![]() If the guardian of a child is of a different culture there's a decent chance the child will change to the guardian's culture. With very few exceptions (being the identify with peasant's culture event), the only way to change this is via the child's guardian. Combined with the lack of an opinion penalty makes same culture vassals much more loyal, and homogenous realms much more stable than others.Įvery character will be born with the culture of his father in a patrilineal marriage, or his mother in a matrilineal marriage. Second, being of the same culture reduces character revolt risk directly by 15%. This penalty is modified by the cultural flexibility in the character's capital county. Every character in the game identifies with a culture, and this affects their relations with other characters in the same realm.īeing of a different culture will reduce vassals' opinion of you by 10, and by 20 if you're of a different culture group. However as mentioned earlier, culture is not limited to counties alone. If it is in the same culture group it will get the following penalties (all are doubled if it is of a different culture group):Īs you can see, this means that a newly conquered area will take quite a while before it is of any real value, and even after the temporary penalties disappear you'll still have to deal with the revolt risk, which also reduces tax by 1% per 1% revolt risk.Īlso, as mentioned in the instalment on religion, a county being of its liege's culture makes it considerably easier to convert the province. In addition, upon conquering a region it will get a temporary penalty if it is a different culture. The permanent penalty (unless culture changes) is a 1% revolt risk for being a different culture than the liege, and 2% if it is in a different group. However as a realm expands it will inevitably encounter other cultures and culture groups, which will give various penalties, both permanent and temporary. At game start most realms will be relatively homogenous, with few realms containing more than one culture, and even fewer containing more than one culture group. Finally, there are also a limited number of events that depend upon or are influenced by culture.Įvery county in the game has a culture representing the major culture there. Of note, the Welsh have access to Longbowmen and Tanistry, while the Scottish have both Schiltron and Tanistry. As indicated by this analysis, the 3 most retinue-cap-effective military units in the game, are the Longbowmen, Schiltron and Cataphracts, each of which are available only to specific culture groups.Īdditionally, Tanistry succession is useful for maintaining a large stable empire within dynasty hands, and is again, only available to certain cultural groups (Breton, Irish, Scottish, or Welsh). Aside from opinion modifiers mentioned below, the strongest effect of culture is most evident in the cultural specific buildings and retinue units available to your ruler. At the most superficial level, Culture affects things like names and portraits. In Crusader Kings II all cultures are created MOSTLY equal. Culture mismatch can hurt on both on the provincial level and inter-character relations. I'll go into what culture does and how you can use it to your advantage.Ĭulture is an abstract representation of the ethnicity and traditions of the peasantry, and whom nobles identify with. Every culture belongs to a culture group, and is closer to other cultures in the same groups than cultures outside it. ![]() Unlike religion, culture has only a minor effect upon the peasantry, most of the effect is instead on your vassals. As culture in Crusader Kings II is in many ways similar to religion, it seems a fitting topic to follow up the installment on religion.
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