Culture
The culture represents the customs and technologies that a character or county uses. Rulers can change a county's culture by ordering their Steward to complete the Promote Culture task.
Counties will have lowered popular opinion with their direct Liege if they belong to a different culture and especially heritage. Characters can avoid this by granting the county title to a vassal of the same heritage 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 own counties with the new culture can decide to adopt it as well.
Depending on their culture, rulers are called by various linguistic titles which are known as their Form of Address.
Culture headEdit
Each culture with at least one ruler has a Culture Head. The Culture Head is always the adult character who owns the most counties of said culture.
Culture Heads can choose an Innovation to become a Cultural Fascination, which will improve its discovery progress by +20%, with an additional +1% per cultural head Learning skill. The cultural fascination can be changed at any time.
Culture Heads can reform their culture by adding new traditions if empty tradition slots are available or replacing existing ones at additional cost. If the Royal Court DLC is enabled, all rulers can hybridize their culture with another provided they meet the criteria. Adding traditions and reforming a culture takes a number of years to come into effect, depending on the number of said culture's counties. AI Culture Heads may add traditions, but will not directly replace one tradition with another. If a culture head is of a monogamous faith with a spiritual head of faith, the culture head may be given the option to remove Concubinage or Polygamy from their culture at the request of the head of faith via event.
Cultural acceptanceEdit
Cultural Acceptance[1] determines how much Opinion penalty two cultures have towards each other. If the Royal Court DLC is enabled, it also determines whether two cultures of different heritage can create a hybrid culture.
BaselineEdit
The baseline acceptance between two cultures will be the following:
- +20 if both cultures share the same heritage
- +10 if both cultures share the same language
- +10 if both cultures share the same ethos and are located within the same geographic region
- +5 if most counties of both cultures share the same religion
- +10 if most counties of both cultures share the same faith
- +5 if most counties of both cultures have an eastern faith
- +10 if most counties of both cultures have pluralistic faiths and are located within the same geographic region
GainEdit
- Bordering my Culture +0.05 yearly acceptance per border county. This counts the numbers of border counties. So if culture A has a county that borders a single county of culture B, that's 2 border counties. If it bordered 2, it'd be 3 border counties, as each individual county can only get counted once. Capped at +1.
- Intermingling in Realm up to +0.5 yearly acceptance from shared realms. If 100% of both cultures are in the same realm, acceptance will increase by this much each year. For each realm with both cultures take the % of each culture that's present in the realm and multiply them with one another. E.G., if a realm has 50% of all Norwegian counties and 40% of all Swedish cultures, that'll contribute 50%*40%*0.5 yearly acceptance each year.
- Vassalage from vassals. (Higher gains with higher tier vassals). Capped at +0.5 yearly acceptance.
- Promote Cultural Acceptance Steward Job. +0.01 yearly acceptance per Stewardship level, +0.05 if independent. (+30% with Tier 2 Customs Dynastic Legacy). Can stack if multiple rulers of the same culture are promoting cultural acceptance on same the culture.
- Granting counties to local noble up to +2 flat gain max.
- Historical Relation, added at the start of the game.
- Open-Minded, +20% modifier, with the perk of the same name from the Scholar Focus tree.
- Learn Language with Tier 1 Customs Dynastic Legacy +1 flat gain. Only applies to the culture of the target character for the Learn Language Scheme.
- Respected Traditions, +20% modifier, with Tier 4 Customs Dynastic Legacy.
- Hire Cultural Ambassador, this medium cost Travel Option gives a +1 increase in acceptance of the traveler (either Ruler or Adventurer) culture while passing through lands of a different culture. Can only trigger once per culture per trip. Has a bug, as the culture of the first province you enter cannot trigger this effect for the rest of the trip.
LossEdit
- Declaring war on ruler of another culture. Loss of Cultural Acceptance depends on rank of the defender: (-1 flat loss for counts, -2 for dukes, -3 for kings, -4 for emperors).
- Change culture of county (loses flat Cultural Acceptance with the culture losing the county).
- Revoking titles from rulers of other cultures (-1 flat loss for counts, -2 for dukes, -3 for kings, none for barons).
- -0.5 yearly Cultural Acceptance reduction from no interaction. If two cultures gain no acceptance at all from bordering, vassals, or shared realm, their acceptance will go down by this amount each year. Cultures with the same heritage are exempt.
- Decay towards baseline -0.01 yearly acceptance per % of Cultural Acceptance minus the Baseline. Cultures with the same heritage are exempt.
- Cultural Acceptance, -0.5% modifier per % of Cultural Acceptance. Caps at -50% modifier at 100% Cultural Acceptance.
Cultural pillarsEdit
Each culture has 5 cultural pillars: Heritage, Language, Aesthetics, Martial Custom and Ethos.
- Heritage represents a culture's origin and prevents creating hybrid cultures if both cultures share it.
- Language represents the language that all characters and counties of a culture speak, and determines the default birth names, as well as the title naming and what the culture's knights are called. If a character converts to a culture with a different language, they will instantly learn it.
- Aesthetics determine the naming practices as well as the appearance of architecture, armies, clothes and coat of arms.
- Martial Custom determines what genders can act as Commanders and Knights and requires the Royal Court DLC. Without it the faith's View on Gender doctrine determines it.
EthosEdit
Each culture will have an ethos, which represents the core values, principles and attitude towards life that the culture has. It also determines which court types are available for kingdoms and empires. In the Royal Court DLC, reforming a culture's ethos costs 20000 Prestige. Tribal AI Cultural Heads will never choose the Ceremonious ethos.
TraditionsEdit
- Main article: Traditions
Each culture has several traditions, which represent the main customs of a culture and can grant various effects. A culture can have up to five traditions in the tribal era, with every additional era reached granting an additional slot for Traditions. The base cost of adding a tradition is 2000 Prestige, which may be increased by the following:
- +2000 if the culture does not have one of the Tradition's preferred ethos.
- +3000 if the Tradition's optional requirement is not fulfilled. This does not apply to AI Culture Heads.
In the Royal Court DLC replacing a tradition increases the final cost by +50% and the time it takes to establish it by +25%.
The needed time to establish a tradition is dependent on the number of counties with that culture. The fewer counties the culture has, the faster it goes. The maximum time to establish a tradition is 30 years.
Many traditions are mutually exclusive with other traditions. The only way to bypass this this restriction is through hybridization with a culture that has the other tradition.
New culturesEdit
Available only with the Royal Court DLC enabled. |
There are two ways through which a new culture can be formed, both of which cost Prestige.
Divergent culturesEdit
Divergent cultures can be created at any point. Ethos can be freely changed. Language can be changed as long as a culture that has the target language as a pillar occupies at least 10% of the realm's counties, borders the character's culture, and has at least 25% acceptance of it (each condition can be met by a different culture that has the target language as a pillar). Martial Custom can be changed as long as the gender succession law favors the same gender. Aesthetics cannot be changed unless creating a culture divergence that took place historically. Traditions can be changed for a cost. The base cost of creating a divergent culture depends on how little of the original culture the ruler causing the divergence controls. Newly created divergent cultures gain a conversion bonus in counties of the original culture for 50 years.
Hybrid culturesEdit
Hybrid cultures can be created between two cultures with at least 40% Cultural Acceptance by a ruler that has counties of both cultures within their realm. Depending on game settings it might also require both cultures to be old enough. The hybrid culture can choose heritage, cultural pillars, traditions and aesthetics from either parent culture, will gain all innovations known by either culture and will start with 100% Cultural Acceptance with both parents cultures. The cost of creating a hybrid culture decreases based on the current Cultural Acceptance between the two parent cultures. The size of the hybrid culture will depend on how much Cultural Acceptance has been built when creating the hybrid culture. The Promote Culture steward task will have its efficiency increased for a few years in counties belonging to either parent culture. By default hybrid cultures will be given the name of their parent cultures connected by a hyphen, though some hybrids have custom names by default. Their default color will be a mix of the parent cultures' colors.
If a ruler does not share the culture of their realm capital and the two cultures meet the requirements to create a hybrid culture is a 5% chance each year that the ruler will be given the option to create a hybrid culture. While it is free it does not allow its pillars or traditions to be customized and are chosen at random from the two parent cultures. The hybrid culture creation can be canceled and doing so will grant +5% Cultural Acceptance. This sort of hybridization cannot take place if either culture has the Staunch Traditionalists tradition.
List of culturesEdit
Culture divergences that take place after the start date can be stopped by a player who controls 80% of the counties from the original culture.
- Norse architecture will have Continental European appearance and Norse fashion will have Northern European appearance if the Northern Lords DLC is not installed.
- Iberian architecture will have Mediterranean appearance and Iberian fashion will have Continental European appearance if the Fate of Iberia DLC is not installed.
- Iranian architecture will have Arabic appearance, Iranian fashion will have Arabic appearance, and Turkic Fashion will have Mongolian appearance if the Legacy of Persia DLC is not installed.
- Byzantine architecture will have Mediterranean appearance and Byzantine fashion will have Mediterranean appearance if the Roads to Power DLC is not installed. Constantinople will also use a unique appearance if the DLC is installed.
Ancient culturesEdit
Ancient cultures are all dead and only exist for the purpose of Legends and historical characters. They can be selected for custom characters but do not start with any Innovation.
List of unique formable culturesEdit
Some formable cultures will receive a unique custom name, as long as certain conditions are met upon creation:
Unique divergent culturesEdit
New Culture Name | Parent Culture/Heritage | Title/Realm Capital | Special Condition | |
---|---|---|---|---|
Scanian | North Germanic Heritage | Petty Kingdom of Skåne | ||
Beta Israeli | East African Heritage | Judaism Religion | ||
Avadhi | Indo-Aryan Heritage | Kingdom of Kosala | ||
Malayali | Tamil | Raj of Chera Nadu | ||
Hejazi | Bedouin | Emirate of Mecca or Medina | ||
Szekely | Hungarian | Duchy of Transylvania or Transylvanian Alps | ||
Maithili | Bengali or Nepali | Raj of Tirabhukti | ||
Bihari | Indo-Aryan Heritage | Raj of Magadha, Tirabhukti or Kasi | ||
Azeri | Turkic Heritage | High Chiefdom of Shirvan or Azerbaijan | ||
Dhundari | Rajasthani | Raj of Ajmer | ||
Mewari | Rajasthani | Raj of Medapata | ||
Marwari | Rajasthani | Raj of Maru or Stravani | ||
Nimadi | Marathi or Malvi | Raj of Anupa | ||
Kathiawari | Gujarati | Raj of Anartta or Saurashtra | ||
Kabyle | Butr or Baranis | Emirate of Kroumerie, Bejaia or Zab | ||
Austrian | Central Germanic Heritage | Duchy of Austria, Salzburg, Steyermark or Carinthia or Archduchy of Austria | ||
Burgundian | Frankish Heritage | Duchy of Burgundy, or Upper Burgundy | ||
Arpitan | Frankish Heritage | Dauphinate of Viennois, Duchy of Savoy or Provence | ||
Lothringian | Central Germanic Heritage | Duchy of Upper Lorraine or Lower Lorraine | ||
Lorrainian | Duchy of Upper Lorraine or Lower Lorraine | |||
Angevin | French | Duchy of Anjou | ||
Provancale | Occitan or French | Duchy of Provence | ||
Walloon | Frankish Heritage | Duchy of Flanders, Brabant, Luxembourg, Jülich or Holland | ||
Flemish | Dutch | Duchy of Flanders, Brabant, Luxembourg, Jülich or Holland | ||
Aquitanian | Occitan | Duchy of Acquitaine, Gascogne or Armagnac | ||
Poitevin | French | Duchy of Poitiou | ||
Auvergnat | Occitan | Duchy of Auvergne or Bourbon | ||
Lengadocian | Occitan | Duchy of Languedoc or Toulouse | ||
Mercian | Anglo-Saxon | Petty Kingdom of Mercia | ||
Northumbrian | Anglo-Saxon | Petty Kingdom of Northumbria, York or Lancaster | ||
Northerner | English | Petty Kingdom of Northumbria, York or Lancaster | ||
Silesian | Czech or Polish | Duchy of Upper Silesia or Lower Silesia | ||
Ruthenian | Russian | Grand Principality of Kyiv, Halych, the Cherven Cities, Volhynia, Turov, Pinsk, Minsk, Grodno, Chernigov, Pereyaslavl, Yedisan, Levedia, Voronezh, Khopyor, or Don Valley | ||
Belarusian | Russian | Grand Principality of Pinsk, Minsk or Grodno | ||
Red Ruthenian | Russian | Grand Principality of Halych and the Cherven Cities | ||
Munda | Bengali | Raj of Jharkland | ||
Shirvani | Persian | Shirvanshahdom of Shirvan | ||
Pontic | Greek or either parent culture is Greek | Duchy of Chaldia or Steppe Region | ||
Novgorodian | Russian | Grand Principality of Novgorod | ||
Geatish | Swedish | Petty Kingdom of Småland, Västergötland or Östergötland | ||
Gutish | Swedish | Petty Kingdom of Visby | ||
Venetian | Latin Heritage | Republic of Venice | ||
Mervi | Iranian Heritage | Mervshahdom of Merv | ||
Parsi | India Region | Zoroastrian Religion | ||
Icelandic | North Germanic Heritage | Petty Kingdom of Iceland | ||
Omani | Arabic Heritage | Emirate of Oman | ||
Khaleeji | Arabic Heritage | Emirate of Al-Hasa, Bahrain, Khuzestan, Hormuz or Fars | ||
Mahri | Arabic Heritage | Emirate of Mahra | ||
Gorani | Kurdish | Kermanshahdom of Kermanshah | ||
Luri | Iranian Heritage | Khuzestanshahdom of Khuzestan or Kermanshahdom of Kermanshah | ||
Tabari | Iranian Heritage | Tabaristanshahdom of Tabaristan or Daylamshahdom of Daylam | ||
Ligurian | Latin Heritage | Duchy of Genoa | ||
Romagnol | Latin Heritage | Duchy of Romagna or Emilia | ||
Tuscan | Latin Heritage | Duchy of Tuscany or Pisa | ||
Umbrian | Latin Heritage | Duchy of Spoleto | ||
New English | West Germanic Heritage | Steppe Region | ||
Moroccan | Grand Emirate of Maghreb | |||
Algerian | Grand Emirate of Tahert | |||
Tripolitanian | Emirate of Syrte, Fezzan or Cyrenaica | |||
Tunisian | Grand Emirate of Africa | |||
Lebanese | Arabic Heritage | Malikate of Syria | Coastal Capital | |
Syrian | Arabic Heritage | Sultanate of Syria | NOT Coastal Capital | |
Iraqi | Arabic Heritage | Sultanate of Mesopotamia or Jazira | ||
Soqotri | Arabic Heritage | Emirate of Socotra | ||
Palestinian | Arabic Heritage | Sultanate of Jerusalem or Israel | Islamic religion | |
Upper Saxon | Saxon | Duchy of Thüringia, Anhalt, Lausitz or Meissen | ||
Dalmatian | South Slavic, Eastern Roman or Latin Heritage | Kingdom of Croatia | ||
Neapolitan | Berber, Eastern Roman or Latin Heritage | Kingdom of Sicily EXCEPT Duchy of Sicily | ||
Arvanite | Albanian Heritage | Byzantine Empire | ||
Griko | Greek | Kingdom of Sicily | ||
Egyptiote | Greek | Kingdom of Egypt | ||
Cappadocian | Greek | Kingdom of Anatolia | ||
Cypriot | Greek | Kingdom of Cyprus |
Unique hybrid culturesEdit
New Culture Name | Cultures/Heritages | Title/Realm Capital | Special Condition |
---|---|---|---|
Azeri | Turkic and Iranian Heritages | High Chiefdom of Shirvan or Azerbaijan | |
Anatolian Turkish | Either Culture is Turkic Heritage | GHW Region of Anatolia | |
Norse-Gael | Goidelic; and North Germanic Heritages | ||
Danelander | Anglo-Saxon or English; and North Germanic Heritages | Kingdom of Danelaw or Daneland | |
Ænglish | Anglo-Saxon; and Norwegian | NOT Norse Religion | |
Anglo-Nordic | Anglo-Saxon or English; and North Germanic Heritage | ||
Hindustani | Iranian or Turkic (ruler culture), and Indo-Aryan Heritages | GHW Region of Northern India | |
Rhinelander | Frankish; and Central Germanic Heritages | Rhineland Region | |
Turko-Persian | Oghuz (ruler culture); and Persian | ||
Turko-Afghan | Oghuz (ruler culture); and Afghan | ||
Ulster-Scot | Scots; and Irish | ||
Romansh | Any two of the following: Frankish, Central Germanic or Latin Heritage (EXCEPT Frankish Heritage (ruler culture), and Central Germanic Culture) | Duchy of Currezia | |
Swiss | Any two of the following: Frankish, Central Germanic or Latin Heritage | Confederation of Switzerland | |
Transylvanian | Magyar; and Vlach Heritage | Duchy of Transylvania or Transylvanian Alps | |
Alsatian | Frankish; and Central Germanic Heritages | Duchy of Alsace or Upper Lorraine | |
Vlaemsch | Frankish Heritage; and Dutch | ||
Khalka | Tibetian; and Mongolic Heritage | ||
Himalayan | Tibetan Heritage; and Nepali | ||
Angevin | Frankish; and West Germanic Heritage | ||
Kazakh | Mongolic; and Turkic Heritages | ||
Kurlander | Central Germanic (ruler culture); and Balto or Balto-Finnic Heritage | High Chiefdom of Courland | |
Livonian | Balto-Finnic; and Baltic Heritages | ||
Moroccan | Arabic Heritage or Arabic Language; and Berber Heritage | Grand Emirate of Maghreb (or simply holding the Title as Andalusian) | |
Algerian | Arabic Heritage or Arabic Language; and Berber Heritage | Grand Emirate of Tahert (or simply holding the Title as Andalusian) | |
Tripolitanian | Arabic Heritage or Arabic Language; and Berber Heritage | Emirate of Syrte, Fezzan or Cyrenaica (or simply holding any of the Titles as Andalusian (must NOT hold the Grand Emirate of Africa)) | |
Tunisian | Arabic Heritage or Arabic Language; and Berber Heritage | Grand Emirate of Africa (or simply holding the Title as Andalusian) | |
Kuzarim | Khazar; and Israelite Heritage | Judaism Religion | |
Siddi | East African or Horn African; and Indo-Aryan or Dravidian Heritages | ||
Bari | Berber; and Latin or Frankish Heritages | ||
Gyalrong | Tibetan; and Qiangic Heritages | ||
Lebanese | Eastern Roman; and Arabic Heritages | Malikate of Syria | |
Outremer | Frankish (ruler culture); and Arabic Heritages | Syria Region | |
Oltremare | Latin (ruler culture); and Arabic Heritages | Syria Region | |
Ultramar | Iberian (ruler culture); and Arabic Heritages | Syria Region | Culture's faith must be Christian |
Hierosolyman | North, Central or West Germanic (ruler culture); and Arabic Heritages | Syria Region | |
Jerusaleman | South, West or East Slavic (ruler culture); and Arabic Heritages | Syria Region | |
Külföldi | Magyar (ruler culture); and Arabic Heritages | Syria Region | |
Dramor | Brythonic (ruler culture); and Arabic Heritages | Syria Region | |
Coigríche | Goidelic (ruler culture); and Arabic Heritages | Syria Region | |
Arpitan | Frankish; and Latin Heritages | Dauphinate of Viennois, Duchy of Savoy or Provence | |
New English | West Germanic; and Mongolic or Turkic Heritages | Steppe Region | |
Upper Saxon | Saxon and Polabian | ||
Dobrujan | Vlach; and Turkic Heritages | Duchy of Dobrudja or Bugeac | |
Aromanian | Vlach Heritage (or its Parent Culture); and Eastern Roman Heritage | Catapanate of Thessalonika, Epirus, or Hellas | |
Dalmatian | Any two of the following: South Slavic, Eastern Roman or Latin Heritage | South Slavia Region except Kingdoms of Wallachia, Moldavia and Bulgaria | |
Neapolitan | Any two of the following: Latin, Eastern Roman or Berber Heritage | Kingdom of Sicily EXCEPT Duchy of Sicily | |
Siculo-Norman | Norman (ruler culture); Latin, Eastern Roman or Berber Heritage | Kingdom of Sicily | |
Arvorigeg | Brythonic (ruler culture); and Frankish Heritage | ||
Gallo | Frankish (ruler culture); and Brythonic Heritages | ||
Scota | Scots and Egyptian | ||
Parsi | Iranian and either Dravidian or Indo-Aryan Heritage | India Region | Zoroastrian Religion |
Arvanite | Albanian and Eastern Roman Heritage | ||
Wendish | Czech-Slovien or Lechitic Language with West Slavic Heritage (ruler culture), and Central or West Germanic Heritage | Holy Roman Empire | |
Böhmisch | High German or Saxon Language with Central or West Germanic Heritage (ruler Culture); and West Slavic Heritage | Kingdom of Bohemia | |
Gasmoulos | Frankish or Latin Heritage; and Eastern Roman Heritage | Byzantine Empire or Latin Empire | |
Aquitanian | Basque Language; and Frankish Heritage | ||
Griko | Eastern Roman Heritage; and Latin Heritage | Kingdom of Sicily | |
Egyptiote | Eastern Roman Heritage (ruler culture); and Arabic Heritage | Kingdom of Egypt |
Harrying of the NorthEdit
Available only with the Roads to Power DLC enabled. |
Harrying of the North is a culture mechanic enabled if Duke William II of Normandy wins his starting war against King Harold II Godwineson of England. If playing as Hereward the Wake it will only happen if you choose to travel to England after William wins the war.
Once the Harrying of the North begins, every county belonging to a vassal of King William of Anglo-Saxon culture will gain +25 Control but also -0.25 Monthly Development for 15 years. King William will gain the Ruthless Conqueror modifier for 15 years, which has the following effects:
- +0.2 Monthly Dread
- +0.5 Monthly Control
- -15 Popular Opinion
- -30 Minority Vassal Opinion
- -45 Anglo-Saxon Opinion
Harrying of the North has two values to keep track of which are affected by events: Resistance and Pacification. It will start at 5 Resistance and 0 Pacification. Resistance and Pacification come in four levels and whichever value is higher will impart its effects:
Level 1 | Level 2 | Level 3 | Level 4 | |
---|---|---|---|---|
Resistance | If Resistance is above 7
|
If Resistance is above 10
|
If Resistance is above 13
|
If Resistance is above 16
|
Pacification | If Pacification is above 5
|
If Pacification is above 8
|
If Pacification is above 11
|
If Pacification is above 14
|
Harrying of the North can end in three ways. All of them will give the king of England -65 Stress.
- If none of the vassals of the king of England has Anglo-Saxon culture or is a Duke
- If the king of England does not have Norman or English culture
- If 50 years pass
ReferencesEdit
- ↑
details in game\common\defines\00_defines.txt
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