First of all we need to think carefully about erasable cultures ruled by foreign cultures. I'm using foreign here to mean culture not part of the steppes in the one true timeline. For example what if the Alans are completely subsumed by the Byzantine Empire and never once ruled by the Turks or Mongols, Circassian culture spawns there, fine, but how could we rationalise it spreading north into the Mongol lands? This isn't something that I have a perfect solution to, but I do a have a few ideas to help mitigate this kind of thing.
I completely understand where you're coming from, but I think it's okay for the steppe to be a little more relaxed when it comes to this sort of cultural situation, because of the tribal/nomadic nature of the steppe.
One of the problems that we just have to accept is that state structures that are necessary and important in CK2 are ahistorical in this region in this time, and EU4 is not much better. Nogai is a tribal federation with "Nogaybak" culture in Eu4. It's a TAG centred on representing the loose tribal alliances of the region that it covers. It cannot exist from a CK2 converted game.
Historically The Nogai horde was a confederation of 18 different Turkish tribes that existed concurrently with the Golden Horde, and from the early 1400's they became more and more self-ruling and by the 1470s the Nogais became militarily hostile with their former overlords. By 1500 they were totally independent of the Golden Horde and began filling the power vacuum created by the Golden Horde's waning strength. At some point independently from the Nogai leadership, a second Nogai horde known as the "lesser horde" is founded by nomads who moved into Dagestan. From here on, it becomes unclear where the boundaries between the Oirats, Nogais and Khazaks begin and end. In the early 1600's the Nogais go through some bad succession crises, and Russians become involved in their politics, even appointing a Nogai bey. In the coming decades the Nogais become absorbed into both the Russian state and surrounding tribes.
The above simply can't happen in EU4. Who belongs to which polity is a sacred thing in the Western conception of the world. The medieval Steppe was not a place of states, but a place of tribes. People's first loyalties and self-determination were to their tribes. The tribes then had complex and fluid relationships with each other in the form of federations and confederations, tributary states and hordes. EU4 requires geographical definitions of boundaries, tribes do not.
What's my point?
We'll always have problems, especially with cultures, and especially with tribes.
In EU4 Nogai is the National representation of the "Nogaybak" culture. Kazan is the National representation of the "Qazanly" culture. These states have historical namesakes, sure, but the Kazan Tartar Khanate was not a state, but rather a tribal entity. The Nogai and the Nogai Horde are in the same situation, as are "Uzbek" and the rest of the steppe. In EU4 these tribes are represented with great detail and with as much accuracy as the game engine allows, but there are severe limitations since tribes are not states.
In CK2, the title-based system does the same thing. Add into this the fact that almost no cultural labels on the steppe represented by CK2 are even relevant by 1444 and we have a situation where there is no in-game-history or real-world-historical basis to the steppe states, no game-history basis to the steppe cultural divisions, and no possibility of a cultural or geopolitical layout of the steppe that truly matches a historical sensibility, and you have the situation we're left with.
What we're left with is the task of ironing out the seams between two incompatible game systems that are both unable to accurately represent the real-world situation that they're trying to model. In this regard I think it's completely reasonable to just fallback on the goal of maintaining the "spirit of vanilla."
In vanilla we have cultures that appear on both sides of national borders. 1452 was the first time the people of the steppe were ruled over by non-tribal overlords. CK2 allows, or even encourages, powerful non-tribal states to pick up territories ruled by the steppe peoples, even though historically this would be worthless barely populated undeveloped grazing land used by nomadic pastorialists. Byzantium in CK2 has every rational in-game reason to spill the blood of 100,000 Greek soldiers over meaningless ungovernable Alanian territory, and so your example of Byzantium ruling over the Alans is an important one, but also one with no historical precedent whatsoever.
I say we treat the erasable cultures as foederati when ruled over by non-tribal foreigners. The Alans faded into obscurity becoming one of the founding 'stock' populations of Ossetia during the CK2 timeframe. I say we just treat them as such if they are not ruled by Alans by the time of conversion, foederated Byzantine Cirassians and Dagestani. Part of the Byzantine state - I guess - but no longer Alan. It will help maintain the spirit of vanilla if nothing else.
Firstly I think that just clumping together all provinces into one erasable culture and then building blobs into it while easier to code has the possibility to ignore some useful information about the cultural divides that emerge in CK2. Perhaps rather than having the cultural centres form with just a single province a more organic way would be (to continue to use Circassian as our example) for Circassian to spawn in every province with the same culture as the province of Circassa that is owned by the same culture as the owner of Circassia. So if the Alan province of Circassia was owned by a TAG with Greek culture then all Greek owned Alan provinces would become Circassian. This would create much larger Cultural centres so that the blobbing would be more for filling the gaps rather than for filling the majority of the space.
Personally I love it and have no problem with it. The reason I suggested using those provinces was that many of the cultures listed use them as their namesake. Your system is better in my opinion.
Another thing is that unlike the German culture where there normally a single religion the many Ck2 cultures of the Steppes often have different religions. Mongol on it's own will likely have Sunni, Tengri and Nestorian branches. Blobbing should in someway be impeded by province religion. If all the Mishar provinces so far have been Sunni then the Nestorian province next door shouldn't become Mishar. It would be easy enough to rewrite the blobbing code to only allow transfer between same religion (or religion group) provinces. I think this would make much more organic culture borders, it would however lead to more instances of orphaned provinces which might require back-up cultures.
I completely disagree. The steppe was never a place of religious uniformity. EU4 represents whole regions as Sunni simply because the ruling elite were Sunni, as well as for gameplay reasons. Do you know when the Siberian Khanate converted to Islam? It was at some point after 1563. Before that the Sibir were a mix of Christians, various denominations of Islam, and primarily a mix of both Tengriists and Ancestor Worshippers. In-game the Siber are four provinces, one Shamanist province and three Sunni ones. To me the greatest most interesting aspect of the steppe conversion is having states of multiple cultures and religions, since we're denied that in vanilla, and since the steppes of the middle ages were not divided amongst religious lines until the Russians began moving East.
The back-up cultures themselves might cause some wonky looking results. I can already imagine three unconnected Crimean provinces spawning around the shores of the black sea all owned by different nations and all different religions. I'm not sure I have a solution, but it is something that I want to think about some more.
As I've outlined above, I don't see this as a problem, rather as an asset.
In Eu4 the cultures follow national boundaries much more one might expect. If we're intent on preserving the vanilla spirit perhaps our first round of blobbing might also be restricted to only converting provinces in the same country. Of course we need to allow the cultures to blob outside their spawn countries, but we could start that in the second round of blobbing. This would also help stop us from accidentally mingling cultures which have never been ruled by the same nations.
This sounds completely reasonable to me for gameplay reasons.
Next issue is Russification. It was historically a big deal and depending on CK2s outcome it may be even more of a thing. Where it effects us though is we need to decide if Mordvin is to be erased and a Mordvin province is owned by a Russian country should we let Nogaybak or Siberian blob out and take it or should we turn it Russian? At least with Mordvin it seem uncontroversial to suggest we should make it Russian, but what about if it were a Khazar or Mongol province? How far do we want to go?
The only Russification that happened in the CK2 time period was towards the Mordvins, and it was incomplete by the time of EU4. Considering how culture conversion occurs at light speed in CK2, especially against non-coreligionists, I think CK2's mechanics can adequately represent any Russification that might occur.
Those things out of the way, I think this is potentially the best solution we've had for the steppes problem so far and I'm pretty excited to see how it will turn out... next year. It's Christmas eve and I really should be spending time with my family not thinking about the cultural impact of the Mongol hordes. Anyway I might be a little scarce till around the 2nd or 3rd of January because of holiday stuff.
Merry Christmas everyone.
Merry Christmas and a Happy New Year!
Now, if you'll indulge me I'd like to go off the deep end a little bit.
I was thinking a lot about the orphans/fallback cultures of the culture splits, especially with regards to the steppes, and I think we have an opportunity here to solve/improve a persistent problem.
Just so we're on the same page, by orphan/fallback I mean that one county in Spain that flips to German in CK2. In Eu4 all of the nice Germans who stayed put in Germany become Rhinelanders, Saxons and Hannoverians and whatnot, but those bastards in Spain stay German. This leads to the rather awful, and not infrequent problem of an HRE at the end of CK2 with many exclaves, where the Germans of England, Brittany, Sicily, Tunisia and Spain remain true noble Germans, but the Germans of Flanders are dirty Flemish, the Germans of Saxony are revolting Saxons, and the Hessian Germans are undoubtedly horrible, ugly Hessians. Disgusting.
Anyway, my proposal is one that I've mentioned in passing before, but I think has become far more relevant with the Steppes, and that is: creating whimsical regional fallback cultures.
So, for our steppes, we could have a Mongol state in the Baltic with no physical contact to the Mongol-now-Mishrar lands to the East. If we're not careful it remains Mongol. I say that when the cultural conversion engine is done running (thereby giving priority to vanilla cultures and making the appearance of whimsical cultures very rare) we convert the Baltic Mongols to a Tartar culture group culture called 'Baltiin,' the Mongolian word for Baltic.
The same would go for the other cultures we split - Italian, German, and French.
This would mean that we'd have whimsical cultures to erase the last vestiges of pre-EU4 general cultures that we don't want to exist, because nobody likes to see Umbrian and Italian in the same game. So, by my estimation, we'd need whimsicals for Steppe cultures (one for all of them should be fine), Italian, German, and French.
Disclaimer: These would all be last-resorts. The culture splits should choose any other cultures that it reasonably can before resorting to a whimsical. The only reason I say whimsicals should be used at all is that having a dialect/regional culture
and the cultural umbrella that subsumes it (example, Rhinelander and German) appear in the same game is horrible. The implication is that Rhinelander is not German, when in fact it is.
Here are my suggestions for the whimsicals:
Steppe Cultures:
Russian Region - Just give them the vanilla culture Qasimi, since the Qasim Khanate/Qasimi culture represent Tartars subordinate to the Russian state, and is a generally unloved/neglected culture as is.
The Baltics, Lithuanian Region, and Wielkopolska - Baltiin (see above)
Belarus, Ruthenian Region, Malopolska, Hungarian Region - Ungar (the Mongolian name for Hungary)
Scandinavian Region - Shvyed (The Mongolian word for Sweden)
The Balkans, Anatolia - Gryek (The Mongolian name for Greece)
Persian Region - Pyers (The Mongolian name for Persia)
The Rest of the Middle East - Arabyn (The Mongolian name for the Arab people)
The Rest of Europe - Khristed (The Mongolian word for Christian is "Khristed itgegch")
Africa - Jalut (The Mongols were prevented from conquering Africa by their defeat in the battle of Ain-Jalut, this name pays homage to that, and suggests an alternate history where Ain Jalut went to Hulagu)
India - Enetkhegiin (The Mongolian word for Indian)
Anywhere else - Ayalagchiig (The Mongolian word for wanderer)
Germans
Mainly divided by CK2 Empires
Germania/HRE/Wendish Empire can just go to the appropriate German regional cultures that already exist in Vanilla
Carpathia - I think it's safe to just use Austrian
Francia - Französisch (The German word for French)
Britannia - Engländer (The German word for English)
Hispania - Spanisch (The German word for Spanish)
Italia/Sicily - Italiener (The German word for Italian)
Byzantine Empire - Griechisch (The German word for Greek)
Continent of Africa - Afrikaner (The German word for African)
Arabia - Araber (The German word for Arabian)
Persia - Perser (The German word for Persian)
Scandinavia - Nordländer (The German word for the people of Scandinavia)
India - Inder (The German word for Indian)
Anywhere else - Reisenden (The German word for traveller)
French
Mainly divided by CK2 Empires
Germania/HRE - Allemand (The French word for German)
Hispania - Ibérique (The French word for Iberian)
Britannia - Britannique (The French word for British)
Italia/Sicily - Romain (The French word for Roman)
Byzantine Empire - Grecque (The French word for Greek [the people])
Continent of Africa - Africain (The French word for African)
Arabia - Arabe (The French word for Arabian)
Persia - Perse (The French word for Persian)
Scandinavia - Nordique (The French word for Norse)
India - Indien (The French word for Indian)
Anywhere else - Voyageur (The French word for traveller, also was used to describe some of the early French settlers of Canada who travelled by canoe)
Italian
Mainly divided by CK2 Empires
Francia - Francese (The Italian word for French)
Germania/HRE - Tedesco (The Italian word for German)
Hispania - Iberico (The Italian word for Iberian)
Britannia - Inglese (The Italian word for English)
Byzantine Empire - Greco (The Italian word for Greek)
Carpathia - Carpazi (The Italian word for Carpathian)
Continent of Africa - Africano (The Italian word for African)
Arabia - Arabico (The Italian word for Arabian)
Persia - Persiano (The Italian word for Persian)
Scandinavia - Norvegese (The Italian word for Norse)
India - Indiano (The Italian word for Indian)
Anywhere else - Vagabondo (The Italian word for wanderer)