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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!
 
All previous requirements that needed you to be a specific culture or culture group have been updated to accomodate the new system. For example, a decision might require you to have a certain heritage, or it might need you to be of that culture or have the culture as your historical parent culture.
If it requires you to have a culture as a historical parent culture, would it also be valid if it was the historical “grandparent” culture too? If I change my culture twice, would the game still know one of the originals was the culture that satisfies that requirement?
 
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This was everything I was hoping for in a revamp of the culture system! I'm really looking forward to playing around with different combinations of cultures to see what happens.
Chinese-Nubians? Yes please.
French-Mongolians? Sure, why not?
Indo-Norse? Oh, of course!


On the subject of historical culture splits: Are there any plans for the Italian and Cisalpine cultures to diverge into the cultures of various city-states? E.g. Tuscan, Milanese, Genoese, and of course Venetian?
 
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So regarding northern lords. They get a decision to "embrace local traditions" which switches their culture to the one they have occupied.

Will this be changed with the new culture system to instead have them hybridize with the local culture?
 
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Oh boy... this is going to be soo much fun. Especially in Multiplayers. I forsee a myriad of cultures and religions in the MP world :)
 
Cultures all have different ethnicities set in script. When you form a hybrid culture, we consolidate these values to give you something in-between. Of course, this only applies to generated characters, as children always get the ethnicity of their parents.
A followup for question especially for Fantasy Total Conversions:
Will modders be able to limit ethnicity hybridization for 'incompatible' ethnicities? E.g. there's a human and a lizardpeople ethnicity, when their cultures hybridize their ethnicities shouldn't.
 
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I also have a small question :

Is there a mechanism to prevent two new cultures from having the same name / preventing multiple copies of the same combinaison?
Let's say that Hæsteinn conquers Ireland, and hybridises the Norse-Gael culture, is there anything preventing Ivar the Boneless from also creating a hybrid culture of the same cultures also called Norse-Gael?
When a culture is created, we check to make sure that the name isn't used already. An example would be if you hold the kingdom of Poland and create a divergent culture. Normally, you would get a "Polish" culture, but since that exists already, we apply a prefix to create something like "Neo-Polish".

Hybrid culture in Levant. Tradition: Forest fighters.
Ah yes. The infamous deep forests of the Levant.
Joking aside, it's one of the things we'll have to fix, clearly! We do have triggers, but they don't always seem to work at the moment...

Not really related to this DD, but how will cultural assimilation work in the future? Right now it's pretty easy to convert all your provinces to your culture. Personally I'd like to see the "Promote Culture" option gone completely, and maybe replaced with "Promote Cultural Acceptance" to increase relations between two cultures. Actual assimilation would then happen randomly like in CK2
The Promote Culture task still exists, but with the introduction of Cultural Acceptance, we have reduce the overall speed quite a bit, as to make culture converting everything much slower. There is also a new task, and just as you suggest, "Promote Cultural Acceptance" to improve cultural relations.

Absolutely outstanding features and absolutely outstanding DD! Thank you!
What an absolute beast of a DD, seriously!

I would like to ask only two questions:

1. Will diverging lock the diverging culture out of hybridising immediately after / will hybridising lock the new culture out of immediately diverging?

2. Will we possibly finally see the Seljuks invade in the 867 scenario?

Especially #2 has irked me for a good while now since it means that the the entire region is lacking the exciting dynamic of constant pressure I loved a lot in CK2. Especially now with the cultural changes I think they'd be even better

Regardless, great stuff!
1. Yes. I don't think I mentioned it in the DD itself actually, but a culture has to reach a certain age before you are able to diverge it or hybridize it. This prevents newly established cultures from immediately forming another one.
2. Not as of this moment, sadly. It's on my wishlist for us to add in the future though!
 
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This sounds amazing! This type of thing has definitely been at the top of my CK wish list for a loooong time. Besides all the interesting sounding blends between cultural numerical modifiers, etc. I really hope they focus on preserving more local racial/anthropological aesthetics. Basically, a cultural blend, say, between Italians and Ethiopians will hopefully not result in one or the other's base-racial-appearance vanishing and being replaced by the more dominant visual type.

Sure, there is likely to be more "hybrid" visual ethno-blends, but hopefully a healthy pool on base native ethno types will remain as a playthrough progresses.

A really tough challenge for Paradox. Really exciting!
 
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So in some fantasy universes you may have races that are incapable of breeding with each other. For the example let's take Khajiit and Imperials from TES.

Is it possible to "lock" a Pillar of a culture-in that instance, Ethnicity-to avoid results that would be adverse? So when hybridizing a Khajiit Ethnicity can never change its Ethnicity Pillar and likewise, an Imperial culture(with human features) can never change its Ethnicity to Khajiit.

So essentially the only way to get said Ethnicity would be to have a culture start with it or diverge from a previous culture with that Ethnicity?

@Servancour
 
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The Promote Culture task still exists, but with the introduction of Cultural Acceptance, we have reduce the overall speed quite a bit, as to make culture converting everything much slower. There is also a new task, and just as you suggest, "Promote Cultural Acceptance" to improve cultural relations.
Thank you so much for this!
 
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When a culture is created, we check to make sure that the name isn't used already. An example would be if you hold the kingdom of Poland and create a divergent culture. Normally, you would get a "Polish" culture, but since that exists already, we apply a prefix to create something like "Neo-Polish".
Hoping it'll work better than for Cadet Branches...
 
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This is the DD that is gonna make me buy the game
 
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Cultures all have different ethnicities set in script. When you form a hybrid culture, we consolidate these values to give you something in-between. Of course, this only applies to generated characters, as children always get the ethnicity of their parents.
Wow that's the biggest news in this thread. You guys actually did it. The absolute mad lads!
 
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How will hybrid and divergent cultures interact with populist factions? Right now, wrong culture counties, and especially wrong culture group counties, are a huge problem for the AI, as they are very eager to join populist factions. Especially with the changes in 1.4, this leads to a lot of border gore and small, disconnected realms. Will there be changes to make sure that creating a large number of new cultures over the course of the game doesn't exacerbate this problem?
 
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this hybrid culture thing is cool but i'm going to hate the name lists lol. Like if that Swedish/Arabic culture just has copied and pasted names from both lists family names are going to look like a mess

Im imagining an italian-greek culture with both Konstantinos and Constantino. Anglo-Norwegian with Harold and Harald. Plus two different styles of name instead of it being blended if this were curated.

I'm not looking forward to that this is going to trigger me lol.
 
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Please add Limburgish culture as a divergent option for rulers based in Maastricht, It is really a hybrid of Franconian and Dutch culture but I suspect you won't be able to hybrid those because of shared heritage. My ancestors are Limburgish and Hendrik van Veldeke (who is commonly known to be the first recorded Limburgish speaker) was alive around 1150 to 1184 (well within the timeframe of CK3). There is some other cities that might work as originators of Limburgish culture (Neuss for example), or the city south of Moers in the same county. But I figured you would want to have the culture stem from counties not cities. So Maastricht works well as a county to originate Limburgish culture.
 
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Is there a way for divergent cultures to form without there being an AI ruler triggering it for their domain? I am considering a collection of counties located in the periphery of an empire, that are not united under one banner but are becoming distinct from and resentful to the fat cats in the capital and share stuff like architecture and solutions to their local geography.