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CKIII Dev Diary #27 - Cultures & Cultural Innovations

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

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

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

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

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

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

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

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

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

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

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

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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.

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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.

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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.

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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.

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

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

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

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

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

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I am not sure about the approach of no representation of minorities. I mean, small cultures like Cornish might get assimilated by their larger neighbours and those cultural fascination would be gone. I hope there is a system to represent minority culture (and religion)

Also, what defines culture? The language of the court/the language that the ruler speaks? Or the cultural traditions passed down by his father?
 
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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

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.
 
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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?
 
Character culture! And, well, sure! I don't think your vassals are likely to necessarily take that well, and the peasants will resent some uppity foreigner coming in and telling them that their traditions are bunkum (at least until you educate them till they think they're Greek too). Selling your local traditions down the line for technological advancement is, sadly, a bit of a human tradition, I'm afraid.

Hm, thanks.

Sadly I think this is not much of a downside. You deal with some unhappiness all the time and once you conquer outside your culture you have this problem anyway.
Switching to a higher tech culture will likely become a standard powergame move if you play that way.
 
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Very good changes overall, but the one thing I don't agree with is the idea of "cultural heads". If I understand correctly you could have a character with the highest possible learning in the game, but he personally would have no direct effect on technology as long as there was one other guy who controlled 1 more county of your culture. This is unrealistic and heavily discourages playing tall and going for learning unless you are the largest country in your culture. It's especially weird for cultures which are spread out across many small similar sized realms, eg.: Why should one random Irish count dominate how the culture is evolving just because he owns 2 counties while there are 10 other single county counts around? IMO much more sensible solution would be to allow all independent rulers of a culture to set their cultural fascination and then weigh their effect based on the number of counties. This would both be more realistic and allow for more agency (and thereby more fun) to smaller realms.
 
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It is actually technically possible not to have a head (you'd need to have absolutely _no_ landed rulers of that culture), but you're not disadvantaged for it. Such cultures just get a random fascination and innovate as though they had a cultural head with poor (but not terrible) learning.

Nope, no county tech levels any more! I'm afraid I'm unsure what ye mean about changing culture as a non-member.

It certainly makes it harder. If you're really determined, you can still do it, but your neighbours will slowly begin to outpace you technologically over time.
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?
 
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Learning influence more things than just how good a character is as a Culture head. It is for example used in certain plots, like I think it is used in the meritocratic plot to get claim on your liege title.
 
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"?
 
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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?
 
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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.
 
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I'm really excited about this! :D
But I have a question about the Scandinavian cultures: how modern will their names and such be, most specifically, Norwegian? It's maybe nitpicky, but Norwegian in CK2 seemed to resemble the Norwegian language after it's union with Denmark, which had a strong influence on the language. Will the Norwegian name and character names be more proper Old Norwegian (closer to Norse)?
 
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Sorry to come at you with criticism, but if you're going to remove Carantanian culture, can you at least change the region's culture from Croatian to Bavarian? Bavarians had hedgemony over modern-day Slovenia from the 9th century onwards, so there's at least *some* reason for them to be there, while Croatian has almost no place being represented in the area at all. The lack of a culture that existed in the same region since the 6th century, which is the basis of a modern nation state, and which was already featured in CK2 (although with inaccurate naming conventions), kinda stings.
Yep, not to mention that the lack of representation of minorities would mean that smaller cultures will definitely get axed in a century or so. Which IMO is not historical and downright awkward.
 
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Very good changes overall, but the one thing I don't agree with is the idea of "cultural heads". If I understand correctly you could have a character with the highest possible learning in the game, but he personally would have no direct effect on technology as long as there was one other guy who controlled 1 more county of your culture. This is unrealistic and heavily discourages playing tall and going for learning unless you are the largest country in your culture. It's especially weird for cultures which are spread out across many small similar sized realms, eg.: Why should one random Irish count dominate how the culture is evolving just because he owns 2 counties while there are 10 other single county counts around? IMO much more sensible solution would be to allow all independent rulers of a culture to set their cultural fascination and then weight their effect based on the number of counties. This would both be more realistic and allow for more agency (and thereby more fun) to smaller realms.
Hey, I was just about to write the exact same thing! :)
I think this small change would make the game quite a bit better. There are no "cultural heads" in the real world and thus they are a concept that is very hard (or even impossible) to rationalize. It might also confuse players that they cannot influence the research of their culture at all, because they have less (or the same number) of counties than some random other ruler. Weighting everyones fascination based on the percent of culture that they control (maybe even modified by development) would always give the player some influence on the current research and remove the weird concept of cultural heads.
 
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:) Glad you like it! We currently don't have Coptic in, but that's not to say it's been axed forever.


;) Screenshot #6 m'friend.


The title is balanced so that such a situation is unlikely to commonly appear (i.e., maybe once per game for the player if they were *really* trying to break-neck progress through innovations and little else), but here, I'm afraid that yes, that is the case. You can definitely be quite far ahead technologically, you can even be immensely far ahead of less developed cultures, but there is that slight upper limit to exactly how much more advanced you can be.


Most of the old ones from CK2, a handful of new ones, and hopefully many more to come over time! :D Cultures are a lot of fun to make and implement, but we've also got to do a fair amount of research to try and get them right, so it's something we'll doubtless add to going forwards.


:) Poganstvo has been changed.


This is something that's been discussed a little internally, but we've no firm plans on it yet, and it won't be like this for launch, I'm afraid.


Not quite sure what you mean by "Briton": we have three Brythonic cultures (Cornish, Welsh, & Breton), but Briton in the Roman sense is long-dead by 867, and British in the modern sense is almost a thousand years away. Icelandic, as in CK2, is represented by Iceland alone retaining Norse culture in 1066.


Character culture! And, well, sure! I don't think your vassals are likely to necessarily take that well, and the peasants will resent some uppity foreigner coming in and telling them that their traditions are bunkum (at least until you educate them till they think they're Greek too). Selling your local traditions down the line for technological advancement is, sadly, a bit of a human tradition, I'm afraid.


Naturally. We have, pre-emptively, mined all stone from the new map, so only PDS will be able to build castles, but that's more of a security thing, you understand.


:) Characters only get one culture, and you can't be the head of a culture you don't belong to.


It is, though not necessarily easily.


Cultural heads do not have to be independent. Indeed, many won't be, since we have more than a few mighty empires scattered around that totally subsume cultures within their borders.

It is actually technically possible not to have a head (you'd need to have absolutely _no_ landed rulers of that culture), but you're not disadvantaged for it. Such cultures just get a random fascination and innovate as though they had a cultural head with poor (but not terrible) learning.

Nope, no county tech levels any more! I'm afraid I'm unsure what ye mean about changing culture as a non-member.

It certainly makes it harder. If you're really determined, you can still do it, but your neighbours will slowly begin to outpace you technologically over time.
What of Cumbrian and Pictish? Cumbrian linguisticlly was nigh identical to Welsh from the scant scraps we have of it and Pictish from abundant place and personal names was at the least Brythonic if not just northern most extent of common Brythonic before the Saxon invasion finally split Brythonic into its daughter languages.
 
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Here are the names of the eras: https://www.ign.com/articles/crusader-kings-3-preview-get-medieval-with-it
Certain innovations are locked behind milestones on the calendar, so you can’t just unlock bombards (a late-game, gunpowder-based siege unit) in the year 1100 by spamming development buildings. In the earlier start date, 867 CE, everyone begins in the Tribal Era. Unlocking all the innovations from this era lets your culture start progressing toward the Early Medieval Era – but only if the date is at least 950. The High Medieval Era can unlock in 1100, and the Late Medieval Era in 1250. Additionally, just about every region of the world has some unique innovations specific to them. If your realm is in Northern Europe (either because you started there or relocated your base of power there – you don’t necessarily have to be a native), you can unlock Longships in the Tribal Era that let you sail up rivers. This includes unique military units, like Horse Archers for the steppe and Huscarls for the Nordic and Anglo-Saxon regions.

Very nice! Although, I feel the Culture mission should be in the hands of the Chancellor, not the Steward...
Steward make more sense since it is the steward who manage internal affairs. Also it mean you are not using your steward to do stuff like developing your counties.
 
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"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?
 
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