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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 think I may have an idea . It would be cool if the AI , created a hybrid of balkan cultures , for example : croatian and serbian culture mix together after a certain amount of years if the kingdoms of Serbia and Croatia are under one ruler for a certain ammount of years .
For the name , I think Balkan or Yugoslav culture would be cool .
Also good job guys !
 
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I think I may have an idea . It would be cool if the AI , created a hybrid of balkan cultures , for example : croatian and serbian culture mix together after a certain amount of years if the kingdoms of Serbia and Croatia are under one ruler for a certain ammount of years .
For the name , I think Balkan or Yugoslav culture would be cool .
Also good job guys !
Expanding upon that, I think that players should be allowed to hybridize cultures of the same heritage in general. More modularity is always welcome, so you can have a game rule for that.
 
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I might be late but for the remaining Mogyër blob in southern Hungary in 1066 could be a historical divergent culture, the Black Hungarians (Fekete Magyar/Mogyër, if using a Hungarian name), who refused to convert to Christianity. Maybe they could be a possible divergent culture from mainstream Mogyër?

Actually, "divergent cultures"/tribes/clans named in this [colour associated with cardinal direction] + [mother culture's name] fashion was a common practice among the Steppe's peoples, maybe it could have an appearance somehow; North is "black", West is "white", South is "red", and East is "blue". I don't know how easy would it be to code relative direction but some at least could be scripted based on a set region, maybe.
 
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Actually, "divergent cultures"/tribes/clans named in this [colour associated with cardinal direction] + [mother culture's name] fashion was a common practice among the Steppe's peoples, maybe it could have an appearance somehow; North is "black", West is "white", South is "red", and East is "blue". I don't know how easy would it be to code relative direction but some at least could be scripted based on a set region, maybe.
From my (limited) understanding of coding, it wouldn't be too difficult to code provided Paradox already stores the 'location' of a given culture from which they can refer to.
 
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Why not? They can generate non-existent cultures and religions. Why would culture-specific languages be unthinkable?
You mean like someone speaking the Saxon-Norman-Italian language? :) I guess it could be done, but it'll get a bit annoying after a while with too many languages, I think.
 
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You mean like someone speaking the Saxon-Norman-Italian language? :) I guess it could be done, but it'll get a bit annoying after a while with too many languages, I think.
It could certainly be a pain if every single language survived in perpetuity, but in this expansion (like in the real world) languages can/do eventually die out. After all, I don't know of anyone speaking Phoenician...
 
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It could certainly be a pain if every single language survived in perpetuity, but in this expansion (like in the real world) languages can/do eventually die out. After all, I don't know of anyone speaking Phoenician...
I meant that it would be a bit annoying if every new culture also created a new language. :)
 
I would really like to see some historical culture hybrids form from the AI. One in particular would be Norman-Arab-Byzatntine (look it up its very interesting) culture which is a mixture of Norman ,Arab ,Byzantine and Sicilian culture under the descendants of Robert "the fox".
I would also like to see some sort of mechanic thats like dialects. Like how cultures have culture groups it would be cool if languages had language groups and languages in those groups could have divergents of hybrids. For example a Semitic language that has all the Arabic and Israelite languages. With this feature you could have Yiddish speakers in Germany which would be a Semitic and Germanic language hybrid. Or for the Berber rulers in Sicily you could have Siculo-Arabic
language which could be a divergent or hybrid culture. This could lead to a "establish Maltese culture" decision ,Maltese being a divergent of Siculo-Arabic. With this system you could have a way of merging the languages. When making a culture there could be an option to take Latin script and Semitic language This sounds complicated but I think it could be quite simple. So when making a hybrid culture you would just have one language page were you pick if your culture has new language or not. If yes which language group it would go in. A percentage dial for how much of mixture the language would be and finally what script/alphabet does it use. Their's many historical cultures that you implement this idea to such as the Normans. Norman culture would have Norman French language and bit about 95% French and 5% Norse and would be apart of the Romance language group. This percentage would effect the opinion bonuses for Norse and French characters. Cultures like Assyrian while being in the Byzantine culture group speak Aramaic which is a Semitic language. If you get to the end of this thanks for reading.
 
Although languages are interesting, I think it's not worth it in the long run. For one, they'd need to change how cultures are planned to work with languages because you gain acceptance by learning the culture's language, so keeping the number of languages at a reasonable level makes it possible to get that acceptance with a decent number of people. If you can have a large number of languages, that will mean you'll have to be allowed to learn many languages (not realistic, but it's okay) or you'll end up being limited on who you can gain that acceptance bonus with, which although can be done, isn't something I'd like from a gameplay perspective. You'd also have to deal with a lot of badly named languages (it'll be bad enough with cultures). And really, what value does it offer beyond a bit of flavor? I'm all for flavor, but when it requires a significant amount of work to get a small amount of flavor, a line needs to be placed. Spend that time improving mechanics that are important and add flavor that doesn't take a significant amount of work and still allows you to get enough flavor to make the game interesting.
 
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Although languages are interesting, I think it's not worth it in the long run. For one, they'd need to change how cultures are planned to work with languages because you gain acceptance by learning the culture's language, so keeping the number of languages at a reasonable level makes it possible to get that acceptance with a decent number of people. If you can have a large number of languages, that will mean you'll have to be allowed to learn many languages (not realistic, but it's okay) or you'll end up being limited on who you can gain that acceptance bonus with, which although can be done, isn't something I'd like from a gameplay perspective. You'd also have to deal with a lot of badly named languages (it'll be bad enough with cultures). And really, what value does it offer beyond a bit of flavor? I'm all for flavor, but when it requires a significant amount of work to get a small amount of flavor, a line needs to be placed. Spend that time improving mechanics that are important and add flavor that doesn't take a significant amount of work and still allows you to get enough flavor to make the game interesting.
Why will you have to learn a huge number of languages simply because many languages exist?
 
Yes, you do not have to, which I specifically stated: "...or you'll end up being limited on who you can gain that acceptance bonus with, which although can be done, isn't something I'd like from a gameplay perspective."
 
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Why will you have to learn a huge number of languages simply because many languages exist?
You gotta read it in context man:

"will mean you'll have to be allowed to learn many languages (not realistic, but it's okay) or you'll end up being limited on who you can gain that acceptance bonus with"

He's basically saying "You have to, in order not to be limited on who you can gain that acceptance bonus with." It's not an absolute "have to." It's a contextual one, where you "have to" in order not to be limited in that way with acceptance. :)
 
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yes i am aware. but as long as coptic dousnt exist in the base game you kinda have to improvise
i think Beja is in the same Language Family as coptic so i was just trying to see what the closest thing to it is
Well Coptic is in the Afro-Asiatic Language Tree - which includes the Berber, Semitic (Hebrew, Arabic, and I suppose Ge’ez), Hausa, Cushitic, and yes Beja languages. The closest to Coptic would be Semitic, and Berber as far as I’m aware - however even they vastly different and none should come close to diverging into an Egyptian culture. Only a Coptic culture (which should already be there) in the start would make this all work.
 
I have a question about Switzerland. So you can form Switzerland in the HRE, but typically it's primary culture would be Swabian. Would creating Switzerland create a divergent culture or would that have to be done after the fact? also would it be considered a possible Hybrid culture, as modern day swiss has aspects of other cultures from countries surrounding it?
I would absolutely love this, in fact it would be logic as it says "form the swiss confederation"

It would be nice for all this creating Titles through a decision like switzerland and austria and so on...
 
This add-on looks great to me. However, there is something that worries me. And it is the case of colors. You will see when you create a new religion, the color is already a predefined one or it is random, which is bad. I fear the same thing will happen in this case. I would like that both for custom cultures and Religions, they have the option to select a color with which they are represented on the map.
 
This add-on looks great to me. However, there is something that worries me. And it is the case of colors. You will see when you create a new religion, the color is already a predefined one or it is random, which is bad. I fear the same thing will happen in this case. I would like that both for custom cultures and Religions, they have the option to select a color with which they are represented on the map.
They do.
 
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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?

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.
Say you start out Norse and hybridized with Egyptian culture and then hybridized a second time with Italian culture. Would the probability of randomly-generated courtiers being ethnically Egyptian (Arabic) be 33%, 25%, or something else entirely?