The culture represents the language, customs and technologies that a character or county use. It decides innovations, names and cultural men-at-arms regiments that characters can use. Rulers can change a county's culture with the Promote Culture Steward action.
Each culture belongs to a culture group, which represents a group of cultures with similar ancestry. Characters within the same realm will have −5 opinion with each other if they belong to different cultures within the same culture group and −15 opinion with each other if they belong to different culture groups. There are perks and tenets that can modify this.
Counties will have lowered popular opinion with their direct Liege if they belongs to a different culture and especially culture group. Characters can avoid this by granting the county title to a vassal of the same culture group as the target county.
A ruler can convert to the culture of their realm capital at the cost of prestige, provided that their Court Chaplain endorses them. Every close family member sharing the ruler's culture will adopt the new culture. Vassals sharing the ruler's culture that owns counties with the new culture can decide to adopt it as well.
Each culture with at least one ruler has a cultural head. The cultural head is always the character who owns the most counties of said culture.
Cultural heads can choose an innovation to be a cultural fascination, which will improve its discovery progress by +20%, with an additional +2% per cultural head learning skill. The cultural fascination can be changed at any time.
A character can change their culture through several ways:
- A character can voluntarily change their culture through the minor decision Change to local culture once
- Culture can be changed through several decisions that create new cultures
- A ruler can give into the demands of a populist faction and change faith and culture
- Several events such as a culture breakup will force rulers to change their culture
List of cultures
The Holy Roman clothing appearance requires the pre-order bonus, while the Abbasid clothing requires the Expansion Pass.
- There are some cultures carried over from Crusader Kings 2 that are unplayable, but remain in the game files and are mostly used as historic rulers' cultures. These cultures are marked with italics to indicate them.
The following cultures will divide into multiple small cultures once certain time periods are reached. The player character will get the option to cancel the culture split if the player controls 80% of the counties with the original culture.
|Original Culture||Period||Region||New Cultures||Condition|
|Andalusian||County is Muslim|
|Catalan||County is in Catalonia|
|Occitan||County is in Southern France|
|Asturleonese||County is in Asturia or Leon|
|Aragonese||County is in Aragon|
|Galician||County is in Galicia or Portugal|
|Castilian||County is in Iberia|
|Norse||950-990||Northern Europe||Danish||County is in Denmark|
|Norwegian||County is in Norway|
|Swedish||County is in Northern Europe|
The following cultures will emerge if certain conditions are met and are not directly influenced by the player.
|Sicilian||Southern Italy||County is in Southern Italy|
The following cultures need to be created through decisions before they can be played.
|English||Embrace English Culture||
|Norman (in 867)||Establish Norman Culture||
|Outremer||Embrace Outremer Culture||
- forum:1416565/page-2#post-26861541 Mruuh's post in "How do I switch culture for my character?" thread