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CK3 Dev Diary #65 - One Culture Is Not Enough

Hello everyone!

Last week we had a rundown of what a culture looks like in the upcoming overhaul. This time around, let’s have a closer look at how you go about creating your own culture! There are two different ways of doing so, forming a hybrid culture and diverging your culture. Both are slightly different in their approach and in what they allow you to do with your new culture.

Now, while the cultural overhaul is a free feature that will accompany the Royal Court expansion, the ability to create a hybrid or divergent culture will require you to own the DLC.

Before we start, culture creation is quite dependent on the new cultural overhaul, so if you have yet to read last week's DD, I suggest you give it a read for context. Also, keep in mind that everything shown in screenshots is still a work in progress!

Form a Hybrid Culture
Forming a hybrid culture is a way for you to meld the aspects of your current culture with that of another, in any way you so choose.

There are a few restrictions you’ll have to keep in mind before you are able to form a hybrid. First, the culture you want to form a hybrid with has to be present within your realm. No weird hybridization with cultures on the other side of the world please. Secondly, you’ll need a certain amount of cultural acceptance. You cannot go in and conquer an area to only create a new culture immediately, but the required amount can vary depending on your current traditions. And finally, you cannot hybridize with a culture of the same heritage as you. The reasoning here is that the two cultures have to be different enough to warrant them being combined into a single culture, rather than just assimilating one in favour of the other.

Once you are able to form a hybrid culture, you’ll need to come up with a good name for it. We pick a default name that is a combination of the two cultures you are attempting to hybridize, such as “Andaluso-French”, or “Greco-Persian”. For added immersion and flavour, however, we have a set of names that can appear depending on which cultures you hybridize, or where you are creating your new culture. For example, hybridizing a culture of a Frankish heritage with one of a central germanic heritage in the area in and surrounding Lotharingia, you can have a culture named Rhinelander. You are, of course, free to name your new culture whatever you want as well!

Starting with the pillars. You can freely pick between the two cultures' pillars, mixing ethos, heritage, language, and martial custom as you’d like. For example, you could pick the heritage from culture A, but language from culture B. One caveat is that you have to pick at least one pillar from each culture. It isn’t much of a hybrid otherwise, is it?

01_hybrid_pillars.jpg

[Image of pillar selection when forming a hybrid culture]

The same principle applies to traditions. You can pick and choose which traditions you want to keep, from either culture, as long as you don’t go above the slot limit. You can even choose to only pick a few traditions, leaving slots empty and give room for future traditions that you may want to adopt later. Some traditions are unique to certain cultures, regions, or heritages however, so this is the only chance you might have to acquire traditions that normally would be out of your reach.

02_hybrid_traditions.jpg

[Image of tradition selection when forming a hybrid culture]

Aesthetics work in the same way. You are free to pick and choose all of the subcomponents from either culture. For some of the categories, you are even able to choose a “hybrid” option, using the preset from both cultures! The hybrid option exists for names, fashion, and CoAs. Are you hybridizing a culture from East Africa with an Indian culture? Perhaps you’d like to go for the Indian unit, hybrid naming, Indian architecture, African fashion, and finally hybrid CoAs. Actual combination is entirely up to you!

03_hybrid_aesthetics_1.jpg

[Image of Military Equipment, Naming Practices, and Architecture when forming a hybrid culture]

04_hybrid_aesthetics_2.jpg

[Image of Fashion and Coats of Arms when forming a hybrid culture]

The new hybrid culture will automatically acquire any innovation that either parent culture has discovered already, giving you the possibility to gain access to innovations that your previous culture has yet to discover.

Before we move on, there’s a prestige cost to forming a hybrid culture. Normally, creation isn’t very expensive, and relies more on having enough cultural acceptance for it to be valid. A high acceptance will reduce the cost though, making it fairly cheap if you have managed to greatly increase acceptance.

The initial size of a hybrid culture on the map also depends on the acceptance you’ve built up between the two cultures. If you decide to hybridize at the lowest required acceptance level, the hybrid will start out rather small. Rulers of hybrid cultures have a much easier time using the ‘Promote Culture’ council task in counties belonging to either of its parent cultures for a set amount of years after it has been formed.

Diverge Your Culture
A divergent culture is essentially a culture that deviates from their original culture, allowing you the opportunity to shape it as you see fit.

Similar to forming a hybrid, you get to choose a name for your new culture. The default name here on the other hand, depends on your primary title. Diverging a culture as the king of Anatolia can give you an Anatolian culture, or Austrian if you are the duke of Austria. This makes sure that divergent cultures always have a sensible name to them. At least most of the time. I did see a Wormsian culture in a recent observer game, from the county of Worms. As with hybridization, you are free to name it however you want if you don’t want to use the default name.

As for the pillars, options are slightly different. You can pick and choose any ethos. Language won’t have any additional options for you most of the time. Martial custom can be changed as long as you fulfill the conditions for them, which would include things such as having a corresponding succession law. Aesthetics will also rarely have additional options, except in some historical cases. Diverging from Norse in Sweden, for example, will give you access to Swedish Aesthetics.

You have to change at least one pillar in order to diverge your culture. Most of the time you won’t have a lot of valid alternatives for the additional pillars, so your only option will be to change your ethos.

05_diverge_pillars.jpg

[Image of pillars when diverging from an existing culture]

Traditions can be replaced with something new, as long as you are able to afford the tradition cost. Unlike hybridization, you will have plenty of options, and can replace a tradition with any other tradition that your culture fulfills the requirements of.

06_diverge_traditions.jpg

[Image of traditions when creating a divergent culture]

Diverging also costs prestige. Here the cost scales on how much of your own culture you control. Attempting to diverge Greek as Byzantium will be fairly expensive. Meanwhile, attempting to diverge a small part of your culture, such as a small Andalusian emir on the Iberian peninsula will be significantly cheaper.

Dynamic Culture Emergence
The above options describe how you as a player will be able to create new cultures, that doesn't mean that cultures won’t also appear dynamically. Over the course of a campaign, cultures may diverge depending on their situation.

For dynamic Divergent cultures we decided that we wanted them to feel immersive and logical whenever they showed up. There are many factors that go into this, such as the culture size, if the culture is ‘united’ under strong rulers, etc. Divergent cultures will appear either in border regions where a culture meets another (or several others), or in island regions. Divergences also do not appear in the capital lands of the Culture Head, in order to safeguard what is most likely the ‘heartland’ of the culture.
For example, one of the cultures that usually Diverge a few times (1066) is the Bedouin culture. It’s large, spread out, and some of its lands are under rulers that are not Bedouin themselves. On the other hand we have Greek; a large culture, but with practically all counties of its culture united under one ruler - they tend to not diverge unless territories go independent.

Hybridization, on the other hand, is something powerful rulers strive towards! If a ruler finds themselves ruling a large swathe of land of a foreign culture while at the same time having no motivation to assimilate, they’ll try and increase Cultural Acceptance until they’re eligible for Hybridization. They tend to want to hybridize with large cultures in their realm, the prime example being the Oghuz Seljuks wanting to Hybridize with Persian above all other cultures they have in their realm. Some AI rulers do not pursue hybridization though, such as large Elective realms (HRE) where cultures take turns being the top ruler, or realms such as the Papacy.

By default, the AI will not create hybrids-of-hybrids (unless historical hybrids, such as Maghrebi or English), as the naming schemes can quickly go out of hand. Though if you’d like the AI to do this, there’s a game rule you can enable...

There’s also a small chance that hybrids appear in realms of not so powerful rulers, this allows interesting hybrids such as Hiberno-Norse to appear even from tiny realms. This happens through an event that can also occur for the player. These events will most often happen for Cultures that have certain traditions that allow them to more easily create Hybrids with other cultures.

Naturally there’s a host of Game Rules that allow you to customize your experience. Do you want no Divergent or Hybrid cultures to appear at all? Set their frequencies to none. Do you want the AI to create hybrids of hybrids of hybrids of hybrids? Set the Hybrid Culture Restrictions to Very Relaxed!

07_game_rules.jpg

[Image of the new culture Game Rules]

To round things off, let’s take a look at a few examples of what the AI did during an observer game. First up, from the 867 start, and 200 years in. You’ll see quite a few new cultures here:
  • Ango-Norse, Hybrid Culture, emerged in 918.
  • Cumbro-Norse, Hybrid Culture, formed in 948.
  • Norse-Gael, Hybrid Culture, emerged in 1029.
  • You can also see that English has largely replaced Anglo-Saxon as the dominant culture in England.
08_cultures_in_britain.jpg

[Image of AI created cultures on the British islands]

Started in 867, and 100 years into the game:
  • Kufan, Bedouin Divergence, emerged in 933.
  • Badarayani, Mashriqi Divergence, emerged in 956.
  • Kurdo-Mashriqi, Hybrid Culture, emerged in 911.
  • Nihawandi, Persian Divergence, emerged in 907.
  • Shirvani, Persian Divergence, emerged in 946.
09_cultures_in_persia.jpg

[Image of AI created cultures in and around Persia]

In another game, started in 1066, a Swedish noblewoman was made queen in the newly established Kingdom of Jerusalem, following a successful crusade. After a few generations, the local cultures merged into what would become Mashriqi-Swedish! Ushering the kingdom into a new era of prosperity.

10_mashriqi_swedish_jerusalem.jpg

[Image of the Kingdom of Jerusalem becoming Mashriqi-Swedish]

11_mashriqi_swedish_culture.jpg

[Image of the culture window of Mashriqi-Swedish]

As mentioned earlier, we have a number of historical names for cultures that can appear in specific circumstances. If you have any cultural names that would make sense for a divergent or hybrid culture, let me know! Who knows? Perhaps your suggestion ends up in the game!

That's it for this time!
 
I am curious how this will actually play out in practice. Since most cultures (probably?) start with a male martial tradition, it will be pretty difficult to get equal martial tradition without diverging a culture. So I would probably diverge my culture at least once per run to get equal martial tradition and the ethos that I want, and then maybe develop further trough hybridizing.
 
I hope there will be some lotharingian culture name option! This looks very incredible. Congratulations for the work, guys.
 
So how does this work with historical cultures such as English?

In the example of 200 years after the 867 start above English has become the dominant culture, but is that still dependant on a Norman conquest or something that an Anglo-Saxon ruler of England can create using the new rules?

Are the Norse cultural split and the formation of Norman culture using these new mechanics? What about Outremer culture?

Thanks for the DD. One suggestion - would it be possible to make a cultural law that differs from a religious law? For example, Insular Christianity has polygamy to represent the Irish habit of noblemen taking multiple wives. Could Irish culture instead have that custom (which would then irritate the Pope until changed, historically sometime in the 1000s).

How are existing culture changes like Norman, English & Outremer handled with and without the Royal Court expansion?

The existing decisions and events to form specific cultures, such as English, Sicilian, the Norse split, and so on, will still use the their respective event and/or decision. They are however, incorparated into the new system to be properly presented as being a hybrid or divergent culture. When created, they still draw from the scripted culture in the database to give you the same preset with pillars and traditions.

Outremer on the other hand, is a bit different. We haven't quite settled on how we want to handle it at the moment, so I can't give you a definitive answer on that yet.
 
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Really interested in the diverge culture bit! Looks great for RP

Still unsure on the hybrid culture, and while the DD gave some details on the requirements, it still seems to me to be too easy to create a hybrid culture. Most of the time when kingdoms acquired territory in this age, the ruling elite may change to the new kingdom and their culture, but actually changing the culture of the peasants was not something that happened.

While from a RP aspect, capturing 1 county of a culture, getting it accepting and hybriding it may be fun, I worry about how the AI will handle these things unless completing disabling the game rules.

TBH I'd like if a culture needed to either be a certain % of the realm/demise or your ruler's culture's to be able to hybrid
 
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Awesome! can't wait for it!

Anyway, do you need to be an independent ruler to diverge/hybridize?
Will non independent AI rulers do that as well?

Let say if I conquer the entire India as Burmese and installed Burmese rulers as my vassals, will they still be diverging/hybridize despite having the same culture as me?
 
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I've asked this a few times but I can't seem to get an answer, but I'll try again. How do physical features for generated characters work with hybrid cultures? If I form a Norse / African hybrid, what will Knights generated for that Culture look like? Will they look more Norse, or more African? Or will it be a "Hybrid" set of physical features?
 
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Thanks for the answer!

I do have another question: Is it possible to change culture pillars in script? As in have a ruler change the language of his culture? (E.g. the byzantine emperor changes his cultures language to latin)
 
Is there going to be a separate Language mapmode? Maybe a bit superfluous if it's also tooltip info for the Culture mapmode, but it'd be neat nonetheless.
Maybe. It's something we have on our wishlist, but we'll have to see if it's something we actually have the time for. So I cannot promise anything at the moment.

looks like youve got a missing m there in the screenshot for hybrid cultures. above the form hybrid culture button it says "rulers can only FOR a hybrid culture once" instead of "FORM"

i mean you probably know full well but just in case somehow nobody noticed i figured i should point it out
Ah yes. It's on the to do list! Thanks for letting me know though.
I did spot a couple of additional issues (after creating the screenshots...) that we also need to fix. We'll see if anyone notices.
 
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I am beyond hyped for this. Thank you so much for this great Dev Diary.

May I suggest adding a 3D model of a boat next to the unit in 'Military Equipment'? As of right now, I reckon only the Norse have a unique boat design, but I'm sure as more are added with flavour packs, it might influence which Military Aesthetic is picked.
 
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Hopefully, this will solve the problem of the AI just never changing culture, even when independent (In my most recent non-ironman game I was manually swapping characters when I granted a vassal independence to force them to change culture and make their realm more stable).

I do have a question though, well two.
Firstly, if you have a relaxed hybrid rule, could you end up with something like swedish-norman-swedish-dutch-swedish culture? (At that point aren't you basically a swede?)
Secondly, your point about the HRE never diverging culture, is that a title-specific thing or is it an elective-specific thing?
 
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Considering that the "Arabic" city, unit, and clothing styles are used all over the Middle East and Africa, perhaps the name "Middle Eastern" would make more sense for those? It definitely feels weird to see Afghan having "Arabic" anything.
 
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Glad to see my worries from last week regarding the aesthetics choice seeming like a single option that combines all the individual parts into a single choice were unfounded. I absolutely love the amount of customization available.

It is however still somewhat unclear as to what decides whether you can change the martial gender custom. It says it is related to the corresponding succession laws available. But wouldn't that mean that it is almost always impossible to change this? Isn't it instead better to allow all options all the time and just have the AI prefer to follow the succession law of the realm? Example here being that it seems impossible to make a culture with men only martial if your faith is female dominated and thus you are locked into female only due to your succession law being female preference or female only. I thought that since the idea was to disconnect it from the faith doctrine this would be more flexible.

There are of course also a few questions that I have regarding this new system and its interaction with the previous culture split events.
Specifically it is mentioned that diverging from norse would allow you to make swedish (by virtue of getting access to swedish aesthetics). Does this mean the divergence mechanic replaces the old culture split events?
If it does, then how would this work for those who do not have the Royal Court DLC?
And if it doesn't, Would it be possible to add an option to stop your own realm from converting to the new culture? (to allow players to stick to the old ways, and become a last remnant of the old norse or the visigothic culture while the rest of the culture outside of your realm does split away from it)

Additionally. How is the ethnicity for newly generated characters of hybrid cultures decided
 
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As mentioned earlier, we have a number of historical names for cultures that can appear in specific circumstances. If you have any cultural names that would make sense for a divergent or hybrid culture, let me know! Who knows? Perhaps your suggestion ends up in the game!
Just some quick idea:

Székely - Divergent culture, if Transylvania independent under hungarian leadership
Csángó - Divergent culture, if hungarians are settling in Wallachia or Moldavia
Marót - Divergent culture, if hungarians are settling in Bohemia
Danube Swabian - Divergent culture, if germans are settling in Hungary
 
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Will there be a single South Slavic culture in 867 start date, that can diverge into Bosnian, Croatian and Serbian cultures?
 
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Sounds super exiting! One question: When you hybridize clthing, will a character of that hybrid culture wear either clothing A or clothing B or will it be mixed and matched within one character? Will a Mashqiri-Swede for example wear a turban and a fur robe?
Also, do hairstyles count as clothing in this system for simplicities sake? Are they affected by this too?
 
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the least you can do for english is make it take some time, it's so weird to see William conquer England and immediately make English culture. and you even said in the DD it makes no sense to conquer land and immediately create a new hybrid culture, yet that's exactly what that decision does, every single time

I am impressed that there is a dynamic system that is not the player creating a culture. I didn't think this update/DLC would offer a lot for me as someone who finds top-down culture creation odd, but this could make it very nice
 
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Anyway, do you need to be an independent ruler to diverge/hybridize?
You do not! Even vassals may diverge or form a hybrid if they fulfill the conditions to do so.

I've asked this a few times but I can't seem to get an answer, but I'll try again. How do physical features for generated characters work with hybrid cultures? If I form a Norse / African hybrid, what will Knights generated for that Culture look like? Will they look more Norse, or more African? Or will it be a "Hybrid" set of physical features?
Cultures all have different ethnicities set in script. When you form a hybrid culture, there is an equal chance for picking either ethnicity. Of course, this only applies to generated characters, as children always get the ethnicity of their parents.

Thanks for the answer!

I do have another question: Is it possible to change culture pillars in script? As in have a ruler change the language of his culture? (E.g. the byzantine emperor changes his cultures language to latin)
Yes! We have several new triggers and effects for checking and changing both pillars and traditions.

May I suggest adding a 3D model of a boat next to the unit in 'Military Equipment'? As of right now, I reckon only the Norse have a unique boat design, but I'm sure it as more are added with flavour packs, it might influence which Military Aesthetic is picked.
That's not a bad suggestion! I might have a look and see if this is plausible at all.
 
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I think creating Outremer culture decision should be removed at all with the new feature, example in the DD already shows that that basically be just the same as crusader culture + local (most likely Mashriqi) culture. Just add a special case name when making "European culture + Arabian culture with capital in k_jerusalem" hybrid if that European one is French/Occitan/etc.
All who like that specific name can just name it manually Outremer when making a hybrid as other european culture group
---
Although, since it's a DLC feature, you can leave the decision with some simple way of creating it always as Outremer in case the player doesn't have Royal Court
 
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