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heliostellar

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Dec 29, 2005
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What are your favorite cultural hybrids that are somewhat RP-plausible? There used to be a few key MAA that I used to try to snag such as Tarkhans, but there's plentiful new cavalry units to choose from. Of course, unlocking major game mechanics is obviously very powerful:

Firstly, I think there a few cultures that are simply built better by default. I'd consider this non-exhaustive culture list S Tier/A Tier (feel free to suggest others I've overlooked):
  • Roman--yes, the one culture that doesn't exist on the map in 867 is my personal favorite, and let's face it... all the other cultures are trying to claim to be them anyway. Roman gives you six (6) traditions where everyone else only gets at most five (5). Roman also has one of my favorite traditions in the game, Legalistic, which dramatically increases your vassal count +30 (a stat which used to be almost a hard cap until recent chapters of DLC). Lastly, it has access to Cataphracts, which are among the best MAA in the game, and are a specific counter to Horse Archers. You are also a dead culture, so you can quickly catch up techwise by converting only one or a few very high dev provinces (for instance Roma and the other counties in Latium).
  • Greek--the only "disposable" tradition at the 867 start IMO is Religious Patronage. The other 4 traditions are unique and you'd be a fool to drop any of them, since they mesh so well with the Admin government. All-in-all, probably one of my favorite cultures to play ATM--strongly torn between this and Roman. Unfortunately, not a lot of favorable historical characters to play. The imperial situation at 867 is a hot mess. The sitting Makedon "dynasty" as of 867 is not a real dynasty. Basil was just a courtier that helped the former emperor Michael III hide a scandalous affair (https://en.wikipedia.org/wiki/Michael_III#Rise_of_Basil_the_Macedonian_and_assassination_of_Michael). Basil just saw a decrepit and weak emperor and overthrew him. If you're RPing, I see no particular reason to champion Basil's cause... then again, I would never start the game and play as the ERE himself anyway.
  • Persian--stands out for being able to flourish in the desert (Irrigation Experts); excellent tutors (and thus better heirs) from Beacon of Learning. Lastly, it's Heavy Infantry MAA Ayyar is pretty decent. This is one of my favorite cultures to play in Asia. You also have several historically important dynasties still around for RP: Bavandids, a scion of the Sassanids; and the Karenids, a scion of the Arsacids in Iran.
  • Norse--is situational. The defining features are, of course, Coastal Warriors and Meet-Ting tradition but also the three (3) unique techs it gets in the Tribal Era (until 900 AD). The techs unlock the unique ability to go a-viking: navigate rivers and raid overseas. The other traditions are flavorful while you remain tribal.
Let's talk about some of the changes to nomadic cultures:
  • Oghuz--the new It girl in town! I was shocked when I saw how powerful their traditions are:
    • Iron Cavalry--this is a new S tier tradition IMO. This tradition does two (2) separate and ingenious things. First, it allows you to build Cataphracts which are one of the very few MAA counters in the game against the rest of the steppe's Horse Archers and Cavalry (so defensive play there).
    • Devoted Horsemanship--this interlinks with Iron Cavalry perfectly. It unlocks said Horse Archers for you to use on your enemies. It also unlocks Tarkhans
    • Swords for Hire--cheap mercs for when things don't go as planned... or you have a good target of opportunity.
    • Ruling Caste--this has never really been a favorite of mine, but it's a good temporary shield if you're expanding into wrong culture lands... ultimately as a general rule, this is the kind of tradition that I would almost always REMOVE during the hybridization... otherwise, I would need to ask myself why I'm making a cultural hybrid in the first place.
    • Warrior Culture--meh, +1 MAA... I'll take it
  • Mongolic cultures--are a little disappointing tbh, especially Mongol specifically. In terms of traditions the only one that stands out is Wolves of the Deep Steppe which grants Mangudai, an improved horse archer. Aside from that its only redeeming quality--and I'll admit it's pretty big redeeming quality--is access to the Greatest of All Khans decision. I feel like pinning your entire strategy on an "I win" button is not really satisfying RP IMO.
Some of major favorites to hybridize with:
  • Greek-Roman hybrid is a unique, no-brainer to get your Roman scion empire speaking Latin again... I think the RP speaks for itself--an extremely early Rennaissance/restoration of Roman traditions in the West.
  • Greek-Oghuz hybrid is probably one of the few scripted hybrids in order to create what we know today as Anatolian Turkish. The idea is to throw off all the traditions that helped you on the steppe, but no longer will in the settled lands around the Med. RP potential is by design.
  • Persian-Oghuz is basically the Seljuks... lots of potential to transform from a Martial power into a settled power in Iran.
What kinds of hybrids are folks doing? Also, has anyone attempted a long-term playthrough of wrong culture rulers using the Ruling Caste tradition?
 
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What are your favorite cultural hybrids that are somewhat RP-plausible?
Norse with literally anyone. I've done several games where I start as a Norse character and adventure off somewhere and hybridize my culture. One that I've wanted to do but haven't gotten around to yet is hybridizing Norse and French, not for Norman, but instead to try to maximize the bonuses for the poet trait.
 
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Oghuz-Sogdhians for Iron Cavalry, Devoted Horsemanship, Horse Breeders, Parochialism and Caravaneers. Really fast armies and nice dev bonuses in a region of the world where you can get a bunch of cities in every county.
 
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Oghuz-Sogdhians for Iron Cavalry, Devoted Horsemanship, Horse Breeders, Parochialism and Caravaneers. Really fast armies and nice dev bonuses in a region of the world where you can get a bunch of cities in every county.
This was my first instinct as an Oghuz... lots of synergy there.
 
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  • Greek--the only "disposable" tradition at the 867 start IMO is Religious Patronage. The other 4 traditions are unique and you'd be a fool to drop any of them, since they mesh so well with the Admin government. All-in-all, probably one of my favorite cultures to play ATM--strongly torn between this and Roman. Unfortunately, not a lot of favorable historical characters to play. The imperial situation at 867 is a hot mess. The sitting Makedon "dynasty" as of 867 is not a real dynasty. Basil was just a courtier that helped the former emperor Michael III hide a scandalous affair (https://en.wikipedia.org/wiki/Michael_III#Rise_of_Basil_the_Macedonian_and_assassination_of_Michael). Basil just saw a decrepit and weak emperor and overthrew him. If you're RPing, I see no particular reason to champion Basil's cause... then again, I would never start the game and play as the ERE himself anyway.
Two points I want to raise from your comments on Greek: I personally like Religious Patronage because it's a ton of reknown when you're building holdings and upgrading them. I used to play city-heavy, but now I do temple-heavy (especially since there are some very good buildings that are in temple holdings). Secondly, I often find myself hybridizing to get innovations rather than traditions. Greek is the only one that has Sanitation - +10 plague defense.

Yes, every new culture that comes out seems to be more OP than all older cultures. But I still have a soft spot for Norse -> Andalusian/Catalan -> and whatever other ones give cultural/religious opinion since I now go for highly multi-cultural/multi-religious empires. Kazar, etc.
 
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Dutch + Norse deserves a mention.

Norse and Dutch are the single strongest pair-combination for early game tech climb, because they are so hyperspecialized in different directions. Norse has all the military techs and military cultural traditions, but almost no econ techs. Dutch has nearly all the econ techs, but no military techs. Hybridizing gets you nearly all the tribal-era techs but one (the building slot), and escape the Norse low-average-development trap, and incredibly flexibility for whether you want to go for a military or a econ--heavy style.

And that's incredibly easy to do, since the requirement of hybridization is at least one tradition or cultural pillar from the other party, and both Dutch and Norse can improve their respective econ/military focus with a tradition from one to the other.

For military, Norse would have to give up one of their (consistently good) traits, but Maritime Mercantilism from Dutch provides +1 seaport level... when the Norse Coastal Warrior already lets them build seaports on tribal holdings. But what Coastal Warrior also does is provide increasing toughness to stationed MAA for each level of seaport. So you are getting tougher MAA, and more gold income for all those gold-income-scaling opportunities, and long-term development.

For econ, Dutch have the open culture tradition slot, meaning they just choose any one of the Norse traditions. Performative honor, so that you can leverage duels for gold to fund your buildup? Northern stories, so that you can get better heir education scores and runestones? Coastal Warriors, so that the Dutch econ can be funding some serious military might? Scandinavian Elective, to easily dominate Kingdom-scale elections, possibly even for a two-kingdom de-facto-designate heir elective? Or even just malleable invaders, so that you can more easily hybridize on the second iteration, so that you can bring all your techs with you when you adventure to your next area and have an overwhelming tech advantage of being in the second tech era when most will be stuck in tribal for a century more?

It is incredibly powerful yet flexible. There are better traditions for specific forms of government, particularly the administrative-specific or nomad-specific things, but between raw econ and raw military potential, each funded / powered by the other, Dutch-Norse is hard to beat.
 
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