With the "Royal Court DLC, Crusader Kings 3 added deeper cultural depth by giving each culture some sort of unique bonus and modifier. The cultures now determine how marriage, gender norms, and personality traits would work, greatly diversifying gameplay.
An independent ruler of the counties of his own culture has immense influence over the development of said culture in Crusader Kings 3. He can change existing Traditions and steer Innovation to mold the special flavor of his culture. Sometimes, though, it is far wiser to create a new culture or hybridize with that of a neighbor. These endeavors often come with great expense in Prestige, but usually, the immediate gains balance out the investment.
It might be useful for a ruler to establish a new culture in which he or she is allowed to mold Traditions and Innovations into a form that best serves his or her goals. This would, in return, give rise to one of a potentially more powerful and cohesive society, carrying a potential of prestige, military strength, and economic prosperity. Hybridizing with a neighbor will be able to derive at least some sort of knowledge and resource which was previously not known.
This could be a matter of weighing possible risks against rewards, as the decision to either create a new culture or hybridize into another is at play, but long-term benefits can indeed be substantial, hence making these strategies viable options for ambitious rulers desiring to shape the destiny of their kingdom.
Diverging a Culture
Without the "Royal Court" DLC, the only way to create a new culture in Crusader Kings III is via specific unique decisions. The "Royal Court" is required to manually diverge a ruler's culture.
This process starts by going into the culture menu, and choosing the ruler's culture. From there, a "Diverge Culture" button pops up at the bottom. Any ruler may use this, regardless of their status as cultural head or independence, so long as their realm contains at least one county of their ruler's culture.
Open the divergence menu and the player has to edit one or more of his culture's Pillars: Ethos, Language, Heritage, Martial Custom, or Aesthetics. Hybrid cultures only have one Language, Heritage, and Aesthetic but can freely change Ethos. Martial Custom options are limited to such options as "Equal" or "Women Only". Conditions for this are:
• Following a faith with a Gender Doctrine of "Equal" or "Female Dominated"
•"To have the "Equal Inheritance" or "Matriarchal" Tradition - during current culture
• High Crown Authority for "Women Only" (requires "Royal Prerogative" Innovation)
When new Pillars are selected, a player can choose to switch Traditions. The new culture has the sameTradition count as the old one, regardless ofTradition limit orTradition additions in progress. The new culture retains Traditions uncovered by the old culture, but new Traditions are not available to.
Diverging a culture costs 500 Prestige by default, plus depending on how many Traditions one wishes to change. This is often considerably cheaper than reforming the old culture. The new culture is immediately granted its new Traditions without having to go through the prolonged integration and cool-down of reforming.
Alternatively, players can also determine the name and map color for their new culture. A default name is suggested, usually the domain, but can be changed to preference.
The vassals changing to the new culture would be determined by factors such as:
• Vassal opinion of the ruler
• Values of diplomacy skill
• Level of Fame
• Cultural affiliation of the vassal
• Personality Traits
The incongruous cultures auto spread to the counties belonging to both the realm and old culture. In all other respects, they are like regular cultures.
Cultural Hybridization
To hybridize two cultures successfully, a set of conditions is required for completion. The first is that your leader cannot be the leader of one of those two cultures, nor can your leader be independent. Second, both of these cultures must be represented in your realm. The third condition is that the Heritage Pillar of the target culture must be different from your own. Finally, neither of these cultures must have already hybridized or diverged from the other. The final condition is that the Acceptance level with your ruler's culture and the target culture should be at least 40, or even 80 if one of the two has the "Staunch Traditionalists" Tradition.
The base cost for hybridizing a culture is 1,000 Prestige-very much more expensive compared to diverging. When you decide on hybridizing, you'll have quite a few options to tailor your new culture. You can choose either culture's Ethos, Heritage, Language, and Martial Custom. You can then choose any Traditions both of those cultures may hold up to the maximum amount held by your previous culture. Unlike diverging, this does not add to the cost of hybridizing.
The esthetics of your hybrid culture-military equipment, names, architecture, fashion and coats of arms-can be to your liking. Many options are between the two parent cultures, but some you can keep both:.
One of the key benefits to hybridizing cultures is access to all the Innovations discovered by both parent cultures. This encompasses regional Innovations and can vastly accelerate your culture's movement through Innovation Eras. The default name for a hybrid culture in most cases is a combination of the two parent cultures, although unique names may be available depending on historical cultural groups.
While your vassals may or may not convert to your new hybrid culture, it will, by default, pop up in counties that belong to one of either of the two parent cultures. Reluctant vassals will, over time, slowly begin adopting the new culture as it gains momentum.
There you have it-your How to Diverge and Hybridize Cultures in Crusader Kings 3-we hope we have been as helpful as possible.
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