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Dev Diary #26: Primal Culture

Hello everyone, my name is Tom Bird and I’m the lead designer at Triumph Studios. Today I’m here to talk about the new Primal Culture from our upcoming Primal Fury content pack!

Primal Culture is nature focused and for people who want a culture that is all about having a connection with the land and the creatures who live there. Primal cultures focus on a deep connection with a Primal Animal who they see as their totem, guide and protector. You can choose which Primal animal your culture communes with, and this has a big impact on how your culture plays. To help explain this we’ll go with the example of the Mire Crocodile.

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(Note that all cultures can choose to ride crocodiles, I just picked it here because it was appropriate!)

The Mire Crocodile is aligned with nature affinity, so that means that our cultural affinity becomes double nature (if we’d chosen the Storm Crow we’d have gotten astral instead, for a nature/astral culture), and it means that our some of our units do blight damage with their attacks.

Each Primal animal is associated with a particular type of terrain, and the Mire Crocodile is associated with Swamps.

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This means we start off in swampy terrain, and gain the following bonuses:

  • Our units gain Swamp Walking, so they can move faster through the terrain
  • Provinces with Swamp grant our cities +3 food
  • When we summon Mire Crocodile units, they are more powerful when we’re in Swamp provinces

To prevent issues with overlapping bonuses, Primal cultures cannot use Terrain Adaptation form traits, however we can still terraform the landscape to our chosen terrain if we can find a Mire Crocodile Den.

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Dens are special locations that are only visible to primal culture players with the correct primal animal, when annexed they grant a bonus to city stability but more importantly they unlock the animal’s temple in the city. If we can build the Mire Crocodile Temple then the provinces near to our city will slowly start transforming into swamp, boosting our income! It’s important therefore that we keep our eyes open for these dens, since they’re priority locations for us to found new cities.

Of course, our Mire Crocodile will also help us in combat as well. In the most direct sense, we can directly summon him into combat using a spell!

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Primal animals are all tier 2 mythic units, and they always use their favored damage types. This example has gained the Frenzy ability, since he’s been summoned into a swamp province!

The Mire Crocodile also empowers our cultural units with his Boon.

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Each time a unit with a boon attacks, it gains a stack of Rising Fury (single attacks, such as from a shock unit, give 2 stacks). Once the unit gets its 5th stack, the Rising Fury is replaced by 5 stacks of Fury of the Mire Crocodile, this powerful buff enhances all of the unit’s attacks, granting them extra damage and the ability to inflict the Diseased status effect. Once the unit has attacked 5 times (one per stack), the effect expires and the unit needs to start building up Rising Fury again.


Some units, such as the support unit, the Animist, can spend their fury in other ways.

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Animists can summon a Primal Mire Crocodile into combat for us, but this requires having Fury of the Mire Crocodile to be active, and doing so will immediately use up all the stacks the unit has, meaning it needs to start gathering Rising Fury again.

Animists also have the Spiritual Healing ability, this heals a unit for 15hp but also gains 3 stacks of Rising Fury, letting you quickly gain access to your Fury boost.

There are 7 Primal animals to choose from, so you can make your primal culture perfect for your chosen playstyle:

Mire Crocodile
  • Affinity: Nature
  • Favored Terrain: Swamp
  • Terrain Bonus: +3 food per swamp province
  • Damage Channel: Blight
  • Boon Effect: +3 blight damage and inflict diseased
  • Special: Culture units have disease immunity

Storm Crow
  • Affinity: Astral
  • Favored Terrain: Grassland
  • Terrain Bonus: +2 mana per grassland province
  • Damage Channel: Lightning
  • Boon Effect: +3 lightning damage and an additional 4 lightning damage to adjacent enemies.

Glacial Mammoth
  • Affinity: Shadow
  • Favored Terrain: Snow
  • Terrain Bonus: +3 production per snow province
  • Damage Channel: Frost
  • Boon Effect: +4 frost damage and 30% chance to freeze target
  • Special: Can build farms in arctic provinces

Ash Sabertooth
  • Affinity: Chaos
  • Favored Terrain: Ashlands
  • Terrain Bonus: +3 gold per ashland province
  • Damage Channel: Fire
  • Boon Effect: +3 fire damage and an additional 4 fire damage to one nearby enemy.
  • Special: Can build farms in ashland provinces

Dune Serpent
  • Affinity: Materium
  • Favored Terrain: Sand
  • Terrain Bonus: +2 gold per sand province
  • Damage Channel: Physical
  • Boon Effect: +3 physical damage and inflict blind
  • Special: Can build farms in sand provinces

Tunneling Spider
  • Affinity: Nature
  • Favored Terrain: Mushroom Forest (starts underground)
  • Terrain Bonus: +3 knowledge per mushroom forest province
  • Damage Channel: Blight
  • Boon Effect: +3 blight damage and life steal

Sylvan Wolf
  • Affinity: Order
  • Favored Terrain: Forest
  • Terrain Bonus: +3 draft per forest province
  • Damage Channel: Spirit
  • Boon Effect: +3 spirit damage, +2 additional spirit damage per ally adjacent to the target.

We’ve already seen the Animist unit, but what about the others? With the exception of the protector, The primal core units favor maneuverability, and taking the fight to the enemy.

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The Darter is the starting ranged unit, their Blowguns have one less range than other ranged units, but ignore the accuracy penalties from cover. They also have Disengaging Shot which they can use when threatened by an adjacent enemy - this attack lets the darter damage the enemy and leap back to safety. As with the animist, the damage type of this attack changes depending on your chosen primal animal!

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The Protector is the other starting unit, it is a shield unit whose special ability Primal Renewal allows it to sacrifice its stacks of Fury in return for healing itself.

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The Primal Charger is a powerful shock unit, their Cleaving Charge ability lets them strike up to three adjacent targets at once, while still gaining the damage bonuses and interruptions of a standard charge attack.

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The primal culture’s tier 3 unit is the Ancestral Warden, this powerful Polearm forgoes the normal tactic of allowing shock units to charge into them by using Primal Lunge to leap directly into the middle of a group of enemies! The attack does damage to all enemies adjacent to where the Warden lands, and then places the Warden into defense mode ready to counter attack.

As a final feature, Primal Cultures have a special quest that will always trigger each session.

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The type of quest and its goals differ between Primal Animals, but completing it will grant your ruler the full favor of their totem in the form of a powerful combat boost!

So, in conclusion Primal is a flexible culture that you can be customized to synergize with almost any affinity or tome path! Its powerful terraforming lets you take control of the lands, but you need to go and find rare spirit dens if you really want to make use of it.

That’s it for now, check by next week where we’ll have a dev diary showing off the new tomes! The Primal Fury content pack is due to be released on February the 27th.


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Love it!
 
I wanna make a realm that has one AI custom Primal faction for each spirit animal where seven tribes duke it out to prove once and for all which Great Spirit is the strongest. There can only be one!! But somewhere on the map, a foreign invader has come (a Reaver faction, of course). Basically an Avatar/Spanish Conquests type scenario.

Also, I hope for even more spirit animal options in future. Radiant Pheonix would be cool as a second order option, with a playstyle focused on healing and rezzing units. Favored Terrain could also be grassland, but with a different bonus.
 
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They compensate that with higher research.
It's still unique among primal totems that they can't build farms where their cities are based, and is a disadvantage compared to actual Underground Adaptation (as opposed to the other adaptation totems, which come with farms on hostile terrain).
 
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It's still unique among primal totems that they can't build farms where their cities are based, and is a disadvantage compared to actual Underground Adaptation (as opposed to the other adaptation totems, which come with farms on hostile terrain).
They also have a specil city building.
But in general - it's the compensation for huge research boost, since +3 research per pop (basically) is pretty damn good.
 
I haven't yet watched the whole stream, but are Barbarian Berserkers just copy pasted into Primal model/animation wise? Looked really confusing on faction screen.

And yes, while I believe in Triumph ability to improve on starting bland cultures in future updates, I really want them to just differentiate cultures more by adding more units.
 
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I haven't yet watched the whole stream, but are Barbarian Berserkers just copy pasted into Primal model/animation wise? Looked really confusing on faction screen.

And yes, while I believe in Triumph ability to improve on starting bland cultures in future updates, I really want them to just differentiate cultures more by adding more units.
That's how all dudes with big hammers look like. Nothing to see here.
Now, I'd love to watch their tier 3 Pikeman lunge stuff.
 
I haven't yet watched the whole stream, but are Barbarian Berserkers just copy pasted into Primal model/animation wise? Looked really confusing on faction screen.
Maybe they should give the Primal Charger a different weapon, not an axe. Something like a Flail - and then changing the Cleaving Charge into a Sweeping Charge or something.
 
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I haven't yet watched the whole stream, but are Barbarian Berserkers just copy pasted into Primal model/animation wise? Looked really confusing on faction screen.

And yes, while I believe in Triumph ability to improve on starting bland cultures in future updates, I really want them to just differentiate cultures more by adding more units.
That's common practice across the industry a lot of models and animations are reused with small additions/new coat of paint. New fey units are basically gremlins with butterfly wings on their face, Phaze Beasts are reusing animations from Misfortune (unit from Planetfall), units with x2 axes have the same animation for all units including heroes as Astronlmo pointed out, small golem bird thing is reusing horse animations, etc.
 
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Everything just looks so good. My only nitpick are the names... "Primal Darter", "Primal Charger". Protector and Ancestral Warden are really good, which makes the others look a bit uninspired from a fantasy fiction standpoint.

If you think about roleplaying, it's like... people wouldn't go around calling themselves "Primal". Just like people didn't call themselves "Feudal". They were of course Feudal, but it's a concept, not a title. Or like, if you had a war game with Nazis in it and you called the units something like "Fascist Machinegunner", "Fascist Tank". Anyway, really small nitpick. Other fantasy games do this kind of thing too sometimes, it's just irritating, heh.

Edit: I don't want my last word in this thread to be a negative one, so just want to say thanks so much for all your hard work on this game. Not only is this culture great, but all the changes you keep making in answer to community requests is off the charts. This game has been out for a while and you guys seem to still have so much passion and steam for making it better and better.
 
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I might come back into the game for this, might need to wait for new tactic guides to appear.

what can we even expect from Eldrich realms as all the obvious stuff has been done?

the others are right as at some point the baseline stuff will need an update
 
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Love what's been shown with the Primal culture, the customization of subculture options with the animals and the visual changes (the special staff is so cool) is a really cool gimmick which is one reason the Dragon Lord is so awesome, fun to know it was the same person designing both! Can't wait to see the T3 in play and more on the summon of the primal beasts and such. This is definitely a culture I've been waiting for which fits that theme of druidism/shamanism, something barbarian just couldn't quite scratch despite using nature tomes.

To go a bit on the negative, two concerns I have so far which some already mentioned.

First one is the Spider one, the amount of research it seems to be able to get from mushroom forests (having watched the stream) and then spreading that terrain, that seems to go pretty high, kinda absurdly so. Having it sit at the same amount as the other animal resources will make it the most powerful animal pick. 3 food just can't compete in any part of the game as 3 research, it not getting farms is barely gonna bring it in line with the rest. The value of research is really strong, so I hope that might be taken into account before or after release.

Second concern is that Primal culture feels so well designed, more so than Reaver (which, while amazingly designed, suffers from trying to force you into a single playstyle whilst Primal feels more flexible), its mechanics are broad and the units feel very well thought out without requiring eachother. I feel it really leaves the other cultures being left behind and I definitely think they're due to an update or overhaul even. Mostly Feudal is the one I feel could really use a overhaul where both its Stand Together and Feudal Lord are very lackluster except for the military one.

I'm sure the latter has already been brought up several times and I recall it was said on discord it's something being attempted to look at. I feel overall it'll make the new cultures more exciting rather than feeling the new toys will overshadow the old ones when replaying the game in the future.
 
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I might come back into the game for this, might need to wait for new tactic guides to appear.

what can we even expect from Eldrich realms as all the obvious stuff has been done?

the others are right as at some point the baseline stuff will need an update
Late game crisis with opened portals to shadow realm.
4 more tomes.
1 more culture and/or ruler.
 
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Research, imperium, and mana are the most important resources in the game in that order. They should not be given out lightly, so if there is a balance pass, perhaps the spider can get reduced research and addition mana increase, say 2 points to 1 or 1 to 1?