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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 was a bit confused by this as well. On the positive side it won't matter much, since it only affects randomly generated characters. :)
Despite me trying to "keep the bloodline pure" often, that will still influence the whole realm generally, because nobles would still marry some randomly generated lowborns, while other nobles would also marry other nobles who may already be descendants of those randomly generated lowborns. Unfortunately there isn't enough characters without randomly generating
 
Were they distinguished in any way to warrant having their own culture?
Well they had their own Duchy from 1065 to 1795. Which is pretty impressive on its own. But the culture spans from in-game east Bergh and Neuss to west Maastricht, and north Moers to south Limburg. There language has existed for a long time and they had a stricter religious divide from the rest of Dutch society. There is many cultural quirks that have existed for a long time, but individually they may seem inconsequential. They are as different as Frisians and Dutch and that split already exists.
 
here is my idea for some divergences based around egypt.

Greek in dejure egypt {Coptic}
Beja in egypt {Khemi} (Coptic but with more Nilotic influence than greek. basically the closest thing to a continuation of pre ptolemaic ancient egyptian culture)
 
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Greek in dejure egypt {Coptic}
This is horribly wrong, I'm afraid.

The Copts are the actual Egyptians, as opposed to the Greek, Arab, etc. conquerors who at various times made their capitals in Lower Egypt. Only their writing system is (derived from) Greek.
 
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They *could* use Hebrew for Sephardic and Ashkenazi, but during the middle ages it was technically a dead, liturgical language.
That's true, however it was still in use in written form, both for correspondence and for literary products, especially poetry. This could be parallel to how Latin is treated in the patch, given that it too was just liturgical at this point, and used in written documents in general.
 
I posted the same things and had the same amount of Agree and Disagree as well, and still don't understand how this is a controversial opinion and why people are against having more options? Not every culture mix means there would be 50% of one culture people of one ethnicity having kids with exactly 50% of another
They could simply add the options (such as in names) where the player can choose between; Mostly x1 ethnicity, Evenly matched, mostly x2 ethnicity.
 
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Speaking of East Slavs, I propose to rename "Russian" into "Rusian" (single S) or Rus’, and to make "Russian" a culture that can appear after forming Rus Empire as a ruler of Moscow.
It's already been argued here and honestly, it would just spawn tons of confusion and bug reports about a misspelling (and for a good reason). Also, can we not use endonyms if not necessary? Not to mention tying the word "Russian" specifically to Moscow because that's how Russia came into existence in our timeline would be a really arbitrary decision.
 
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That's true, however it was still in use in written form, both for correspondence and for literary products, especially poetry. This could be parallel to how Latin is treated in the patch, given that it too was just liturgical at this point, and used in written documents in general.
Right, but by that logic we could also just make the entirety of Catholic Europe Latin-speakers aswell.
 
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Hybrid of hybrid? Does this mean there now additional world conquest with culture besides realm and religion?
Instead of trying to convert every province to one culture, going on rampage of melting down all the cultures into one pot, so exciting.
 
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It's already been argued here and honestly, it would just spawn tons of confusion and bug reports about a misspelling (and for a good reason). Also, can we not use endonyms if not necessary? Not to mention tying the word "Russian" specifically to Moscow because that's how Russia came into existence in our timeline would be a really arbitrary decision.
The word "Russian" ATM is heavily tied to the modern Russian nation, whereas the medieval Rus are ancestors of all the three (Russia, Belarus, Ukraine). The Rus isn't solely an endonym either, it's commonly used in English works as a name for this culture.

(Thank you for pointing me to that topic by the way, I'll continue there.)
 
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How does this work with religion, since religion always had a strong impact on culture. Religion was able to integrate different cultures. Are there cultural traits which are only enabled when you have a certain religion?
 
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Because that's not how it works
50% of characters spawning with exactly one set ethnicity while the other 50% are exactly other set ethnicity is not how "it" works either
and it can become a dynamic racism simulator pretty easily
Uhm, you sure you played Paradox game before? In CK3 you conquer lands, kill a lot of people, force them to change their religion and culture, this setting would be just for convenience since they didn't introduce ethnicity mixing
 
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The word "Russian" ATM is heavily tied to the modern Russian nation, whereas the medieval Rus are ancestors of all the three (Russia, Belarus, Ukraine). The Rus isn't solely an endonym either, it's commonly used in English works as a name for this culture.

(Thank you for pointing me to that topic by the way, I'll continue there.)
I'm pretty sure Rus IS an endonym and Ruthenia is an exonym.
 
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Making ethnicity choosable is not a good idea imo
I agree (and for the same reason that you gave) that making it possible to make a hybrid culture's members look physically just like only one of their parent cultures is a terrible idea. However, I think the 'mostly A, fully mixed, mostly B' range suggested above has some promise. Every option would be mixed-race, but it would provide a bit more flexibility. I might use it myself - if I had somehow managed to establish a Norse regime in India, I would want 'mostly but not entirely Indian' appearances for random characters in the resulting culture.
If you hybridize with anglo-saxon/english with german saxon will the name be anglo-saxo-saxon, saxo-angle or just stay with anglo-saxon if it's the later english doing it.
If you read the DD and the dev responses, you'll see that there will be measures to stop names being repeated.

nd
 
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I agree (and for the same reason that you gave) that making it possible to make a hybrid culture's members look physically just like only one of their parent cultures is a terrible idea. However, I think the 'mostly A, fully mixed, mostly B' range suggested above has some promise. Every option would be mixed-race, but it would provide a bit more flexibility. I might use it myself - if I had somehow managed to establish a Norse regime in India, I would want 'mostly but not entirely Indian' appearances for random characters in the resulting culture.

I can certainly get behind the mostly A, fully mixed, mostly B option of choices. Honestly anything but a mandatory mix of exactly equal ethnicity.

Because by not allowing one to choose either of the parent culture ethnicities you also eliminate the option of using the system to represent cultures being influenced by others but not actually mixing populations. Example here being say the greeks of anatolia becoming vassalized by some arab guys. The area still contains almost only greeks. Just because the greeks adopt parts of the arabic overlords culture doesn't mean that suddenly half of the population transform into arabians.

As well as situations where you with your 1000 vikings conquer a place in ethiopia and then not being allowed to use the ethiopian ethnicity for newly generated characters from the area. Despite the fact that quite literally almost all people in that area would not be of the norse ethnicity.

Therefore we need the option to choose one of the ethnicities of the parent culture (a choice of characters being mostly, say 90% or more, of one ethnicity is an acceptable but not quite ideal compromise)
 
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