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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 agree that it's a struggle to get people outside Scotland (and Northern Ireland) to see Scots as a distinct language due to lazy misrepresentation, but what's this about furries? What did I miss?

nd
I never really interpreted the confusion as being a "lazy misinterpretation" or anything of that nature; I think it's a little more complex.

Most Scots do not speak the Scots language, however modern Scottish English is awash with Scots language terminology/vocabulary and therefore if you had never heard strictly the Scots language, you would consider the Scots language as simply being Scottish English.

Calling it a "lazy misinterpretation" seems overly critical because it relies on people having experience of a somewhat niche topic.
 
Forumers: *keep requesting new cultures to be added to the game*

PDX: "Okay, let's solve this once and for all."
Well, this update definitely helps, but it's not going to be the end of culture-related suggestions. Lack of unique namelists, desire for historical accuracy, and the fact hybrid and divergent cultures will be DLC-locked will ensure that people will continue making suggestions about adding more cultures, albeit hopefully with more research on them.

Norse-Gael is a good example: currently, historical Norse-Gaelic rulers are represented with Norwegian culture, and the the current system cannot represent the Gaelified Norse names that were present among the Norse-Gaelic people.
 
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To keep a long story short a teenaged furaffinity user from America decided to start editing the scots language Wikipedia to the point that over half the articles are are just him writing how he imagined a broad accented Scottish person would pronounce english.
Oh God, I remember now. I had somehow blotted that out of my memory.

nd
 
Here are some potential historical Jewish cultures:
Mizrahi (Arabic)
Krymchak (Crimean)
Teimani (Yemenite)
Italkim (Italian)
Romaniote (Greek)
Juhuro (Caucasian)
Knaaric (Slavic)

While no such culture existed historically, Tzafoni would be a good name for a Judeo-Norse culture.

Finally, there could be an event where if a Jewish ruler manages to reclaim the Holy Land, they can create a new Israeli culture and bring back Hebrew as a common language.
 
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Here are some potential historical Jewish cultures:
Mizrahi (Arabic)
Krymchak (Crimean)
Teimani (Yemenite)
Italkim (Italian)
Romaniote (Greek)
Juhuro (Caucasian)
Knaaric (Slavic)

While no such culture existed historically, Tzafoni would be a good name for a Judeo-Norse culture.
Bit of a problem with this, there isn't one Jewish culture at present in CK3; there's Sephardic and there's Ashkenazi. I could understand Sephardi + Arabic = Mizrahi, but how would that work if there was an Ashkenazi in that scenario instead?

Finally, there could be an event where if a Jewish ruler manages to reclaim the Holy Land, they can create a new Israeli culture and bring back Hebrew as a common language.
I am very much in favour of this.
 
Oh no, I can't believe they've done that...

Such a missed opportunity to reflect actual historical heritages... And instead we got memed by geographical groupings.

Oh well, it is what it is.
I honestly have no idea where all the disagrees are coming from. At least argue what you are disagreeing with.

In all regards, Catalans should share an heritage or culture group with Occitans much sooner that they would with Basques or Galicians.

-Occitans and Catalans share the same language linguistic branch, as opposed to the French or the rest of west Iberians (and of course, the Basques speak a different linguistic family altogether) and no, the argument that language is a separate trait from heritage doesn't make sense since they will all most likely speak "Latin" anyway so there will be no representation of this linguistic proximity whatsoever.

-Catalans and Occitans share a closer architectural similarity than either to the Franks or West Iberians, the very geological soil of the Mediterranean basin is composed of different rock types from the Atlantic one, the structure of their buildings was necessarily made with different materials, and different aesthetics.
Hopefully this is addressed by giving them different aesthetics in order to represent this (but i doubt it).

-Catalans and Occitans were literally politically part of the same entity ln the first start date, and de jure also part of the same one on the second start date.
On the other hand they were NOT part of the same political entity as any other Kingdom in Iberia, Spain only unified well beyond the timeframe of this game and even when it did, Catalans and Basques were viewed as a separate nationality from Castilians until the Nueva Planta decrees turned them into a common Spanish nationality in the 18th century.

Seriously, if you disagree with me explain to me why, i literally have no idea where any of you are coming from.
 
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I apologize if this has already been answered, but with regard to patronyms (and to an extent rank names) how are they being handled in the culture combination system? I would assume that they are running through the language pillar, in which case looking at the culture wiki would tell us where some of the language lines are being drawn (not that it's accurate, especially in western clan governments)? Is it possible to have player choice as to how rank names are chosen? For example, if I were making Saxon-Norse culture, I might want to keep the title Kaiser for emperor and Jarl for duke because those two are really distinctive of the two parent-cultures and would reflect the roots of my new culture.
 
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maybe you just don't understand what I am asking
Nah, I understand what you're asking, alright. :) They're just already answered in the dev diary.
 
Greek wasn't a monolithic cultural block at the time even before the Turkish invasion led to Cappadocian Greek, there were a lot of distinct cultural languages like Pontic and Crimean Greek, the Italiote dialects, Cypriot greek and the Tsakonian language, the last descendent of Doric.
True but CK approach to culture segmentation plays fast and loose with the linguistic basis. I agree that at least an Italiote culture would be more accurate and that some other cuts could be made, but I don't think it needs breaking badly IMO.
 
I found a mod called "More Norse Melting Pots + DLC Fixes" by MangoAddict on the Steam workshop. I'm not sure how historically accurate these names are, but I think they're all very cool and could be used as potential default culture hybrid names (besides Anglo-Norse and Varangian, which are already in the game):

- Írskr (Meath) - Irish
- Bretskr (Brittany) - Breton
- Valskr (Deheubarth) - Welsh
- Saxiskr (Holstein) - Saxon
- Nordic Galician (Galicia) - Galician
- Langbard (Tuscany) - Italian
- Anglo-Norse (Northumbria) - Anglo-Saxon
- Varangian (Kiev) - Russian

As for others, perhaps you could make some Semitic hybrid culture names? For example, Ashkenazi culture x any German culture could make Yiddish.

EDIT: I forgot to mention, I think this new system should herald in a rework of how culture, technology, and development work. Right now, having a small, highly developed culture is more technologically desirable than assimilating other cultures. If the idea of this is to encourage realm stability and roleplaying, then it shouldn't be a hit to your tech to hybridize your culture most of the time.
 
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The fact that the AI can't do the most recent additions (New Cultures/Religions) depresses me, and seems to be the default. Why should the player character be the only decider for what happens to this world? Shouldn't interaction with AI be paramount? If the only reason is that it would be unbalanced mean that you should look for opportunities to balance? If the only problem is the naming scheme, then I would be much more annoyed at Paradox taking initiative from the AI completely for no reason.

EDIT: I realized that I was under the wrong assumptions, this post is not correct.
 
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The fact that the AI can't do the most recent additions (New Cultures/Religions) depresses me, and seems to be the default. Why should the player character be the only decider for what happens to this world? Shouldn't interaction with AI be paramount? If the only reason is that it would be unbalanced mean that you should look for opportunities to balance?
The AI *can* do new cultures. There's a specific toggle to control how wild the AI can get with it, and whether it can combine hybrids with hybrids.
 
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The AI *can* do new cultures. There's a specific toggle to control how wild the AI can get with it, and whether it can combine hybrids with hybrids.
Yes, but not in a way that Paradox thinks is qualitative to a "balanced game", why is that?

EDIT: I realized that I was under the wrong assumptions, this post is not correct.
 
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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!
Will Hungarian be a divergent from Mogyer culture?
Also, when you conquer the Carpathian basin with the Mogyer Confederation, I would suggest to create 2 cultures from Mogyer: Hungarian for the majority, and Szekely or Szekler for the bordering counties in Transylvania. Szekler can be a divergent Hungarian as well, or a hybrid of Mogyer/Hungarian and another culture (the historical sources are not clear).
 
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Yes, but not in a way that Paradox thinks is qualitative to a "balanced game", why is that?
I'm not sure what you mean? Where did they indicate they don't think it can do it in a "balanced" way?

The hybrid-hybrid-hybrid culture restriction is mostly to stop stupid multi-hyphen names from arising, like the one in the initial post.
 
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Bit of a problem with this, there isn't one Jewish culture at present in CK3; there's Sephardic and there's Ashkenazi. I could understand Sephardi + Arabic = Mizrahi, but how would that work if there was an Ashkenazi in that scenario instead?
Just use it for both versions. The chance that the player for some reason does that first with one, then with second Jewish culture is very low, and for AI basically non-existent
 
I'm not sure what you mean? Where did they indicate they don't think it can do it in a "balanced" way?

The hybrid-hybrid-hybrid culture restriction is mostly to stop stupid multi-hyphen names from arising, like the one in the initial post.
Yes, as said in my original post, "If the only problem is the naming scheme, then I would be much more annoyed at Paradox taking initiative from the AI completely for no reason." As the solution would be to be prevent names with two hyphens from spawning, and using the naming scheme they showed in the original post. It annoys me that you didn't even read the original post of mine, but I forgive you.

EDIT: I realized that I was under the wrong assumptions, this post is not correct, I apologize to DreadLindWyrm.
 
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Yes, as said in my original post, "If the only problem is the naming scheme, then I would be much more annoyed at Paradox taking initiative from the AI completely for no reason." As the solution would be to be prevent names with two hyphens from spawning, and using the naming scheme they showed in the original post. It annoys me that you didn't even read the original post of mine, but I forgive you.
There is a togglable game rule which allows you to decide whether the AI should be able do hybridize cultures more than once or not.