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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 kinda doubt the part about Proto-Germanics being present before the Uralics, but apart from that I agree.
Well, do you have anything to prove otherwise? The thing is that archaeological, linguistic and genetic evidence add up perfectly in this case, it's quite rare in research when something is so certain. The burial customs (cist graves) and genetics of a prevalent portion of preserved remains found in Estonia since 1200BC was identical to Scandinavia. To be more precise, the cist graves were extremely similar to the ones found in Uppland. Also, the farming system used in Estonia during that time was the same as in Scandinavia. The Proto-Germanics first migrated to coastal Finland (1500BC at the latest), then to Northern-Estonia (1200BC at the latest), then quite quickly to Western-Estonia and then to the rest of Estonia and also modern-day Northern-Latvia. Finno-Ugrics arrived to Estonia around ~800BC, about 400 years after the Proto-Germanics.
You're right, kind of. If Finnish linguist Pauli Rahkonen's research is to go by, an unknown West Uralic-speaking population simply identified as "language/branch x" preceded Finns, Sami, and the Proto-Germanic language spoken in Coastal Finland.

However, the Proto-Germanic language in Finland preceded both the Finns and the Sami. Its presence in modern Finland is supported by placenames which have etymologies that date back to Proto-Germanic, as well as loanwords in both Finnish and Sami that trace their origins to Proto-Germanic. Furthermore, the Scandinavian Bronze Age culture in Finland is identified with the Proto-Germanic linguistic evidence, as the Proto-Germanic placenames correspond with the overall spread of Scandinavian Bronze Age culture in Finland.

The Finnic subgroup didn't arose in Finland but in Northern-Estonia from which it spread in all directions and we can be very sure that Proto-Germanics predate Finno-Ugrics in Estonia. This is based on archaeology, genetics and linguistics and is the result of joint research done by many researchers in Europe in the last decade. As stated earlier, it is quite fascinating how the evidence from all fields support each other. In most cases it is not so clear if talking about prehistory.
 
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Does your priest culture/language influence your ability to fabricate claims?

I mean, i'm just spitballing here, but it makes sense that if your german priest does not speak french he'd have a more difficult time fabricating a claim to a county right? I mean, he'd have to go get some local interpreter and do his thing via a middle man, at the very least that would cost more time right? ( or money to hire the translator ).

Would be cool, because then when hiring a priest you'd have to look at the language he speaks and it kinda adds another layer.

Do you hire the priest who speaks your language and likes you and has higher stats, or do you hire the priest who likes you less because he is not your culture, but the land you want to conquer is his culture and hiring him would make getting claims of that area cheaper/easier?

Could also play a role with conversion. A priest has a much easier time converting a county if he can actually speak with the people of that county.
I like this suggestion. It can help to create more challenge to the ease of getting claims as if you are trying to get claims from a variety of cultures, you'll struggle without changing your priest (if you're even allowed). The same can be done with other counselor tasks that could potentially be affected by language knowledge.
 
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What about achievements like frankokratia that you can do today using Jarl Haesteinn? Can you became Norse-French and still get it? or any type of half and half and culture achievements still count?
 
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Hi! this is my first comment in the paradox forums even after years of playing the games. i have 2 questions

1. will there be more ethos or traditons added after the dlc has already come out? even if its a long way down the line.

2. will there be any achievements added that are earned by creating specific hybrid cultures? just as an example having a hybrid between norse and an indian culture.

Thanks for your time <3
 
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Is there a list of languages and heritages that will appear in the game yet? Like, right now I'm thinking about a Semien -> Israel Jewish run, where I could culture switch to Sephardic or Ashkenazi, which would later allow me to create a hybrid Israelite/Mashriqi culture. The point is that if the Sephardic and Ashkenazi do not have Hebrew as their language, I wouldn't know what language to use.
 
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Is there a list of languages and heritages that will appear in the game yet? Like, right now I'm thinking about a Semien -> Israel Jewish run, where I could culture switch to Sephardic or Ashkenazi, which would later allow me to create a hybrid Israelite/Mashriqi culture. The point is that if the Sephardic and Ashkenazi do not have Hebrew as their language, I wouldn't know what language to use.
I could imagine the Sephardic culture having Latin as their language (as we've seen that's what Romance languages all get, which in their case Ladino is), while Ashkenazi could get (High? West?) German (which we haven't seen yet, but based on the granularity they took with the languages we can safely assume that Yiddish will be cathegorized into the same language as other High German languages; my guess is that the name will be High German, given how characteristic Old High German is to the Middle Ages; but they also could "unite" them with North Sea Germanic languages into West Germanic). They *could* use Hebrew for Sephardic and Ashkenazi, but during the middle ages it was technically a dead, liturgical language. Maybe we would get it as one of those special options when you can choose another language when diverging, which is said to be not the case usually but was implied but it may be possible sometimes (=this case, maybe).
 
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I have a question about the ethnic aesthetics of generated characters. So let's say I form a hybrid culture called Turkish combining Oghuz and Greek, then I conquer Italy and want to form a new hybrid culture combining Turkish and Italian. Will the ethnicity of the new generated Italo-Turkish characters become 50% Italian, 25% Greek, 25% Asian?
 
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?
 
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I have a question about the ethnic aesthetics of generated characters. So let's say I form a hybrid culture called Turkish combining Oghuz and Greek, then I conquer Italy and want to form a new hybrid culture combining Turkish and Italian. Will the ethnicity of the new generated Italo-Turkish characters become 50% Italian, 25% Greek, 25% Asian?
It appears that at each stage an ethnicity will be selected randomly.

So your Turkish culture would roll 50-50 for Oghuz and Greek, and whichever one won would then roll 50-50 with Italian.
 
It appears that at each stage an ethnicity will be selected randomly.

So your Turkish culture would roll 50-50 for Oghuz and Greek, and whichever one won would then roll 50-50 with Italian.
I'm beginning to think that this DLC might encourage feature-splurge; new dynamic languages, dynamic physical traits etc. Not that I'm against these features though...
 
It appears that at each stage an ethnicity will be selected randomly.

So your Turkish culture would roll 50-50 for Oghuz and Greek, and whichever one won would then roll 50-50 with Italian.
Then I hope they give the player the option to choose which ethnicity we want to pick. I mean there are options to choose the rest of the aesthetics, so why not this one. I hope a developer sees this post. Shouldn't be too hard to implement, no?
 
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I mean there are options to choose the rest of the aesthetics, so why not this one. I hope a developer sees this post. Shouldn't be too hard to implement, no?
On a somewhat related note, since one can already select unit models ('military equipment'), I wish that they'd divide clothing into normal clothing and military clothing (e.g. a Norse-Greek hybrid culture being able to use Norse armor in battle, but Byzantine fashion otherwise). Military clothing can be simply tied to the chosen 'military equipment' while the rest of a culture's clothes are tied to cultural fashion.
 
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Then I hope they give the player the option to choose which ethnicity we want to pick. I mean there are options to choose the rest of the aesthetics, so why not this one. I hope a developer sees this post. Shouldn't be too hard to implement, no?
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
 
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Dál Riata! The only logical convergence for Irish-Gaelic, especially around the 867 start date is some form of Dal Riata as a potential cultural formation between Ulster/Northern Ireland and the Hebrides.

I feel like I'm the only one on the planet who knows about this weird kingdom that formed the kingdom of Alba with the kingdom of Picts.
 
Then I hope they give the player the option to choose which ethnicity we want to pick. I mean there are options to choose the rest of the aesthetics, so why not this one. I hope a developer sees this post. Shouldn't be too hard to implement, no?
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?
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. :)
 
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
I would much rather have randomly generated characters of the new culture be generated randomly from a continuum between the two cultures - perhaps by generating 4 'grandparent' DNA strings drawn randomly from the contributing cultures, and then generating their descendants down to the created character. I tend to dislike 'eugenics' playstyles, and while that's something you can't get away from at the landed character level, not least because real nobles used to try and do it, it's not realistically possible nor (in my opinion) desirable at the population level. If you mix two populations, you get a mixture. It should be impossible to engineer (to use an example using cultures not currently in the game) a 'Weeaboo' culture that uses Japanese aesthetics, but is entirely composed of pasty-skinned people with loosely-curled blond hair.

nd
 
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Dál Riata! The only logical convergence for Irish-Gaelic, especially around the 867 start date is some form of Dal Riata as a potential cultural formation between Ulster/Northern Ireland and the Hebrides.

I feel like I'm the only one on the planet who knows about this weird kingdom that formed the kingdom of Alba with the kingdom of Picts.
It's a fascinating kingdom*, but does it need a pre-coded divergent or hybrid culture, or is it sufficient to let it be the name of a divergent culture that emerges in the kingdom if it survives?

nd

* I originally typed 'culture' here. Doh!
 
I would much rather have randomly generated characters of the new culture be generated randomly from a continuum between the two cultures
Well, who wouldn't? I'd rather have it too, but if devs decided to make it only one possible, without mixing, then I don't see a problem in allowing to choose which one instead of random 50%
 
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