Cultures

De CK3 - FR
Cette page est une traduction de la page Culture du Wiki officiel de Crusader Kings 3.


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 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 head

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 but if the Khans of the Steppe DLC is installed for some cultures the Culture Head is the character who has the highest title rank and in case of a tie the most Herd unless a ruler without government has greater military strength.

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 skill that matches the innovation's. 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 acceptance

Cultural Acceptance determines how much penalty two cultures have towards each other. For every culture the culture with the highest Cultural Acceptance will be selected for Culture Spread, which increases the speed at which progress is gained towards an innovation the culture doesn't know but the other culture does by +40%. If the Royal Court DLC is enabled, it also determines whether two cultures of different heritage can create a hybrid culture. 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

Cultural pillars

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 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.

Ethos

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. In the Royal Court DLC, reforming a culture's ethos costs 20000 Prestige.

Ethos Characters effects Holdings effects Available court types Description
Diplomatic Warlike Administrative Intrigue Scholarly
Bellicose
  • +50% Available Mercenary Companies
  • +2 Prowess
  • -10% Men-at-Arms Recruitment Cost
  • -10.00% Men-at-Arms Maintenance
  • +1.0% Herd Conversion into Horde Riders
  • -10 Different Culture Minority Vassal Opinion
+10% Levy Size This culture considers conflict and violence to be necessary states of existence; ingrained in its people is the idea that one should stand up and fight for their own.
Bureaucratic
  • +10% Monthly Lifestyle Experience
  • +5% Cultural Fascination Progress
  • -10 Different Culture Minority Vassal Opinion
+15.0% Development Growth No culture lasts longer than its oldest record, and this culture believes in accounting so meticulous as to guarantee immortality.
Ceremonious
  • +10% Monthly Prestige
  • -15% Title Creation Cost
  • +5 House Opinion
  • +5 Court Grandeur
  • -10 Different Culture Minority Vassal Opinion
The ceremony of court life is so integral to this culture that it forms a core part of people's social behavior. A place for everyone, and everyone in their place.
Communal
  • -15% Same Culture Mercenary Hire Cost
  • +5 Close Family Opinion
  • +5% County Fertility Growth
  • -10 Different Culture Minority Vassal Opinion
  • -10% Building Construction Time
  • -5% Building Construction Cost
This culture values the bonds of community above all else, fostering great loyalty and dedication by working together towards common goals.
Egalitarian
  • +35% Cultural Acceptance Gain
  • +10 Vassal Limit
  • +10% Tributary Taxes
  • +5 Different Culture Opinion
  • +5 Different Faith Opinion
  • +15 Tributary Opinion
Intolerance and isolationism may be the way for others, but this culture recognizes that accepting difference is far better than annihilating it.
Spiritual
  • +10% Monthly Piety
  • +5% Herd Capacity
  • +15% Control Growth
  • -20% Faith Creation and Reformation Cost
  • -10 Different Culture Minority Vassal Opinion
  • +10 Stargazer Aptitude
  • Additional bonuses from Consult the Skies decision modifiers
While some cultures turn to war and others to worldly knowledge, this culture places its trust in the only constant throughout its history - the divine. Spirituality is the only way forward in a harsh and uncaring world.
Stoic
  • +0.25 Health (Disease Resistance)
  • -15% Stress Gain
  • +4% Herd Gain
  • -15% Friendly Fatal Casualties
  • -10 Different Culture Minority Vassal Opinion
+5 Defender Advantage This culture believes in standing strong like a mountain, taking any and all hardships that life may throw at them and enduring them all with grim determination and an indomitable spirit.

Traditions

Modèle:Main 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 restriction is through hybridization with a culture that has the other tradition.

New cultures

There are two ways through which a new culture can be formed, both of which cost Prestige.

Hybrid cultures

Modèle:Expansion Hybrid cultures gain all innovations known by either culture and will start with 100% Cultural Acceptance with both parents cultures. 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. There are three ways to create a hybrid culture:

  • If two cultures meet the Cultural Acceptance threshold and a ruler 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. 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.
  • 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.
  • Rulers with government can create hybrid cultures via a decision but it does not allow its pillars or traditions to be customized and they are chosen at random from the two parent cultures.

The base threshold for Cultural Acceptance is 40%, but this can be modified by several factors, including the Traditions of the two cultures, the Fichier:Icon way of the nomad.png Way of the Nomad trait, and certain Struggle contexts.

Divergent cultures

Modèle:Expansion 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.

List of unique formable cultures

Some formable cultures will receive a unique custom name, as long as certain conditions are met upon creation:

Unique divergent cultures

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
Wamvita Bantu Heritage Duchy of Mombasa

Unique hybrid cultures

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
Hiberno-Norman Norman (ruler culture); and Irish
Hiberno-Welsh Welsh (ruler culture); and Irish
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 Tibetan; and Mongolic Heritage
Himalayan Tibetan Heritage; and Nepali
Angevin Frankish; and West Germanic Heritage
Uzbek 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
Shirazi Bantu Heritage and either Arabic or Iranian Heritage Eastern Africa Region
Goryeo Goguryeo (ruler culture); and Samhanic heritage
Samhan Silla or Baekje (ruler culture); and Samhanic heritage

Culture splits

The following cultures will divide into multiple small cultures once certain time periods are reached. A player character will get the option to cancel the culture split if they controls 80% of the counties with the original culture.

Original Culture Period Region New Cultures Condition
Anglo-Saxon 867-950 Scotland Scots County is in Scotland
Norse 950-990 Northern Europe Danish County is in Denmark
Norwegian County is in Norway
Swedish County is in Northern Europe

Sicilian melting pot

Sicilian culture can emerge in any county within the duchies of Benevento, Capua, Apulia, Salerno, Calabria, or Sicily if the following conditions are met:

  • County has Norman, Baranis, Italian, Lombard, or Greek culture
  • The current county holder is one of those five cultures, but is NOT the same as the county's culture

An event can fire on a tri-yearly pulse switching an eligible county's culture to Sicilian. This chance is doubled if the county holder is Norman, and quadrupled if a neighboring county is already Sicilian. Unlike melting pot cultures emerging from a cultural split or created by decision, Sicilian only changes the culture of counties, not characters. A ruler must still use the Convert to Local Culture or (if a Norse adventurer) the Have the Realm Embrace Local Traditions decision to switch to Sicilian. A ruler with Sicilian culture will have an accelerated chance of the culture flip to occur in remaining Norman, Baranis, Italian, Lombard, or Greek counties (provided they border a Sicilian county).

Harrying of the North

Modèle:Expansion 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
  • -1 Monthly Cultural Acceptance between Anglo-Saxon and Norman cultures
If Resistance is above 10
  • -2 Monthly Cultural Acceptance between Anglo-Saxon and Norman cultures
  • Slightly increased chance of Claimant factions against the king of England
If Resistance is above 13
  • -5 Monthly Cultural Acceptance between Anglo-Saxon and Norman cultures
  • Increased chance of Claimant factions against the king of England
  • -10 Control every 3 years in all counties of vassals of king of England
If Resistance is above 16
  • -10 Monthly Cultural Acceptance between Anglo-Saxon and Norman cultures
  • Greatly increased chance of Claimant factions against the king of England
  • -20 Control every 3 years in all counties of vassals of king of England
Pacification If Pacification is above 5
  • +1 Monthly Cultural Acceptance between Anglo-Saxon and Norman cultures
If Pacification is above 8
  • +2 Monthly Cultural Acceptance between Anglo-Saxon and Norman cultures
  • +1 Monthly Dread for the king of England
If Pacification is above 11
  • +5 Monthly Cultural Acceptance between Anglo-Saxon and Norman cultures
  • +2 Monthly Dread for the king of England
If Pacification is above 14
  • +10 Monthly Cultural Acceptance between Anglo-Saxon and Norman cultures
  • +3 Monthly Dread for the king of England
  • Unlocks the Embrace English Culture decision

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

Références

Wiki
Guide du Débutant Guide du Débutant - Mécaniques - Les Règles - Personnages intéressants - FAQ
Personnages Personnages - Attributs - Traits - Ressources - Mode de vie - Dynastie - Intrigues - Hameçons - Artéfacts - Modificateurs
Gouvernance Le Conseil - Cour - Gouvernements - Lois - Prisonniers - Activités - Décisions - Partage du pouvoir - Cour Royale - Aventuriers
Pays Titres - Sujets - Comté - Baronnie - Domicile - Grands Projets - Situations - Batiments - Tous les Batiments
Guerre Guerre - Armées - Chevaliers - Mercenaires - Casus Belli - Alliance - Duel
Cultures Cultures - Liste des cultures - Traditions - Innovations
Fois Fois - Liste des fois - Doctrines - Principes - Lieux Saints