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CKIII Dev Diary #27 - Cultures & Cultural Innovations

Greetings, dear friends, and welcome to the cultural dev diary! Today, we’re going to be going over some familiar mechanics from CK2, and, relatedly, our decidedly less familiar all-new tech system!

Cultures & Culture Groups
The basic structure of the cultural system will be fairly recognisable to many of you. Every county and character on the map has a culture, representing (usually) the majority demographic for that county or the preferred customs of that character. Most cultures are based around a language, but some focus more on dialect or specific bodies of tradition, and a few are even primarily just regional.

Every culture, in turn, belongs to a culture group. These are gatherings of several cultures that, whilst distinct from one another, are nevertheless closely related. Most often this is down to a shared root culture, but in a few cases cultures have entered the same group merely by cohabiting for a long period of time.

Characters who come from completely different cultures like each other less, with characters who come from different cultures within the same group taking a reduced penalty. Like CK2, this only matters within your realm, so you won’t get grumpy at your neighbour for being different unless you’re occasionally required to talk to the lad.

Cultural preferences carry over to the peasantry: if the lord who directly holds a particular county doesn’t share that county’s culture, then that county will take a hit to popular opinion (with the hit being smaller if they’re at least part of the same culture group).

Of course, as this is only the direct holder of a county, having a good friend who understands the local customs in charge of all these strange foreign peasants can be an excellent way to stave off peasant revolts...

But what about...
… Melting pots and culture splits? Still got ‘em! We’ve even got some fancy new scripted effects to make it easier than ever to add your own.

Culture conversion is also more easily accessible: per the council task dev diary, this is now a council task, performed by your steward. You can attempt to culture convert any county in your sub-realm, though without an excellent steward or certain types of faith, it’ll likely take a while. People seldom change their culture quickly or willingly.

Show us the good stuff!
Ahhhhhh, you want to see some maps? See how granular we’re getting with our cultural setup this time around? Well, maps I’ve got! How many new cultures can you pick out?

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Cultural & Technology
In CK3, cultures mean a lot more than just a few points of opinion here and there. Cultures are now an integral part of our reworked system for technology, with eras, explicit innovations, and mechanics for tussling over the cultural heart of your people.

Innovations
Innovations are the very heart of CK3’s technological system. Each one represents a thorough proliferation of an idea, a legal practice, or a specific technology, taken to heart by any given culture, or still weird and foreign no matter its advantages. As the game progresses, cultures will slowly become more and more accustomed to the various innovations, until each innovation is thoroughly embraced and ubiquitous amongst the people of that culture. At that point, an innovation is considered “unlocked”, and its unique benefits are accessible to characters and counties of the unlocking culture.

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Benefits for each innovation vary tremendously between them. Some unlock new and better forms of succession law, some give bonuses to growth or income, some allow access to specific Men-at-Arms, or even grant entirely new CBs. We have innovations for everything from battlements to bombards, from coinage to cranes, and wootz steel to wierdijks!

Innovations broadly fall into one of three categories: military, civic, and special (a.k.a, "Cultural and Regional"), each grouped together in the interface.

Military and civic innovations typically cover what you might expect (martial and non-martial matters, respectively). All cultures can, eventually, acquire all military and civic innovations.

Special innovations behave a bit differently. A few are unlocked via special decisions and can only be acquired by taking those decisions, whilst some are cultural, requiring you to belong to a specific culture or culture group, but most are regional innovations.

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Regional innovations require you to either have at least a certain number of counties within a specific area to unlock, or else to have a certain percentage of your culture’s total counties within that area. They represent concepts and technologies that were specific to certain areas historically, rather than spreading across large areas of the globe, but which could very easily have been developed by any culture moving into that area.

Needless to say, innovations, the bonuses they provide, and the mechanics they unlock are all fully scriptable and can be modded with ease.

But how do I *unlock* an innovation?
All innovations have a small chance to progress towards being unlocked per month, affected by a few factors, with the most telling one being average development of the sum counties a culture holds. A culture that spreads recklessly will have naturally slower growth than one that exists in concentrated pockets of high development.

The major ways generation progress towards unlocking innovations are setting fascinations and exposure. Each of these affect only a single innovation at a time, though both happen simultaneously.

Exposure is a natural process, occurring when your culture has counties that border another culture with a specific innovation. The more you have in common (culture group, religion, and so on) with that other culture, and the more of its counties your culture borders, the faster you’ll unlock that innovation.

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Fascination, by contrast, is an entirely character-driven process, reflecting the drive of powerful leaders to introduce new concepts and technologies (be they original or imported) to their people. Where exposure is selected randomly from suitable innovations, fascination is deliberately selected by a specific character.

Who gets to pick? Why, the cultural head.

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Any culture with at least one landed ruler somewhere has a cultural head, who then has complete control over which fascination is selected from available innovations. The cultural head always shares the culture they are the head of, and is the character with the most counties of that culture within their sub-realm in the world.

As you can imagine, the size of the culture makes a difference in how easy it is to become (and stay) cultural head: there are many more Andalusian counties than there are, say, Cornish ones.

An important factor in unlocking innovations via fascination is the learning skill of the cultural head. An unlearned cultural head doesn’t do much to bring new ideas and technologies to their people, but an erudite scholar knows who to invite to court, how to phrase ideas in a way the peasants will accept, and how to get the nobility to see the benefit of embracing a foreign concept!

Eras
You might be thinking that this sounds a little bit disorganised. What stops me, say, unlocking bombards in the 900s and blowing my enemies away with oversized canons for the next five hundred years?

The answer to that is eras.

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In CK3, all innovations are organised into one of four eras, before being categorised into military, civic, or special. In order to begin unlocking innovations from an era, you need to have actually reached that era.

If an innovation belongs to the Tribal Era, no problem. All cultures start with the tribal era reached, and many primarily-feudal cultures will start with most (if not all) of its innovations unlocked, especially in 1066.

For the eras beyond that (the Early Medieval, High Medieval, and Late Medieval), you need to meet two criteria. The date must be at least an appropriate minimum year (e.g., the high medieval period cannot start before 1050 AD), and you must have at least 50% of the preceding era’s innovations unlocked. Further, if your cultural head is tribal, you will be unable to progress to the next era until you obtain a non-tribal cultural head. Cultures that have just left the Tribal Era will unlock innovations faster for a time, allowing them to catch up a little as medieval social and legal structures begin sweeping their lands.

Eras therefore let us gate technologies and features in stages, so that cultures which thrived in later centuries can still use their special bonuses, units, and features, but don’t get them too anachronistically.

Aaaand that about wraps it up for cultures and technology! I’ll be around the thread to answer questions for the next couple of hours, but otherwise, we’ll see you next week!
 

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Yeah, it's a thing we've had some some discussion on, basically. There are a lot of dissenting voices whatever camp we pick: I've heard convincing arguments for Frisians, Dutch, and Lower Franconians. YMMV, but personally I feel that Dutch is the best fit (and by that I mean wrong, but least-wrong in most-areas, which seems to be all we can hope for). At the same time, it's not my call and we're still under development, so that may yet change.

Well, based upon the maps we've seen there are 4 duchies in Frisia, I think an easy way of dealing with it could be to make Holland and Frisia Frisian, and the rest Dutch/Low Franconian (including Flanders and Brabant). That way the cultures can reflect their (roughly) historic areas. It doesn't really make much sense not to include Frisian when you've taken the effort to include Cornish or Cumbrian.
 
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Very interesting Diary, the changes to technology are especially great.
Which culture group does Slovak belong to though, is it West Slavic or does it share a culture group with Hungarian ?
The colour could indicate any of those options (which I totally love).
 
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You could make it a combination of development in the culture and the Level of Fame of the cultural head.
Or maybe have something similar to CK2's "Moral Authority" that acts as a modifier on top of everything to make it more dynamic and less stagnant.

Do things that make your culture look good, get a modifier to how prestigious it is seen for X years. So conquers, construction of new baronies(?) etc.
 
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Or maybe have something similar to CK2's "Moral Authority" that acts as a modifier on top of everything to make it more dynamic and less stagnant.

Do things that make your culture look good, get a modifier to how prestigious it is seen for X years. So conquers, construction of new baronies(?) etc.

You could even combine both ideas, get a larger modifier depending on your Level of Fame.
 
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Oh hey I thought of a question: has there been any expansion on the concept of realm names changing based on ruler culture (e.g. Ireland vs. Eire, etc.)?
We've got support for it (and it's a fair bit easier to set up now), but we've also toned it down in the base game a little. Especially in the British Isles, you tended to get a bit of a soup of different names changing dramatically as culture shifted, which would be fine if they changed sensibly, but instead they tended to go to a pre-scripted historical alternative that was relevant in the 9th century but less so in the 12th.

Also, are there any plans to introduce, if not a pops system, at least a "minority culture" ( and a minority religion) sometime down the line?
Nothing for release, more than that, I can't say!

That is one of the best dev diary. And I also have a question. So if our cultural leader was raised in a totally foreign region (e.g. We are in Jeruselam but he was raised in France), can he be fascinated by their technology and try to bring them? Or can we as a leader of culture learn something on Hajj or from someone who was a mercenary captain?

Even the leader of culture can arrange a trip to see different cultures, or maybe a commander or a traveler (Marco Polo) we can send
;) The system is a bit more abstract than that. I'd equate it to, say, trying to live a healthy lifestyle. You don't introduce an innovation to your people by just having a bright idea one day, you introduce it by consistently proliferating and supporting it over time in such a fashion that it becomes an accepted part of daily life. It's not enough to go for one walk, you need to go for regular walks and eat healthily every day for a long period of time. It's not enough to see one exotic curiosity on Hajj, you have to spend ample time and money bringing in exotic foreigners or promoting local traditions and artisans.

What happens with diaspora cultures that have characters, but no counties? For example, will Jewish cultures just be stuck at tribal or will they get some bonus in place of average development?
:) If you have no cultural head, you progress as though you had a somewhat-dim cultural head. That said, Judaism is a religion with multiple faiths, rather than a culture (though there are some Jewish cultures also).

That's great, but how will you build new culture specific building/units in provinces where a culture hasn't embraced them yet. Let's say I'm Finnish and embraced Greek culture, will my Finnish provinces be able to train cataphracts?
Cataphracts, and all cultural MaA, are men-at-arms, so they're not trained directly by a county. In your scenario, you'd purchase them as normal, and they'd effectively be imports from Greece coming to serve at your court in exchange for their pay. Sort of a reverse-Varangian thing, which is kinda a cool AAR concept.

Is it possible to control, maybe with a Hook, what a cultural leader gets fascinated by? Obviously, I'm talking about cultural leaders you don't control.

Also, can several cultural leaders belong to the same dynasty? I can see that leading to some interesting rivalries and subterfuge.
Not presently, but that's a neat idea!

Providing they're separate cultures, certainly!

Since I cannot find anything about it: what about Volhynian, Ruthenian or other cultures that are bundled as "Russian"? Shouldn't Russian culture be a culture group encompassing smaller cultures but with an event enabling them to more or less merge?
I suspect Russian culture may be an area we re-visit after launch, though I can't promise anything there. For the moment, Russian is just Russian.

@Wokeg One last question: Do the Basque get a cultural fascination that lets them bask in the glory of Absolute Cognatic Succession much earlier than other cultures?
Ab-so-lutely.

This does indeed seem like an odd decision. Why add one small culture only to remove some others.

I also have a suggestion, perhaps Germanic Scottish should be called Scots instead.
;) Scottish is called Scots in-game.
 
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You could even combine both ideas, get a larger modifier depending on your Level of Fame.

If the culture head is awful, should act as something that will in general make the culture stagnate or lose some of its prestige. As the culture head would be the most obvious and well known... symbol? figure? representation? I don't know the word but you probably know what I mean.

Have to balance out growth with decline, a string of bad rulers would make it look not that successful a culture.
 
Is it possible to control, maybe with a Hook, what a cultural leader gets fascinated by? Obviously, I'm talking about cultural leaders you don't control.
"I know you slept with your sister. If you know what's good for you, you'll start looking up what the hell 'battlements' are."
 
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If you're, for example, a ruler of French culture, but the majority of your county holdings are Occitan, would you have access to the Occitan tech as well as French? Or is it solely based on the culture of your ruler?
 
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This is basically an entire new branch of gameplay during a campaign! I always cared little of tech beyond Legalism and Military Organization. And culture was always something I wanted to have more agency instead of just sitting back and hoping MTTH would fire. So linking tech and culture and making sure that they influence each other looks like a good decision to me! Also, I have to admit that the Age of Empires fan in me just loves the division in eras... :p

Since this is all basically entirely new, it'll probably require balancing after launch so that having an advantage in tech can give you an edge without making you overpowered. And I can't wait for mods!

And about mods... This will probably sound a bit far-fetched, but since the game allows empty baronies (a-la EU4 empty colonies) and reaches further into the very start of the gunpowder era... I actually can see some crazy (in a good way!) individuals making a "Renaissance" mod that expands the timeline to the middle/late 1500s and the map a for a bit of colonization in Central/South America, while also making more technologies and special units... and of course dynastic gameplay still makes sense in the 400s and the 500s.
 
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I'm absolutely loving what I'm seeing here, but making Flanders French and Brabant Franconian is just wrong on so many levels. Flanders was, for centuries, the intellectual and literary centre of the Low Countries and a LOT of Dutch literature was written in the Flemish dialect. Culturally they were not French at all. The nobility may have been mostly French but there was a reason Flanders always remained semi-independent and wasn't as closely integrated into the French kingdom as other duchies and counties.
Brabant followed up Flanders as the cultural centre and is the reason why a lot of Brabantian words and sayings are also part of the standard Dutch language despite it being based on Hollandic. I understand you guys trying to spice things up, but there is no going around the fact that Flanders and Brabant were at that time the dominant areas of "Dutch" culture and language. Only after the fall of Antwerp in the late 1500s did Holland become the dominant state of the Low Countries.

It would make much more sense to turn Dutch into Low Franconian and make Holland, Flanders and Brabant that culture while making the north of the Low Countries Frisian.

I'm sure there will be tons of mods that will fix this, but it would be nice if it was included in the base game.

Other than this nitpick, I'm actually liking a lot of the decisions. Including Cornish and Cumbrian is a really nice touch that will add a lot of spice to the British isles!
 
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I was thinking less about, say, Ashkenazi culture not having a cultural head (which could happen even if you have Ashkenazi counties), but the bonus that each culture gets from the average development of its counties. If a culture has no counties, how is that calculated?
 
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I like these maps, but the fact that the Franconian, which I can only assume to be High Franconian, is in Brabant, which was part of the Low Franconian (Dutch) group in CKII, as well as Flanders being French is a little strange. Otherwise, I like it. It would be nice to see some later maps, to see if there are going to be splits such as Scots in the Scottish Lowlands and English, Ruthenian (Belarusian and Ukrainian) and Muscovite, etc. It makes no sense to add so much wonderful detail and then be lazy with other things. Please take this to heart. Otherwise, it ignores great issues (a non-Dutch/Flemish Flanders is utter fooldoggery).
 
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I agree so much with having Frisian in - its representation in CK2 disappointed me since it was a broken mess where, if you were a Frisian ruler over Frisians, they would just become Dutch because it was scripted. This is an opportunity to revisit Frisian culture, represent it historically, and make it actually possible to play as them. It's disappointing even more so to just pretend Frisians don't exist, despite them being widespread in this time period
 
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Quite excited as a modder to see how melting pots coding works. They were always fun to add in CK2. Really glad to see Sicilian.

With the division between Gaelic and Scots, I now understand why "Gaelic" was chosen, though it's still admittedly awkward a choice of words given it also applies to the Irish and the Manx.

To the devs, if you haven't seen it already, there's an excellent thread in the main CK3 forum listing some of the potential issues with the culture setup - not that you have to impelement all of them, but I think at least a few of them hold merit.

Lastly, I wonder if we can get an official list of cultures in the game anytime soon?
 
That tribal tech at year 476... Does it mean we can hope for a way earlier start date? Playing as Justinian the Great, the Rise of Islam... Should be fascinating!
 
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Well, based upon the maps we've seen there are 4 duchies in Frisia, I think an easy way of dealing with it could be to make Holland and Frisia Frisian, and the rest Dutch/Low Franconian (including Flanders and Brabant). That way the cultures can reflect their (roughly) historic areas. It doesn't really make much sense not to include Frisian when you've taken the effort to include Cornish or Cumbrian.
For the optimal setup you probably need to do it at the comital level. Guines during this period was split between Romance (inland) and Germanic (coastal areas ), however Lille, Hainaut and Liege even back then were on the Romance side of the language border. The parts of Flanders and Brabant north of Lille, Hainaut and Liege should, like the county of Loon, be Dutch.
The duchy of Gelre probably would need to be split between Dutch and Saxon, with the northeast (county of Zutphen) being more Saxon. OTOH the county of Kleve should be Dutch. This should not apply to Jülich and Berg, which are fine staying Franconian. Oversticht (Drenthe and Overijssel) probably are better off as Saxon as well.
As for Holland in 867 the whole 'duchy'* should still be Frisian, in 1066 at least Zeeland would already be Dutch, whereas by 1066 Holland proper was also transitioning from Frisian to Dutch. The rest of the coastal areas should remain Frisian throughout the game.

(*= Holland like Flanders actually was a county, albeit an important one)
 
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Special innovations tend to be added because there was some cool local feature or historical quirk of a culture that we want to model and which doesn't fit inside the standard innovation or faith systems

Can we hear a bit more about these? I can imagine a few of them are carried over from the cultural quirks in CK2, Celtic tanistry and Greek blinding, etc. Any entirely new ones? Which old ones made the cut? Etc etc
 
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