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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!
 
@Servancour

Does aesthetics dictate both ethnicity and the way people dress?I think it would be great if instead you can separate them and have people of say the Asian ethnicity in European dress for example.
 
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Who will be the cultural head? As now, the ruler with the most same-culture counties?

This could be made more challenging, too. It could be based on more factor, not just one. Being an idiot and conquering all same-culture counties does not make you a cultural figurehead.

Possible factors:
  • Development of all same-culture provinces under your rule.
  • Learning
  • Perks from the Scholarship tree
  • Level of Fame
  • Court Grandeur
  • Dynasty's Level of Splendor
  • Cultural buildings and county modifiers in your realm (university, runestone...)
  • Same-culture Inspired characters in your court
This could mean that even a vassal could be the cultural head, coming before his same-culture liege. It also initiates a culture-head race between rulers.
 
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Will it be possible to change existing cultures in a similar way to how you modify existing religions? I know it's unrealistic, but I'd still prefer to change my existing culture to allow women in the military instead of creating a new one solely for that purpose...
 
Will it be possible to change existing cultures in a similar way to how you modify existing religions? I know it's unrealistic, but I'd still prefer to change my existing culture to allow women in the military instead of creating a new one solely for that purpose...
You create a new faith to modify its tenets, same would probably pertain to culture.
 
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If you switch cultures, does your character "forget" his former language? I hope not.
And if you keep the ability to speak your old language, would not "Convert to local culture" be the much easier way to deal with a bilingual realm, given how easy that decision is? Id argue that switching cultures should be more difficult than learning languages. Id even say that learning the language of a culture should be necessary before you can call yourself "of that culture".
 
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I like the new system, except ethos and creating cultures. Ethos are way to stereotypical sadly and creating new cultures as ruler seems bizarre. Otherwise I like the system, even the traditions. Just ethoses are too much in my opinion.
 
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Who will be the cultural head? As now, the ruler with the most same-culture counties?

This could be made more challenging, too. It could be based on more factor, not just one. Being an idiot and conquering all same-culture counties does not make you a cultural figurehead.
Agree, at the very minimum it should be "who has the most development in this culture provinces" (first suggestion) instead of how it works now
 
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Please tell me, won't cultures now assimilate as quickly as they used to? It was just strange when the conditional Ireland could make the whole of Paris speak Irish in 10 years. At least in the history of the Middle Ages, as far as I know, the policy of assimilation was not widespread among the rulers. People were primarily united by religion, and who you are - German, French or Icelander - did not matter.

And if now we set the assimilation rate to the lowest, will it be possible to play in a state where there are many different cultures that are tolerant of each other?
 
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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.
Maybe I'm missing something obvious, but if you start with 4/5 slots filled, that doesn't immediately sound like a lot of choice.
Are there ways to abandon traditions too? (presumably carving out your own new proto-culture if you are a non-cultural head, like how creating your own religion works).
f 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.
Are there plans for special schemes or plots to try and cause cultural friction between groups in other realms?
  • e.g. if a neighbouring king has annexed people of another culture,
  • can I send my spies to all the pubs and inns in the region and stoke "cultural tensions" with the peasants - or even the annexed vassal-lords - to trigger revolts?
  • Or if I can get in good with their realm's clergy (or equiv), such as if the new ruler is impious, I can have them do that tension-stoking work, vs their new overlords, for me?
 
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Maybe I'm missing something obvious, but if you start with 4/5 slots filled, that doesn't immediately sound like a lot of choice.
I shouldn't have used the words "in total", that was needlessly confusing. While numbers are subject to change, the current setup is that you start with a maximum of 5 tradition slots in the tribal era, and then gain +1 for each additional era your culture enters, for a maximum of 8 slots once you are in the Late Medieval era.
 
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The culture overhaul is something I'm really looking forward! That said, something about this feels weird to me and I think it is the way traditions are handled.

If I've understood correctly, you buy a tradition for an amount of prestige determined by your ethos and certain criteria, like the size of your military for military traditions. The latter however, only raises the price.

Here's an example of the stiff situation I'm worried about:

My people in-game are seafarers who live in the hills, and they've done so for years. For whatever reason we have neither the seafarers nor the hill-dweller traditions (maybe we came from somewhere else originally, or maybe the devs gave us chivalry instead?). But here's the deal, I only have enough prestige for one tradition and I pick seafaring. So, while I wait for more prestige to come in so I can buy hill-dwellers, what are my people up to? Are they too dumb to figure out how hills work?

Granted, I don't really know how this will work in-game with balancing and such. However, if the base price is based on your ethos and further penalties are applied if you don't fullfill certain criteria, wouldn't say a spiritual culture potentially be better at figuring out hills than say an egalitarian? I don't know, but it sounds weird to me.

Ideally I would have liked My first instinct would be a system inspired perhaps by institutions in EU4 (how they work on a province level and how the price depends on how many provinces they're present in) and/or general traits in HoI4 (how their xp is based on what your generals are up to). So for instance, seafaring traditions should spread and grow in all coastal provinces, and if you in addition to that sail a lot, you get seafaring "xp". And then depending on how many provinces you have with the seafaring tradition, and how much xp you have, you get a discount. Maybe it could even be free if you have enough? This might just be an overcomplication though.

(EDIT) I just want to clarify that I don't want a carbon-copy of the institutions-system were by the end of the game, everyone has every tradition. What I want is a system were, for instance, everyone who lives by the coast slowly develop a tradition in seafaring, just like how institutions are developed in EU4-provinces. The prestige-cost could then be visualized as convincing the rest of your culture that seafaring is indeed your way of life.

(EDIT2) What I feel is that the connection between flavour and gameplay is too weak for me. It makes perfect sense that militaristic cultures should have an easier time getting military traditions, but when you start giving said traditions fancy names, things stop adding up for me. Take Hill-dwellers for instance. What's spiritual about hills? what's militaristic about hills? what's egalitarian about hills? If the bonus is a combut buff in hills then yes, it makes sense for it to be a militaristic tradition etc. But at a glance there's nothing suggesting that. The name only implies that your people live in the hills, and for me that comes down to human nature, our adaptability, and not how spiritual or inventive we are.

I will however say that this entire critique applies primarily to the more geographical traditions. The others look okay.
 
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Two ethoses per Culture would have probably been better for making them more nuanced. It'd also help create a sense of continuity if you could only change one per divergence/hybridization.
 
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Eu simplesmente adorei! Essa remodelação de cultura vai mudar completamente a minha maneira de jogar, também acredito que vai tornar o jogo muito orgânico!
this is an English only forum
 
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Since things like doctrines and tenets seem to be a direct inspiration for cultural pillars and traditions respectively, will we also get culture descriptions like faiths have faith descriptions?


I shouldn't have used the words "in total", that was needlessly confusing. While numbers are subject to change, the current setup is that you start with a maximum of 5 tradition slots in the tribal era, and then gain +1 for each additional era your culture enters, for a maximum of 8 slots once you are in the Late Medieval era.

Will modders be able to add such tradition slot unlocks in script?
E.g. an innovation that unlocks a tradition slot, or forming a particular title for the first time unlocks a tradition slot for the founding culture?
 
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@Servancour Apart from the Men-at-Arms modifiers, are there e.g. some regional/cultural techs that are going to be moved into cultures? For example the Czech Seniority succession (maybe all West Slavs should have that?) Longships and Ostsiedlung come to mind as well.
What about the techs giving access to special retinues, like e.g. "Konni", will they be moved too?
 
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Oh wow these changes are amazing for roleplaying. Thank you!!

I had a question though that may be tangentially related. Like many, I gravitated towards playing my own culture/region, in my case, the Levant. It's been really fun (like 200hrs worth of content fun), but I have to say it felt rather homogeneous compared to other parts of the map. I think Britain has more cultures than the entire Middle Eastern peninsula. Also some faith assignments have me scratching my head. It was good to see Druze for example, but why are the Maronites represented as Orthodox? Given their role in the Catholic crusades, it feels very off.

I'm hoping we'll see some more compartmentalization with this culture change in the area as well. If not, at least the chosen Mashriqi ethos (spiritual) I see in the DD is very accurate.

Thanks!
 
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One way to allow for more dynamic cultures would be to allow characters to choose another "culture" bonus as a second bonus, if they've completed a lifestyle tree that is similar to that culture and the character has other connections to that culture (for instance, Land of the Bow can't be taken without connections to Nubian counties, rulers, or counties in the Nile area). Then possessing that culture's bonus could make other aspects of ruling or changing cultures easier.
 
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