The Culture represents the language, customs and technologies that a character or county use. It decides innovations, names and cultural retinues 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 he or she 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. 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.
文化领袖
Each Culture with at least one Ruler has a Cultural Head. The Cultural Head is always the character belonging to a Culture who owns the most Counties of the 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.
文化列表
Holy Roman clothing appearance requires the pre-order bonus while Abbasid clothing requires the Expansion Pass.
- There are some cultures that extinct, but are used for history purposes. They will be marked with * to indicate them
Culture splits
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 | New Cultures | Period |
---|---|---|
Visigothic |
|
850-920 |
Anglo-Saxon | Scots | 850-950 |
Norse |
|
950-990 |
The following cultures need to be created through decisions before they can be played.
Creatable Cultures
The following cultures need to be created through decisions before they can be played.
New Culture | Decision | Conditions |
---|---|---|
English | Embrace English Culture | Adult
|
Norman (in 867) | Establish Norman Culture | At peace
|
Portuguese | Found Portugal | Independent
|
Outremer | Embrace Outremer Culture | Frankish culture group
|