• 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.

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


002.png


003.png


004.png


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!
 

Attachments

  • 001.png
    001.png
    1,1 MB · Views: 0
  • 002.png
    002.png
    1,1 MB · Views: 0
  • 003.png
    003.png
    1,1 MB · Views: 0
  • 004.png
    004.png
    1,2 MB · Views: 0
  • 164Like
  • 72Love
  • 34
  • 10
  • 10
  • 2Haha
Reactions:

IFWanderer

First Lieutenant
62 Badges
Mar 2, 2014
281
532
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Semper Fi
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Cities in Motion
  • Stellaris Sign-up
  • Stellaris: Humanoids Species Pack
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Lithoids
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Mount & Blade: With Fire and Sword
  • Magicka: Wizard Wars Founder Wizard
  • Europa Universalis IV: El Dorado
  • Warlock 2: The Exiled
  • Victoria 2
Poganstvo has been changed.
And Marrano?
If you have no cultural head, you progress as though you had a somewhat-dim cultural head. That said, Judaism is a religion with multiple faiths, rather than a culture (though there are some Jewish cultures also).
Can we get some more detail about how Judaism is represented in game? going by the topics of past dev diaries, it doesn't look like something that would get it's own dev diary (especially since we seem to be "done" with religious DDs for now), but I'd like to get some idea of how it will be in game.
 
  • 2
Reactions:

Tschobo

Major
65 Badges
May 9, 2019
794
3.391
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Jade Dragon
  • Stellaris: Apocalypse
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Surviving Mars
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Reapers Due
  • Surviving Mars: Digital Deluxe Edition
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • BATTLETECH: Heavy Metal
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Europa Universalis 4: Emperor
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Europa Universalis IV
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall
  • Europa Universalis IV: El Dorado
  • Mount & Blade: With Fire and Sword
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Surviving Mars: First Colony Edition
  • Stellaris
  • BATTLETECH: Season pass
  • Imperator: Rome
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
I am a bit grimey about the fixed melting pots. This would have been such a fun opportunity to have the chance as a player (not the AI) to create your very own melting pot. Like a Norseman conquering the Maghreb or a Polish tribal leader taking half of Hungary and melting together with Avarians would be also fun. Especially with the ability to choose which tech the culture has already researched and still has to find for the culture. That and the smaller gripes that Carantanians and Frisians are gone are the nitpicks I have about this otherwise great Dev Diary.
 
  • 3
  • 2Like
  • 1
Reactions:

Nocan

Corporal
31 Badges
Jun 9, 2015
39
29
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Res Publica
  • Magicka
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Way of Life
  • Crusader Kings III
  • Prison Architect: Psych Ward
  • Prison Architect
  • Imperator: Rome
  • Crusader Kings II: Holy Fury
  • Cities: Skylines - Parklife
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Monks and Mystics
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: El Dorado
  • Cities: Skylines
  • War of the Roses
  • Europa Universalis IV
Does each culture only have one Cultural Head? Is this on culture or culture group level? And how does this work with the larger cultures in the game?

Also, could you say anything about what cultures Norse can melt with? Norse-Gaelic as well as Norse + Anglo-Saxon are both historically accurate melts that I'd love in-game.
 
  • 1
  • 1
Reactions:

CrabHelmet

Field Marshal
59 Badges
May 14, 2013
2.654
4.864
  • Crusader Kings II
  • Europa Universalis IV: Pre-order
  • Europa Universalis III: Chronicles
  • Surviving Mars
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Cossacks
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Europa Universalis IV: Rule Britannia
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Stellaris: Megacorp
  • Stellaris: Nemesis
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis IV
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Res Publica
  • Victoria: Revolutions
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
I'm skeptical of having a single cultural head. As others have pointed out, this might make some sort of sense for somewhere like Byzantium where there's a clear and dominant leader, but what about e.g. in Ireland. If there are e.g. 10 counties, and 8 one-county counts and 1 two-county counts, it's very unclear to me why the two-county count gets to dictate how the entirety of the rest of Ireland works.

Someone earlier suggested that all independent rulers get to set a cultural fascination, and that overall cultural fascination is set by their weighted average. This seems a lot more sensible to me.
 
  • 5
  • 1Like
Reactions:

puggle999

Sapient Tulip
89 Badges
Feb 24, 2013
332
906
  • Prison Architect: Psych Ward
  • Cities: Skylines - After Dark
  • Europa Universalis 4: Emperor
  • Cities: Skylines - Snowfall
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Imperator: Rome - Magna Graecia
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV
  • Crusader Kings II: Holy Fury
  • Cities: Skylines - Campus
  • Cities: Skylines Industries
  • Stellaris: Federations
  • Crusader Kings III
  • Victoria 3 Sign Up
  • Cities: Skylines - Green Cities
  • Imperator: Rome Deluxe Edition
  • Cities: Skylines - Parklife
  • Surviving Mars: First Colony Edition
  • Cities: Skylines Deluxe Edition
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Third Rome
  • Stellaris: Distant Stars Pre-Order
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Cities in Motion
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Semper Fi
  • Surviving Mars: Digital Deluxe Edition
  • Imperator: Rome
  • Europa Universalis IV: Res Publica
  • Stellaris
  • Hearts of Iron III
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Art of War
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Charlemagne
  • Hearts of Iron IV: Cadet
Is there any scope for a-historic cultural melting pots? Like if my Norman invaders went to Andalucia instead of Sicily, is there anything that would let us smash together a culture? (idk, by maybe keeping all the Tribal innovations from the Norse and everything later from Andalucian?)

I'd love it if this culture system was super dynamic where it felt right - if the Mongols actually settled Poland, there'd be something there, if the Seljuk turks carried on down into the Arab Peninsula rather than staying in Persia, or if you had something like the Visigothic settlement near Toulouse creating a creole?

Finally, things like Roman - like an empire-wide ruling class culture - would that be formable? Can we have a way of creating our own types? Like Romans historically took large parts of Greek administration and Germanic heavy cavalry - is there a way of modelling this in?
 
  • 2
  • 1Like
Reactions:

Pbhuh

Colonel
81 Badges
Sep 12, 2017
1.007
1.945
  • Crusader Kings II: Horse Lords
  • Magicka 2 - Signup Campaign
  • Imperator: Rome
  • Stellaris: Apocalypse
  • Magicka: Wizard Wars Founder Wizard
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Magicka 2
  • Europa Universalis IV: Common Sense
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • Magicka 2: Ice, Death and Fury
  • Crusader Kings II: Conclave
  • Imperator: Rome Sign Up
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Surviving Mars
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis III: Collection
  • Crusader Kings II: Holy Fury
  • Surviving Mars: First Colony Edition
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV
  • Victoria 3 Sign Up
  • Crusader Kings III
  • Stellaris: Distant Stars
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Expansion Pass
  • Europa Universalis IV: Golden Century
  • Stellaris: Megacorp
  • Europa Universalis IV: Dharma
  • Victoria 2
  • Cities: Skylines - Parklife
  • Cities: Skylines - Campus
  • Cities: Skylines
  • Europa Universalis 4: Emperor
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Charlemagne

WOW

what a mess, please fix before release.

Frisian =/= Dutch

Frisian didnt turn into Dutch...

Dutch formed out of Low Frankish, and was attested at the earliest date around 900. But it's NOT in the north. Its home territory is Belgium. Branbantish and Flemish are the primary Dutch Dialects that should form the Dutch Culture in Crusader Kings. From the year 800-1450, Hollandic does not at all represent Dutch as Hollandic didnt exist yet.

Modern Standard Dutch is based on the Hollandic Dialect, the dialect that appeared latest of all and that incorporates some frisian elements into it. ITS NOT the historical Dutch. Thats in modern Belgium.

Frisian still remains to this day and has only been replaced by Dutch, not turned into Dutch. Furthermore, the Eastern Part of the netherlands today is a Low Saxon/Low German dialect, not a Dutch dialect. And this implies that their original language is the same.

The Northern Rhine area above Cologne should be Low Frankish/Dutch too. Franconian is the dialect that represents the High German Consonant shift that Low Frankish never went through.

1589912907384.png
 
  • 9
  • 4Like
  • 4
  • 1
Reactions:

Metz77

Major
61 Badges
Sep 11, 2016
675
842
  • Victoria 3 Sign Up
  • Crusader Kings III
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV
  • Crusader Kings II
  • Victoria 2
  • Hearts of Iron III
  • Surviving Mars
  • Cities: Skylines
  • Prison Architect
If he's your vassal, and you share a culture, he probably won't be the head. If he somehow is, you can just revoke one county of your culture to take the lead.

I think Scon is referring to a vassal who is cultural head of a different culture.
 
  • 1Like
Reactions:

MinotaurWarrior

Sergeant
1 Badges
May 8, 2014
97
238
  • Crusader Kings II
So, as I understand this, the minmaxxy tech play is:
  1. Have a homogeneous demesne
  2. Have a neighboring vassal of another similar culture with a large homogeneous demesne
  3. Maintain religious unity with that vassal
  4. Be smart
  5. Have your vassal be smart
  6. Don't expand either your culture, or that vassal's culture
  7. Develop
E.g. I'm a Frankonian king. I become a double-duke. I conquer Saxony. I appoint a saxon double-duke. I never once attempt to force Spaniards or the French to speak a Germanic language.

If so, that's great.
 
  • 1Like
Reactions:

IntoTheStars

Second Lieutenant
67 Badges
Mar 16, 2016
137
781
  • Knights of Pen and Paper +1 Edition
  • Magicka 2
  • Age of Wonders: Planetfall Deluxe edition
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • BATTLETECH: Flashpoint
  • Stellaris: Megacorp
  • Imperator: Rome Deluxe Edition
  • Prison Architect
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Stellaris: Apocalypse
  • Age of Wonders: Planetfall Premium edition
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • Age of Wonders: Planetfall - Revelations
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Victoria 3 Sign Up
  • Europa Universalis IV: Rights of Man
  • Europa Universalis IV
  • Warlock: Master of the Arcane
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Pillars of Eternity
  • Europa Universalis IV: Common Sense
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Europa Universalis IV: Rule Britannia
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Europa Universalis IV: Mandate of Heaven
  • Surviving Mars
  • Tyranny - Bastards Wound
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Stellaris: Humanoids Species Pack
Someone earlier suggested that all independent rulers get to set a cultural fascination, and that overall cultural fascination is set by their weighted average. This seems a lot more sensible to me.

This sounds better to me, too, and hopefully they can get around to it post-launch, but I don’t think in your example that the two-county count is really controlling the entirety of the culture too aggressively. They get to speed up the adoption of a handful of innovations per era. Most progress should still come down to chance and from exposure to the innovation from elsewhere.
 
  • 2
  • 1
Reactions:

vandevere

From the Great State of Denial
11 Badges
Jun 13, 2013
3.514
4.616
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Pillars of Eternity
  • Crusader Kings II: Reapers Due
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Holy Fury
  • Crusader Kings III
  • Crusader Kings III: Royal Edition
Is there any scope for a-historic cultural melting pots? Like if my Norman invaders went to Andalucia instead of Sicily, is there anything that would let us smash together a culture? (idk, by maybe keeping all the Tribal innovations from the Norse and everything later from Andalucian?)

I'd love it if this culture system was super dynamic where it felt right - if the Mongols actually settled Poland, there'd be something there, if the Seljuk turks carried on down into the Arab Peninsula rather than staying in Persia, or if you had something like the Visigothic settlement near Toulouse creating a creole?

Finally, things like Roman - like an empire-wide ruling class culture - would that be formable? Can we have a way of creating our own types? Like Romans historically took large parts of Greek administration and Germanic heavy cavalry - is there a way of modelling this in?
I'd love that too. It would create the potential for there to be cultures that didn't develop in our own actual history, but could have developed, given a different set of historical outcomes.
 

cybrxkhan

Going to Scarborough Fair
57 Badges
Jul 14, 2012
8.148
3.857
  • Crusader Kings II: Charlemagne
  • Age of Wonders III
  • Stellaris
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Legacy of Rome
  • Victoria 3 Sign Up
  • Cities: Skylines - Green Cities
  • Crusader Kings II: Jade Dragon
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Stellaris: Distant Stars
  • Cities: Skylines Industries
  • Stellaris: Megacorp
  • Crusader Kings II: Holy Fury
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome Sign Up
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris Sign-up
  • Warlock: Master of the Arcane
  • 500k Club
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Cities: Skylines - After Dark
  • Crusader Kings II: Conclave
  • Cities: Skylines - Snowfall
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV Sign-up
  • Surviving Mars
  • Crusader Kings II: Reapers Due
  • Tyranny: Archon Edition
  • Tyranny: Archon Edition
  • Tyranny: Gold Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
The problem with dynamic melting pots is that given how culture border gore works, you're going to get a gazillion different new cultures splattered all over the place nonsensically, given how culture in Crusader Kings is a zero sum game - either this culture occupies the province, or that culture does.

I presume in future sequels when culture is revamped to such a degree that there is a more flexible system, that it will be possible to have dynamic cultures arising in Crusader Kings XXVIII or whatever.
 
  • 7
Reactions:

TheDarkMaster

Field Marshal
72 Badges
Jan 1, 2012
6.844
2.230
  • Victoria 2: A House Divided
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Gettysburg
  • Heir to the Throne
  • Magicka
  • Naval War: Arctic Circle
  • Europa Universalis IV: Res Publica
  • Sword of the Stars II
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Warlock 2: The Exiled
  • Warlock 2: Wrath of the Nagas
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Pre-order
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Mare Nostrum
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Charlemagne
  • Cities in Motion
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis III Complete
  • Divine Wind
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Reapers Due
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Rights of Man
  • Stellaris Sign-up
  • Tyranny: Archon Edition
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • 500k Club
  • Warlock: Master of the Arcane
  • Victoria 2
  • Europa Universalis III Complete
  • Europa Universalis III Complete
I like the new culture and tech systems, though would have preferred something without a single cultural head. There seems to be a lot of the new systems in game that require that you be in charge of a single unit of something to be able to do anything at all with it. A little more granularity with all the rulers of that culture being able to decide their own fascinations and getting however much percentage of the culture's land they personally control contribute to that. That way even if you're only a minor ruler or a vassal, you can still have a little bit of control over your tech.

Is there anything at all in the game that adds inertia to the effects your culture and religion plays on the country? It was really annoying in CK2 when you randomly got a different religion or culture ruler in power and it automatically changed your succession or vassal laws even if you flipped back to the original culture/religion the day after succession.
 
  • 2
Reactions:

Metz77

Major
61 Badges
Sep 11, 2016
675
842
  • Victoria 3 Sign Up
  • Crusader Kings III
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV
  • Crusader Kings II
  • Victoria 2
  • Hearts of Iron III
  • Surviving Mars
  • Cities: Skylines
  • Prison Architect
Is there any scope for a-historic cultural melting pots? Like if my Norman invaders went to Andalucia instead of Sicily, is there anything that would let us smash together a culture? (idk, by maybe keeping all the Tribal innovations from the Norse and everything later from Andalucian?)

I'd love it if this culture system was super dynamic where it felt right - if the Mongols actually settled Poland, there'd be something there, if the Seljuk turks carried on down into the Arab Peninsula rather than staying in Persia, or if you had something like the Visigothic settlement near Toulouse creating a creole?

Finally, things like Roman - like an empire-wide ruling class culture - would that be formable? Can we have a way of creating our own types? Like Romans historically took large parts of Greek administration and Germanic heavy cavalry - is there a way of modelling this in?

Melting pots are definitely moddable. Probably no way to do it in-game though, since they're pre-determined.
 
  • 1
Reactions:

Maras

Recruit
9 Badges
Apr 6, 2018
1
3
  • Victoria 2
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Death or Dishonor
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: La Resistance
  • Crusader Kings II
  • Magicka
Hmm, why not use branches like with religion? E.g. Old Russian devolving into Belarusian, Ukrainian etc. It belongs to Slavic group that has smaller penalties to, let's say, West Slavic
 
  • 3Like
Reactions:

IndigoRage

General
81 Badges
Sep 9, 2012
2.116
5.639
  • Europa Universalis IV
  • Battle for Bosporus
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: No Step Back
  • Victoria 3 Sign Up
  • Hearts of Iron IV: By Blood Alone
  • Stellaris: Federations
  • Europa Universalis 4: Emperor
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Mandate of Heaven
  • Cities: Skylines - Mass Transit
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Apocalypse
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Rights of Man
  • Hearts of Iron IV: Cadet
  • Stellaris Sign-up
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Colonel
  • Europa Universalis IV: Rule Britannia
  • Cities: Skylines - Parklife
  • Crusader Kings II: Holy Fury Pre-order
  • Europa Universalis IV: Dharma Pre-order
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome Sign Up
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Imperator: Rome - Magna Graecia
  • Crusader Kings III
  • Europa Universalis IV: Common Sense
  • Victoria 2
  • War of the Roses
  • Cities: Skylines
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Way of Life
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Conclave
  • Crusader Kings II
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sword of Islam
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
"Cumbrian" should be "Cumbric". The Kingdom of Strathclyde/Alt Clut was Cumbric. The Celtic Language. Not Cumbrian. The much more recent English dialect.
 
  • 1
  • 1
Reactions:

Metz77

Major
61 Badges
Sep 11, 2016
675
842
  • Victoria 3 Sign Up
  • Crusader Kings III
  • Imperator: Rome Deluxe Edition
  • Stellaris: Galaxy Edition
  • Europa Universalis IV
  • Crusader Kings II
  • Victoria 2
  • Hearts of Iron III
  • Surviving Mars
  • Cities: Skylines
  • Prison Architect
"Cumbrian" should be "Cumbric". The Kingdom of Strathclyde/Alt Clut was Cumbric. The Celtic Language. Not Cumbrian. The much more recent English dialect.

"Cumbric" is a language, not a culture. Those who spoke it called themselves "Cumbri" — "Cumbrian" is a perfectly reasonable Anglicisation.
 
  • 4
  • 1
Reactions: