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CK3 Dev Diary #64 - Cultures Are Forever
Salutations!

Before we begin, first things first. We are working on an additional patch to fix some of the issues introduced in 1.4. The patch is still being worked on, but if everything goes as planned, we should be able to get it out sometime next week or so. We’ll let you know once the patch is ready.

With that out of the way, let’s talk about something I’m quite excited to share with you all. As you probably know already, we’ve talked a bit about how we are revisiting cultures for the next expansion: Royal Court. Unlike faiths, which got a lot of attention prior to release as we made them quite dynamic and customizable, cultures can feel a bit static, and aren't anywhere near as interesting as faiths. That is all about to change!

We are revising cultures as you know them. Most exciting is perhaps the possibility to create new cultures! Both for simulating historical events and to create plausible and interesting alt-history scenarios. But I’m getting ahead of myself. For now, let’s start by looking at the foundation of a culture and the different components they are made of. This is what the new culture screen will look like.

01_culture_window.jpg

[Image of the new and updated culture interface]

Cultural Pillars

A culture has five main Cultural Pillars. These are Ethos, Heritage, Language, Martial Custom, and finally Aesthetics. Of these, the Ethos is perhaps the most significant, but all of them play a particular role in how a culture plays and how cultures view each other.

Ethos
Each ethos is framed around a particular theme that somehow ties into a fairly broad definition of what a culture is. A culture’s ethos not only provides effects and bonuses for having it, it also ties into how easy or difficult it is to acquire certain traditions (more on this further down). There are seven in total:
  • Bellicose
  • Communal
  • Courtly
  • Egalitarian
  • Inventive
  • Spiritual
  • Stoic

Here are a few examples of what they may look like in-game:

02_ethos_bellicose.jpg

[Image of the Bellicose ethos]

03_ethos_spiritual.jpg

[Image of the Spiritual ethos]

04_ethos_inventive.jpg

[Image of the Inventive ethos]

Heritage
A culture's heritage can be compared to the culture groups that you may be used to in the existing system. Heritages will roughly match said culture groups. You’ll see an Iberian Heritage for cultures like Basque and Castilian, or Turkic Heritage for Turkic cultures, such as Oghuz and Cuman. In terms of gameplay, the most outstanding effect of a shared heritage is the impact it has on Cultural Acceptance.

Language
Each culture has a designated language. Languages vary greatly across the map and between cultures. Some languages, such as Arabic, are spoken by quite a few cultures. Other languages are spoken by no more than two or three cultures, or in some cases, cultures even have their own unique language. An example of these would be Basque, who really don't have any closely related languages and it wouldn’t make too much sense to group them together with their neighbors. The vast majority of cultures share a language though, as a sort of “language group” rather than a specific language.

Characters can always speak the associated language of their culture. They are, however, also able to learn multiple languages over their lifetime. Knowing multiple languages has its benefits, as speaking the same language as another character of a different culture, and county, will reduce the opinion penalty that character, or county, has towards you. Knowing the native language (i.e. the language of their culture) of your vassals is therefore fairly beneficial as a means of increasing their opinion of you.

Noble Martial Custom
The martial custom decides which gender you may appoint as knights and commanders. As you’d expect, you can either appoint men, women, or both. We always felt that having the gender doctrine on faiths decide which characters can and cannot participate in battles felt off. The doctrine is about the right to rule and the holding of titles, more so than anything else. Just because you want the Equal doctrine to allow female rulers, doesn’t mean that women would automatically lead your armies or join you as knights. Revising cultures gave us the ample opportunity to move the functionality from faiths over to cultures. Which also means that you’ll have additional options in shaping your realm.

Aesthetics
This pillar is really a collection of several smaller properties for what a culture “looks” like. It decides what type of clothes characters wear, the coat of arms style for dynasties, what architecture holdings use, and the type of armor the units on the map wear.

This is also the pillar that contains what naming practices the culture uses. Mainly what character names to use, if they use a dynasty prefix, etc. The naming practice will also be used to change title and holding names, which used to be set per culture, so as to not have titles change names if you create a new culture.

For all of you modders out there; all of these can be set individually per culture. Allowing you to mix and match the different aesthetics to your heart’s content.

Traditions

Traditions are the meat of the cultural overhaul, and provide that extra layer of variety and immersion that can have a significant impact on gameplay. An important aspect of traditions is that they give us a clear means of visualizing and explaining existing mechanics that previously just “was a thing” and never explained. Take Anglo-Saxon as an example. They have access to the Saxon Elective succession for no apparent reason other than “they do”. Instead, they now have a tradition that grants them the succession law, making it clear as to why they have it. Secondly, and perhaps more importantly, traditions serve as the perfect means of giving a culture additional flavour or gameplay bonuses that add a greater degree of variety across the map.

A culture can have no more than five traditions in total, but this number will increase as you enter a new era. Most cultures will start the game with around three or four, which leaves plenty of room for you to shape your culture as you play the game. As the cultural head, you’ll have the ability to establish new traditions.

Not all traditions will be available everywhere. We have both regional traditions, as well as traditions that are available depending on your heritage. The vast majority of them can be established regardless of circumstances, but might require certain conditions, such as ‘Hill Dwellers’ having the requirement that your culture must be present in a county with hills.

Traditions cost prestige to adopt. Which will be the largest hurdle for you to overcome if you want a specific tradition. The prestige cost is dependent on your ethos. Certain traditions will be more expensive than others, if you don’t have a matching ethos. Similarly, a tradition will increase in cost if your culture, or in some cases the cultural head, doesn’t fulfill a specific and thematic requirement. An example would be a tradition named ‘Only the Strong’, which is more expensive if you as the cultural head don't have at least six knights with at least 12 prowess. The increased cost is meant to act as a softer limit and make it slightly more difficult to establish certain traditions (depending on your circumstances), but not as much as to make it impossible to do so, should you want to go and unlock a particular tradition.

Instead of explaining traditions in detail, I’ll just show you a few examples of what traditions may look like, as well as the type of effects you can expect from them.

05_tradition_swordsforhire.jpg

[Image of the Swords for Hire tradition]

06_tradition_chivalry.jpg

[Image of the Chivalry tradition]

07_tradition_esteemedhospitality.jpg

[Image of the Esteemed Hospitality tradition]

08_tradition_seafarers.jpg

[Image of the Seafarers tradition]

09_tradition_landofthebow.jpg

[Image of the Land of the Bow tradition]

Cultural Acceptance

Cultural acceptance can be described as how well intermingled two cultures are, and how accepting they are of each other. Which means that given enough time, cultures will dislike each other less, and culture converting everything within your realm is no longer the only solution to combat cultural differences.

The opinion penalty of being of a different culture used to be a static value. Now, it will depend on the cultural acceptance between your culture and the target culture. Each culture has an acceptance value of another culture, visualized as a percentage. Depending on the amount of acceptance, the “different culture” opinion penalty will gradually be reduced. At 0% acceptance, you’ll have the full opinion penalty. At 100%, the penalty is removed altogether. Acceptance goes both ways. So if the French have a 20% acceptance towards Normans, the same will be true from the Norman perspective.

There are two ways for acceptance to change. The first is an acceptance baseline. Which increases if two cultures share similarities with one another. There are a number of different modifiers that can increase the baseline. Such as cultures that share the same religion or faith, ethos, or language. The most impactful modifier, however, is heritage. If two cultures share the same heritage, they have a significant bonus to their baseline.

If acceptance is above the baseline, it will slowly decay over time towards the targeted value. Being below the baseline on the other hand, will not make the acceptance increase. A bad relation between cultures won’t disappear overnight.

Secondly, acceptance very much changes depending on the circumstances. Don’t expect two cultures that never interact with one another to gain acceptance. If cultures exist within the same realm though, it will increase over time. This applies to both counties of another culture within your realm, as well as vassals. Acceptance is also reactive. Taking certain actions towards characters of a different culture will have consequences on your acceptance, such as declaring war or revoking titles. This generally scales on size. While the difference isn’t huge, revoking a single county from a small culture will decrease your acceptance more than if you would revoke a county from a much larger culture. At the end of the day, if you want to maintain a high acceptance and keep your Occitan vassals in France happy, you are at least gonna have to try and be nice to them.

10_cultural_acceptance.jpg

[Image of what the cultural acceptance between two cultures may look like]

There we go. That’s what a culture will look like in the near future. Oh! Before I forget; Best of all? The cultural rework is free, and will accompany the free update that launches alongside the Royal Court expansion!

Until next time!
 
this system invites these problems because the ethos are in fact just baked in stereotypes about warrior cultures, poet cultures etc.
My opinion: I hope that these considerations won't affect the game and make it less fun just because they want to be as neutral as possible and make everything boring and standard. Uniqueness is kinda hard if you can't stereotype. There has to be a layer of abstraction that make these nuance things less daunting and more fun to play with and I'm okay with a bit of stereotyping.
 
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Seems like a people of hats trope situation where because you belong to a people you all have the same characteristics like being a warrior or something.

Still interesting, and it'll be nice to get some more cultures. I predict Arpitan, Carinthian (based on the observation here) and maybe some more Italian cultures. Will be very interesting what you do with India.

Also glad to see some things we attribute to specific cultures being made more general to apply to more cultures. I did not know the Oriya were seafarers but that's the type of things we want to see more of. It can't all be about Vikings.
 
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You mentioned opinion modifiers between cultures based on religion - so does each culture have a "default" religion and can that be changed? For example the Galician culture is split between Catholicism and Islam at game start, will they be able to change that depending on how the reconquista goes?
 
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Acceptance is also reactive. Taking certain actions towards characters of a different culture will have consequences on your acceptance, such as declaring war or revoking titles. This generally scales on size. While the difference isn’t huge, revoking a single county from a small culture will decrease your acceptance more than if you would revoke a county from a much larger culture. At the end of the day, if you want to maintain a high acceptance and keep your Occitan vassals in France happy, you are at least gonna have to try and be nice to them.
Sounds like the best way to deal with Occitan vassals would be just making every vassal French and then culture converting, just like now
 
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If cultures exist within the same realm though, it [acceptance] will increase over time.
It would be interesting in future iterations to add what would be inter-ethnic/culture tensions within a realm based on governance. So if all counties where culture Y is present in my realm are handled by counts/dukes of culture Z, I expect culture Y to not really like culture Z even though they are in the same realm -- one is discriminated, the other no. But definitely future work I guess.
 
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Looks very promising, although I'm a bit hesitant about balancing and power creep, as a synergized Culture and Religion could result in some pretty ridicolous combinations. And this isn't even taking into accounts the bonuses gained from a court and artifacs.
 
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Some modding related questions:

  1. How will this affect Communal Identity?
  2. Will some innovations be changed into traditions or pillars?
  3. Does the Tradeport bonus mean a duplicated building line or more modding tools?
  4. How does it affect the culture creation decisions and events like the Norse culture split, the Norman culture creation, or Outremer
1. Communal Identity should remain largely unaffected and retain the effects it has on conversion and promote culture.
2. Yes. Most of the Men-at-Arms traditions have been converted into traditions. Those innovations were mostly framed around a "cultural" theme anyway, so it made a lot of sense to move them over to the new system.
3. New modding potential!
4. You'll still be able to adopt new cultures like this. We'll go into further details when we talk more about culture creation.
 
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Ethos
Each ethos is framed around a particular theme that somehow ties into a fairly broad definition of what a culture is. A culture’s ethos not only provides effects and bonuses for having it, it also ties into how easy or difficult it is to acquire certain traditions (more on this further down).

Can you change your Ethos? This should reflect cultural 'sterotype', personally I like this. IMO one should not be allowed to change their ethos left and right..

Will we have cultural differences separated by religion(post Islamisation & Arabisation), reflected (from CK2)? Such as Muslim Egyptian vs Christian Copts, Lebanese/Mashriqi Arabic vs Syriac Christians?
 
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So some concerns and suggestions to prevent those from being a thing.

Currently it seems like there is no way to change the traditions a culture has without diverging to a new culture. This means that if you intend to play as for example the french culture, but not start as its culture head, you will end up with the AI choosing a few of those limited tradition slots. Forcing the player into either playing with those traditions or not be french culture. I therefore would suggest adding the ability to replace old traditions with different ones to reflect cultures changing over time (and simultaneously making it so you can 'fix' AI decisions). This could for example have an extra cost on top of the existing prestige cost of adopting said tradition. (say 50% extra prestige).

Secondly a question regarding the aesthetics choice. It seems to imply clothing, naming schemes, coat of arms, architecture, and unit models are all locked together. Character ethnicity isn't mentioned at all but I would assume those are in this group as well or maybe in the heritage one? Regardless locking it together would mean it is impossible to diverge into a culture that uses middle eastern clothing, but greek coat of arms and architecture. with west european title names.
If this is indeed the case then I would suggest to maybe separate a few of those or merge them into other categories. So that it would be possible to use for example all of the greek bits. Names, architecture, etc, but then have middle eastern or western clothing.

Of course my main concern is the traditions being immutable once chosen unless you explicitly stop being that culture (by creating a new one) And I believe I am not alone in this. The secondary concern of not being able to mix and match different parts of the current aesthetic pillar is, well secondary, but nonetheless not nonexistent.
I therefore hope these two parts might be reconsidered at least a bit.
 
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This is looking fantastic. I have a suggestion, and a question.

The Suggestion : I think it'd be a neat idea to gain culture acceptance if you have provinces ruled by counts of their culture. Or you can lose culture acceptance if provinces are ruled by a count who is from a different culture.

The Question : What happens with the ethnicity if you create a new melting pot culture. Say for example the Norse in India. What will the ethnicity of randomly generated characters of the new culture be ?
 
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Thank you for this very juicy DD :) With the aesthetics, can we expect more 2D and 3D holding graphics with the upcoming expansion?
We don't have anything for holdings graphics in the expansion, sadly. The focus is on the Royal Court itself.

How many traditions are there going to be, total?
We have well over a hundred at the moment, but we'll have to wait and see how many we'll actually end up with!

Can you tell us about changes to Innovations? Are there plans for them in Royal Court?
As I mentioned in a previous post. Some innovations, most notebly some of the Men-at-Arms innovations, have been converted into being traditions instead. Other than that, no major changes have been done.

Looks very promising, although I'm a bit hesitant about balancing and power creep, as a synergized Culture and Religion could result in some pretty ridicolous combinations. And this isn't even taking into accounts the bonuses gained from a court and artifacs.
A well warranted concern. While we do have traditions that do provide you with bonuses, our approach has been to focus on adding variety and making things feel different when playing as different cultures. Some traditions might give you niche bonuses that won't always be useful, or give you a bonus at the cost of something else, forcing you to a trade off. With that said, we'll keep balance in mind to avoid blatant stat inflation and power creep.
 
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Will views of gender of faiths still be a thing? At least they should decide who could be a priest.
For example, you can't make a man vestalis, while galli of Cybele are often eunuch.
 
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Awesome!

1. Will having a male only Martial culture prevent the AI from picking martial education for girls? I really think it should.
2. Will the Spiritual Ethos give a control growth modifier to all counties, or only "same faith" counties?
 
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