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CKIII Dev Diary #27 - Cultures & Cultural Innovations

Greetings, dear friends, and welcome to the cultural dev diary! Today, we’re going to be going over some familiar mechanics from CK2, and, relatedly, our decidedly less familiar all-new tech system!

Cultures & Culture Groups
The basic structure of the cultural system will be fairly recognisable to many of you. Every county and character on the map has a culture, representing (usually) the majority demographic for that county or the preferred customs of that character. Most cultures are based around a language, but some focus more on dialect or specific bodies of tradition, and a few are even primarily just regional.

Every culture, in turn, belongs to a culture group. These are gatherings of several cultures that, whilst distinct from one another, are nevertheless closely related. Most often this is down to a shared root culture, but in a few cases cultures have entered the same group merely by cohabiting for a long period of time.

Characters who come from completely different cultures like each other less, with characters who come from different cultures within the same group taking a reduced penalty. Like CK2, this only matters within your realm, so you won’t get grumpy at your neighbour for being different unless you’re occasionally required to talk to the lad.

Cultural preferences carry over to the peasantry: if the lord who directly holds a particular county doesn’t share that county’s culture, then that county will take a hit to popular opinion (with the hit being smaller if they’re at least part of the same culture group).

Of course, as this is only the direct holder of a county, having a good friend who understands the local customs in charge of all these strange foreign peasants can be an excellent way to stave off peasant revolts...

But what about...
… Melting pots and culture splits? Still got ‘em! We’ve even got some fancy new scripted effects to make it easier than ever to add your own.

Culture conversion is also more easily accessible: per the council task dev diary, this is now a council task, performed by your steward. You can attempt to culture convert any county in your sub-realm, though without an excellent steward or certain types of faith, it’ll likely take a while. People seldom change their culture quickly or willingly.

Show us the good stuff!
Ahhhhhh, you want to see some maps? See how granular we’re getting with our cultural setup this time around? Well, maps I’ve got! How many new cultures can you pick out?

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Cultural & Technology
In CK3, cultures mean a lot more than just a few points of opinion here and there. Cultures are now an integral part of our reworked system for technology, with eras, explicit innovations, and mechanics for tussling over the cultural heart of your people.

Innovations
Innovations are the very heart of CK3’s technological system. Each one represents a thorough proliferation of an idea, a legal practice, or a specific technology, taken to heart by any given culture, or still weird and foreign no matter its advantages. As the game progresses, cultures will slowly become more and more accustomed to the various innovations, until each innovation is thoroughly embraced and ubiquitous amongst the people of that culture. At that point, an innovation is considered “unlocked”, and its unique benefits are accessible to characters and counties of the unlocking culture.

005.png


Benefits for each innovation vary tremendously between them. Some unlock new and better forms of succession law, some give bonuses to growth or income, some allow access to specific Men-at-Arms, or even grant entirely new CBs. We have innovations for everything from battlements to bombards, from coinage to cranes, and wootz steel to wierdijks!

Innovations broadly fall into one of three categories: military, civic, and special (a.k.a, "Cultural and Regional"), each grouped together in the interface.

Military and civic innovations typically cover what you might expect (martial and non-martial matters, respectively). All cultures can, eventually, acquire all military and civic innovations.

Special innovations behave a bit differently. A few are unlocked via special decisions and can only be acquired by taking those decisions, whilst some are cultural, requiring you to belong to a specific culture or culture group, but most are regional innovations.

006.png


Regional innovations require you to either have at least a certain number of counties within a specific area to unlock, or else to have a certain percentage of your culture’s total counties within that area. They represent concepts and technologies that were specific to certain areas historically, rather than spreading across large areas of the globe, but which could very easily have been developed by any culture moving into that area.

Needless to say, innovations, the bonuses they provide, and the mechanics they unlock are all fully scriptable and can be modded with ease.

But how do I *unlock* an innovation?
All innovations have a small chance to progress towards being unlocked per month, affected by a few factors, with the most telling one being average development of the sum counties a culture holds. A culture that spreads recklessly will have naturally slower growth than one that exists in concentrated pockets of high development.

The major ways generation progress towards unlocking innovations are setting fascinations and exposure. Each of these affect only a single innovation at a time, though both happen simultaneously.

Exposure is a natural process, occurring when your culture has counties that border another culture with a specific innovation. The more you have in common (culture group, religion, and so on) with that other culture, and the more of its counties your culture borders, the faster you’ll unlock that innovation.

007.png


Fascination, by contrast, is an entirely character-driven process, reflecting the drive of powerful leaders to introduce new concepts and technologies (be they original or imported) to their people. Where exposure is selected randomly from suitable innovations, fascination is deliberately selected by a specific character.

Who gets to pick? Why, the cultural head.

008.png


Any culture with at least one landed ruler somewhere has a cultural head, who then has complete control over which fascination is selected from available innovations. The cultural head always shares the culture they are the head of, and is the character with the most counties of that culture within their sub-realm in the world.

As you can imagine, the size of the culture makes a difference in how easy it is to become (and stay) cultural head: there are many more Andalusian counties than there are, say, Cornish ones.

An important factor in unlocking innovations via fascination is the learning skill of the cultural head. An unlearned cultural head doesn’t do much to bring new ideas and technologies to their people, but an erudite scholar knows who to invite to court, how to phrase ideas in a way the peasants will accept, and how to get the nobility to see the benefit of embracing a foreign concept!

Eras
You might be thinking that this sounds a little bit disorganised. What stops me, say, unlocking bombards in the 900s and blowing my enemies away with oversized canons for the next five hundred years?

The answer to that is eras.

009.png


In CK3, all innovations are organised into one of four eras, before being categorised into military, civic, or special. In order to begin unlocking innovations from an era, you need to have actually reached that era.

If an innovation belongs to the Tribal Era, no problem. All cultures start with the tribal era reached, and many primarily-feudal cultures will start with most (if not all) of its innovations unlocked, especially in 1066.

For the eras beyond that (the Early Medieval, High Medieval, and Late Medieval), you need to meet two criteria. The date must be at least an appropriate minimum year (e.g., the high medieval period cannot start before 1050 AD), and you must have at least 50% of the preceding era’s innovations unlocked. Further, if your cultural head is tribal, you will be unable to progress to the next era until you obtain a non-tribal cultural head. Cultures that have just left the Tribal Era will unlock innovations faster for a time, allowing them to catch up a little as medieval social and legal structures begin sweeping their lands.

Eras therefore let us gate technologies and features in stages, so that cultures which thrived in later centuries can still use their special bonuses, units, and features, but don’t get them too anachronistically.

Aaaand that about wraps it up for cultures and technology! I’ll be around the thread to answer questions for the next couple of hours, but otherwise, we’ll see you next week!
 

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Wokeg already said he'll be bringing Flanders and Brabant to the attention of the devs responsible, y'all, chill.

Excuse myself and my fellow Belgians. We are very much aware of the mess that is Belgium, but in the middle ages it wasn't that difficult as it is now. North = Low Franconian, South = Picard and Walloon. That's it. We normally don't demand much and are quick to keep our mouths shut, but being called French is a step too far. Not many Europeans could stand such an insult without lashing out.

We are aware that this insult to our very soul is being fixed as we speak and that the Low Countries shall return to their glorious form as they were in CK2 and we applaud the dev team and allmighty Wokeg. Once again we appologise for our behaviour.
 
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Not gonna lie, the use of the word "sub-realm" really confuses me. If I count both my Welsh counties and my vassal's Welsh counties as being part of my sub-realm, isn't that just... my whole realm and not my sub-realm?

I'm pretty sure in this context, he means your entire realm, including holdings that aren't direct, yeah.
 
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That's my biggest issue and as others pointed out - it seems like level of detail across the map is just inconsistent. British Isles have so much detail but when you compare it to Western Slavs (mainly big Polabian blob) or Eastern Slavs (just Russian blob) it just feels wrong.
To be fair the level of detail will probably get more consistent as time goes on and we get some updates.
It is still a shame though as a Western Slav myself I feel that very much.
 
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Excuse myself and my fellow Belgians. We are very much aware of the mess that is Belgium, but in the middle ages it wasn't that difficult as it is now. North = Low Franconian, South = Picard and Walloon. That's it. We normally don't demand much and are quick to keep our mouths shut, but being called French is a step too far. Not many Europeans could stand such an insult without lashing out.

We are aware that this insult to our very soul is being fixed as we speak and that the Low Countries shall return to their glorious form as they were in CK2 and we applaud the dev team and allmighty Wokeg. Once again we appologise for our behaviour.

As a fan of the Low Countries myself I understand your angst over being called French, no worries. ;)
 
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Does this mean that you can learn another cultures innovations if control enough of their land, for example the HRE vassalizes France would the HRE then gain access to the French innovations that they didn't have access to before?

And if this is true it leads to a second question. In this event would you only gain access to learn what the French have already created/invented or would you also be able to move further down their "tree" to research techs they haven't gotten around to?

And lastly, if you was to convert away the culture that you had vassalized/conquered what would happen to their unique innovations would they be lost forever or would they integrate into the culture that assimilated them?

(sorry for picking on France but them and the HRE is an easy example to make and England conquering Wales and the rest of the Isles is just as appropriate)
I read it as Irish would gain access to Scandinavian *REGIONAL* innovations, of which longships are apparently one. Remember, some innovations are culture-specific and others are region-specific. If the region of France (Gaul?) had region-specific innovations, you'd gain access to those regional innovations, but that's it, I think.
 
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Will character clothing/armour models change as we advance in "ages"?

Like for example in Europe - Nasal Helms and chain and ring armours in early medieval era (10th-11th century) -> the classic Enclosed Helm with heavy chain-mails in the high medieval era (12th century), evolving into Great Helm and plated-chainmail in 13th century -> characters with half-plate armour + brigandine in late medieval era, and evolving into full heavy plate armours (14th and 15th century)?

Because that was one of the weaknesses of old portrait system of CK2 - it only had characters wear one or two types of armour and a limited set of clothing. I feel like CK3 can correct that issue and do really well with the new era system and 3d models.

Very interesting dev diary.
 
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That's my biggest issue and as others pointed out - it seems like level of detail across the map is just inconsistent. British Isles have so much detail but when you compare it to Western Slavs (mainly big Polabian blob) or Eastern Slavs (just Russian blob) it just feels wrong.

Even within regions it can be off too - in Central Asia/Tarim Basin for example in a different thread, I noticed they added several new cultures like Shatuo and Tuyuhun (all very welcome!) yet have not included the Khotanese/Saka in the south Tarim Basin (at least at the 1066 start) and instead subsumed them into th Sogdians, even though Saka and Sogdians are two distinct Eastern Iranian languages and their peoples both had different but important contributions to the history of the Silk Road region. Oddly this was an issue they fixed in CK2, yet it's present now again.
 
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I really like the new tech system. Victoria 2's Inventions are the best tech system of any grand strategy game so far and these Innovations look very close to that model. Some parts of the map are questionable (ahem, Flanders), but hopefully that will be fixed.

Why is it a good idea to have static era dates? Wouldn't it make much more sense to have dynamic criteria?

What happens, for instance, if your culture has unlocked everything available for its time period? It just has to wait for the right year to arrive before it can progress further?

It looks like it's a dynamic system with a hard cap at the extreme to prevent exploits, which makes sense.

While the culture system certainly seems interesting I cannot ignore the glaring and quite frankly offensive mistake this Dev Diary as shown.
The proud County of Devon is not, will not and has never been Cornish!

Wikipedia cites an "antient" source who disagrees....

William Camden, in his 1607 edition of Britannia, described Devon as being one part of an older, wider country that once included Cornwall:


THAT region which, according to the Geographers, is the first of all Britaine, and, growing straiter still and narrower, shooteth out farthest into the West, [...] was in antient time inhabited by those Britans whom Solinus called Dumnonii, Ptolomee Damnonii [...] For their habitation all over this Countrey is somewhat low and in valleys, which manner of dwelling is called in the British tongue Dan-munith, in which sense also the Province next adjoyning in like respect is at this day named by the Britans Duffneit, that is to say, Low valleys. [...] But the Country of this nation is at this day divided into two parts, knowen by later names of Cornwall and Denshire, [...]
— William Camden, Britannia.

For other regions I very appreciate that changes, it looks very good. Just maybe Anglo-Saxons could be separated like Russians in CK2. Maybe Angles, Saxons, Jutes and Northumbrians could work?

Anglo-Saxons is quite specific enough for a 1066 start.
 
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Aren't the eras global and just dependent on the year? I think they are.
Yes in the sense of being unlockable by a culture from a certain date onwards...but that doesn't mean that every culture has unlocked that era in that year...you could have a bunch of cultures still "in" the tribal era while you and others are in the feudal or XYZ era so a mapmode to show you what other era neighboring or distant cultures are 'in' would be helpful...instead of having to click on each one? similar to the government mapmode view from CKII if I was to think of how it might look....
 
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Vivs

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Will character clothing/armour models change as we advance in "ages"?
Also, will character backgrounds change with each age? For instance, when talking to your Chancellor during the Tribal Age, they'll be found in, say, a tent, while if you talk to them during the Late Middle Ages they'll be in a lavish office.

And if the answer is "not on release, no", are there any plans for that down the road?
 
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Vohen

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The title is balanced so that such a situation is unlikely to commonly appear (i.e., maybe once per game for the player if they were *really* trying to break-neck progress through innovations and little else), but here, I'm afraid that yes, that is the case. You can definitely be quite far ahead technologically, you can even be immensely far ahead of less developed cultures, but there is that slight upper limit to exactly how much more advanced you can be.
Hmm, perhaps a more interesting solution would be to give increasing exponential ahead of time penalties the more techs you get on the following period.
So getting one or two techs there could be ok, three doable but tough, four or five would take an outlandish amount of time, and so on.
 
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Sopbucket

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Another fantastic feature. I love that you guys have found a way to combine the gradual county by county tech system of CK2 with the immersion and excitement of specific technologies to work towards (as opposed to just a modifier here and there). Tying tech to culture in this time period makes a lot of sense. I get the sense you will really want to pay attention to culture when handing out titles, which is an improvement over CK2 where it was mostly an afterthought.
 
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BoomKidneyShot

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Why is it a good idea to have static era dates? Wouldn't it make much more sense to have dynamic criteria?

What happens, for instance, if your culture has unlocked everything available for its time period? It just has to wait for the right year to arrive before it can progress further?

I'd like it to work by having some percentage of global development having a certain amount of techs discovered. I don't know what numbers would suffice, but something along the lines of EU4 Institutions would be a bit better than static dates, IMO.
 
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Denkt

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No longer will our world's history books read "embedded deep in the heart of Constantinople, the Spymaster of Asturias discovered the deep secrets known as primogeniture and late feudal organization" but rather "Having seen the benefits of primogeniture from the neighboring Galicians, the benefits of the idea spread throughout the Asturleonese until it was acceptable enough for the King of Asturias to implement, a process he strongly encouraged due to his desire to avoid a further round of civil wars."
Well technological/industrial espionage was something that happened during the time, but CK2 exaggerating it alot and it lead to very strange stuff like every spymaster is somehow in constantinople, far away from their realms. The CK3 system seems to be more natural.
 

Metz77

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Can you influence the cultural head's fascination? Could I use a hook to forcibly change it, for example?

Not currently, according to one of the response posts, but he thought it was an interesting idea for a future addition.
 
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Javilos Septim

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Why no basques on Iparralde (north of the Pirineos)? It's pretty clear to historians that the aquitanians spoke a language related to modern euskera, also the area appeared as basque in CK2, why change something that was right? Also, it would be better to integrate the catalan culture inside the occitan one but I doubt that will happen.

Also, the idea that the basques were a egalitarian society regarding of gender was one of the stupidest ideas of ck2, a shame that it will make a reapearance.
 
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