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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?

001.png


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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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Varren

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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.

Or having your spymaster get castrated for trying to steal the secrets of Tolerance.
 
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Metz77

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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.

Turns out the reason Constantinople was such a hotbed of intrigue is because everyone who lived there was a spymaster for another realm.
 
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Hanako Seishin

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What is that (usually) about? Are there exceptions to the culture of a country representing the majority demographic?



I haven't written a line of code in a decade but CK3 is really making me tempted to dive back in.



Hallelujah! Forgot about this from the council DD, I really appreciate the change to at least pick a county to focus on for cultural shift. Playing the King of Ireland and having Dublin be stubbornly Norse for over a century gets very annoying.

Will counties still naturally drift towards their liege's culture very slowly over time, even without using that specific decision? Or will they generally stick unless you actively convert them?



You saved the sentence that represents a massive, paradigm-shifting improvement from CK2 for midway through this time, but it does not disappoint regardless of where it appears in the DD.



Let's just take a moment to think about the difference between what Wokeg is saying here and this:

View attachment 579608

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."



The diversity of types of special innovation here is awesome. Making them regional in particular is really really cool, so if you want to become longboat raiders you simply need to conquer and convert a chunk of Scandinavian territory.



I know that culture is impossible to accurately represent and near impossible to represent even semi-well, so I salute your guys' efforts, because overall this looks truly amazing.

I do think the idea of minority cultures would be super cool and would help with immersion and realism. I don't think they should necessarily have many/any mechanics keyed to them, but it would be cool to keep track of what various people are in your land, it would let you see your cultural conversion happening in somewhat real time, and it could be a very ripe ground for events.

I mean, imagine this: you're a Galician monarch trying to convert an Andalusian province when suddenly they rise in revolt. Your armies are occupied with a foreign war, so you are helpless as they slaughter the Galician minority in their provinces. Then once you've put the rebellion down you get some options about how to respond, from showing clemency and trying to mend cultural bonds to vicious crackdown and retribution.



I do think this will be ripe ground for powergamers, but you know, that's their problem.



I shit you not, I was playing AoE2 yesterday and completely ran out of stone, leaving a gaping hole in one of my walls.



The Irish Raj. The Tanist rides an elephant. I'm making this happen.



I love these little touches. Hoping that eventually pretty much every culture and region has at least something special.



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?

To me, sub-realm sounds like the same thing as domain. I'm sure it will be clear in-game and I won't be wondering why I am or am not the cultural head, but I have never really gotten what you mean by this term.

Realm is a whole independent realm, so if you're a Duke under an independent King, then all of the kingdom is your realm, as in the realm to which you belong. The sub-realm then it's the part that you control directly or indirectly. That was that way in CK2 too, if you use "search realm" in character finder while being a vassal, it would search the whole independent realm to which you belong, not only the sub-realm which you control.

As long as you're independent, realm and sub-realm are the same for you, but it is phrased is terms of sub-realm because you don't have to be independent to be a culture head.
 
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Why only a single cultural head? Why not let everyone choose a fascination, then multiply their provided bonus by the % of that culture they control?
Consider a french king that owns all french culture provinces. He'd provide 100% faacination. His french dukes also provide some % bonus based on the french territory they control, as do their french counts. Theoretically, you can get somewhere between 350% to 375% total contribution due to each tier (empire, kingdom, duchy, county) lower than the top tier controlling some percentage of the total cultural land.
 
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Generally, I believe cultural heads are recalculated every X years or so (I want to say five, but I'm not totally sure), unless someone dies, and we look at who has the most counties in their sub-realm of a culture who shares that culture. If it's a tie, it goes to learning, and if that ties, it goes to whoever is the player, and if that ties, it's randomised.
Have you thought about having it be based on age/prestige? I feel like that would make sense.
 

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French will just be Occitan and French at release. :) A little unfair, I know, but polishing the culture map is one of those tasks that we can keep going at on and on and on forever. Aaaaaaaand, to be honest, probably will. So, as with most other culture fractalising suggestions so far, never say never!

In my very humble opinion, the easy and pertinent parallel with German stem nations would be, for France, based on pairies and on former realms:

West Frankish, Languedoïlish or French culture group:
- Salian Frankish, West Frankish, Neustrian or French proper: in former Neustria;
- Burgundian: in the former realm of Burgundy (being the Duchy of Burgundy, the County of Burgundy, the Cisjuranian Burgundy and the Transjuranian Burgundy);
- Norman: in Normandy;
- Picard: in Picardy.

Occitan, Languedocian or Gallo-Roman culture group (might potentially be united with Catalan's culture group):
- Occitan or Aquitainian: in Aquitania and Toulouse;
- Gascon: in Gascony;
- Provençal: in Provence;
- Catalan: in Roussillon and other part of Catalonia.

Germanic culture group:
- Franconian, Rhineland Frankish or East Frankish: in the former realm of Lotharingia and in Franconia.

Dutch culture group:
- Flemish or Dutch: in Flanders and Flemish speaking Lowlands.

Brythonic culture group:
- Breton: in Brittany.
 
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So... If I unite Britannia as an Anglo-Saxon culture, and one of my vassals is a welsh duke who is the welsh cultural head. Will he have access to different technology than me, depending on whatever has been picked by our respective cultural heads? What happens if I replace all welsh vassals with those of a different culture, say, anglo saxon., such that there are no more landed welsh. Sure I'll get some more riots, but does welsh as a culture cease to gain any more innovations? What if 100 years pass and then I give land to a welsh character in wales again. Will welsh technology be stuck at where it was 100 years ago, even though right before I gave land to that character, they using modern anglo-saxon tech in that county?

(these are really weird edge cases, I love the idea of everything thus far!)
 
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FMT_

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I love the map of west Africa, I ve done cultural maps of the region myself and that is pretty acurate! But I have some questions, HOW MANY NAMES DOES THE FULA HAVE?! Are the Mul nomadic? And what is up with the Songhai?
 

vandevere

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Two questions...

How will Sicily-at the High Middle Ages a bastion of multiculturalism-be handled say in 1066?

Also, in the Innovations Photo, I noticed "Ermine Cloaks". I know it's unsafe to assume anything, but I'm still going to assume that one happens around 1250, and starts somewhere in France...
 

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Eras are 476-950 = tribal, 950-1100 = early medieval, 1100-1250 = high medieval and 1250-1453 = late medieval. This mean there is about 150 years between each era, except for tribal to early medieval.
 

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I'm glad to not see a final screenshot for Italy, because it's a very complicated situation from north to south, and I hope it's going to receive some more work before relase. The actually split of "cisalpine" from "Italian", with an italian culture only in the center, is a strange thing. Also the south of italy require for sure some work.

In the south we have "Lombard", that in EU3-IV is a term used to rapresent (partially) what is going to be the Cisalpine culture in CKIII, where instead in CKII it depict the germanic people who settled after the gothic wars (In Italian this confusion is usually avoided because we use the term "Lombardi" for the north italians living in "Lombardia" and "Longobardi" for the "Lombards in CKII. In Latin they are called "Longobardi" and even in english even if rarely used the term "Longobards" exists, even the bizantine Apulia is called "Longobardia".

Also, if we are talking about emerging cultures, what happen in the south? If we are going to split the Italian culture, Normans and Lombards are going to become not Italian (not existing anymore) but Sicilians. For the continental south also the term "Apulian" could be good, because the normans defined their realms with this term in their early kingdom, Apulia was instead their major place from where they started to build to dominion on that area of Italy. However to avoid an excessive fragmentation maybe a Sicilian culture for all the area is going to be a better and wise choiche.
 
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Kazanov

Tawantinsuyu Irredentist
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May 30, 2016
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While im not particularly a fan of lineal eras i still like the concept.

Id like to see how the files are written to mod them into anything i want :D