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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!
 
Seconded what @WolfAleron says, this cultural rework looks really promising, and if it actually works well in-game, I'd love to have something similar in other PDX titles. Things like dynamic cultural acceptance or hybridization especially seem like they should belong in almost any PDX game, now that the tech to do it seems to be here.
 
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We might have a tradition or two that may or may not affect things such as creating or reforming a faith...
I think this question was on lifestyles affecting culture costs. In the learning lifestyle there is Prophet and Apostate that affect costs on reforming/creating religions and converting to new religions, will there be similar lifestyle choices that affect the costs for altering/creating or changing cultures?
 
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Considering the culture focus of this expansion, will you be taking the opportunity to add some additional ones to the map? Coptic Egyptian is especially glimmering by its absence, particularly after it was added in the latter stages of CK2. After all, you can't do a proper Old Egyptian revival run with Egyptian Arabic.

We wanted to keep the language feature fairly simple for now, so a culture will only have a single language.
Based on the wording, is it feasible that this feature might be worked on down the line? I personally think it would be cool and make some degree of sense, if for instance you had one large Frankish culture stretching over Gaul and the Rhineland, that speaks Oïl, Dutch, and High German, while next door are the Thuringians and Bavarians who also speak High German, but not the others.

That's a fair point. However, since all cultures have their own name lists, we would have to create a language for every single culture. For gameplay purposes, we kind of like having languages overlap a bit, since it reduces opinion between cultures and adds some interesting immersion.
Could you not simply tie name lists to languages instead of cultures and avoid creating a separate langue for each culture that way? I don't really see why cultures who speak the same language should have different name lists anyway. Rather, variation in naming customs can come by having characters occasionally give their children names from the local language instead of their own.
 
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Not sure if its asked before, probably is. But will gender rules from faiths still have effect? Like if I make my culture to promote equality, would that be enough or does my faith also need to be changed?
 
Vlach and what they look like at the moment:
View attachment 731981
Yea still doesnt make sense, why you ask?
Heritage means (definition taken from merriam-webster) something transmitted by or acquired from a predecessor. Synonyms: Legacy, Inheritance

This heritage would mean that Romanians are descendant of south slavs that just happen to speak a Latin language. I think it should be replaced with south slavs aesthetics in order to show the influence the south slavs had on Romanian culture.( btw the Byzantines influenced our culture more than the south slavs did but that's a discussion for another time)
 
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Very disappointed that you guys decided to keep the same "1 level" way of viewing heritage. While by 1066, it could be said that English and Norwegian/Danish/Swedish have diverged enough to consider them separate cultures (even if the real change happened after this point in history), having norse and anglo-saxon use different heritages, despite having a common heritage, having mutually intelligible languages makes little sense (Same with Saxon/Anglo-Saxon, where they even share names).

This could have been fixed by having had a super level for heritage, like say "Germanic" or "Slavic" or "Latin" etc. in which lower level heritages like Iberian, Italian etc. to simulate more granularity.

At this point it feels like i will still have the issue of having an Indian adventurer coming in have the same cultural acceptance issues as a Norse adventurer in the region of Germany, which breaks immersion because people would be much more hostile to someone who doesn't just speak a slightly strange language, but looks like a strange man as well. Something I had hoped would be fixed in this update.

EDIT: With the new Vlach Screenshot, I see that Languages will be based on Language Families, which while addressing my upper layer concern, it makes me worry about specific languages not being represented this way. For example, the french of back then, would vary wildly to the romanian of back then, so even if both speak a romance language, an insurmountable language barrier would exist, maybe even to the point where guessing the meaning of words will not be enough to continue understanding each other, which is possible in languages like Russian and Ukrainian today.
 
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Considering the culture focus of this expansion, will you be taking the opportunity to add some additional ones to the map? Coptic Egyptian is especially glimmering by its absence, particularly after it was added in the latter stages of CK2. After all, you can't do a proper Old Egyptian revival run with Egyptian Arabic.


Based on the wording, is it feasible that this feature might be worked on down the line? I personally think it would be cool and make some degree of sense, if for instance you had one large Frankish culture stretching over Gaul and the Rhineland, that speaks Oïl, Dutch, and High German, while next door are the Thuringians and Bavarians who also speak High German, but not the others.


Could you not simply tie name lists to languages instead of cultures and avoid creating a separate langue for each culture that way? I don't really see why cultures who speak the same language should have different name lists anyway. Rather, variation in naming customs can come by having characters occasionally give their children names from the local language instead of their own.
Well as was said before the language a culture speaks is more in line with belonging to a group of related languages. My guess would be that for example both Polish and Czech will have the same language due to them being similiar (even intelligible during the Middle Ages), however, it wouldn't be very accurate to give both of them the same name list as these would differ (though of course having many similarities).
 
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Not sure if its asked before, probably is. But will gender rules from faiths still have effect? Like if I make my culture to promote equality, would that be enough or does my faith also need to be changed?
The faith gender doctrine will affect gender law availability (and a few other things), but no longer will affect who can serve as knights and commanders - that part is now on culture alone.
 
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Will the new Acceptance system be used for more reasonable innovation spread? It always felt weird how you are as likely to get spread from a neighboring culture who shares a realm as you are from a culture on the other side of the world that just happen to share a religion.
 
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We might have a tradition or two that may or may not affect things such as creating or reforming a faith...


The different doctrines remains unchanged, outside of the main gender doctrine. Which, as mentioned in the DD, no longer affects who can be a knight or commander.


1. As far as I know, it won't affect the AI for picking education. Might be something to consider though, but I would never want to block it completely.
2. This modifier in question is added to a character, so you will always be able to benefit from it.
There's always people who buck the trend. Joan of Arc is probably the most well-known. So even if a culture doesn't want female knights, there will always be some women who study martial and dream of being able to lead an army to kick the English out.
 
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So I feel like I should probably add another point to my earlier post regarding the immutability of culture traditions.

If the only way to change existing traditions is to create a completely new culture you will end up with the following situation:
Say we use as example the Rajput culture. It seems to have in the beginning 4 traditions already taken (I assume this is in the beginning since it is researching armillary sphere which is in the early medieval era and rajput is very close to entering high medieval in 1066)


So given the importance of the ganges river in india (which is where we will be taking our nation in this example) we want the seafarers tradition. Which leaves room for perhaps esteemed hospitality. Now our tradition slots are full.

After a while we start focusing on inward stability once we got a nice empire carved out of the region. So we ideally want to replace quarrelsome (which sounds like it is bad for internal stability) But the only way to do this is by creating a completely new culture. So what we will do is create a new one to swap out the specific tradition for another. Everything else remains the same of course because we only want a different tradition. Now we can just name our new culture Rajput but that will be extremely confusing. So we'll need a new one. We will just completely abandon the old culture and replace it with an entirely new one.

Fast forward to a bit later again when we want to maybe no longer have warrior culture. Perhaps our empire has been at peace for several hundreds of years now and it simply doesn't fit anymore. Again we'll have to create an entirely new culture to swap out warrior culture for another tradition. repeating the above explained process.


If the option exists to simply change traditions of your existing culture without having to make a new one then this whole jumping through hoops having to reconvert all your lands back to your new culture can be avoided entirely.

It is therefore not just immersion breaking to have immutable cultural traditions. But also mechanically much more elegant to be able to swap traditions within the same culture.
The point of diverging or hybridization should never be to simulate your culture changing internally over time. But rather to split off of the main culture, as the name suggests for divergence, or to merge with another existing culture in the case of hybridization. Traditions changing over time should be a separate option from those where the culture itself changes rather than having a new one emerge

Specifically the current system very much means that "Cultures are not Forever". Because you have to abandon and possibly entirely replace them if you want a slightly different set of traditions
 
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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.
Thank you for this huge dev diary!

Does this include Forms of Address? Can you pleeeeeaaaase give us a hint as to whether Form of Address customization is at least being considered?

It would add so much immersion and replayability value at relatively low programming cost (I presume).
 
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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.
Can you give us an overview of which Cultures have Only Men, Both or Only Women Martial Custom? I'm taking for granted that nothing may be permanent right now but just to have an idea.
I thought that cultures that previously had Male Domination or Equal doctrines Faiths would have it accordingly but IIRC the Rajputs are usually Srikula-Shaktism, which is an Equal religion yet they have Only Men warriors in the screenshot.
 
Considering the culture focus of this expansion, will you be taking the opportunity to add some additional ones to the map? Coptic Egyptian is especially glimmering by its absence, particularly after it was added in the latter stages of CK2. After all, you can't do a proper Old Egyptian revival run with Egyptian Arabic.
Coptic Egyptian is a huge missing culture, as are Albanians and Malayalis.
Yea still doesnt make sense, why you ask?
Heritage means (definition taken from merriam-webster) something transmitted by or acquired from a predecessor. Synonyms: Legacy, Inheritance

This heritage would mean that Romanians are descendant of south slavs that just happen to speak a Latin language. I think it should be replaced with south slavs aesthetics in order to show the influence the south slavs had on Romanian culture.( btw the Byzantines influenced our culture more than the south slavs did but that's a discussion for another time)
I think the heritage as a game mechanic seems to mean something different than it does as an actual world, but yes this further kinda exemplifies how these mechanics are really big issues in terms of building coherent and immersive cultures and interactions in-game.
 
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Interesting. Not sure I like the idea of clicking a button and now my culture is different but I don't hate it.

I see a potential for great wailing and gnashing of teeth when people's favorite/real life culture isn't right or doesn't match their perception of that culture.
 
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Holy crap guys. This might just be the best and most exciting dev diary I've seen yet, for any of your games. This is gonna fundamentally change the game and add SO much flavor. And it's free?? That's the best part. That means it can be expanded in the future with unique components and not be reliant on someone having multiple DLCs.

Are some of the features of Northern Lords going to be moved to the new culture system? Like the unique Dynasty Legacies and planned invasions?
 
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I wonder how the language and cultural 'parent' will work in the new hybrid culture system. If there are Turkic-Indians are they in the Turkic group or the Indian group, will they speak a Turkic language or an Indian one?
Well, they could be in the Turkic culture group but speak an Indian language. It'll depend on the choices made when they come into existence.