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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!
 
Why isn't it default?
What do you care if it's "default?" You can save your game rules and have that be the way every game is. It's probably not "default" because most players aren't going to want to see long super-hybrid names every game. Or do you want the devs to spend months just coding in names for every single culture combination they can conceive of happening within the span of a game? Or do you know how to create interesting dynamic AI culture names? I really don't understand why you care that it's a toggleable option.
 
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What do you care if it's "default?" You can save your game rules and have that be the way every game is. It's probably not "default" because most players aren't going to want to see long super-hybrid names every game. Or do you want the devs to spend months just coding in names for every single culture combination they can conceive of happening within the span of a game? Or do you know how to create interesting dynamic AI culture names? I really don't understand why you care that it's a toggleable option.
Because I don't believe the player should have all the power in Crusader Kings 3. Only the player can form a new religion or heresy. Only the player can pick new doctrines during reformation. Only the player can form a new culture. Only the player can hire Court Physicians. Why are these restricted to only the player? Why do you believe the AI should not be able to do these things?

P.S. before you ask: If it has to be behind a game rule, then Paradox didn't think it was balanced well enough to put into the game normally, thus, they don't think the AI should be doing it normally. Why shouldn't any AI characters form any religions or cultures during the 600 year timespan of CK3? Do you think it didn't happen?

EDIT: I realized that I was under the wrong assumptions, this post is not correct.
 
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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.
I did read your first post in this thread.
It has nothing to do with balance, which is what you were implying. I addressed that the AI *can* hybridise - which you claimed it couldn't - and that there are rules regarding how many times the AI can hybridise a culture.

You then doubled down on the balance issue by saying
Yes, but not in a way that Paradox thinks is qualitative to a "balanced game", why is that?

So that's what I was addressing. So again, why refer to this as a "balance" issue at all, when it's mostly a cosmetics one?
And of course, the default "hybrid" culture naming convention is <Parent 1>-<Parent 2>, so if <Parent 1> or <Parent 2> are already hybrids this default convention will create multi hyphened names.

*Divergent* cultures default to shiny new names though.




Why isn't it default?
Because the default is to allow single hybrids so as not to get multiple, complicated, long names.
And because they have to choose one setting or the other as default, and in their apparent opinion people will be more annoyed by "Syrio-Malabar-Greco-Persian-Italo-Greco-Sicilian" or some such sprawling across sections of the map than by the AI only being able to create one tier of hybrid.
 
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I still hold that just like with Mogyers and Hungarians, Vlachs and Romanians should be distinct cultures. The Vlach culture should represent the undifferentiated culture of the early Eastern Romance speakers both sides of the Danube ('proto-Romanians'), while Romanian (or 'Rumanian' if the devs prefer an archaizing ethnonym) should represent the distinct culture of the Eastern Romance speakers north of the Danube which consolidated itself in the late Middle Ages.

Vlachs would be of Byzantine heritage, while Romanians should represent a melting pot culture of South Slavic heritage (to reflect the Slavo-Byzantine high culture of the medieval Romanian boyardom and clergy) which would be scripted to spawn in de jure Wallachia and Moldavia in the same manner as the current Sicilian melting pot works:
- County is in de jure Kingdom of Wallachia or de jure Kingdom of Moldavia.
- County has Pecheneg, Cuman, Bulgarian, Russian or Vlach culture.
- The current county holder is one of those five cultures, but is NOT the same as the county's culture.

(+/- an increased chance for the switch to occur if the county culture is Vlach, just as it happens if the ruler culture is Norman in the Sicilian case.)

Balkan Vlachs should be represented in at least one county of the Byzantine Empire in the 1066 start date, preferably one in the duchy of Thessali:
 
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Because I don't believe the player should have all the power in Crusader Kings 3. Only the player can form a new religion or heresy. Only the player can pick new doctrines during reformation. Only the player can form a new culture. Only the player can hire Court Physicians. Why are these restricted to only the player? Why do you believe the AI should not be able to do these things?

P.S. before you ask: If it has to be behind a game rule, then Paradox didn't think it was balanced well enough to put into the game normally, thus, they don't think the AI should be doing it normally.
The AI can create new cultures, please actually read the dev diary, I'm begging you. All they said is that the AI won't hybridize hybrids. They will create hybrids where it's meaningful, and the AI will diverge cultures on their own. The reason multiple hybrids are restricted by default isn't because it's "not balanced," it's because the naming scheme isn't capable of accounting for multiple hybridizations without the name getting absurd. Now, if you want to code in a way for the AI to dynamically name cultures which will be acceptable to players, I'm sure the devs will be happy to take a look at it. Talk about it here and give constructive suggestions if you like. Right now you're just being weirdly obstinate and assuming things nobody said.

And if it's so important to you, you can change those things in the game rules, but apparently those have some sort of symbolic value to you that I don't understand? Do you feel that changing an optional setting somehow invalidates your experience? If you're so convinced the AI should be able to do those things, make a thread about it, hell, make a mod, make your case about how it could be done in a practical way instead of just asserting that the devs believe the player should be all-powerful.
 
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I did read your first post in this thread.
It has nothing to do with balance, which is what you were implying. I addressed that the AI *can* hybridise - which you claimed it couldn't - and that there are rules regarding how many times the AI can hybridise a culture.

You then doubled down on the balance issue by saying


So that's what I was addressing. So again, why refer to this as a "balance" issue at all, when it's mostly a cosmetics one?
And of course, the default "hybrid" culture naming convention is <Parent 1>-<Parent 2>, so if <Parent 1> or <Parent 2> are already hybrids this default convention will create multi hyphened names.

*Divergent* cultures default to shiny new names though.





Because the default is to allow single hybrids so as not to get multiple, complicated, long names.
And because they have to choose one setting or the other as default, and in their apparent opinion people will be more annoyed by "Syrio-Malabar-Greco-Persian-Italo-Greco-Sicilian" or some such sprawling across sections of the map than by the AI only being able to create one tier of hybrid.
1. The AI can't hybridize well enough to get into vanilla, apparently. Think about the way bugfixes are always included into the game, instead of being hidden behind a game rule. The AI should be able to hybridize if they want, and the developers state that this is because they do not like the naming system, I agree, it's terrible.
2. The default to divergent cultures getting shiny new names is nice, I won't disagree with that, I ask why they feel the need to restrict cultures to multi-hyphen names when they could just default to randomized shiny new names.
 
Because I don't believe the player should have all the power in Crusader Kings 3. Only the player can form a new religion or heresy. Only the player can pick new doctrines during reformation. Only the player can form a new culture. Only the player can hire Court Physicians. Why are these restricted to only the player? Why do you believe the AI should not be able to do these things?
The player is the only one that can create a new faith with completely new tenets because there were objections to the AI making completely crazy - and potentially ridiculous - faiths. They also wanted to limit the number of new faiths that would be created, so the AI can create or convert to any of the "standard" packaged faiths, whether live or dead.

The AI *can* pick new doctrines during reformation, it is just really unlikely to do so, usually opting for the most similar reformed version of the old faith that it can.

And again, the AI **can** form new cultures. They can hybridise *once* by default, or multiple times if you set a game rule.

In theory the AI can recruit court physicians, although there have been problems with this not being enough of a priority.

So many of your points are just outright incorrect.
P.S. before you ask: If it has to be behind a game rule, then Paradox didn't think it was balanced well enough to put into the game normally, thus, they don't think the AI should be doing it normally. Why shouldn't any AI characters form any religions or cultures during the 600 year timespan of CK3? Do you think it didn't happen?
A game rule doesn't have to indicate a balance issue.

CK2 had game rules that were purely based on "does this culture use the dynasty name or the landed title name" - that's not a balance issue.
"Does the game end in 1453, or continue indefinitely" is not a balance issue, but is a game rule.

And the historically formed new religions are covered by the ones the AI can already create or convert to, it's just that completely ahistoric ones are, for now, restricted to the player. New cultures are fair game though for the AI, and you get to choose how far they go with it
 
The AI can create new cultures, please actually read the dev diary, I'm begging you. All they said is that the AI won't hybridize hybrids. They will create hybrids where it's meaningful, and the AI will diverge cultures on their own. The reason multiple hybrids are restricted by default isn't because it's "not balanced," it's because the naming scheme isn't capable of accounting for multiple hybridizations without the name getting absurd. Now, if you want to code in a way for the AI to dynamically name cultures which will be acceptable to players, I'm sure the devs will be happy to take a look at it. Talk about it here and give constructive suggestions if you like. Right now you're just being weirdly obstinate and assuming things nobody said.

And if it's so important to you, you can change those things in the game rules, but apparently those have some sort of symbolic value to you that I don't understand? Do you feel that changing an optional setting somehow invalidates your experience? If you're so convinced the AI should be able to do those things, make a thread about it, hell, make a mod, make your case instead of just asserting that the devs believe the player should be all-powerful.
This isn't about if the AI can create new cultures, if the AI could simply create 10,000 different cultures in a game, It would not be a satisfactory result, I as a player wish that the AI could use the things given to the player in a realistic way, but they cannot. It's that they haven't yet thought of a way to implement it in a way that they think isn't unbalanced, that is why it isn't the default.
 
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1. The AI can't hybridize well enough to get into vanilla, apparently. Think about the way bugfixes are always included into the game, instead of being hidden behind a game rule. The AI should be able to hybridize if they want, and the developers state that this is because they do not like the naming system, I agree, it's terrible.
2. The default to divergent cultures getting shiny new names is nice, I won't disagree with that, I ask why they feel the need to restrict cultures to multi-hyphen names when they could just default to randomized shiny new names.
THEY CAN HYBRIDISE IN VANILLA.

The toggle is "can they create a hybrid from a hybrid" or not. They are perfectly capable of making a tier one hybrid.
 
This isn't about if the AI can create new cultures, if the AI could simply create 10,000 different cultures in a game, It would not be a satisfactory result, I as a player wish that the AI could use the things given to the player in a realistic way, but they cannot. It's that they haven't yet thought of a way to implement it in a way that they think isn't unbalanced, that is why it isn't the default.

I believe the thing which isn't default is the AI creating hybrid cultures out of hybrid cultures, which is due to the naming thing. The AI creating hybrid cultures or diverging is (as far as I understand it) in by default. The Dev diary actually shows some hybrid cultures the AI made (which I assume are on default settings).
 
I believe the thing which isn't default is the AI creating hybrid cultures out of hybrid cultures, which is due to the naming thing. The AI creating hybrid cultures or diverging is (as far as I understand it) in by default. The Dev diary actually shows some hybrid cultures the AI made (which I assume are on default settings).
If that is true, I will retract my statements, but I do not feel it is true from reading the dev diary.

EDIT: It is correct, I apologize. Though I would feel better about it if the AI could create hybrid-hybrid cultures. I assumed correctly that it would be like the religious system where the AI could not interact at all, but only after the first hybrid. To everyone reading these forum posts, this doesn't prove that I was incorrect, just that it goes deeper in that Paradox doesn't feel like changing the naming system to allow the AI to create hybrid-hybrid cultures.
 
2. The default to divergent cultures getting shiny new names is nice, I won't disagree with that, I ask why they feel the need to restrict cultures to multi-hyphen names when they could just default to randomized shiny new names.
Okay, now we're getting somewhere. The reason they're not going to use randomized names is twofold: One, it's supposed to be a hybrid culture. Do you think a list of randomized names will adequately represent the fusion of distinct cultures, especially when one is already a hybrid? Even if you based it on the new culture's heritage and/or language, it will be inadequate.
It's that they haven't yet thought of a way to implement it in a way that they think isn't unbalanced, that is why it isn't the default.
It's not about balance. I can't tell if you're trolling or if you're simply not fluent in English, or what. The AI can do the things the player can do in this regard, just fewer times with the same cultures.
It's never been if they can hybridize or not, it's if they can hybridize in a satisfactory or a realistic way.
Realistically, cultures aren't going to hybridize too many times in real life. How many historical super-hybrids can you name within the game's timeframe? I'm not sure what you expect from Paradox. If you want to have cultures hybridize completely realistically, go outside and foster cultural bonds between different groups of people. This is a video game from a mid-sized video game studio. It'll never be 100% accurate to reality.
 
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Okay, now we're getting somewhere. The reason they're not going to use randomized names is twofold: One, it's supposed to be a hybrid culture. Do you think a list of randomized names will adequately represent the fusion of distinct cultures, especially when one is already a hybrid? Even if you based it on the new culture's heritage and/or language, it will be inadequate.

It's not about balance. I can't tell if you're trolling or if you're simply not fluent in English, or what. The AI can do the things the player can do in this regard, just fewer times with the same cultures.

Realistically, cultures aren't going to hybridize too many times in real life. How many historical super-hybrids can you name within the game's timeframe? I'm not sure what you expect from Paradox. If you want to have cultures hybridize completely realistically, go outside and foster cultural bonds between different groups of people. This is a video game from a mid-sized video game studio. It'll never be 100% accurate to reality.
1. Sure, I won't say that the constructed list of possible cultural name combinations is wrong to use, they are a burden we must take from reality.
2. Something not being 100% accurate to reality is not an argument, and you know that isn't what I'm saying.
3. I feel bad due to misunderstanding the fact that I thought Paradox was saying that the AI could not hybridize at all unless through a game rule, so I concede.
 
I wonder... if I rename a title and then lose it somehow and then its owner makes a divergent culture, will it be named using the new name? I hope so. I'd like to trick the computer into naming a culture "DeezNutzian" or something. Gotta take the machines down a peg every once in a while, just to remind them whos in charge.
 
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I wonder... if I rename a title and then lose it somehow and then its owner makes a divergent culture, will it be named using the new name? I hope so. I'd like to trick the computer into naming a culture "DeezNutzian" or something. Gotta take the machines down a peg every once in a while, just to remind them whos in charge.
Gotta make a Sugandese culture
 
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How many historical super-hybrids can you name within the game's timeframe?
I can get as far as English?

Anglo-Saxon/Norman, where Anglo-Saxon is a hybrid of Saxon, Angle, and Jutish; and Norman is a hybrid of French and Norse.

French is then a hybrid of Frankish (the Germanic culture) and the post-Gallo-Roman inhabitants of modern France.

So, I think that makes English something along the lines of Saxo-Anglo-Juto-Gallo-Romano-Norse. Throw in some British Celtic there with the Anglo-Saxon layer for additional fun, and maybe add in a layer of Anglo-Norse, depending on the contribution the Danelaw made to the final form of English, and we may end up with Saxo-Anglo-Juto-Britano-Anglo-Norso-Gallo-Romano-Norse. :p

Of course, some of the layers are already absorbed at the beginning of the game, so it's not an entirely fair list. Taking just in game events, English would come down to a two layer hybrid.

Anglo-Saxon -- Franco-Norse.

*Maybe* late game we might see Anglo-Irish evolving from English - Irish, making it a three layer hybrid. I think that's as far as I can reasonably go with real world options.
 
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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!
Latino as Aztec-Iberian hybrid :p

Seriously speaking though: Lipka as Turkic-Slavic-Baltic hybrid.
 
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Here's an obsure one: Imraguen as a Berber-Sahelian hybrid. (Or maybe Berber-Soinike?) They were believed to be descended from the Bafour people, who are believed to be ancestors of the Soinike people and other Mande groups. The Imraguen lived under the Bafour and Imraguen is berber for fisherman
(This is all sourced from Wikipedia, not 100% on how accurate it is)
It's not exactly perfect, as there isn't a Bafour culture, but it'd still be an interesting culture that could easily arise naturally.
 
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Could an option to be able to rename cultures be added? Might be useful for player who want to do a game with a lot of hybridization to make culture names a little more manageable.
 
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