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this culture system looks amazing. Would there be an option for some cultures, perhaps the Direnni to have both elves and men in there culture?
The Direnni and the Bretons have some special stuff to make them a bit more likely to intermarry and all (the Breton Rites incorporate some Elven elements in their faith, and the Adamantine are pluralistic instead of fundamentalist like in Alinor), but other than that probably not. You may find some Elven or Human blood in some old Breton and Balfieri bloodlines tho.

This looks amazing and the Nativity Regions seem amazing. Just left me with 2 questions:

1. Do the Orcs get Nativity zones of their own and/or have the Orisnium decision turn its current zone into an Orcish nativity zone?

2. Is there any chance for more divisions of the Skyrim-local Nords, either in later releases or as emergent cultures? It feels like Whiterun, Falkreath and possibly The Rift would have a culture somewhere between ____marcher and Cyro-Nord
1. Right now the Mountains Orcs are set to be native from the Wrothgarian Mountains, but that's highly wip as we want to be able to model them a bit better - more on that an other time maybe!

2. Right now, not really. We already have 5 Nordic cultures (Westmarcher, Eastmarcher, Cyro-Nord, Skaal and Atmoran), and we first want to give each culture its time to shine before going too much into making new cultures up. Maybe if vanilla reworks culture one day? We'll have to see.

It hurts my dunmer heart that there is still no Vvardenfall with provinces in the preview.

But damn, this looks amazing! Keep up this work.
The map is still a work in progress, but don't worry one day we'll be able to give you a full view of Vvardenfell!
 
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Random question that popped into my mind playing the CK2 version last night: Will there be a playable dead or near-dead faith version of the Nordic pantheon, with Shor and Kyne as chief gods? I understand the Eight Divines faith is heavily influenced by the Nord pantheon already, but it's still not quite the same, and reading up on TES faiths a bit recently made me notice its absence in CK2.
 
Someone will surely ask this sooner or later, so it may as well be me: Since you wrote about reviving ancient cultures, two particular ones come to mind immediately, will there be possibility of Dwemer and Falmer reneissance?
 
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Will there be a playable dead or near-dead faith version of the Nordic pantheon, with Shor and Kyne as chief gods?
Short answer yes.

Long answer is the religion Dev Diary.

Nothing will stop you from using CK3s faith system to either convert to a dead faith, or create an entirely new faith with the gods you want. Perhaps even using their old names, example being that Lorkhans name can be Lorkhan, Sheor, Shor, Shezaar, Lorkhaj or Sep depending on how you set up your custom faith. As many culture refers to gods under different names.
 
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So what i think -
1)We need more culture innovations then CKIII.
2)When empires emerge old-style cultures appear. e.g - if Cyrodilic empire exists and Bretonnia is formed (even if it independent) - Imperial and Breton cultures are placed in culture group.
3)Please let there be a playable and landed Snow Elf (Gelebor), Ayleid, human culture remnant in Black Marsh (if kingdom is formed, this lost culture is "reunited" with other human cultures).
4)Aquiring Heart of Lorkhan as Nord will result in dilemma - switch to Lorkhan-Wulfhart worship, play as "simply immortal emperor" Wulfhart.
5)Question - daedric cultures...say smth about them.
1. That is planned, yes
2. No
3. No Snow Elf, but you'll find Ayleid rulers in Valenwood, Tsaesci rulers in Cyrodiil (for a time), Kothringi (Nedic people of Black Marsh), and a lot of other stuff!
4. Well the Heart of Lorkhan is still firmly within the hands of the Tribunal, and if it is to be added it's in the far future
5. Not really planned at the moment, our focus is on the Tamrielic cultures. Maybe later, who knows!

Random question that popped into my mind playing the CK2 version last night: Will there be a playable dead or near-dead faith version of the Nordic pantheon, with Shor and Kyne as chief gods? I understand the Eight Divines faith is heavily influenced by the Nord pantheon already, but it's still not quite the same, and reading up on TES faiths a bit recently made me notice its absence in CK2.
In the Second Era the vast majority of Skyrim follows the Eight Divines - with some of their own gods blended in, but that's represented in CK3 already. A dead old Nord faith might be added at one point, as CK3 does have a lot of dead or future faiths!

Someone will surely ask this sooner or later, so it may as well be me: Since you wrote about reviving ancient cultures, two particular ones come to mind immediately, will there be possibility of Dwemer and Falmer reneissance?
Not really, since Gelebor and his brothers are the only ones we know about, and we see them in the Fourth Era. Same for the Dwemer, only one remains.
Since they're not a priority at all they haven't received any content, but there may be some long dead historical Falmer or Dwemer rulers in the future. But again, it's absolutely not planned to make them playable at one point.

Aren't there a lot of Argonians and Khajiit living in the southern part of Nibenay? I recall that being a minor plot point in Oblivion.
If you look very closely, you can see a Pelletinian county in the most southern part of Cyrodiil.
As for the Argonians, since Black Marsh is not currently worked on and our talented 3D artists haven't yet been able to really work on Argonians models, we haven't added them yet. But they're planned.
Also, keep in mind that Oblivion is in the late Third Era, more than a millenia after the events we depict in Elder Kings (which is set in the Interregnum, firmly in the Second Era).
 
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Hi everyone! Today we're back for another development showcase, this time about Cultures!

CULTURES:
Cultures in Elder Kings for CK3 have been changed in much of the same way as the faiths and religions. Most cultural hegemonies have been broken, and we've added new mechanics to ensure that the map retains some cultural diversity as the years and eras pass.

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While in CK2 culture groups could rule over multiple provinces, we've decided to essentially make every culture in CK2 its own culture group. This means that the former Nedic group, which was composed of the Cyrodiilics, the Nords, the Bretons, and the Reachmen, will now be replaced by a Breton culture group, a Cyrodiilic culture group, a Nordic culture group, and a Nedic culture group.

The most obvious change will probably be in the province of High Rock. The home of the Bretons is known to be almost always ruled by petty kings, and a strong ruler unifying the province is the exception, rather than the rule. To help achieve it, and give some more life to the province, the former Breton culture has been made into its own culture group, and you can now find the Glenumbran, the Northmen, the Iliac, and the Bjoule.

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The most observant in the crowd will probably spot the Balfieran and the Horsemen cultures, respectivelly part of the Altmeri and the Yokudan group.

However, this increased cultural granularity and diversity would be next to useless if the cultures could be wiped out in a few decades (as is the case in vanilla, and even with the harshest cultural conversion time game rules a single cultural hegemony often installed itself over Tamriel). To try and prevent this, we've decided to tie most cultures to one or several places in Tamriel, named a nativity region.

NATIVITY REGIONS:
A nativity region is effectively a part of Tamriel in which a culture can easily be spread. Trying to spread a culture outside of its nativity region (or regions), will take much longer than spreading it in its core homeland.

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From 1 to 12: Glenumbra, Rivenspire, Stormhaven, Wrothgarian Mountains, Bangkorai, West Ghost, Karth, Craglorn, White-River, East Ghost, Dark-Water, Solstheim.

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But then, how can you hold on to the land you conquer? Well, you can always invite settlers natives from the region to at least make it so the province is part of your culture group - which should appease the tensions.
This is done through the Promote Local Culture Steward job, that works in very much the same way as the Promote Culture job from the same councillor. The only difference is that instead of spreading your own culture, you instead convert the province to a culture within your culture group that is native from the region.

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Here, I am trying to convert the culture of a Mountain Orc county. Making it Glenumbran would take several decades, as my culture is not part of this nativity region.

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So I can instead ask my Steward to promote a local culture, a culture within my culture group that is native to this region, in this case the Wrothgarian Mountains. It just so happens that the Northmen culture is native from here, so my steward will invite Northmen settlers and use them to make the province a bit easier to manage.

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In the case that your culture group doesn't have a culture that is considered native from the place you're trying to convert, you will have no choice but to spread your own, at a much slower pace. Or you can install vassals sharing the province's culture.

Most of the time your culture nativity regions are fixed. But there are some cases in which a ruler can, with enough effort, expand its culture zone of influence.

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But keep in mind that these situations will be very rare.

DEAD CULTURES:
Some culture groups have been present in Tamriel for a very long time, and may have even ruled over a significant portion of it. But that was ages ago, and now younger cultures have taken their place.
But that doesn't mean they are gone forever.

Among these people is the reworked Nedic culture group. The Nedic once ruled over most of Northern Tamriel, and they are nowadays pretty much only represented by the Reachfolk. But an ambitious and powerful Reachfolk ruler could study the lost traditions of the other Nedic tribes, and slowly revive them over time.
Among the lost Nedic people, the following can be rediscovered:
- The Galen (in most of High Rock)
- The Duraki (in Craglorn)
- The Kreath (in White-River)
- The Perena (in Colovia)
- The Gemha (in Nibenay)

The ancient tribes of the Kothringi in Black Marsh, and the Keptu in central Hammerfell are still alive when the game starts, but they hold far less land compared to the Reachfolk.

Some other culture groups will also be given dead cultures to revive, like the Ayleids. It should make for fun playthroughs, as you try to re-establish some long lost traditions and cultures over your people's former empire!

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INNOVATIONS:
The world of TES is much unlike ours, but we've still tried to apply the CK3's standard over it.
We have divided the timeline in four broad eras, or ages:
- The First Era
- The Early Interregnum
- The Time of Pretenders
- The Unification Wars

As you can guess, the game will begin around the Interregnum, as the central authority in Cyrodiil crumbles, leaving most of the provinces broken and in constant struggle. As time progresses, warlords will conquer and unite their regions, until we can find strong regional hegemonies. But even these hegemonies will shatter, and at long last a powerful ruler might do what no one did before, and unify Tamriel...

Each of these eras will have most of vanilla's innovations, as well as some specifically made to represent the cultural progressions in Tamriel.

The closely guarded secret of the Moonstones in Alinor, the gradually increasing understanding, and power, of magic, and the Witch-Knights of the Reach are three examples of what we can represent with the innovations.

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That is all for today! I hope you enjoyed this development showcase, and if you have any question about the cultures or other features, feel free to ask!
Another good dead culture could be the Barsaberic Ayleids, or the Cantemiric Velothi tribes who both loved in Argonia at an unspecified time
 
Well no, as that's exactly the kind of stuff that we try to avoid

Edit: However I would point out that there could be one example of that in TES lore with King Lhotun of Hammerfell, but 1. it was an utter failure 2. it was in the late Third Era, and 3. the divide between the Crowns and the Forebears ran much deeper (big religious, cultural, and political differences) so trying to somehome mend them made more sense.
But still, it was a failure.
 
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This is a mod.

The team more than likely works at its own pace when it can as such things go and what's next after they're done with one thing tends to be pretty random. Since you know: It's a mod team and it'll all be finished in the end.

Not to mention full on professional development studios miss their timeframes and schedules all the time. I really wouldn't expect a timeframe for dev diaries from a mod team ever unless they are extremely well organized and that's more of an exception than a rule.

Would just result in false hopes and expectations and/or unneeded stress to hit artificial deadlines.
 
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I can however give some more new information about how the Mountain Orcsn the Baandari, the Horsemen and some other will be handled:

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We don't know yet. We want to work on the duel system to add magic and other supernatural elements, but before CK3 gets duels, and our magic and other stuff are ready, it's difficult to tell.
 
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