlenselv

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I think creating Outremer culture decision should be removed at all with the new feature, example in the DD already shows that that basically be just the same as crusader culture + local (most likely Mashriqi) culture. Just add a special case name when making "European culture + Arabian culture with capital in k_jerusalem" hybrid if that European one is French/Occitan/etc.
All who like that specific name can just name it manually Outremer when making a hybrid as other european culture group
Regarding this issue, while I agree completely with TempestM's opinion, what you could do to make Outremer culture a bit more "official" is simply use it as the default name for, say hybridising any West European with a culture that has Arabic heritage anywhere in the Jerusalem region. Hell, if you want to get fancy with it, you could put in a couple different "crusader culture" default names for varying versions of the above mentioned. So maybe Outremer becomes the default name for a culture that speaks French doing the above, while a culture with North Germanic heritage would instead get the default name Jórsalir.
 
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TempestM

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Bringing up the question of choosing one of the ethnicities instead of forced mix I remembered where it also may be important: for example in a mod like Elder Kings 2 there will be "ethnicities" that will actually be completely different fantasy races that might lead to creating abominations when using this feature. Please consider option to pick one instead of always mixing
 
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chelvo

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Oh yeah, one hybrid culture can't be forgotten!
The Legendary Weeaboos! The mix between any western culture and japanese, when the latter enters the game.
 
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Liggi

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Bringing up the question of choosing one of the ethnicities instead of forced mix I remembered where it also may be important: for example in a mod like Elder Kings 2 there will be "ethnicities" that will actually be completely different fantasy races that might lead to creating abominations when using this feature. Please consider option to pick one instead of always mixing

I wonder if this could be handled by a setting for "Intermarriage" when creating a new hybrid culture.

"Sanctioned" - generated characters will tend to look like a blend of both ethnicities
"Neutral" - generated characters can look like either, or a mix
"Discouraged" - generated characters will only look like one of the ethnicities (maybe you could choose)
 
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Jarl Galdur

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I also have a small question :

Is there a mechanism to prevent two new cultures from having the same name / preventing multiple copies of the same combinaison?
Let's say that Hæsteinn conquers Ireland, and hybridises the Norse-Gael culture, is there anything preventing Ivar the Boneless from also creating a hybrid culture of the same cultures also called Norse-Gael?
 
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G S Palmer

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Hybrid culture in Levant. Tradition: Forest fighters.
Was just going to comment on this. I feel like traditions like that should have a "terrain in realm" requirement.
 
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Xenrek

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All previous requirements that needed you to be a specific culture or culture group have been updated to accomodate the new system. For example, a decision might require you to have a certain heritage, or it might need you to be of that culture or have the culture as your historical parent culture.
So, as an example; would Norse-gael/Norse-Irish still have access to reclaiming Britannia? Viking King Arthur leading his people in their mutual dislike of the english?
 
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