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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!
 
The long-established historiographic norm in English-language works is Kievan Rus'.
Empire of Rus' and Rus' culture sound best. Ruthenian and Russian cultures can in turn be preset names for cultural splits (whether just divergences or hybrids such as Ruthenian being Rus' + Polish).

That being said, without the Tatar Yoke and the expansion of Lithuania and Poland into Rus' lands being scripted as to shape the historical borders which led to cultural divergence (which I'd wager that nobody, me included, would want anyway), it'd be quite nonsensical to script such splits. Better to simply leave it to the AI to split from the unitary Rus' culture naturally on the basis of the new cultural mechanics.
 
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Since we're talking religion, two questions came to me:

One, is the religion followed by the culture decoded by the majority faith, or majority religion? If the former, there'd be a potential situation where the majority faith belongs to a minority religion (IE, duchy 1 is catholic, duchy 2 is orthodox, but duchy 3, which is 1 county larger, is Slavic - so the majority faith is Slavic, but the actual majority religion is Christianity) - and if it's the latter, you may wind up with the majority faith not being part of the majority religion.

And the second, since faiths will have languages attached to them in some manner, can we set a liturgical language for faiths we create or reform?
 
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Second of all, the European ethnicities have pretty obvious languages. The Jewish ethnicities don't, as they were scattered among other population groups. What language would you give them if not Hebrew? Aramaic or Yiddish for the Ashkenazi, perhaps? I don't know much about the Sephardi - maybe Arabic?
I actually have answered that a couple of answers above, some Yiddish (High German) and Ladino (Latin)
 
Any more updates? It's been a long time since I played the game and I've been asking for this since CK2. Can't be more excited than this! Melting pots! The dream finally comes true! Y'all did a nice job on this game. Hopefully we can see a byzantine flavor or republics in the future
 
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The language which plays the same role for Sephardi that Yiddish does for Ashkenazi is Ladino.

Wouldn't it be great if characters got a language from their religion as well as their culture? It would also add some helpful granularity if languages were in families.

1) You are Ashkenazi, so you get Yiddish (a Germanic language), and your faith is Rabbinical Judaism, so you get Hebrew (a Semitic language).
2) You are French, so you get French (a Romance language), and your faith is Catholic Christianity, so you get Latin (also a Romance language).
3) You are Norse, so you get Norse (a Scandinavian language), and your faith is Orthodox Christianity (your father converted), so you get Slavonic (a South Slavic language).

And so on.

nd
Having this fully implemented would mean that any random german peasant may know Latin in addition to their native German tongue.
I feel like an event chain for rulers of high learning (or maybe decent learning, but with zealous) to learn the language of their holy text could work better off this concept.
Taking this further, a character who already knows the language of their holy text may have a chance to teach it to their ward, with success depending on the traits of both the ward and the guardian. (Eg. higher chance with zealous, diligent or patient lower chance with cynical, lazy or impatient)
Knowing a language's clerical language could give a small boost to clergy opinion, learning or monthly piety?
 
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Having this fully implemented would mean that any random german peasant may know Latin in addition to their native German tongue.
I feel like an event chain for rulers of high learning (or maybe decent learning, but with zealous) to learn the language of their holy text could work better off this concept.
Taking this further, a character who already knows the language of their holy text may have a chance to teach it to their ward, with success depending on the traits of both the ward and the guardian. (Eg. higher chance with zealous, diligent or patient lower chance with cynical, lazy or impatient)
Knowing a language's clerical language could give a small boost to clergy opinion, learning or monthly piety?
Knowing a clerical language could also give a decent bonus with literalist debates for those who follow a faith with the Literalism tenet.
 
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I have a question, if you are a different religion then your culture head will it be easer to diverge?
If not will cultures have a “base religion” that makes it harder to diverge if you follow it and easier if you don’t?
 
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One, is the religion followed by the culture decoded by the majority faith, or majority religion? If the former, there'd be a potential situation where the majority faith belongs to a minority religion (IE, duchy 1 is catholic, duchy 2 is orthodox, but duchy 3, which is 1 county larger, is Slavic - so the majority faith is Slavic, but the actual majority religion is Christianity) - and if it's the latter, you may wind up with the majority faith not being part of the majority religion.
Well, doesn't your example answer to itself? Since Slavic would have 4 provinces, and Christianity 3+3=6, first would be majority faith and second majority religion, and that's why those are separate modifiers on the screenshot. Seems logical to me
 
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How will cultural gender roles be represented? Diary says you can only pick millitary roles (like Shieldmaidens) but not inheritance.

How would say, the Basque inheritance system be implemented?
 
Ok, fair enough about the first question: "Can two cultures be hybridized multiple times?" In my eyes that answer is a fairly obvious yes based on the dev diary, but as you say, it is by implication rather than explicit statement. Perhaps I expressed myself too strongly in that regard, and my apologies to you and @naq29 if that is indeed the case. The third question is really the same question, but asking if there's a difference between players and AI.



The other question, though:
"Will we see wacky names like "14th Neo Italo-Norse" or something?"

That is, in my opinion, unarguably answered explicitly and in adequate detail in the dev diary. :)
In the case you misread it, the devs talked about AI creating hybrids of hybrids, not multiple hybirds of the same two cultures.
 
Could hybrid cultures exist at the starting date, where it is historically accurate? So to enable quicker assimilation of their neighboring parent cultures?

I am specifically concerned about Hungarians which should realistically be a Turkic-Ugric hybrid at the starting point, not a completely separate culture from all those surrounding it.

Other than this it could be a sensible compromise, to call Hungarians "Magyar" at the starting point and "Hungarian" should emerge as they hybridize with the population in the Carpathian Basin (Avars and/or Slavs)

Still on the topic a divergent Transylvanian Hungarian populations should be "Székely" or whichever anglicized spelling feels comfortable.
 
Was already answered by the dev, there will be such cuktures on start
So cultures can have the Polyamory tenet now too, eh? ;)
 
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Could hybrid cultures exist at the starting date, where it is historically accurate? So to enable quicker assimilation of their neighboring parent cultures?

I am specifically concerned about Hungarians which should realistically be a Turkic-Ugric hybrid at the starting point, not a completely separate culture from all those surrounding it.

Other than this it could be a sensible compromise, to call Hungarians "Magyar" at the starting point and "Hungarian" should emerge as they hybridize with the population in the Carpathian Basin (Avars and/or Slavs)

Still on the topic a divergent Transylvanian Hungarian populations should be "Székely" or whichever anglicized spelling feels comfortable.
For the 867 start you are "Mogyër" when you trigger the invasion into Hungary, and then as the kingdom of Hungary there's a decision that lets you create Hungarian. So your third line is *sort of* already there, with them considered to have settled and changed by 1066 (if I remember the start correctly).

Now, since the devs have mentioned that they intend to keep the culture change decisions in, and make them play nicely with the new culture mechanics, we should see them still working like this, and I'd expect to see it as emerge as a hybrid of Mogyër and the previous culture in those provinces (and still in the "Magyar traditions" pillar).
 
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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?
If the two hybrids you are mixing two cultures that have the same martial custom, thus giving you an option that counts as coming from both parent cultures, does that satisfy the one pillar from each culture requirement?

If so wouldn't most cultures share a martial pillar thus allowing you to generally make hybrids that are a copy of one of the parent cultures (the same can go for any of the other pillars, but the martial pillar is probably the one with the least variation). This isn't necessarily a problem, just seems to make this caveat rather toothless.
 
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From one of my favorites personal campaigns: Conquest of British Isles with a foreign muslim ruler from Iberia or Morroco regions.

(Muslim predominant cultures - berber, bedouin, etc) - from arabic translation of google translator

Berber/Bedouin-Welsh: Tininamar, tininamaran (tiniyn 'ahmar - red dragon)
Berber/Bedouin-English: Suhutila, suhutilian ( suhul tawila - long plains)
Berber/Bedouin-Irish: Artraba, artrabian ('ard ratba - wetland)
Berber/Bedouin-Gaelic: Sukhurida, sukhuridian (alsukhur albarida - cold rock)
Berber/Bedouin-Vikings (northern invaders): Rasasfar ( yellow head)

(Iberian culture) - I've based from portuguese, since I am brazilian and we can form portugal from visigoth culture

Visigoth-English: Leonina, leoninian (from lion)
Visigoth-Welsh: Draconica, draconican (from dragon)
Visigoth-Irish: Lirina, lirinian (from lyre because it looks like a harp and is a more beautiful word):D
Visigoth-Gaelic: Azulana, azulanian (from the color blue)
Visigoth-Vikings (northern invaders): Alta, altaian (from tall, because northerns were tall)
 
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