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Victoria 3 - Dev Diary #56 - Cultures and Religions

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Hello there! My name is Alex and I’m part of the QA team working on Victoria 3! I’m a relatively recent addition to the team, having only joined around March this year. Despite that, it has already been an incredible ride to see the game progress since then! Enough of that though, because today the topic at hand is something you likely have heard a lot about in previous dev diaries but that still deserves its own introduction: Cultures and Religions.

As you probably already know from one of our very first dev diaries, pops have a series of aspects that define and group them. These include where the pops live, what profession they have and what building they work in. On top of that, pops are also defined by their cultural and religious background.

When hovering a culture you get all kinds of data you might find useful, like in this example of the Japanese Pop culture (not to be confused with Japanese pop culture which would much later take the world by storm) tooltip
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Cultures and religions in Victoria 3 are closely related and a central concept of what makes the game work. At their core, both of them work by having a set of traits that define how closely-related different cultures and religions are. These traits are what determine if a culture or religion will be accepted or discriminated against based on the different laws you might have in your country. As an example, both Catholicism and Protestantism have the Christian trait, meaning that they accept each other under the Freedom of Conscience law – which requires a shared trait between the religions - but not under the State Religion law – a law under which only pops of the state religion are accepted. The last alternative is of course the Total Separation law which accepts all religions no matter what traits they have..

The world has many cultures and traditions to get to know and learn more about.
DD56_2.jpg

Cultures work slightly differently. For one, you have descriptive traits such as which language a culture generally speaks, i.e. lusophone or hispanophone. You also have a special kind of trait called heritage which generally describes very broadly where a certain culture originated from geographically. Some laws specifically require cultures to share a heritage with the primary cultures for them to be accepted, such as National Supremacy and Racial Segregation. There’s also Cultural Exclusion which requires at least a single trait to be shared for the culture to be accepted. Finally, Multiculturalism accepts all cultures regardless of traits.

Maybe your ideal run is to achieve prosperity as an independent Greenland where the Inuit culture gets to decide its own destiny.
DD56_3.jpg

Closely tied to cultures and religions are the concepts of taboos and obsessions. Both of these affect, either negatively or positively, how much Pops are willing to pay for and consume certain goods. As such, both taboos and obsessions only apply to consumer goods as opposed to military or industrial goods (so no tank obsessions, sorry). Obsessions are tied to cultures, for instance the French culture being obsessed with wine or the Nepali with tea. As you might have guessed, taboos on the other hand are tied to religions. Importantly though, they still manifest themselves culturally. Every culture has a religion tied to it and “inherits” the taboos from that religion. This means that a catholic turkish pop will still have a taboo against wine and liquor for instance.

The Nepali know Tea is the superior hot drink and not that bitter bean juice people call coffee.
DD56_4.jpg

Another difference between obsessions and taboos is that while taboos don’t change throughout the game, obsessions are more fleeting and can emerge organically or be removed in case something significant happens, like the Opium Crisis for instance. If a certain good is abundantly available in a market, the Pops in that market have a small chance of becoming obsessed with it.

A prominent leader of the Comanche, Puhihwitsikwasu, or Iron Jacket for the uncultured Europeans, gets some impressive culturally defined clothes and headdress.
DD56_5.jpg

Cultures and religions touch on most of the game’s mechanics in one way or another as can be seen from previous dev diaries. From mechanics related to secessions, migrations and unifications all the way to discrimination, political strength and conversion/assimilation. Cultures are also tied to visual changes such as the appearance of characters. When playing Victoria 3, you will often be thinking about cultures in one way or another.

On top of all that, it might interest some of you that cultures and religions are very easily moddable to do what you want. Below you can find a quick Blorg culture mod I made with some details like localization files omitted. All in all a very simple process!

I’m fully expecting someone to make a “Blorg invasion from Outer Space” total conversion alt history mod now.
DD56_6.jpg

As you can see, the modding itself is very simple, even though I glossed over a few details like localization files and properly defining cultural traits as well as actually creating a Pop with the Blorg culture, but all of that is very straight forward.

DD56_7.jpg


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That’s all for me folks! Exciting times are ahead of us and I’m looking forward to having you all play the game when it’s finally time. Until then maybe I’ll see you at our first upcoming stream next week or maybe even at PDXCON? Either way, next time Mikael will tell you a bit more about The Journey so Far!
 
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Literate, non tribal Muslims I guess lol. Plenty of Kurds became viziers or officers, just that they were a closed, mountainous people with low access to education was the issue
Well, I didn't say they don't. Many Greeks, Serbians, etc were also in administration, but it heavily skewed to Albanian for some reason. Obviously, the reason is complex, being Muslims was a reason for it but not the only one. You would think a Persianized Ottoman Turks will favor Persians too, but this was also not the case.
 

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I actually quite disagree with having taboos tied to religion (or religion tied to culture) like this. To use the example from the dev diary, many predominantly-Islamic cultures for example never really got on board with the whole "no drinking" thing, at least not in any sort of strict way. There's a world of difference between rates of alcohol consumption by Turks, Albanians, Kazakhs, and Bosnians, and that of say Arabs and Iranians, and just a broad "taboo" would seem to imply that these are much more equal than they are on this matter. It's not strictly wrong, it's just kind of imprecise and makes for a certain degree of false equivalency.
 
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To address things like Albanians in the Ottoman Empire, maybe there could be a "favored minority" mechanic where players can designate a specific culture to receive certain perks in exchange for lower consciousness and militancy?
 
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There should be a few truly uninhabited states though.

Or at least one - South Georgia is not colonized in 1836 and has no indigenous population. Similarly, the Falklands have no indigenous population, but I believe they're already colonized at the start of the game.
 
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To address things like Albanians in the Ottoman Empire, maybe there could be a "favored minority" mechanic where players can designate a specific culture to receive certain perks in exchange for lower consciousness and militancy?
if my suggestion is too "risky", at least give us this.
 
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There should be a few truly uninhabited states though.

Or at least one - South Georgia is not colonized in 1836 and has no indigenous population. Similarly, the Falklands have no indigenous population, but I believe they're already colonized at the start of the game.
Also several strategically important Pacific islands. For example my first thought was of the Midway Islands, Line Islands and Wake Island, which were settled by the United States during the game's period. If you don't count temporary populations like whaling stations (for me it's a toss-up whether it makes more sense to put the pops and resources there or in their home port), there'd be a lot of other islands like the Spitsbergen archipelago. Some uninhabited islands might reasonably be annexed to a populated state that's part of a decentralized nation, but for others it's unreasonable and would negatively affect gameplay.
 
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Though the DD is very light on new info, I'm glad to see that on the culture map mode states are finally colored by the culture that has most Population here, not Political Strength like before. Much more useful, but we still need stripes for states with significant minority cultures.

EDIT:

Huh? Why the Homeland restriction? Seems pointless at best, just display the majority culture. At worst, it will be misleading, as it can diplay a different culture than the most populous one in the state. Come on, it's things like these that make using mapmodes unreliable and force us to click on everything to get detailed view and real info.
I want to print, frame and put on a wall this comment.
 
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Good stuff. Thanks for the development diary.
 
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This comment is reserved by the Community Team for gathering Dev Responses in, for ease of reading.

Clarification on the cultural mapmode: this map displays the dominant culture among those who consider that state their Homeland, and does not represent cultural control, international understanding, "natural borders", or anything like that. States can be considered Homelands by multiple cultures simultaneously and this map will shift over time as the game progresses.

Clarification to the clarification on the cultural mapmode: it's a Homelands mapmode, which is in this context more relevant gameplay information than "which culture has a plurality here". In the cases where a state is a Homeland for multiple cultures we break ties by population and display the minority cultures in the tooltip.



Thanks for pointing out the grammar issues :) We're constantly making changes and fixing small stuff like that. To your question though: A culture can have more than one heritage, yes. It's just not very common. For instance Sephardim have both European and Middle-Eastern heritages.



Currently it's not possible to change taboos mid-game even through events (as opposed to doing it before the game by editing the religion definition), mainly because it's not something we do in any of our events. It should be fairly simple to add it at some point for mods though if the interest is there even if we don't use it in the main game.



Atheism is not currently represented in the game, no. It's an interesting idea we might get back to in the future. For now, the closest we have are secular laws and ideologies which attempt to separate state and church.



Given the time frame of the game it doesn't really make as much sense for that kind of mechanic as it does in say CK3, so no, cultures are generally static with the exception of obsessions which can emerge over time.



Traits can be all kinds of things. Some are about languages like lusophone or anglophone, others are about more specific geographical conditions like Himalayan as you mentioned and others represent groups of cultures with shared characteristics such as a Jewish group or Polynesian group.

For Albanian it will depend on what laws the Ottoman Empire is using, Albanian doesn't share any trait with Turkish, so they would only be accepted under the Multiculturalism law.



Religions do not give different "bonuses" or so. Their differences are the taboos and how different religions are discriminated against under different laws.



They do! They all have the Iberian trait. On top of that Spanish has hispanophone and Galician has lusophone.



Indeed! On the 30th at 16:00 CEST we will have our first stream of the game :)



The modifiers an IG gives based on if they approve of your government or not are not dependant on which religion they represent. What can change is what ideologies they have, but that is done more on a case by case basis depending on local specifics. As an example the Buddhist Monks IG will have a specific ideology set to them which the Catholic church does not have.



The religion tied to a culture does not change, no. Do note this does not mean you can't have pops with a religion different from it though. So even though you can have culturally French pops of all different religions, it will always be tied to Catholicism.



You can set a military good as an obsession through the culture definitions, yes. It just won't do anything as obsessions are about pop consumption and pops don't consume military goods. So it would just be a visual thing.



It is not! The map shows the majority population in the state, and for Bosnia the Serbs are quite numerous even though the have barely any political strength in the Ottoman empire compared to the Bosniaks.



They can't. The prohibition and the opium ban are handled in a different way through modifiers to production and trade routes rather than affecting what the pops actually want to consume.



It is! Called Van Dieman's Land,



Each culture can only have one religion it is tied to. Apart from that pops can be of any religion of course.



Hey, gotta cross off "get on /r/MapsWithoutNZ" from my bucket list.



Sorry for the delay with the answers! Have been quite busy, so only got to it now. Cultures can't have traits added to them throughout the game, no. Largely this is due to the time frame of the game being fairly short in the grand scheme of things, so it wouldn't make as much sense to have cultures change drastically like that. It could be something we could look into adding for modders in the future if there is an interest though.








Correct. They'll only have taboos from the religion tied to their culture.


That is a fair point. Do you have a suggestion for some kind of "trait" they could share that would make sense?


North Caucasian is currently tied to Sunni. Again, this does not mean North Caucasian pops can't have other religions though.


Tech spread is not affected by cultures, no.


Hey, Acre is a real place! I once saw a car claiming to be from Rio Branco - AC. Felt like a dream!
Atheism should be present given the possibility of communist revolutions during play.
 
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Are there any plans to add Miao and Hui people to the game? Their differences with mainstream Han Chinese led to significant events in Qing history, such as the Miao rebellion and the Panthay Rebellion, that are within the scope of the game. While it could be argued that the Hui are effectively modeled by the religion system, earlier sources always seem to regard the Hui as a different people from Han altogether, even grouping them with the Uighurs at times.
 
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Kaspar Osraige

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Are there any plans to add Miao and Hui people to the game? Their differences with mainstream Han Chinese led to significant events in Qing history, such as the Miao rebellion and the Panthay Rebellion, that are within the scope of the game. While it could be argued that the Hui are effectively modeled by the religion system, earlier sources always seem to regard the Hui as a different people from Han altogether, even grouping them with the Uighurs at times.
I think Miao are already in the game but simply too small to have a majority in a state? And I hope Hui are a different people, if Flemish culture is separate then Hui definitely should be. I would also like to see TUJIA people, simply for how big of a minority they are and it would be cool to play as a Tujia nation but I am not too hopeful about this.
 
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LAF1994

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Albanians should start as an accepted culture of the Ottoman Empire imho. However, if/when the Ottoman Empire falls and modern Turkey emerges, Albanians should no longer be an accepted culture.
It shouldn't be a culture issue as much as a religious one, especially since the OE historically grouped populations purely on a religious basis.
 
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Blindbohemian

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It would be helpful if the mapmode gave some sort of visual indicator to states that were Homelands for multiple cultures so that we'd know to go look at the tooltip and wouldn't have to mouse over every state we're interested in to find out what its deal is.
Maybe if we’re lucky they’ll make the second culture’s flag appear in a big weird splotch over the state, since they’re allergic to sensible cartographic conventions now.

Wizz, give me back my stripes
 
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Al-Khalidi

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Correct. They'll only have taboos from the religion tied to their culture.


That is a fair point. Do you have a suggestion for some kind of "trait" they could share that would make sense?


The trait for Albanians and Bosnians should be "Ottoman heritage" or something like that which would make them tolerated in Ottoman Empire. @Alexhesse
 
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Kaspar Osraige

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And New Zealand. Is that wonky British colony still there??
I mean even if it is the map will just say Maori so pretty meaningless
The trait for Albanians and Bosnians shpuld be "Ottoman heritage" or something like that which would make them tolerated in Ottoman Empire. @Alexhesse
I hope they add it to Circassians and Turks too if they do such a thing.
 
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