• 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:
No Carantanian and no Frisian Culture. I paid a high price for the happiness over the Cumbrian Culture.
(...)
This does indeed seem like an odd decision. Why add one small culture only to remove some others.

I also have a suggestion, perhaps Germanic Scottish should be called Scots instead.
 
  • 2Like
  • 2
Reactions:
I reeeeeaaaaaaaaly hope there will be a Silesian melting pot culture at some point... But I guess that hope is for naught :(
No Silesian melting pot culture at the moment, but never say never!

Will spouses' culture have an effect on culture opinion?
At launch, no, but we really want to do more with spouses in the game over-time, emphasising the important role they often tended to play in administering to the realm and as a figurehead for popular (and unpopular) policies.

There are some areas where the cultural head will be obvious and never changing. The Byzantine emperor will almost always be the head of the Greek culture, for example. But there are also areas where that may not necessarily be the case. In India in the 1066 start date, at least in CK2, there are 2 Telugu dukes of roughly equal strength who together own all of the Telugu provinces. If one of them became more powerful than the other, then would that duke become the new cultural head, or would the old cultural head have to die first? Would it be possible to become the new cultural head even if most of their provinces were of a different culture? Are province sizes or importance taken into account (like say even though you own more provinces than me, I own Paris which counts a lot more than your provinces.)
:) The only counties that matter are the ones in your sub-realm of your culture: if you're a Welsh king with fifty Irish counties, but only one Welsh county, you only have one Welsh county.

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.

We don't currently discriminate based on development, I'm afraid, so it's currently raw mass of land. Advantages and disadvantages either way on that one.

Are the melting pots dynamic or fixed?
Fixed, but they're fairly easy to set up now, so we'll hopefully be able to be more extensive with them in future.

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!
As a proud Gloucestershirian, infuriating the good people of Devon is how I sustain myself day-to-day, I'm afraid.

Will the Romani be added?
Not for launch, I'm afraid.

Is it possible to lose an innovation if it falls sufficiently out of favor within your society?

Like, let's say you are playing as an Arab nation, and so your society is pretty decentralized because it's a large space to govern with comparatively low population. You take over Persia, as historically, and inherit their administrators, as historically, and so centralize your governance. Over time, will you forget particular innovations that made your decentralized system effective, so that if you lose Persia you would have to figure out how to make that old system work again? I feel like this would be a really neat system to include but you make no mention of lost innovations either way.

Also, the number one thing that irritates me about CK2: will it be possible to deliberately recruit a courtier of a culture that my character is not but which I do control a province of? Especially since it sounds like this will really matter more than ever before now that cultural development is affected by how many provinces follow your culture.
Mechanically totally doable, not something we currently have content for, I'm afraid.

I don't believe we currently have a button for that. I'll raise it internally, though, as I can't think of any reason why we don't.

Regarding the "change culture" mission for the steward: how would that impact melting pots? Say you had a Norman steward changing the culture of an Anglo-Saxon province. Would the province always flip to Norman, or would there be a chance of it becoming English? Or would it always become English?
:) The change culture task doesn't relate to melting pots, as they're usually a bit more dramatic than that.

Wait... it's completely impossible for a player to have no cultural head since players must be landed, right?

If a player converts to a culture that previously had no cultural head, do they lose technological innovations that they enjoyed from their previous culture? Or do they have to start all over again with 0 innovations?
Yes, a player will always have a cultural head.

:p Think you might be a touch confused there, pal. Cultures without a head don't have zero innovations, nor do they not make innovations, they simply progress at a slow, but consistent, pace. It's actually marginally above cultures with heads who are utter fools.

What percent of cultures have uniqueinnovations compared to the amount that do not?

Is this like a "the big 8 of the era all have innovations" or "every region has innovations for every period" or "certain countries like France have innovations for every era but some countries like Benin have none for every period"?
I don't think we have relevant stats for that, particularly. I could probably work them out, but it's not really how we add the regional innovations, so you wouldn't be able to get much useful data from it. ^^ Special innovations tend to be added because there was some cool local feature or historical quirk of a culture that we want to model and which doesn't fit inside the standard innovation or faith systems, not because we decided that France needed some arbitrary number of special boosts.

Also, you said that the cultural head is the character of a certain culture that controls most counties of that culture. I guess that means directly and indirectly?
It's calculated via your sub-realm. So, if I'm Duke Geoff the Welshman, and I have Count Stephen the Also Welsh beneath me, I count both my Welsh counties and Stephen's Welsh for the purposes of working out who's the cultural head.

View attachment 579560
Two questions.
Why is the red part Astur-Leonese? I wasn't aware of that area ever being Astur-Leonese... Was it ever?

On the other hand, shouldn't the green part on the county of Braganza be Astur-Leonese? It's actually one of the few areas that remained Astur-Leonese even untill this day.
Very good questions! I have no solid answer for you. :) I'll raise your issues with the map-domo.

"Creating new culture will be easier" What does it refer to? To meltingpots which we can create in game or in the mods? And will we be able to create melting pots of any cultures?
Ah, sorry for the mix-up: I meant for modding (which I'm pretty excited about), though we do definitely hope to add more melting-pots going forward. They are pre-scripted at present, so you can't just mix any two cultures.

I'm sure this will be one of many posts like this one, but here goes...

Will Dutch be in the German culture group? It's orange (duh!) but historically, especially during the Middle Ages, it was still very much related to Northern German dialects. So much so that they could mutually understand eachother, so it would only make sense they are the same group.

Will French in the finished game be more culturally divided? Right now in the screenshots I see two major culture groups, French and (I think) Occitan. I'm fairly certain it French culture was almost as divided as German. (Think Burgundian, Provencal, Walloon, Francien, Poitevin) Furthermore, is Breton part of French or Celtic(?) culture group?

Lastly, as a Belgian, I'm bothered by the cultural division in what's modern day Belgium.
During the Middle Ages the County of Flanders (that would be Duchy level in CK) geographically situated between the river Schelde and containing the Northern French towns of Lille and Douai was politically part of France, but the culture was very much "Dutch".
Similarly the Duchy of Brabant was also "Dutch" culture and was politically part of Lotharingia, later the Holy Roman Empire. In the screenshot it seems it's indeed partly Germanic culture, however Franconian isn't quite right.

I'm already really hyped to play this game, great job guys.
Dutch is in the Central Germanic culture group, I'm afraid. Not that it didn't have close links to the Scandinavian cultures, just not as close as to Franconian (and, to a much lesser extent, sorta-Saxon). Culture is also not always based on language, even if the judgement is a bit arbitrary and that's the usual baseline: see the Vlachs chumming it up with the South Slavs despite speaking Romance languages which would very determinedly not be mutually-intelligible with Bulgarians, Serbians, and so on.

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!

On Brabant & Flanders: I'll have a discussion with some people internally and see if we've got a specific reason for why they are the way they are. ;) Won't promise you anything back, but if it's an oversight, we'll look into it!

Is Sicilian a melting pot? Is Outremer? Do Norse have new melting pots in far off places?
Outremer is a melting pot, Norse does not currently have any new melting pots, but Sicilian, oh boi, Sicilian is a mega-melting pot. Most melting pots take two cultures (our default), but Sicilian takes, maybe, 3-4? 5? I forget the exact number. There's a whole slew of cultures in the region which all merge down into Sicilian. It's a beautiful mess.

Great dev diary, thanks!
Do you mind sharing screenshot of cultures around Kievan Rus / Russia? And interesting whether Russian culture is formable as a melting pot, or splittable.
Ahhh, hugely sorry, but I'm afraid these were all the shots I was cleared to send :(. Russian is currently static for release, but we'll maybe see in the future!

Is there any grouping of cultures above the cultural group? Something e.g. connecting all Slavs or all Germanic peoples or maybe even Europeans as opposed to the Levant? Is Czech as far away from Swabian as it is from the Tibetan Plateau cultures? Do innovations accepted by a culture have something to do with it, so e.g. if cultures share the same innovations they're considered closer to one another than if they don't?
I'm afraid culture groupings are the top-level in-game. Not that such bonds don't exist, but they're a bit too faint to be worth representing at our level of granularity. There are a few decisions for uniting various pan-culture group cultural blocks, but they're definitely not universally available.

Shared innovations do not currently affect inter-cultural relations. :( Again, cool in concept, but a bit too niche a relation to share (especially since, over time, the main effect would just be everyone absolutely and irrationally despising anyone determined to stay tribal).

@Wokeg could you offer some insight into the Frisian/Dutch/Flanders situation? As the whole thing seems like a mess currently.
Yeah, it's a thing we've had some some discussion on, basically. There are a lot of dissenting voices whatever camp we pick: I've heard convincing arguments for Frisians, Dutch, and Lower Franconians. YMMV, but personally I feel that Dutch is the best fit (and by that I mean wrong, but least-wrong in most-areas, which seems to be all we can hope for). At the same time, it's not my call and we're still under development, so that may yet change.
 
  • 39
  • 16Like
  • 2
  • 1
Reactions:
In other words, everyone gets to choose their Fascinations, each with their individual bonus to progress, which is in turn based on how much of that culture's development they control. And then, of course, you could give an extra bonus to the culture head. That way you don't punish anyone playing tall too much, while still retaining an incentive for competition.

This would be a far better system IMO.
 
  • 4Like
  • 3
Reactions:
I suspect there's more research material for Western Europe, thanks to the Carolingians, Andalusians, and people like Alfred the Great, and their various private renaissances. Also, native English speakers are Paradox's main demographic, and they tend to be more familiar/interested in Western Europe, so it makes sense to give those regions more flavor. Believe me, I'm just as annoyed by the absence of Carantanian culture - and that culture is the basis of a modern nation state.

I think you have a point. That's why I wrote here about it, I hope moderators will see my comment and change it :D like, this is not big deal, just new important historical culture in several provinces and some changes in region, thanks to that West Slavic lands will be much more historical and accurate.
I hope they will listen also you and they will add Carantanian culture as well.
 
  • 2Like
Reactions:
Not sure if this has been asked, but can culture conversion work the other way too? As in ruling a certain region for a long time can lead to the adoption of that culture by the rulers themselves? It seems like that would make for a much less homogeneous late game experience, as well as reducing the dumb ck2 thing of everyone in the middle east becoming bedouins.
 
  • 5Like
Reactions:
No Silesian melting pot culture at the moment, but never say never!


At launch, no, but we really want to do more with spouses in the game over-time, emphasising the important role they often tended to play in administering to the realm and as a figurehead for popular (and unpopular) policies.


:) The only counties that matter are the ones in your sub-realm of your culture: if you're a Welsh king with fifty Irish counties, but only one Welsh county, you only have one Welsh county.

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.

We don't currently discriminate based on development, I'm afraid, so it's currently raw mass of land. Advantages and disadvantages either way on that one.


Fixed, but they're fairly easy to set up now, so we'll hopefully be able to be more extensive with them in future.


As a proud Gloucestershirian, infuriating the good people of Devon is how I sustain myself day-to-day, I'm afraid.


Not for launch, I'm afraid.


Mechanically totally doable, not something we currently have content for, I'm afraid.

I don't believe we currently have a button for that. I'll raise it internally, though, as I can't think of any reason why we don't.


:) The change culture task doesn't relate to melting pots, as they're usually a bit more dramatic than that.


Yes, a player will always have a cultural head.

:p Think you might be a touch confused there, pal. Cultures without a head don't have zero innovations, nor do they not make innovations, they simply progress at a slow, but consistent, pace. It's actually marginally above cultures with heads who are utter fools.


I don't think we have relevant stats for that, particularly. I could probably work them out, but it's not really how we add the regional innovations, so you wouldn't be able to get much useful data from it. ^^ Special innovations tend to be added because there was some cool local feature or historical quirk of a culture that we want to model and which doesn't fit inside the standard innovation or faith systems, not because we decided that France needed some arbitrary number of special boosts.


It's calculated via your sub-realm. So, if I'm Duke Geoff the Welshman, and I have Count Stephen the Also Welsh beneath me, I count both my Welsh counties and Stephen's Welsh for the purposes of working out who's the cultural head.


Very good questions! I have no solid answer for you. :) I'll raise your issues with the map-domo.


Ah, sorry for the mix-up: I meant for modding (which I'm pretty excited about), though we do definitely hope to add more melting-pots going forward. They are pre-scripted at present, so you can't just mix any two cultures.


Dutch is in the Central Germanic culture group, I'm afraid. Not that it didn't have close links to the Scandinavian cultures, just not as close as to Franconian (and, to a much lesser extent, sorta-Saxon). Culture is also not always based on language, even if the judgement is a bit arbitrary and that's the usual baseline: see the Vlachs chumming it up with the South Slavs despite speaking Romance languages which would very determinedly not be mutually-intelligible with Bulgarians, Serbians, and so on.

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!

On Brabant & Flanders: I'll have a discussion with some people internally and see if we've got a specific reason for why they are the way they are. ;) Won't promise you anything back, but if it's an oversight, we'll look into it!


Outremer is a melting pot, Norse does not currently have any new melting pots, but Sicilian, oh boi, Sicilian is a mega-melting pot. Most melting pots take two cultures (our default), but Sicilian takes, maybe, 3-4? 5? I forget the exact number. There's a whole slew of cultures in the region which all merge down into Sicilian. It's a beautiful mess.


Ahhh, hugely sorry, but I'm afraid these were all the shots I was cleared to send :(. Russian is currently static for release, but we'll maybe see in the future!


I'm afraid culture groupings are the top-level in-game. Not that such bonds don't exist, but they're a bit too faint to be worth representing at our level of granularity. There are a few decisions for uniting various pan-culture group cultural blocks, but they're definitely not universally available.

Shared innovations do not currently affect inter-cultural relations. :( Again, cool in concept, but a bit too niche a relation to share (especially since, over time, the main effect would just be everyone absolutely and irrationally despising anyone determined to stay tribal).


Yeah, it's a thing we've had some some discussion on, basically. There are a lot of dissenting voices whatever camp we pick: I've heard convincing arguments for Frisians, Dutch, and Lower Franconians. YMMV, but personally I feel that Dutch is the best fit (and by that I mean wrong, but least-wrong in most-areas, which seems to be all we can hope for). At the same time, it's not my call and we're still under development, so that may yet change.
Why you did not respond to my question about Sorbian culture and changes in Polabia and Pomerania region?
 
  • 9
  • 2Haha
  • 2
  • 1Like
Reactions:
I think you have a point. That's why I wrote here about it, I hope moderators will see my comment and change it :D like, this is not big deal, just new important historical culture in several provinces and some changes in region, thanks to that West Slavic lands will be much more historical and accurate.
I hope they will listen also you and they will add Carantanian culture as well.

I also think they've probably focused more attention on both the most-played areas and the newer ones for initial release. I'm sure they'll take a closer look at other regions over time — or at least I hope they will, and their history does seem to bear this out somewhat.
 
No Carantanian and no Frisian Culture. I paid a high price for the happiness over the Cumbrian Culture.

Also I would love if you were able to create your very own Melting Pot. Being able to pick the specific techs of two cultures. But only after some time (a few generations) and specific choices. (Come on I can dream about eternally raiding Berber-Nords)
Berbero-Norse? Lame! If it isn't glorious beserker axe thowing elephant riding Indo-Mongol-Norse hordes sweeping across Eurasia then it doesn't deserve to be a melting pot :p
 
  • 2Like
  • 1Love
  • 1
Reactions:
Absolutely. There are a few "knobs" I think can be tweaked for better, more historical improvements. Distance is one. Similarity another. Certain advancements might speed the progress while religious and cultural differences might slow them.

I think, also a sort of "cultural prestige" (maybe directly based on tech) might cause different-cultured characters who share a faith with their ruler drift to a more prestigious culture. For example, Occitan nobles in France drifting to French rather than whole provinces. Also a ruler or class of nobles who do not share a culture with a region they are ruling, I'm imagining the d'Anjou family in Hungary either drifting to Hungarian or losing the ability to convert province cultures by remaining decidedly non-Hungarian.
I really like this. It would add a lot of depth to cultural conversion than just asking a councilor to convert a province. But I'm also unaware of how exactly cultural conversion works beyond sending a guy there to lead the effort.

I think it really should come down to a lot more interesting of a choice than "I want to convert province A. I'm sending a councilor to convert province A." as for Cultural Prestige that makes a lot of sense. For example how Greek culture absolutely dominated the Roman Empire even before the split. The perceived enlightened culture changed things drastically within the empire.

But I'm not sure how cultural prestige should work. Would it be based on how developed the provinces in it are? So small cultures with very developed provinces are seen as very prestigious but huge ones with some highly developed ones, but many that aren't, wont be seen as such? (So "How successful is x culture") The small but developed fits the whole Greek culture conquering the roman upper class. Even if it is an example from a different period. Then again Alexander the Greats accomplishments also lent a great amount of prestige to their culture on top of that.
 
  • 2Like
  • 1
Reactions:
Very nice changes. However, is "Gaelic" a correct term for proto-Scottish? I mean, Irish are also Gaelic. I suppose that "Gaelic" represents the Irish who settled in Scotland (Dal Riata). Maybe Irish split from Gaelic?

It's a good question, we've had a lot of deliberation over what to call the cultures of Scotland and I think there's no perfect solution. We settled on Gaelic and Scots to model the Irish and English speaking dichotomy that existed, as they are commonly-understood terms in the context of modern Scotland and Scottish history. Other candidates like Alban and Inglis were floated, but felt a bit too uncommon and don't quite carry the same connotations.

As @Wokeg says Scotland in 1066 is a really fun start now. The Dunkelds and their lowland pals are poised to begin the historic transformation of Scotland into a Scots-speaking land, while the remnants of Macbeth's dynasty in the highlands have one last chance to wrestle the kingdom of Alba back for the Gaelic culture. The stakes are quite high and it feels of similar significance to the Norman invasion in terms of how it can shift the culture of Scotland.
 
  • 23
  • 12Like
Reactions:
Yeah, it's a thing we've had some some discussion on, basically. There are a lot of dissenting voices whatever camp we pick: I've heard convincing arguments for Frisians, Dutch, and Lower Franconians. YMMV, but personally I feel that Dutch is the best fit (and by that I mean wrong, but least-wrong in most-areas, which seems to be all we can hope for). At the same time, it's not my call and we're still under development, so that may yet change.

I have many thoughts about this statement but to keep it constructive: If you are going to go through with this at least turn the provinces in Brabant and Flanders Dutch..
 
  • 4
  • 1Like
Reactions:
I really like this. It would add a lot of depth to cultural conversion than just asking a councilor to convert a province. But I'm also unaware of how exactly cultural conversion works beyond sending a guy there to lead the effort.

I think it really should come down to a lot more interesting of a choice than "I want to convert province A. I'm sending a councilor to convert province A." as for Cultural Prestige that makes a lot of sense. For example how Greek culture absolutely dominated the Roman Empire even before the split. The perceived enlightened culture changed things drastically within the empire.

But I'm not sure how cultural prestige should work. Would it be based on how developed the provinces in it are? So small cultures with very developed provinces are seen as very prestigious but huge ones with some highly developed ones, but many that aren't, wont be seen as such? (So "How successful is x culture") The small but developed fits the whole Greek culture conquering the roman upper class. Even if it is an example from a different period. Then again Alexander the Greats accomplishments also lent a great amount of prestige to their culture on top of that.

You could make it a combination of development in the culture and the Level of Fame of the cultural head.
 
  • 2Like
Reactions:
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.

It's better like that because in CK2 if we are not tribal, it's very difficult to convert our realm. And now our culture is more important than ever.
 
  • 2
Reactions:
This seems pretty cool and adds more to the tech points system instead of a flat percentage also in one of the innovations/cultural pictures there was Primogeniture does this mean you will change the succession law names to their ck2 counter part and not have extremely simplified names like Oldest Child Inherits? Good DD nonetheless
 
This looks great! Is it September yet?
 
  • 3
  • 1
Reactions: