伝統

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伝統は文化の主要な風俗を表し、さまざまな効果を与えます。部族の時代には文化は5つまで伝統を持つことができ、次の時代に到達するたび、伝統の追加スロットが与えられます。 伝統を追加する基本コストは2000の威信で、次の事由により増加します。

  • +2000 文化がその伝統に好ましい特色を持たない。
  • +3000 伝統の任意条件を満たしていない。これはAIの文化指導者には適用されない。

DLC Royal Courtでは、伝統の置き換えができ、それには+50%のコスト補正がかかります。また、確立するまでに+25%の時間がかかります。

伝統を確立するために要する時間は、その文化を持つ伯爵領の数に依存します。その文化の伯爵領の数が少ないほど、早く進行します。伝統が確立するまでの期間の最大値は30年です。

多くの伝統は別の伝統と相互に排他的です。この制限を回避する唯一の方法は、他の伝統を持つ文化との混合です。

Realm traditions[編集 | ソースを編集]

Tradition Effects Obligatory requirements Optional requirements Preferred ethos Description
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Agrarian
  • Children are more likely to gain the Content trait
  • Children are less effective at Martial Education
  • +30% Development Growth in Farmlands and Floodplains Terrain
  • +10% Levy Size in Farmlands and Floodplains Terrain
  • −10% Building Construction Cost in Farmlands and Floodplains Terrain
  • +20% Taxes in Farmlands and Floodplains Terrain if Diligent or Patient
  • +20% Development Growth in Farmlands and Floodplains Terrain if Athletic
  • −2 Prowess
  • +25% Men-at-Arms Recruitment Cost
  • (unrecognized string “safety” for Template:Icon) -22 Floodplains Danger
Yes Culture is present in a county with Farmlands or Floodplains Yes Culture is present in 5 counties with Farmlands or Floodplains
  • Bureaucratic
  • Communal
  • Ceremonious
  • Egalitarian
  • Spiritual
  • Stoic

This culture is distinctly agrarian, their lands producing ample crops for hungry armies. While not having to struggle for food means many peasants for the levy, it also means that each soldier is not as motivated as those from harsher regions.

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Amharic Highlanders
  • Innovation special maa 02.png Enables the Sarawit innovation
  • Can Castrate Prisoners
  • +5 Hills Advantage
  • (unrecognized string “safety” for Template:Icon) -45 Hills Danger
  • (unrecognized string “safety” for Template:Icon) -23 Mountains Danger
  • (unrecognized string “safety” for Template:Icon) -23 Desert Mountains Danger
  • +20% Development Growth in Hills Terrain
  • −15% Holding and Buildings Construction Cost in Hills Terrain
  • 24px Hill Farms have additional bonuses in Counties of this Culture:
    • +1% Knight Effectiveness per Hill Farms level
    • Icon maa countered.png +1% Men-at-Arms Counter Efficiency per Hill Farms level
    • +0.5% Levy Size per Hill Farms level
    • +2 Defender Advantage per Hill Farms level
  • Ethiopian culture or descent
  • Yes Culture is present in a county with Hills
  • No Hill Dwellers tradition
Yes 30% of culture is present in counties with Hills Spiritual

The Amharic highlands are quite suitable for farming as long as one knows how to best approach the matter. For many generations this people have worked and lived in this environment, thriving while developing their own traditions and customs.

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Ancient Miners
  • 24px Quarries can be constructed in Hills Terrain in Counties of this Culture
  • 24px Quarries have additional bonuses in Counties of this Culture:
    • −1% Heavy Infantry, Spearmen, and Heavy Cavalry Maintenance per Quarries level
    • −1% Men-At-Arms Recruitment Cost per Quarries level
    • +1% Levy Size per Quarries level
Cornish or Gur culture

This culture has always been surrounded by raw materials, ore, and uncut gems. They have an affinity for finding sites for mining excavations.

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Astute Diplomats
  • +50 Alliance Negotiation Acceptance
  • +10 White Peace Acceptance
  • 24px +1 Foreign Language Limit
  • +25% Learn Language Scheme Power
  • No Cannot attack Allies
  • No Cannot attack during a Truce
  • Bureaucratic
  • Communal
  • Ceremonious
  • Egalitarian
  • Spiritual
  • Stoic

It is a common idea in this culture that the purest expression of superiority is the ability to subdue your enemy without fighting them.

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Castle Keepers
  • +5 Defender Advantage per Castle Holding level
  • +0.01 Monthly Renown per Castle Holding
  • +0.1/+0.1/+0.2/+0.2 Monthly Prestige scaling with Castle Holding level
  • +0.5 Monthly Prestige if Architect
  • +10% Castle Holdings Construction Time
  • +20% Castle Holdings Construction Cost
  • Yes AI characters are more likely to construct Castle Holdings
  • Yes AI characters are more likely to construct buildings that improve Fort Level
  • Yes Feudal or Clan government
  • No City Keepers tradition
 Battlements innovation
  • Bellicose
  • Bureaucratic
  • Stoic

Offense is not a good defense. A good defense is having the most castles on the face of the known world.

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City Keepers
  • −25% City Buildings Construction Time
  • +5 Popular Opinion per City Holding level
  • +0.5 Monthly Prestige if Architect
  • Yes The Guilds line of buildings can be constructed one Era early
  • Yes AI characters are more likely to construct City Holdings
  • Yes Feudal government
  • No Castle Keepers tradition
Innovation nobility 03.png Communal Government innovation
  • Bureaucratic
  • Ceremonious
  • Egalitarian

Cities are the beating urban heart of this culture, and they wish for every one of their metropolises to become enviable gems known across the world.

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Coastal Warriors
  • 24px Can recruit Huscarls Men-at-Arms
  • 24px Can recruit Bondi Men-at-Arms
  • 24px Can recruit Vigmen Men-at-Arms
  • 24px Can recruit Varangian Veterans Men-at-Arms
  • Certain traits grant Prestige
  • +10% Men-at-Arms Toughness per Tradeport level for stationed Men-at-Arms
  • Yes The Tradeport line of Buildings can be constructed in coastal Tribal Holdings
  • +1% Chance to be born with the Strong trait for each 5 Prowess
  • (unrecognized string “safety” for Template:Icon) -45 Sea Danger
  • (unrecognized string “safety” for Template:Icon) -45 Coastal Sea Danger
  • (unrecognized string “nrl” for Template:Icon) Northern Lords DLC
  • (unrecognized string “heritage” for Template:Icon) North Germanic heritage
  • Yes Culture is present in a coastal county
  • No Warrior Culture tradition
  • No Seafarers tradition
Yes 30% of culture is present in coastal counties Bellicose

We have always been drawn to the shoreline. The sting of sea air, the crying gulls, the scent of smoked fish... what warrior would ever opt to live far from the water and its freedoms?

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Collective Lands
  • +30 Control to counties granted to Lowborn characters
  • Lowborn characters gain the Peasant Leader trait when granted a County
  • +20% Development Growth
  • −20% Control Growth
  • +20% Building Construction Time
Culture has at least 2 Counts with the Peasant Leader trait
  • Communal
  • Egalitarian
  • Stoic

The idea that individuals personally own land is alien to this culture; land belongs to all people, for the common good.

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Court Eunuchs
  • Can Castrate Prisoners
  • Court.png Can grant the Chief Eunuch court position
  • The Eunuch Trait has additional bonuses
    • +2 Stewardship if Eunuch
    • +2 Intrigue if Eunuch
    • +2 Learning if Eunuch
    • +10 Liege Opinion if Eunuch
    • −10 Vassal Opinion if Eunuch
  • Vassal, Courtier or Councilor with the Eunuch trait
  • No Byzantine Traditions tradition
Councilor with the Eunuch trait
  • Communal
  • Ceremonious
  • Spiritual

This culture makes extensive use of eunuchs at court, occupying positions ranging from domestic servants to bureaucratic administrators and even military commanders. Men with no desire are easy to trust.

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Culture Blending
  • −75% Hybrid Culture Creation Cost
  • +25% Cultural Acceptance Gain
  • +30% Learn Language Scheme Power
  • Tab intrigue.png +1 Max Learn Language Schemes
(unrecognized string “roc” for Template:Icon) Royal Court DLC Yes At least 30% of the realm does not have the same culture
  • Communal
  • Egalitarian

Members of this culture have often lived alongside people of other cultures. Through exposure, they have become adept at incorporating foreign languages, traditions and customs into their own lives.

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Dryland Dwellers
  • +15% Development Growth in Drylands Terrain
  • +35% Development Growth in Desert Terrain
  • −15% Holding and Buildings Construction Cost in Desert and Drylands Terrain
  • 24px Desert Agriculture has additional bonuses in Counties of this Culture:
    • −1% Light Cavalry and Camel Cavalry Maintenance per Desert Agriculture level
    • −1% Light Cavalry and Camel Cavalry Recruitment Cost per Desert Agriculture level
    • +0.0625/+0.1/+0.1375/+0.175/+0.2125/+0.25/+0.2875/+0.325 Tax scaling with Desert Agriculture level
  • Increased Hunt Success Chance in Desert and Drylands
  • (unrecognized string “safety” for Template:Icon) -32 Desert Danger
  • (unrecognized string “safety” for Template:Icon) -42 Desert Mountains Danger
  • (unrecognized string “safety” for Template:Icon) -22 Drylands Danger
Yes Culture is present in a county with Desert or Drylands Yes 30% of culture is present in counties with Desert or Drylands
  • Bureaucratic
  • Communal
  • Ceremonious
  • Egalitarian
  • Spiritual
  • Stoic

This culture is accustomed to living in dry climates, and know where to find water and how to work the lands.

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Eastern Roman Legacy
  • Can recruit Cataphracts Men-at-Arms
  • −15% Men-at-Arms Recruitment Cost
  • −15% Men-at-Arms Maintenance
  • +2 Max Size of Heavy Cavalry Regiments
  • +2 Max Size of Heavy Infantry Regiments
  • −25% Levy Size
  • −25% Levy Reinforcement Rate
(unrecognized string “heritage” for Template:Icon) Byzantine heritage De jure cb.png Culture has at least 50 Counties de jure part of Byzantine Empire
  • Bellicose
  • Ceremonious
  • Egalitarian

The military organization of the Roman Empire is still in living memory within this culture. A professional army is favored over levied troops.

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Equal Inheritance
  • Can enact the Equal Gender Law
  • Removes the ruler gender opinion penalty
No Warrior Queens tradition Culture has at least 3 male and 3 female Counts Egalitarian

This culture has a history of rulers dividing their lands between all their children, even those who normally would be excluded.

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Esteemed Hospitality
  • −25 Courtiers and Guests Acceptance for Hostile Schemes against rulers
  • −20% Court Position Salary Cost
  • −20% Guest Recruitment Cost
  • +10 Courtier and Guest Opinion
  • +5% Personal Scheme Success Chance
(unrecognized string “heritage” for Template:Icon) Iranian heritage
  • Communal
  • Ceremonious
  • Spiritual

In this culture rulers are known, and expected, to welcome anyone who might come to their court with open arms. Hosting guests and visitors in a spectacular fashion.

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Family Business
  • +5 Close Family Opinion
  • +20 Court Position Aptitude for Close Family Members
  • +10% Progress Speed for Councilor Tasks for Close Family Members
  • +10% Skill Impact for Councilor Tasks for Close Family members
  • −150 Prestige for revoking a County from a Close Family Member
  • −350 Prestige for revoking a Duchy from a Close Family Member
  • −750 Prestige for revoking a Kingdom from a Close Family Member
Yes At least 10 Close Family members 80 Opinion with 50% of all Close Family Members
  • Communal
  • Ceremonious

This culture encourages businesses to develop along familial lines, each generation picking up the tools and techniques of their trade from the last, building a strong tradition of ancestral professionalism

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Fervent Temple Builders
  • +750 Prestige when constructing a Temple Holding
  • +5 Fervor when constructing a Temple Holding
  • +2 Fervor when upgrading a Temple Holding
  • Gain prestige from constructing temples
  • Yes Various traits give temple construction bonuses
    • −5% Temple Holding and Buildings Construction Time if Conscientious Scribe
    • −10% Temple Holding and Buildings Construction Time if Insightful Thinker or Scholar
    • −15% Temple Holding and Buildings Construction Time if Astute Intellectual
    • −20% Temple Holding and Buildings Construction Time if Mastermind Philosopher or Diligent
    • +20% Temple Holding and Buildings Construction Cost if Cynical
    • −5% Temple Buildings Construction Cost if Mastermind Philosopher
    • −5% Temple Holding and Buildings Construction Cost if Scholar or Wise Man
    • −10% Temple Holding and Buildings Construction Cost if Theologian or Mystic
    • −15% Temple Holding and Buildings Construction Cost if Humble or Miracle Worker
    • −25% Temple Holding and Buildings Construction Cost if Zealous
Yes At least 20% of the culture's holdings are temple holdings Culture has at least 5 Counts with the Zealous trait
  • Communal
  • Spiritual
  • Stoic

This culture finds constructing temples the most direct path to the divine. Fervent rulers are expected to build many, and grand, temples.

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Forest Folk
  • +15% Development Growth in Forest and Taiga Terrain
  • −15% Holding and Buildings Construction Cost in Forest and Taiga Terrain
  • 24px Forestries have additional bonuses in Counties of this Culture:
    • +2% Archers and Skirmishers Damage per Forestry level
    • −2% County Build Speed per Forestry level
    • −1% County Build Cost per Forestry level
  • Increased Hunt Success Chance in Forest and Taiga
  • (unrecognized string “safety” for Template:Icon) -31 Forest Danger
  • (unrecognized string “safety” for Template:Icon) -37 Taiga Danger
  • Yes Culture is present in a county with Forest or Taiga
  • No(unrecognized string “heritage” for Template:Icon) Baltic heritage
  • No(unrecognized string “heritage” for Template:Icon) Balto-Finnic heritage
  • No(unrecognized string “heritage” for Template:Icon) Volga-Finnic heritage
  • No(unrecognized string “heritage” for Template:Icon) Ugro-Permian heritage
  • No Forest Wardens tradition
Yes 30% of culture is present in counties with Forest or Taiga
  • Bureaucratic
  • Communal
  • Ceremonious
  • Egalitarian
  • Spiritual
  • Stoic

This culture lives close to vast forests, and knows how to forage its bounties.

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Garden Architects
  • 24px Can construct Royal Gardens duchy buildings
  • Court.png Can grant the Court Gardener court position
  • Enables the Recruit Gardener decision
At least 10 counties with Desert Agriculture, Orchards or Farms & Fields buildings
  • Communal
  • Ceremonious
  • Spiritual

This culture has a long tradition of constructing and maintaining various types of gardens, building themselves a small paradise.

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Hereditary Hierarchy
  • −10 Feudal Opinion for Education traits (Level 1)
  • (unrecognized string “loyal” for Template:Icon) The Loyal Trait is more valued
  • +0.10 Monthly Prestige for Loyal Trait
  • +5 Same Culture Opinion for Loyal Trait
  • All Characters:
  • −50% Tyranny Loss
  • +25% Long Reign Bonus
  • −5% Castle Holding Construction Cost
  • +10% Feudal Vassal Tax Contribution
Yes Feudal government
  •  King with 10 vassals
  • Ceremonious
  • Spiritual

It is ingrained in this culture that leadership in passed on by blood, nobility is bound by stone in castles, and that the feudal structure is unshakable. They do not easily forget those who break the feudal code.

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Hidden Cities
  • +35% Development Growth in Jungle Terrain
  • −15% Holding and Buildings Construction Cost in Jungle Terrain
  • +1 Fort Level for Tribes in Jungle Terrain
  • +2 Fort Level for Castles in Jungle Terrain
  • (unrecognized string “safety” for Template:Icon) -65 Jungle Danger
  • Yes Culture is present in a county with Jungle
  • (unrecognized string “heritage” for Template:Icon) Akan or Yoruba heritage
  • No Jungle Dwellers tradition
Yes 30% of culture is present in counties with Jungle Bureaucratic

Whether they are up in the jungle trees, or protected by the organic maze, foreigners may not even know this culture's cities exist, let alone have a clue how to besiege them.

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Hill Dwellers
  • +20% Development Growth in Hills Terrain
  • −15% Holding and Buildings Construction Cost in Hills Terrain
  • 24px Hill Farms have additional bonuses in Counties of this Culture:
    • +1% Knight Effectiveness per Hill Farms level
    • Icon maa countered.png +1% Men-at-Arms Counter Efficiency per Hill Farms level
    • +0.5% Levy Size per Hill Farms level
    • +2 Defender Advantage per Hill Farms level
  • Increased Hunt Success Chance in Hills
  • (unrecognized string “safety” for Template:Icon) -31 Hills Danger
  • Yes Culture is present in a county with Hills
  • No Ethiopian culture or descent
  • No Amharic Highlanders tradition
Yes 30% of culture is present in counties with Hills
  • Bureaucratic
  • Communal
  • Ceremonious
  • Egalitarian
  • Spiritual
  • Stoic

This culture is at home in hills, and know how to work its lands effectively.

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Isolationist
  • Yes Courtiers are less likely to leave the court of a ruler of the same culture
  • +0.5 Monthly Control
  • +5 Same Culture Opinion
  • −50 Marriage Acceptance towards other Cultures
  • −35% Cultural Acceptance Gain
  • −25% Diplomatic Range
  • Yes AI characters are less likely to declare war
  • No AI characters never offer marriage to characters of a different culture
Yes Below 40 Cultural Acceptance with all neighbor cultures
  • Communal
  • Spiritual
  • Stoic

This culture prefers to keep to itself, and doesn't often look outside its own sphere.

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Jungle Dwellers
  • +25% Development Growth in Jungle Terrain
  • −15% Holding and Buildings Construction Cost in Jungle Terrain
  • 24px Outposts have additional bonuses in Counties of this Culture:
    • −1% Archer and Skirmisher Maintenance per Outposts level
    • −1% Archer and Skirmisher Recruitment Cost per Outposts level
    • +1% Levy Size per Outposts level
    • +0.125/+0.2/+0.275/+0.35/+0.425/+0.5/+0.575/+0.65 Tax scaling with Outposts level
  • Increased Hunt Success Chance in Jungle
  • (unrecognized string “safety” for Template:Icon) -42 Jungle Danger
  • Yes Culture is present in a county with Jungle
  • No(unrecognized string “heritage” for Template:Icon) Akan heritage
  • No(unrecognized string “heritage” for Template:Icon) Yoruba heritage
  • No Hidden Cities tradition
Yes 30% of culture is present in counties with Jungle
  • Bureaucratic
  • Communal
  • Ceremonious
  • Egalitarian
  • Spiritual
  • Stoic

This culture lives close to the jungle, and knows how to harvest its riches.

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Legalistic
  • −50% Law Cost Penalty from Realm Size
  • +20 Vassal Acceptance of Rightful Punishments
  • +0.5 Monthly Prestige if Just
  • +1 Diplomacy per Level of Fame if Just
  • +30 Vassal Limit
  • −30% Title Creation Cost
  • +25% Tyranny Gain
  • −1% Monthly Prestige per Dread
  • Children are more likely to gain the Just trait
Yes Faith has a Head of Faith
  • Innovation leadership 01.png Bailiffs innovation
  • Innovation nobility 03.png Communal Government innovation
  • Communal
  • Ceremonious
  • Egalitarian

This culture regards the rule of law and its codification as being the most important parameter of a civilized society.

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Malleable Subjects
  • Yes Vassals of this Culture do not consider differing Faith or Culture when joining Factions
  • 24px Vassals of this Culture will often learn the Language of their Liege
  • Task promote culture.png Harder to Promote Culture in Counties of this Culture unless you share a Heritage
  • Task promote culture.png Easier to Promote Culture in Counties of this Culture if you share a Heritage
  • More likely to attract wandering Knights
  • Mercenary.png +200% Available Mercenary Companies
  • -50% Mercenary Hire Cost
  • +25% Cultural Acceptance Gain
  • +10 Different Culture Opinion
  • Yes No Negative Opinion of Other Cultures
  • +25% Vassal Levy Contribution
  • (unrecognized string “foi” for Template:Icon) Fate of Iberia DLC
  • (unrecognized string “heritage” for Template:Icon) Iberian Heritage
  • Ceremonious
  • Egalitarian

Who's to say what freedom is? One king is much like another regardless of culture. True freedom comes from learning how to live with any liege.

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Marital Ceremonies
  • +25% Skills from Spouse Councilor Tasks
  • Hidden modifierː Stat values are now always rounded up instead of down
  • +10 Marriage Acceptance
  • −50% Hostile Scheme Success Chance towards Spouses
  • −10 Same Culture Opinion towards Fornicators
  • −15 Same Culture Opinion towards Adulterers
  • No Cannot Divorce
Culture has less than 5 Counts with the Adulterer trait
  • Communal
  • Ceremonious
  • Spiritual

For this culture, the union of two people in marriage is considered a highly public and ritualistic affair.

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Maritime Mercantilism
  • +10% Coastal Holding Tax
  • +10 Republic Vassal Opinion
  • (unrecognized string “safety” for Template:Icon) -25 Sea Danger
  • Yes The Tradeports line of buildings can be constructed one Era early
Yes Culture is present in a coastal county Yes 30% of culture is present in coastal counties
  • Bureaucratic
  • Egalitarian
  • Stoic

The world may be ruled by armies, but this culture knows that it is truly controlled by whoever dominates the flow of gold across the seas.

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Matriarchal
  • Can enact the Female Only Gender Law
  • Can enact the Female Preference Gender Law
  • +10 Opinion of Female Rulers
  • −10 Opinion of Male Rulers
  •  Female Dominated faith doctrine or Nubian or Daju culture
  • No Warrior Queens tradition
  • No Male Only Succession
  • No Male Preference Succession
Culture has 5 at least female Counts Egalitarian

This culture enforces a matriarchal hierarchy, where the ruling class is overwhelmingly comprised of women.

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Metalworkers
  • 24px Crown Smithies buildings have additional bonuses in Counties of this Culture:
    • +25% Supply Limit per Crown Smithies level
    • +2/+3/+4 Prowess scaling with Crown Smithies level
    • +3%/+5%/+8% Heavy Infantry and Spearmen Toughness scaling with Crown Smithies level
  • 24px Royal Armories buildings have additional bonuses in Counties of this Culture:
    • +15% Knight Effectiveness per Royal Armories level
    • +2/+3/+4 Prowess scaling with Royal Armories level
    • -10%/-15%/-20% Building and Holding Construction Cost scaling with Royal Armories level
  • +5% Army Toughness
  • +5% Army Gold Maintenance
Yes Culture is present in a County with a Mine
  • Bureaucratic
  • Communal
  • Stoic

This culture has enjoyed easy access to iron for centuries. Over time they have developed their understanding of metal to such a degree that their name has become a byword for durable and high quality arms and armor.

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Monastic Communities
  • Children are more likely to gain the Temperate trait
  • +0.5 Monthly Piety if Temperate
  • +10 Same Culture Opinion if Temperate
  • +3 Learning if Devoted
  • +25 Ask to Take Vows Acceptance for adults
  • +125 Ask to Take Vows Acceptance for children
Yes Faith has Monasticism tenet Yes Devoted Servant level of devotion
  • Communal
  • Spiritual

This culture has a long history of sending noble progeny to serve the faith. Revered political thinkers often arise from the monastic orders.

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Mountain Homes
  • +20% Development Growth in Mountain Terrain
  • +35% Development Growth in Desert Mountain Terrain
  • +350 Prestige for constructing in Mountain and Desert Mountain Terrain
  • −15% Holding and Buildings Construction Cost in Mountain Terrain
  • −15% Holding and Buildings Construction Cost in Desert Mountain Terrain
  • 24px Quarries have additional bonuses in Counties of this Culture:
    • −1% Heavy Infantry, Spearmen, and Heavy Cavalry Maintenance per Quarries level
    • −1% Men-At-Arms Recruitment Cost per Quarries level
    • +1% Levy Size per Quarries level
  • Increased Hunt Success Chance in Mountains and Desert Mountains
  • (unrecognized string “safety” for Template:Icon) -42 Mountains Danger
  • (unrecognized string “safety” for Template:Icon) -42 Desert Mountains Danger
  • Yes Culture is present in a county with Mountain or Desert Mountain
  • No(unrecognized string “heritage” for Template:Icon) Arabic heritage
  • No(unrecognized string “heritage” for Template:Icon) Berber heritage
  • No(unrecognized string “heritage” for Template:Icon) Tibetan heritage
  • No(unrecognized string “heritage” for Template:Icon) Qiangic heritage
  • No Himalayan Settlers tradition
Yes 30% of culture is present in counties with Mountain or Desert Mountain
  • Bureaucratic
  • Communal
  • Ceremonious
  • Egalitarian
  • Spiritual
  • Stoic

This culture knows how to live and thrive on plateaus near the harsh slopes of mountains.

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Parochialism
  • −5% City Holding and Buildings Construction Cost
  • +25% Levy Size per City Holding level
  • +1% Holding Taxes per City Holding level
  • +5% Monthly Development per City Holding level
  • −25% Monthly Control per City Holding in the County
  • −20 Parochial and Minor Landholder Vassal Opinion
  • +10% Parochial Vassal Tax Contribution
  • +10% Parochial Vassal Levy Contribution
  • Yes Parochial Vassals more common
No(unrecognized string “heritage” for Template:Icon) Latin heritage Have a city holding in at least 90% of counties that share your culture within your realm
  • Communal
  • Ceremonious
  • Spiritual

City residents of this culture are fiercely competitive and independent. They invest a lot of money and energy to make sure that their city is the grandest.

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Pastorialists
  • Building pastures.png Cattle Pastures have additional bonuses in Counties of this Culture:
    • −1% Light Cavalry Maintenance per Pastoral Lands level
    • +0.5% Holding Taxes per Pastoral Lands level
    • +0.5% Levy Size per Pastoral Lands level
    • +2 Defender Advantage per Pastoral Lands level
  • +1 Prowess
  • Small Disease Resistance
  • (unrecognized string “travel speed” for Template:Icon) +10% Travel Speed
Yes 40% of culture is present in counties with Plains or Steppe Yes 60% of culture is present in counties with Plains or Steppe
  • Bellicose
  • Communal
  • Stoic

This culture is at home in wide and open terrain, where they herd large groups of animals.

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Polders
  • Innovation special maa 02.png Enables the Adaptive Militia innovation
  • Yes Pastoral Lands, Farms & Fields, Wetland Farms, Manor Houses, and Orchards have additional bonuses in coastal Counties of this Culture:
    • +0.5% Holding Taxes per Pastoral Lands level in coastal baronies
    • +0.5% Levy Size per Pastoral Lands level in coastal baronies
    • +2%/+3%/+4%/+5%/+6%/+7%/+8%/+9% Holding Taxes scaling with Farms & Fields level in coastal baronies
    • +2%/+3%/+4%/+5%/+6%/+7%/+8%/+9% Holding Taxes scaling with Wetland Farms level in coastal baronies
    • +2%/+3%/+4%/+5%/+6%/+6%/+7%/+8% Holding Taxes scaling with Manor Houses level in coastal baronies
    • +1% Holding Taxes per Orchards level in coastal baronies
    • +0%/+0%/+10%/+10%/+10%/+10%/+10%/+10% Supply Limit scaling with Orchards level in coastal baronies
  • −10% Construction Time in coastal baronies
  • +5% Skirmisher Damage
  • +10% Skirmisher Screen
  • Dutch culture or descent
  • Yes Culture is present in a coastal county
  • No Amharic Highlanders tradition
Yes 30% of culture is present in coastal counties
  • Bureaucratic
  • Communal
  • Stoic

This culture has a long tradition of reclaiming land from the surrounding sea. This allows them to utilize what would normally be a shallow seabed for farming and construction.

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Republican Legacy
  • Yes Can create up to 4 Count Republic Vassals
  • Yes Republic Vassals above Baron give more Taxes and Levies
  • Innovation maa 01.png Can unlock the Pike Columns innovation
  • −5% City Holding and Buildings Construction Cost
  • +25% Levies from City Holdings per level
  • +1% Taxes from City Holdings per level
  • +5% Development Growth from City Holdings per level
  • −25% Control from City Holdings
  • −20 Parochial and Minor Landholder Vassal Opinion
  • +10% Parochial Vassal Tax Contribution
  • +10% Parochial Vassal Levy Contribution
  • Parochial Vassals more common
  • (unrecognized string “heritage” for Template:Icon) Latin heritage
  • No Parochialism tradition
Yes At least 10% of the culture's holdings are city holdings
  • Communal
  • Ceremonious
  • Spiritual

This culture has a long history of republican values, where the urban classes are just as important as the rural landholders.

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Ruling Caste
  • Yes Different Culture and Populist Factions are less common
  • −30% Dread Decay
  • +0.3 Monthly Dread per Tyranny
  • +25% Siege Progress against Revolts
  • −25% Cultural Acceptance Gain
Yes Any councilor with a different culture
  • Ceremonious
  • Spiritual

Rulers of this culture are used to lording over subjects that are not their own culture. They know how to effectively suppress revolts, though at the cost of public perception.

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State Ransoming
  • Knights in Battle die less often but are captured more often
  • Yes Characters with a Liege of this Culture are more likely to be captured in Sieges
  • Can demand higher ransom for lower rank Rulers (50% more for Barons, Counts & Dukes)
  • -25% Monthly income while at war
  • Death natural.png -50% Friendly Fatal Casualties
  • +10% Levy Size
(unrecognized string “foi” for Template:Icon) Fate of Iberia DLC (unrecognized string “heritage” for Template:Icon) Iberian Heritage or Cultural Head speaks 24px Iberian Vulgar
  • Bellicose
  • Communal

Every soldier goes into battle ready to risk life and limb for their liege! Does it not behoove the liege to offer them some guarantee of safety, regardless of station, should they be captured in the field?

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Staunch Traditionalists
  • Children are more likely to gain the Stubborn trait
  • +5 Controlled Territory Defender Advantage
  • +0.3 Monthly Control
  • −10% Cultural Fascination Progress
  • +300% Convert to Local Culture Decision Cost
  • Yes Creating a Hybrid Culture is twice harder
(unrecognized string “roc” for Template:Icon) Royal Court DLC Yes Entire realm shares the same culture
  • Communal
  • Spiritual
  • Stoic

Tradition is tradition, it is immovable and unchangeable. We must be ready and willing to stand up for what makes us who we are.

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Tribal Unity
  • +10% Levies if Family Hierarch
  • +1 Monthly Prestige if Family Hierarch
  • +10 House Opinion
  • +30% Personal Scheme Success Chance with House Members
  • +75 Prestige for granting a County to a House Member
  • +150 Prestige for granting a Duchy to a House Member
  • +350 Prestige for granting a Kingdom to a House Member
  • +750 Prestige for granting an Empire to a House Member
  • −150 Prestige for revoking a County from a House Member
  • −350 Prestige for revoking a Duchy from a House Member
  • −750 Prestige for revoking a Kingdom from a House Member
  • −5 Liege Opinion
  • Yes Tribal or Clan government
  • No Gaelic culture or descent
  • No Scottish culture or descent
Yes At least 3 House Members
  • Communal
  • Spiritual
  • Stoic

This culture emphasizes the familial and communal bonds its people share, pushing them to remember their shared heritage.

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Wetlanders
  • +25% Development Growth in Wetlands Terrain
  • −25% Holding and Buildings Construction Cost in Wetlands Terrain
  • +10% Levy Size in Wetlands
  • +25% Supply Limit in Wetlands
  • +10 Wetlands Advantage
  • Increased Hunt Success Chance in Wetlands
  • (unrecognized string “safety” for Template:Icon) -65 Wetlands Danger
  • (unrecognized string “safety” for Template:Icon) -35 Floodplains Danger
  • 24px Wetland Farms have additional bonuses in Counties of this Culture:
    • −1% Building Construction Cost per Wetland Farms level
    • −2% Building Construction Time per Wetland Farms level
  • +5% hunting chance in Wetlands or Floodplains
  • Yes Culture is present in a county with Wetlands
Yes 30% of culture is present in counties with Wetlands
  • Bureaucratic
  • Communal
  • Ceremonious
  • Egalitarian
  • Spiritual
  • Stoic

This culture has mastered the bogs and marshes. Though life is at times a battle against mold, they have learned to use the peat to their advantage.

Warfare traditions[編集 | ソースを編集]

Tradition Effects Obligatory requirements Optional requirements Preferred ethos Description
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Adaptive Skirmishers
  • −25% Enemy Defensive Advantage
  • −5% Archer Maintenance
  • −5% Skirmisher Maintenance
  • +10% Archer Damage
  • +5% Skirmisher Damage
  • +5% Archer Toughness
  • +10% Skirmisher Toughness
  • −10% Heavy Cavalry Damage
  • −10% Heavy Infantry Damage
  • −5% Heavy Cavalry Toughness
  • −5% Heavy Infantry Toughness
500 Archers and 500 Skirmishers
  • Bellicose
  • Spiritual
  • Stoic

This culture knows how to effectively field skirmishers in any environment.

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Battlefield Looters
  • +1 Gold per 100 Fatal Casualties
  • +50% Army Loot Capacity
  • −75% Prestige and Fame from Battles
Culture has 3 Counts with the Reaver trait
  • Bellicose
  • Bureaucratic

In this culture battles are not fought for prestige, but for profit. Who cares about one's standing if you're unable to pay for the war?

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Forest Fighters
  • +25% Supply Limit in Forest and Taiga Terrain
  • +10% Levy Size in Forest and Taiga Terrain
  • The Forest Fighter trait is more common. [1]
  • Enables the Recruit Forest Specialist decision
  • Yes Certain traits have Forest and Taiga bonuses
  • Calm: +1 Minimum Battle Roll
  • Wrathful: +2 Maximum Battle Roll
  • Patient: +2 Minimum Battle Roll
  • Impatient:+1 Maximum Battle Roll
  • Deceitful: +2 Advantage (Forest and Taiga)
  • Paranoid: +2 Minimum Battle Roll
  • Fickle: +2 Maximum Battle Roll
  • Nov. Hunter: +1 Advantage (Forest and Taiga)
  • Hunter: +2 Advantage (Forest and Taiga)
  • M. Hunter: +3 Advantage (Forest and Taiga)
  • Herbalist: -50% Attrition in Forest and Taiga
  • Logistician: -25% Attrition in Forest and Taiga
  • Aggressive Attacker: +2 Maximum Battle Roll
  • Unyielding Defender: +2 Minimum Battle Roll
  • Reckless: +3 Maximum Battle Roll
  • Cautious Leader: +2 Minimum Battle Roll
  • (unrecognized string “safety” for Template:Icon) -13 Forest Danger
  • (unrecognized string “safety” for Template:Icon) -19 Taiga Danger
  • Yes Culture is present in a county with Forest or Taiga
  • No Pacifists tradition
  • No Faith has Pacifism tenet
  • No Faith has Dharmic Pacifism tenet
Yes 30% of culture is present in counties with Forest or Taiga
  • Bellicose
  • Communal
  • Stoic

This culture is well-versed at fighting in forests.

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Formation Fighting Experts
  • Icon maa countered.png +15% Men-at-Arms Counter Efficiency
  • +10% Archer Damage
  • +5% Spearmen Damage
  • +5% Archer Toughness
  • +10% Spearmen Toughness
  • −15% Light Cavalry Damage
  • −15% Skirmisher Damage
  • −5% Light Cavalry Toughness
  • −5% Skirmisher Toughness
  • −15% Pursuit Efficiency
500 Archers and 500 Spearmen
  • Bellicose
  • Communal
  • Ceremonious

This culture knows how to create synergy between different types of units by use of efficient protective formations.

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Frugal Armorsmiths
  • −15% Men-at-Arms Recruitment Cost
  • −15% Army Gold Maintenance
  • −20% Knight Effectiveness
  • −20% Elephant Cavalry Toughness
  • −20% Heavy Cavalry Toughness
  • −20% Heavy Infantry Toughness
  • −20% Spearmen Toughness
500 Archers and 500 Skirmishers
  • Bellicose
  • Communal
  • Stoic

While a set of high-quality armor might save one life, having ten decent sets might win a battle.

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Highland Warriors
  • +25% Supply Limit in Hills Terrain
  • +10% Levy Size in Hills Terrain
  • The Rough Terrain Expert trait is more common. [1]
  • Enables the Recruit Hill Specialist decision
  • Yes Certain traits have Hills bonuses
  • Braveː +4 Advantage in Hills; 25% less Attrition taken in Hills
  • Contentː +2 Advantage in Hills
  • Paranoidː +2 Minimum Battle Roll
  • Stubbornː +5 Minimum Battle Roll
  • Vengefulː +5 Maximum Battle Roll
  • Military Engineerː 25% less Attrition taken in Hills
  • Aggressive Attackerː +2 Maximum Battle Roll
  • Unyielding Defenderː +2 Minimum Battle Roll
  • Flexible Leaderː +2 Maximum Battle Roll
  • Rough Terrain Expertː +2 Minimum Battle Roll
  • (unrecognized string “safety” for Template:Icon) -13 Hills Danger
  • Yes Culture is present in a county with Hills
  • No(unrecognized string “heritage” for Template:Icon) Guinean Uplander heritage
  • No Pacifists tradition
  • No Faith has Pacifism tenet
  • No Faith has Dharmic Pacifism tenet
  • No Upland Skirmishing tradition
Yes 30% of culture is present in counties with Hills
  • Bellicose
  • Communal
  • Stoic

Warriors of this culture fight well in the slopes and valleys of their hilly homes.

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Hit-and-Run Tacticians
  • Aftermath phase.png −10% Retreat Losses
  • Death natural.png −10% Friendly Fatal Casualties
  • +5% Light Cavalry Damage
  • +5% Skirmisher Damage
  • +10% Light Cavalry Screen
  • +10% Skirmisher Screen
  • Unit stat siege progress.png −20% Siege Weapon Effectiveness
  • −2 Advantage
  • No(unrecognized string “heritage” for Template:Icon) Magyar heritage
  • No(unrecognized string “heritage” for Template:Icon) South Slavic heritage
  • No(unrecognized string “heritage” for Template:Icon) West Slavic heritage
  • No Konni Raids tradition
500 Light Cavalry and 500 Skirmishers
  • Bellicose
  • Egalitarian
  • Spiritual

This culture has mastered the use of lightly-armored units to hit the enemy hard, and then fall back.

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Horse Breeders
  • −15% Cavalry Maintenance
  • −25% Cavalry Recruitment Cost
Yes Culture can recruit cavalry Yes Culture has access to unique light cavalry, heavy cavalry, or horse archer men at arms
  • Bellicose
  • Communal
  • Stoic

This culture has painstakingly accumulated knowledge and experience in the fine art and science of horse breeding. Whether destriers or coursers, the horses of these people are renowned for their superiority.

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Jungle Warriors
  • +25% Supply Limit in Jungle Terrain
  • +10% Levy Size in Jungle Terrain
  • The Jungle Stalker trait is more common. [1]
  • Enables the Recruit Jungle Specialist decision
  • Yes Certain traits have Jungle bonuses
  • (unrecognized string “safety” for Template:Icon) -23 Jungle Danger
  • Yes Culture is present in a county with Jungle
  • No(unrecognized string “heritage” for Template:Icon) Akan heritage
  • No(unrecognized string “heritage” for Template:Icon) Yoruba heritage
  • No Pacifists tradition
  • No Faith has Pacifism tenet
  • No Faith has Dharmic Pacifism tenet
  • No Bush Hunting tradition
Yes 30% of culture is present in counties with Jungle
  • Bellicose
  • Communal
  • Stoic

Warriors of this culture know well how to traverse treacherous jungles.

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Longbow Competitions
  • Can recruit Longbowmen Men-at-Arms
  • Yes Longbowmen get better every Era
  • +2 Max Size of Archer Regiments
  • −2 Max Size of Heavy Cavalry Regiments
  • −2 Max Size of Spearmen Regiments
(unrecognized string “heritage” for Template:Icon) Brythonic, Goidelic or West Germanic heritage 1200 Archers
  • Bureaucratic
  • Stoic

This culture favors a bow more powerful than most could draw, and practicing with them once a week is as dear as any ritual of worship everywhere from the most rural villages to the largest urban metropoles.

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Malleable Invaders
  • −75% Hybrid Culture Creation Cost
  • −75% Convert to Local Culture Decision Cost
  • −20% Faith Conversion Cost
  • −20% Different Faith Popular Opinion Impact
  • Yes Creating a Hybrid Culture requires 50% less Cultural Acceptance
  • (unrecognized string “roc” for Template:Icon) Royal Court DLC
  • Yes Culture is present in the Steppe region
  • No Pacifists tradition
  • No Faith has Pacifism tenet
  • No Faith has Dharmic Pacifism tenet
(unrecognized string “heritage” for Template:Icon) Mongolic or Turkic heritage
  • Bellicose
  • Bureaucratic
  • Egalitarian

We will take your lands, your children, your traditions, and your future!

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Mountaineers
  • +25% Supply Limit in Mountain and Desert Mountain Terrain
  • +10% Levy Size in Mountain and Desert Mountain Terrain
  • The Rough Terrain Expert trait is more common. [1]
  • Enables the Recruit Mountain Specialist decision
  • Yes Certain traits have Mountain and Desert Mountain bonuses
  • (unrecognized string “safety” for Template:Icon) -23 Mountains Danger
  • (unrecognized string “safety” for Template:Icon) -23 Desert Mountains Danger
  • Yes Culture is present in a county with Mountain or Desert Mountain
  • No(unrecognized string “heritage” for Template:Icon) East African heritage
  • No(unrecognized string “heritage” for Template:Icon) Horn African heritage
  • No Georgian culture or descent
  • No Pacifists tradition
  • No Faith has Pacifism tenet
  • No Faith has Dharmic Pacifism tenet
  • No Caucasian Wolves tradition
  • No Mountain Skirmishing tradition
Yes 30% of culture is present in counties with Mountain or Desert Mountain
  • Bellicose
  • Communal
  • Stoic

Soldiers of this culture carry all they need to traverse mountains.

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Only the Strong
  • +2 Number of Knights
  • +100% Knight Effectiveness
  • +0.25 Monthly Prestige per Blademaster trait level
  • +5 Attraction Opinion per Blademaster trait level
  • +1 Prowess per Martial Education trait level
  • 12 Prowess required to become a Knight
  • +25% Men-at-Arms Recruitment Cost
  • −25% Levy Size
No Egalitarian ethos Yes 6 Knights with 12 Prowess
  • Bellicose
  • Stoic

This culture places a strong emphasis on having a few, well-trained warriors. If you're not the best-of-the-best, you're not welcome to serve.

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Quarrelsome
  • Conquest cb.png Enables the Conquest Casus Belli
  • Yes Casus Belli require one Level of Fame less
  • −20% Casus Belli Cost
  • −40% Control Growth
  • (unrecognized string “disloyal” for Template:Icon) Children are more likely to get the Disloyal trait
  • +5 Same Culture Opinion if Disloyal
  • No Pacifists tradition
  • No Faith has Pacifism tenet
  • No Faith has Dharmic Pacifism tenet
Yes Culture has 5 Counts at war
  • Bellicose
  • Spiritual

Border conflicts are common for rulers of this culture. Land often changes hands in unjust ways.

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Recognition of Talent
  • +50 Opinion from granting pardons and recruiting prisoners
  • Hook strong.png Strong Hook from granting pardons and recruiting prisoners
  • Yes Prisoners are more likely to accept recruitment
  • Yes Invite Knights decision grants Knights with better Prowess
  • Yes Invite Knights decision grants Knights with a Blademaster trait
  • (unrecognized string “accolade” for Template:Icon) +10% Glory progress for Accolades
Yes 10 prisoners with a skill of at least 12
  • Bellicose
  • Ceremonious
  • Egalitarian

"Kill me if you wish, but if you let me live, I shall serve you loyally."

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Reverence for Veterans
  • +10% Monthly Prestige if Scarred or One-Eyed
  • +15% Monthly Prestige if Disfigured or One-Legged
  • +20% Monthly Prestige if Maimed
  • +5 Same Culture Opinion if Scarred or One-Eyed
  • +10 Same Culture Opinion if Disfigured or One-Legged
  • +15 Same Culture Opinion if Maimed
  • Yes Guardians can teach Commander Traits to their Wards
Yes Culture has 5 Disfigured, Maimed, One-Eyed, One-Legged or Scarred Counts
  • Bellicose
  • Egalitarian
  • Stoic

This culture doesn't look down upon those who can no longer fight due to injury, instead they are celebrated as heroes and used as teachers.

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Stalwart Defenders
  • +5 Defender Advantage
  • +25% Garrison Size
  • +100% Prestige from winning Defensive Wars
  • +100% Gold from winning Defensive Wars
  • +10 Defensive War Peace Acceptance
24px Strategic Marches duchy building
  • Bellicose
  • Ceremonious
  • Stoic

Defending that which is one's own is of paramount importance to this culture.

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Stand and Fight!
  • +2 Defender Advantage
  • +10% Heavy Cavalry Toughness
  • +10% Heavy Infantry Toughness
  • +10% Spearmen Toughness
  • +20% Heavy Cavalry Maintenance
  • +20% Heavy Infantry Maintenance
  • +20% Spearmen Maintenance
  • Death natural.png +10% Friendly Fatal Casualties
  • No(unrecognized string “heritage” for Template:Icon) Israelite heritage
  • No Defensive Tactics tradition
500 Heavy Infantry and 500 Spearmen
  • Bellicose
  • Spiritual
  • Stoic

Warriors from this culture are unyielding and unshakable. They do not fall back - even in the face of overwhelming odds, for better or for worse.

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Strength in Numbers
  • +15% Levy Size
  • −15% Archer Recruitment Cost
  • −15% Light Cavalry Recruitment Cost
  • −15% Skirmisher Recruitment Cost
  • +2 Max Size of Archer Regiments
  • +2 Max Size of Light Cavalry Regiments
  • +2 Max Size of Skirmisher Regiments
  • −2 Max Size of Elephant Cavalry Regiments
  • −2 Max Size of Heavy Cavalry Regiments
  • −2 Max Size of Heavy Infantry Regiments
  • −2 Max Size of Spearmen Regiments
  • −2 Number of Knights
500 Archers and 500 Skirmishers
  • Bellicose
  • Spiritual

This culture forsakes having elite troops, and instead favors massed armies.

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Swords for Hire
  • Mercenary.png +100% Available Mercenary Companies
  • −15% Same Culture Mercenary Hire Cost
  • (unrecognized string “travel speed” for Template:Icon) +10% Travel Speed
  • (unrecognized string “safety” for Template:Icon) +10% Travel Safety
  • 30% Yearly Chance for Knights in Mercenary Courts to gain Prowess
  • Yes Wanderers gain Martial, Prowess, Blademaster or Commander traits over time
  • Yes Knights in Mercenary Courts
  • Yes Idle Courtiers are more likely to leave court
Culture has 5 Counts with the Brilliant Strategist trait
  • Bellicose
  • Communal
  • Ceremonious

This culture views mercenary work favorably and encourages warriors to seek glory as mercenaries in-between wars.

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Warrior Priests
  • +1 Prowess per Level of Devotion
  • Certain traits grant Prowess
    • +1 Prowess if Conscientious Scribe or Wise Man
    • +2 Prowess if Insightful Thinker, Scholar, Theologian, Mystic, or Pilgrim
    • +3 Prowess if Astute Intellectual, Miracle Worker, or Devoted
    • +4 Prowess if Mastermind Philosopher
  • Yes Members of the Clergy can serve as Commanders and Knights
Yes 12 clergy characters of the same faith with 10 Prowess who cannot be knights
  • Bellicose
  • Spiritual

This culture believes that if you choose to pursue theological studies, you must also be able to defend your faith.

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Warriors by Merit
  • +1 Prowess per Level of Fame
  • (unrecognized string “accolade” for Template:Icon) +10% Glory progress for Accolades
  • Trait blademaster.png Knights gain Blademaster traits more often in battles
  • Yes Most knighthood restrictions are lifted for characters with 10 Prowess
Yes 5 Courtiers with 10 Prowess who cannot be Knights
  • Bellicose
  • Communal
  • Egalitarian

This culture believes that if you've proven yourself capable as a warrior, you should be allowed to fight — no matter who you are.

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Warriors of the Dry
  • +25% Supply Limit in Desert and Drylands Terrain
  • +10% Levy Size in Desert and Drylands Terrain
  • The Desert Warrior trait is more common. [1]
  • Enables the Recruit Dry Terrain Specialist decision
  • Yes Certain traits have Desert and Drylands bonuses
  • Diligent: +2 Min Combat Roll
  • Wrathful: +2 Min Combat Roll
  • Calm: +2 Min Combat Roll
  • Unyielding Defender: +2 Min Combat Roll
  • Ambitious: +3 Max Combat Roll
  • Aggressive Attacker: +2 Max Combat Roll
  • Reaver: +2 Max Combat Roll
  • Reckless: +2 Max Combat Roll
  • Honest: -15% Attrition in Drylands and Desert
  • Humble: -20% Attrition in Drylands and Desert
  • Logistician: -25% Attrition in Drylands and Desert
  • Zealous: +2 Advantage in Drylands and Desert
  • Open Terrain Expert: +2 Advantage in Drylands and Desert
  • Organizer: +2 Advantage in Drylands and Desert
  • Vengeful: +3 Advantage in Drylands and Desert
  • (unrecognized string “safety” for Template:Icon) -18 Desert Danger
  • (unrecognized string “safety” for Template:Icon) -23 Desert Mountains Danger
  • (unrecognized string “safety” for Template:Icon) -13 Drylands Danger
  • Yes Culture is present in a county with Desert or Drylands
  • No(unrecognized string “heritage” for Template:Icon) Arabic heritage
  • No Pacifists tradition
  • No Faith has Pacifism tenet
  • No Faith has Dharmic Pacifism tenet
Yes 30% of culture is present in counties with Desert or Drylands
  • Bellicose
  • Communal
  • Stoic

This culture has mastered the art of fighting in very dry climates.

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Winter Warriors
  • (unrecognized string “winter soldier” for Template:Icon) The Winter Soldier trait is more common. [1]
  • Enables the Recruit Winter Specialist decision. This decision is slightly better than the other Recruit Commander Decisions due to the Commander having a 1/3 Chance to have Scarred
  • Yes Certain traits have Winter bonuses
  • (unrecognized string “safety” for Template:Icon) -19 Taiga Danger
  • Yes Culture is present in a county that gets winters
  • No Pacifists tradition
  • No Faith has Pacifism tenet
  • No Faith has Dharmic Pacifism tenet
Yes 30% of culture is present in counties that get Harsh Winters
  • Bellicose
  • Communal
  • Stoic

This culture is used to the reality that harsh winds and bitter cold brings.

Social traditions[編集 | ソースを編集]

Tradition Effects Obligatory requirements Optional requirements Preferred ethos Description
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Avid Falconers
  • −50% Call Hunt Activity Cooldown (does not stack)
  • +0.5 Monthly Prestige for Hunters
  • Trait hunter.png Characters gain more Falconer Trait Experience
  • +15% Pursuit Efficiency for all stationed MAA
  • No Vegetarianism tradition
  • No Pacifists tradition
  • Ceremonious
  • Stoic

The art of breeding, training and hunting with raptors like falcons and hawks is one of the most prestigious past-times among this culture's elite.

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Beacon of Learning
Children are 3 times more likely to gain the Pensive trait
  • Children are 3 times less likely to gain the Rowdy trait
  • Learning lifestyle.png +20% Monthly Learning Lifestyle Experience
  • +1 Learning per Level of Devotion
  • +5% Cultural Fascination Progress per Learning Education trait level
  • +10% Cultural Fascination Progress if Culture Head is Scholar
  • Yes Guardians of this culture are more effective
(unrecognized string “lop” for Template:Icon) Legacy of Persia DLC
  • (unrecognized string “heritage” for Template:Icon) Iranian heritage
  • No Philosopher Culture tradition
  • No Warrior Culture tradition
Culture has at least 5 Counts with the Scholar trait Ceremonious
  • Communal
  • Spiritual
A nexus of Greek, Indian, and Arabic scholarship, this culture prides itself on scientific advancement.
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Charismatic (Welcoming)
  • 60% Chance Diplomacy Education yields better outcomes
  • Children are 3 times more likely to gain the Charming trait
  • +15% Monthly Court Grandeur Change
  • +10% Personal Scheme Success Chance
  • +10% Enemy Hostile Scheme Success Chance
  • (unrecognized string “safety” for Template:Icon) +10% Travel Safety
Culture has at least 5 Counts with the Grey Eminence trait
  • Communal
  • Egalitarian
  • Stoic

The people of this culture excel in diplomatic matters, and social etiquette is valued above all else.

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Charitable
  • +5 General Opinion
  • +20% Opinion Gain from Send Gift
  • −3% Monthly Income
  • Children are more likely to gain the Compassionate trait
  • Children are more likely to gain the Generous trait
  • Yes AI characters do not require reasons to send gifts
Culture has at least 5 Counts with the Generous trait
  • Communal
  • Spiritual

Regardless of faith, people of this culture are motivated to support those less fortunate.

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Chivalry
  • Yes Can use Sparring duels
  • Yes AI characters are more likely to start Romance Schemes
  • +50 Renown per successful Romance Scheme
  • +40% Stress per failed Romance Scheme
  • +15 Attraction Opinion for Poet Trait
  • +15 Romance Scheme Power for Poet Trait
  • +30% Romance Scheme Power for Gallant Trait
  • Yes Can hold a Joust Contests in a Grand Tournaments
  • All Characters:
  • +50% Tyranny Gain
  • (unrecognized string “accolade” for Template:Icon) +10% Glory progress for Accolades
  • +10% Heavy Cavalry Damage
  • +10% Heavy Cavalry Toughness
Yes Culture originates from Western Europe Yes 6 Knights with at least 12 Prowess
  • Bellicose
  • Ceremonious
  • Egalitarian

This culture has embraced chivalry and chivalric codes of conduct as a social method of regulating behavior. Martial prowess, duty, honor and morality are prized, as is bad poetry and romantic literature.

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Dexterous Fishermen
  • +50% Supply Capacity
  • +5 Coastal Advantage
  • +1 Defender Advantage per Coastal Holding level
  • (unrecognized string “safety” for Template:Icon) -25 Coastal Sea Danger
Yes Culture is present in a coastal county Yes 30% of culture is present in coastal counties
  • Bureaucratic
  • Communal
  • Ceremonious
  • Egalitarian
  • Spiritual
  • Stoic

Anyone can fish, but to do so with such skill that any catch is bountiful, regardless of tide or wind, is a rarer talent. No one knows the coast, land or sea, better than these fishermen.

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Diasporic
  • 24px +1 Foreign Language Limit
  • 24px +50% Chance for Wanderers to learn a new Language
  • +1 Stewardship
  • +1 Learning
  • +20% Diplomatic Range
  • Yes No Negative Opinion of Other Cultures
  • (unrecognized string “heritage” for Template:Icon) Israelite heritage
  • No Cannot be picked
All

People of this culture have lost the homeland they once held dear. Some among them travel the world searching for a place where they may begin anew.

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Equitable
  • Children are more likely to gain the Just trait
  • Children are more likely to gain the Honest trait
  • Yes Characters are more likely accept request for Hostages
  • −30% Hostile Scheme Power
Culture has at least 5 Counts with the Just trait
  • Egalitarian
  • Stoic

In this culture truth and impartial justice is valued highly.

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Enlightened Magnates
  • The Poet trait is more common. Only affects the AI and not the Player
  • The Poet Trait has additional bonuses
  • +20 Court Poet Aptitude
  • +15 Tax Collector's Aptitude
  • Yes Can enact the 24px Dehqan Tax Decree
  • 24px +1 Available 24px Tax Jurisdictions
(unrecognized string “lop” for Template:Icon) Legacy of Persia DLC
  • (unrecognized string “heritage” for Template:Icon) Iranian heritage
  • No Refined Poetry tradition
Culture has at least 3 Counts with the Poet trait Ceremonious
  • Communal
  • Spiritual
This culture has a storied heritage of administrative acumen and poetic skill. A good ruler should possess a glorious mixture of both - or seek counsel with those who do.
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Expert Artisans
  • −10% Building Construction Cost
  • Yes Artisan and Weaver Inspirations create better Artifacts
(unrecognized string “roc” for Template:Icon) Royal Court DLC Yes Culture has at least 3 Counts who have or had an inspiration
  • Communal
  • Ceremonious
  • Spiritual

Children in this culture often carry on the profession of their parents, accumulating extensive knowledge and skill for their trade across generations.

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Eye for an Eye
  • +10 Natural Dread
  • +15% Hostile Scheme Success Chance towards Rivals
  • +20% Hostile Scheme Power if Vengeful
  • +10 Same Culture Opinion if Vengeful
  • −10 Same Culture Opinion if Forgiving
  • Children are more likely to gain the Vengeful trait
  • Vengeful characters form Rivalries easier
Culture has at least 5 Counts with the Vengeful trait
  • Bellicose
  • Communal

In this culture slights are not to be forgotten, nor forgiven. Its people can carry grudges for long, and vengeance is carried out with a passion.

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Forbearing
  • −10% Stress Gain
  • −5 Natural Dread
  • Children are more likely to gain the Calm trait
  • Children are more likely to gain the Patient trait
Culture has at least 5 Counts with the Patient trait
  • Spiritual
  • Stoic

In this culture being patient and restrained in the face of adversity is common.

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Industrious
  • +25 Development Growth when a Building is constructed (up to once a year)
  • −15% Building Construction Time
  • +15% Stress Gain
Culture has at least 5 Counts with the Diligent trait
  • Bellicose
  • Communal
  • Stoic

This culture teaches and enshrines ideas of industriousness and hard work on behalf of one's community.

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Life is just a Joke
  • +5 Same Culture Opinion for Gregarious, Content, Cynical, Fickle and Eccentric characters
  • −20 Stress when receiving a war declaration
  • +50 AI Boldness
Culture has at least 5 Counts with the Cynical trait
  • Communal
  • Stoic

This culture would chuckle on the chopping block with an axe above its head.

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Loyal Subjects
  • +50% Learn Language Success Chance towards Liege
  • +10 Liege Opinion
  • +5 Popular Opinion
  • Yes Vassals of this Culture do not consider Faith or Culture when joining Factions
  • Yes Vassals of this Culture often learn the Language of their Liege
  • Yes Vassals of this Culture are more likely to accept an request for Hostages from their Liege
Culture has at least 3 Count Vassals of a different culture Liege
  • Bellicose
  • Communal
  • Stoic

For this culture, serving one's liege and country is both noble and just - a duty and a privilege, rather than an avaricious arrangement or an unwanted burden.

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Martial Admiration
  • Yes Can use Single Combat duels
  • +2 Number of Knights
  • +5 Injury Resistance for Prowess
  • (unrecognized string “accolade” for Template:Icon) +10% Glory progress for Accolades
  • +1 Same Culture Opinion per Martial or Prowess Education trait level
  • +2 Attraction Opinion per Martial Education trait level
  • +0.1 Monthly Prestige per Prowess Education trait level
  • +1 Same Culture Opinion per Prowess Education trait level
  • +5 Attraction Opinion per Blademaster trait level
  • −15 Same Culture Opinion for Cravens and Contents
  • +5 Knight Injury Chance
  • No Chanson de Geste tradition
  • No Druzhina tradition
  • No Futuwaa tradition
  • No Pacifists tradition
  • No Faith has Pacifism tenet
  • No Faith has Dharmic Pacifism tenet
  • No(unrecognized string “heritage” for Template:Icon) East Slavic heritage
  • No(unrecognized string “heritage” for Template:Icon) Frankish heritage
  • No(unrecognized string “heritage” for Template:Icon) Iranian heritage
Yes 6 Knights with at least 12 Prowess
  • Bellicose
  • Stoic

Those who are willing to take up sword and fight for their culture are worthy of admiration. No matter the odds.

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Mendicant Mystics
  • +2% Monthly Income for Wise Men and Wise Women
  • +4% Monthly Income for Mystics
  • +8% Monthly Income for Miracle Workers
  • Trait mystic.png AI is likelier to get the Mystic Traits. Does NOT affect the Player at all.
  • Yes Wandering Mystic events are more likely
  • (unrecognized string “travel speed” for Template:Icon) +10% Travel Speed
Trait mystic.png Culture has at least 3 Counts with the Wise Man/Woman, Mystic or Miracle Worker trait
  • Communal
  • Spiritual

The holy people of this culture believe strongly that the faith should be ministered in the field, and their most devout frequently wander the world.

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Modest
  • Children are more likely to gain the Temperate trait
  • Yes Certain traits grant bonuses
  • +10%
  • +10%
  • +10%
  • +10%
  • +10%
  • −10% Monthly Prestige
  • −15 Same Culture Opinion if Ambitious
Culture has at least 5 Counts with the Temperate trait
  • Stoic
  • Spiritual

This culture values modesty, one should not take up too much space or think oneself better than others.

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Musical Theorists
  • +20 Court Musician Aptitude
  • +35 Opinion Bonus from Feasts if employing a Court Musician
  • Diplomacy lifestyle.png +10% Monthly Diplomacy Lifestyle Experience if Gregarious
(unrecognized string “roc” for Template:Icon) Royal Court DLC Culture has at least 3 Counts with the Poet trait
  • Communal
  • Ceremonious
  • Spiritual

This culture treats music almost as the language of the divine, and thus many individuals take up the noble and celebrated pursuit of musical study from a young age.

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Noble Adoption
  • Yes Can offer adoption to children who are not directly related to any Rulers
  • Yes Adoption does not cost Prestige or Renown
  • Yes Guardians of this culture are more effective
No Adoption game rule set to Forbidden
  • Courtly
  • Communal
  • Spiritual

Adopting orphaned children into noble houses is commonplace in this society. The blood of the covenant is thicker than the water of the womb.

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Northern Stories
  • Enables the Raise a Runestone decision
  • The Poet trait is more common. Only affects the AI and not the Player.
  • Yes Guardians of this culture are more effective
  • +5% Monthly Prestige for Poets
  • +10% Personal Scheme Success Chance for Poets
  • −15% Scheme Secrecy
  • Yes Characters can tell stories via events— giving +1 skill point each time.
  • (unrecognized string “nrl” for Template:Icon) Northern Lords DLC
  • (unrecognized string “heritage” for Template:Icon) North Germanic heritage
  • No Refined Poetry tradition
  • No Storytellers tradition
Culture has at least 3 Counts with the Poet trait
  • Bellicose
  • Bureaucratic

Life is lived, told, and remembered through the lens of tales. What we say, and what people say about us, matters as much as what we do. We remember that, and it shows in our stories.

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Pacifists
  • +10% Development Growth
  • +10 Popular Opinion
  • −25% Conversion Cost towards faiths with pacifism tenets
  • −1 Martial
  • Martial lifestyle.png −20% Monthly Martial Lifestyle Experience
  • Yes AI characters are less likely to declare war
  • (unrecognized string “safety” for Template:Icon) -5 Danger in holdings of this culture
No Bellicose ethos Yes At peace
  • Egalitarian
  • Spiritual

For this culture, the use of force can never be justified. Only by pursuing a path of non-violence can people truly live in peace.

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Performative Honor
  • Characters can gain the Shieldmaiden / Shieldswain traits
  • Yes Can use Trial-by-Combat duels
  • +1 Number of Knights
  • (unrecognized string “accolade” for Template:Icon) +10% Glory progress for Accolades
  • −0.5 Monthly Prestige if Craven
  • −10 Same Culture Opinion if Delicate
  • −15 Same Culture Opinion if Frail, Weak or Spindly
  • −20 Same Culture Opinion if Feeble
  • (unrecognized string “nrl” for Template:Icon) Northern Lords DLC
  • (unrecognized string “heritage” for Template:Icon) North Germanic heritage
  • No Trials-by-Combat tradition
Yes 5 Courtiers with 10 Prowess who cannot be Knights Bellicose

Honor is born, yes, but honor is also earned and lost through deeds. By pursuing and avenging slights, or failing to, soldiers fade to scum while whelps grow into warriors.

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Philosopher Culture
  • Learning lifestyle.png +20% Monthly Learning Lifestyle Experience
  • +1 Learning per Level of Fame
  • +5% Cultural Fascination Progress per Learning Education trait level
  • +10% Cultural Fascination Progress if Culture Head is Scholar
  • Children are 3 times more likely to gain the Pensive trait
  • Children are 3 times less likely to gain the Rowdy trait
  • No Bellicose ethos
  • No Warrior Culture tradition
Culture has at least 5 Counts with the Scholar trait
  • Communal
  • Ceremonious
  • Spiritual

This culture promotes thought and self-reflection.

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Practiced Pirates
  • 24px Can Raid and Raid Overseas if Duchy or less or have realm size no larger than approximately Wales
  • +25% Army Loot Capacity
  • −1.5 Prestige per 1 Loot if the character does not have Tribal government
Yes 50% of culture is present in coastal counties Yes 70% of culture is present in coastal counties
  • Bellicose

Storming a port, setting it ablaze, and taking everything that isn't nailed down may not be noble, but it is profitable.

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Prolific Hunters
  • −50% Call Hunt Activity Cooldown
  • +0.5 Monthly Prestige for Novice Hunters
  • +1 Monthly Prestige for Hunters
  • +1.5 Monthly Prestige for Master Hunters
  • Trait hunter.png Higher chance to gain or improve Hunter traits
  • The Hunter traits are based on a hidden value called hunter_lifestyle_progress. This value increases with hunts. Further information can be found in the reference [2]
  • (unrecognized string “travel speed” for Template:Icon) +15% Travel Speed
  • No Vegetarianism tradition
  • No Pacifists tradition
  • No Faith has Pacifism tenet
  • No Faith has Dharmic Pacifism tenet
Trait hunter.png Culture has at least 5 Counts with the Novice Hunter, Hunter or Master Hunter trait
  • Bellicose
  • Spiritual
  • Stoic

Driven by economic necessity, or perhaps social expectation, this culture has refined their hunting practices to precise and almost beautiful art.

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Refined Poetry
  • +20 Court Poet Aptitude
  • +5% Monthly Prestige for Poets
  • +10% Personal Scheme Success Chance for Poets
  • The Poet trait is more common. Only affects the AI and not the Player.
No(unrecognized string “nrl” for Template:Icon) Northern Stories tradition Culture has at least 3 Counts with the Poet trait
  • Communal
  • Ceremonious
  • Spiritual

Poetry is considered a noble art in this culture, and many spend their time piecing words together with meaning and thought.

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Ritualized Friendship
  • Automatic access to the Befriend Scheme
  • Yes May ask Friends to become Best Friends
  • Best Friends receive Strong Hooks on each other but gain Stress when using them
  • Yes Best Friends can use an interaction to gain bonus Skills via Modifiers at the cost of extra Stress
  • +20 Scheme Power against Friends
  • +40 Scheme Power against Best Friends
  • (unrecognized string “foi” for Template:Icon) Fate of Iberia DLC

Yes Have at least one Friend

Yes Have at least three Friends All

Blood may be thicker than water, but wine makes for better living.

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Seafarers
  • −25% Embarkation Cost
  • (unrecognized string “safety” for Template:Icon) -45 Sea Danger
  • +0.25 Monthly Control per Tradeport level
  • +2% Levy Size per Tradeport level
  • Yes Can sail through Major Rivers
  • Yes 50% of culture is present in coastal counties
  • No Coastal Warriors tradition
Yes 70% of culture is present in coastal counties
  • Bellicose
  • Bureaucratic
  • Spiritual

For this culture, the call of the sea is too strong to resist, and they live to sail like a dream on a crystal clear ocean, or ride on the crest of a wild raging storm.

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Spartan
  • −10% Castle Holding and Buildings Construction Cost
  • −10% Castle Holding and Buildings Construction Time
  • −35% Monthly Prestige
  • -20 Courtly Vassal Opinion
No Tribal government Disgraced, Established or Distinguished level of fame
  • Communal
  • Stoic

This culture doesn't prize the trappings of power - the ceremony, the wealth, the pointless decoration. This culture is more interested in power itself, preferably in the form of towering walls and keeps.

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Storytellers
  • Yes Guardians of this culture teach are more effective
  • −15% Scheme Secrecy
No(unrecognized string “nrl” for Template:Icon) Northern Stories tradition Culture has at least 3 Counts with the Poet trait
  • Communal
  • Ceremonious
  • Stoic

This culture has a strong and persistent oral tradition. The past is preserved through ritualistic storytelling, where the heroes and legends of the past are passed down through generations.

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Strong Believers
  • Task conversion.png +30% County Conversion Resistance
  • −50 Conversion Acceptance for characters of this Culture
  • −15 Different Faith Opinion
  • Children are more likely to gain the Humble trait
  • Children are more likely to gain the Zealous trait
Culture has at least 5 Counts with the Zealous trait
  • Communal
  • Spiritual

The people of this culture are particularly zealous and dedicated to their faith.

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The Right to Prove
  • Characters can gain the Shieldmaiden / Shieldswain traits
  • +25% Knight Effectiveness
  • −2 Number of Knights
  • (unrecognized string “nrl” for Template:Icon) Northern Lords DLC
  • No Performative Honor tradition
Yes 5 Courtiers with 10 Prowess who cannot be Knights
  • Bellicose
  • Communal
  • Egalitarian

Though not all are born fighters, with the right mettle and a strong sword-arm, any can show themselves a warrior at heart and so become one in deed.

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Trials-by-Combat
  • Yes Can use Trial-by-Combat duels
  • +1 Number of Knights
  • +2 Learning for Aspiring Blademasters
  • +4 Learning for Blademasters
  • +6 Learning for legendary Blademasters
  • −0.5 Monthly Prestige if Craven
  • (unrecognized string “nrl” for Template:Icon) Northern Lords DLC

(unrecognized string “heritage” for Template:Icon) North Germanic heritage

  • No Performative Honor tradition
Yes Culture has at least 3 Counts with the Brilliant Strategist trait and 10 Learning
  • Bellicose
  • Ceremonious
  • Stoic

Words are a coward's substitute for weapons. Why leave justice to decrepit laws and corrupt magistrates when disputes can be settled faster and fairer with the blade?

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Vegetarians
  • +10% Development Growth in Plains Terrain
  • Small Health Boost
  • No Cannot use the Call Hunt activity
  • (unrecognized string “heritage” for Template:Icon) Dravidian or Indo-Aryan heritage
  • No Prolific Hunters tradition
  • No Sacred Hunts tradition
  • Communal
  • Spiritual
  • Stoic

This culture has developed a strong aversion to consuming the flesh of animals, and practices vegetarianism throughout their society.

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Warrior Culture
  • +1% Chance to be born with the Strong trait for each 5 Prowess
  • −10% Cultural Fascination Progress
  • (unrecognized string “accolade” for Template:Icon) +10% Glory progress for Accolades
  • Children are 3 times more likely to gain the Rowdy trait
  • Children are 3 times less likely to gain the Pensive trait
  • Certain traits grant Prestige
  • Certain traits lose Opinion
  • Yes Tribal government
  • No Pacifists tradition
  • No Faith has Pacifism tenet
  • No Faith has Dharmic Pacifism tenet
  • No(unrecognized string “nrl” for Template:Icon) Coastal Warriors tradition
Yes Culture has at least 3 Counts with the Strong, Hale, Robust or Herculean traits
  • Bellicose
  • Spiritual

This culture values martial prowess and strength above everything else. Children are brought up knowing how to fight, and are discouraged from scholarly pursuits. Weakness is not tolerated.

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Xenophilic
  • +25% Cultural Acceptance Gain
  • +10 Different Culture Opinion
  • Yes No negative Opinion of Other Cultures
Yes 30% Cultural Acceptance with 3 cultures Yes 40% Cultural Acceptance with 4 cultures
  • Communal
  • Egalitarian

This culture embraces everyone and is genuinely fascinated by all cultures.

Ritual traditions[編集 | ソースを編集]

When a ritual tradition conflicts with a faith doctrine the tradition takes precedence.

Tradition Effects Obligatory requirements Optional requirements Preferred ethos Descriptions
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Bound by Faith
  • Only characters of the same Faith can inherit
  • −10 Opinion of Different Faiths
Yes Culture has 90% of its rulers from the same faith Spiritual

In this culture being of a different faith means that you're not eligible for succession.

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By the Sword
  • +1 Martial per Level of Devotion
  • −1 Diplomacy per Level of Devotion
  • −20% Monthly Piety
  • −15 Different Faith Opinion
  • Yes Holy War for Kingdom Casus Belli can be used multiple times per lifetime
  • Yes Holy War Casus Bellis require a Level of Devotion less
  • No Faith has Pacifism tenet
  • No Faith has Dharmic Pacifism tenet
Culture has 5 Counts with the Zealous trait Spiritual

Members of this culture believe that the best missionary is one carrying a sword. While support for holy wars are widespread, motives are scrutinized as to make sure the Divine powers would approve.

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Concubines
  • Marriage.png Characters can only have one Spouse
  • Marriage.png Characters can have up to 3 Concubines if allowed by Gender Law
  • No Monogamous tradition
  • No Polygamous tradition
Doctrine marriage type.png Polygamous or Consorts & Concubines marriage doctrine All

Rulers of this culture often keep a number of concubines in their household, regardless of their faith.

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Culinary Artists
  • +20 Food Taster Aptitude
  • +50 Renown per Feast
  • +75 Prestige per Feast if using Bland Food court amenities
  • +150 Prestige per Feast if using Modest Food court amenities
  • +225 Prestige per Feast if using Decent Food court amenities
  • +300 Prestige per Feast if using Lavish Food court amenities
  • +375 Prestige per Feast if using Exotic Food court amenities
  • +100% Hold Feast Activity Cost
Yes Culture is present in a county with Farmlands or Floodplains Yes Culture is present in 5 counties with Farmlands or Floodplains
  • Communal
  • Ceremonious
  • Spiritual

Food isn't just sustenance for this culture; it is both an art and a ritual, a focal point for family and community alike.

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Frequent Festivities
  • −50 Hold Feast Activity Cooldown
  • +0.25 Monthly Prestige for Eager Revelers
  • +0.5 Monthly Prestige for Famous Revelers
  • +0.75 Monthly Prestige for Legendary Revelers
  • Trait reveler.png Characters gain Reveler traits more easily
  • More information regarding its effectiveness can be found in the reference. [3]
Trait reveler.png Culture has 3 Counts with the Eager, Famous or Legendary Reveler trait
  • Communal
  • Ceremonious
  • Stoic

The frequency and exuberance with which this culture throws festivities would be considered vulgar to others, but a party is a party!

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Linguists
  • +25% Learn Language Scheme Power
  • +10% Learn Language Scheme Success Chance per Level of Devotion
  • Task fabricate claim.png +10% Fabricate Claim on County Speed per known Language
  • +500 Piety per successful Learn Language Scheme
  • AI characters are more likely to try learning the language of co-religionists
24px 3 Known Languages and Devoted Servant level of devotion
  • Bureaucratic
  • Egalitarian
  • Spiritual

To learn the words of a neighbor brings you one step closer to the language of the Divine.

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Medicinal Herbalists
  • +5 Hostile Scheme Success Chance
  • +1 Diplomacy for Herbalists
  • +5% Monthly Prestige for Herbalists
  • Learning lifestyle.png +5% Monthly Learning Lifestyle Experience for Herbalists
  • The Herbalist trait can be obtained without requiring high Learning
Culture has 3 Counts with the Herbalist trait
  • Bureaucratic
  • Stoic

This culture long ago developed knowledge of the medicinal properties of the plants and trees; to them most ailments are treatable with the right poultice, salve or stew.

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Merciful Blindings
  • Can Blind Prisoners
  • +100 Piety for blinding a prisoner with a Banishment or Execution reason
No Byzantine Traditions tradition Prisoner with a crime warranting Banishment or Execution
  • Ceremonious
  • Spiritual

No matter how far beyond forgiveness one has gone, this culture thinks it is better to gouge out an eye than run through a heart.

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Monogamous
  • Marriage.png Characters can only have one Spouse
  • +30% Romance Scheme Success Chance towards Spouses
  • +10 Spouse Opinion
  • No Concubines tradition
  • No Polygamous tradition
Doctrine marriage type.png Monogamous marriage doctrine All

In this culture one keeps a single spouse, regardless of faith.

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Mystical Ancestors
  • +10 Dynasty Opinion
  • +50 Renown for granting a County to a House Member
  • +75 Renown for granting a Duchy to a House Member
  • +150 Renown for granting a Kingdom to a House Member
  • +250 Renown for granting an Empire to a House Member
  • −100 Piety for revoking a County from a Close Family Member
  • −250 Piety for revoking a Duchy from a Close Family Member
  • −500 Piety for revoking a Kingdom from a Close Family Member
  • No Cannot Disinherit Dynasty Members
Culture descends from a culture that had the tradition Spiritual

Lineage is very important to this culture, to the point where ancestors have become mythical and legendary beings with many who claim to be their descendants.

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Polygamous
Marriage.png Characters can have up to 4 Spouses if allowed by Gender Law
  • No Concubines tradition
  • No Monogamous tradition
Doctrine marriage type.png Polygamous or Consorts & Concubines marriage doctrine All

In this culture one tend to have multiple spouses, regardless of faith.

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Religion Blending
  • −20% Faith Conversion Cost
  • −20% Faith Creation and Reformation Cost
  • Task conversion.png +33% Convert Faith in County Speed in counties of this culture
  • No Negative Opinion of Other Faiths
  • 2 Vassals of the same culture and different faith
  • No Steppe Tolerance tradition
2 Vassals of the same culture and different faith
  • Communal
  • Ceremonious
  • Spiritual

Members of this culture often live together with those sharing different faiths and beliefs, and do well in adopting foreign elements into their own worship.

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Religious Patronage
  • +25% Monthly Piety from Buildings
  • +2000 Piety when constructing a Temple Holding (based on county ruler's culture)
  • +150 Renown when constructing a Temple Holding (based on county ruler's culture)
  • +75 Renown when upgrading a Temple Holding (based on county ruler's culture)
Yes At least 20% of the culture's holdings are temple holdings Culture has 5 Counts with the Zealous trait
  • Communal
  • Ceremonious
  • Spiritual

For the salvation of the soul, one must commit to works of religious significance. You cannot purchase redemption, but having a temple of priests sing your praises helps!

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Runestone Raisers
Enables the Raise a Runestone decision
  • (unrecognized string “heritage” for Template:Icon) North Germanic heritage
  • No(unrecognized string “nrl” for Template:Icon) Northern Lords DLC
Yes Culture has 5 Counts with the Arrogant, Journaller or Poet trait
  • Bellicose
  • Bureaucratic

Death, conquest, the acquisition of rank — are these not the things that define life in the nobility? Where our people go, so go the markers of our lives' worth.

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Sacred Groves
  • +50 Piety when constructing a building in Forest or Taiga Terrain
  • +5% Holding Taxes in Forest, Taiga and Jungle Terrain
  • Yes Tribal government
  • Yes Culture is present in a county with Forest, Taiga or Jungle
Yes 30% of culture is present in counties with Forest, Taiga or Jungle Spiritual

Trees are considered sacred by this culture. The forest is a living being that ought to be cared for—not destroyed.

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Sacred Hunts
  • Completing a Call Hunt Activity grants Piety instead of Prestige
  • +0.3 Monthly Piety for Novice Hunters
  • +0.6 Monthly Piety for Hunters
  • +1 Monthly Piety for Master Hunters
  • No Vegetarianism tradition
  • No Pacifists tradition
  • No Faith has Pacifism tenet
  • No Faith has Dharmic Pacifism tenet
Trait hunter.png Culture has 5 Counts with the Novice Hunter, Hunter or Master Hunter trait
  • Bellicose
  • Spiritual
  • Stoic

Hunting is neither a sport nor a pastime, it is nothing less than the purest expression of the human experience, where one may connect with the divine by demonstrating their mastery over nature.

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Sacred Mountains
  • +50 Piety when constructing a building in Mountain or Desert Mountain Terrain
  • +5% Holding Taxes in Mountain and Desert Mountain Terrain
  • (unrecognized string “heritage” for Template:Icon) East African, Horn African, Quiangic or Tibetan heritage
  • Yes Tribal government
  • Yes Culture is present in a county with Mountain or Desert Mountain
Yes 30% of culture is present in counties with Mountain or Desert Mountain Spiritual

This culture considers mountains to be connections to the divine, and treats them with reverence and respect.

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Sorcerous Metallurgy
  • +1 Prowess per Level of Devotion
  • +0.1 Monthly Piety per Barracks level
  • Yes Weapon Inspirations create better Artifacts
  • Weapon Inspiration base cost is doubled
Doctrine witchcraft.png Accepted Witchcraft doctrine Culture has 3 Counts with the Witch trait
  • Communal
  • Spiritual

There are as many alchemists in this culture attempting to turn metal into gold as there are smiths forging weapons. What does it matter if this culture's wealth and weaponry are enhanced by witchcraft?

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Tabletop Warriors
  • +2 Martial
  • -2 Prowess
  • +10% Movement Speed
  • Yes Commanders are more likely to gain Commander Traits
  • Yes May challenge other Characters to Board Games
  • Yes May wager a personally held County in Board Games, if both players have this rule
(unrecognized string “foi” for Template:Icon) Fate of Iberia DLC Yes Must have at least 18 Martial, 18 Learning, or Artifact that allows Board Games
  • Bellicose
  • Ceremonious

Any commander can gamble and get lucky on the day of battle. A real strategist keeps their mind honed through practice and pretend, so that they have no need of 'luck'.

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Water Rituals
  • Yes Characters of this Culture are less likely to get infected by 24px Plagues
  • Yes The Diligent Trait is more common
  • +10% Monthly Learning Lifestyle Experience
(unrecognized string “lod” for Template:Icon) Legends of the Dead DLC Yes Culture has at least five rulers employing 24px Court Physicians
  • Ceremonious
  • Communal
  • Spiritual

The purifying properties of water are an essential part of life for this culture and the ritual of ablution occupies a prominent position in their society.

Regional traditions[編集 | ソースを編集]

All regional traditions are restricted to certain regions, heritages or cultures.

Tradition Effects Obligatory requirements Optional requirements Preferred ethos Description
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African Tolerance
  • +10 Different Faith Opinion
  • +25 Different Faith Popular Opinion
  • Yes AI characters are less likely to demand conversion
  • (unrecognized string “heritage” for Template:Icon) Akan, Berber, Central African, Sahelian, Senegambian or Yoruba heritage
  • No Steppe Tolerance tradition
Yes 50% Cultural Acceptance with 5 cultures
  • Communal
  • Egalitarian

Though some would decry it as weakness, a realm founded on understanding and tolerance is a realm built on sturdy foundations.

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Bush Hunting
  • Can recruit Bush Hunters Men-at-Arms
  • Enables the Recruit Jungle Specialist decision
  • The Jungle Stalker trait is more common. [1]
  • Yes Certain traits have Jungle bonuses
  • Yes Certain traits have Desert and Drylands bonuses
  • +25% Supply Limit in Jungle Terrain
  • +10% Levy Size in Jungle and Drylands Terrain
  • (unrecognized string “safety” for Template:Icon) -42 Jungle Danger
  • (unrecognized string “heritage” for Template:Icon) Akan or Yoruba heritage
  • No Jungle Warriors tradition
Yes 30% of culture is present in counties with Jungle
  • Communal
  • Egalitarian

The bush is a rough and rugged place, but it offers a bounty of opportunity for those who know where to look and how to exploit it. Training our archers in these techniques will give them an advantage when engaging enemies in these areas.

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Byzantine Traditions
  • +20 Eligible Child Opinion
  • +25% Hostile Scheme Power
  • +50% Short Reign Duration
  • Can Blind Prisoners
  • Can Castrate Prisoners
  • Court.png Can grant the Chief Eunuch court position
  • The Eunuch Trait has additional bonuses
    • +2 Stewardship if Eunuch
    • +2 Intrigue if Eunuch
    • +2 Learning if Eunuch
    • +10 Liege Opinion if Eunuch
    • −10 Vassal Opinion if Eunuch
  • Enables the Born in the Purple trait
  • No Characters with negative physical traits cannot use Claim Casus Belli
  • Characters with negative physical traits receive fewer elective votes
  • (unrecognized string “heritage” for Template:Icon) Byzantine heritage
  • Byzantine Empire title
  • No Court Eunuchs tradition
  • No Merciful Blindings tradition
County of Byzantion title
  • Communal
  • Ceremonious

This culture is closely associated with the imperial traditions of the Eastern Roman Empire and its legacy in the form of a complex and intricate code of courtly conduct.

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Caravaneers
  • +20% Diplomatic Range
  • +5% Movement Speed
  • Yes Wanderers gain Gold, Stewardship or Stewardship Lifestyle traits over time
  • Yes Idle Courtiers are more likely to leave court
  • (unrecognized string “travel speed” for Template:Icon) +20% Travel Speed
  • (unrecognized string “safety” for Template:Icon) +20% Travel Safety
Assyrian, Bedouin, Gaw, Hausa, Khwarezmian, Saka, Samoyed, Sephardi, Sogdian, Soninke, Tajik, Tangut, Tocharian or Uyghur Egalitarian

This culture is well-integrated into the commercial practices of the region, and its people are strongly associated with the caravan trade.

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Caucasian Wolves
  • Can recruit Monaspa Men-at-Arms
  • Enables the Recruit Mountain Specialist decision
  • The Rough Terrain Expert trait is more common. [1]
  • Yes Certain traits have Mountain and Desert Mountain bonuses
  • +25% Supply Limit in Mountain and Desert Mountain Terrain
  • +10% Levy Size in Mountain and Desert Mountain Terrain
  • (unrecognized string “safety” for Template:Icon) -42 Mountains Danger
  • (unrecognized string “safety” for Template:Icon) -42 Desert Mountains Danger
  • Yes Culture is present in a county with Mountain or Desert Mountain
  • Georgian culture or descent
  • No Mountaineers tradition
  • No Mountain Skirmishing tradition
Yes 30% of culture is present in counties with Mountain
  • Bellicose
  • Communal
  • Stoic

Having spent centuries making themselves a home around the Caucasian gates, this culture has grown well at home with everything that mountain warfare entails.

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Chanson de Geste
  • Innovation special maa 01.png Allows to unlock the Valets Innovation (Late Medieval)
  • The Poet Trait is more common. Has additional bonuses
  • +5% Monthly Prestige for Poet Trait
  • +10% Personal Scheme Success Chance for Poet Trait
  • The Martial Education Traits and Prowess Education Traits are more valued
  • +1 Same Culture Opinion per Martial Trait Level
  • +2 Attraction Opinion per Martial Education Trait Level
  • Aspiring Blademaster Traits have additional bonuses
  • +0.25 Monthly Prestige per Blademaster Trait Level
  • +5 Attraction Opinion per Blademaster Trait Level
  • The Craven and Content Traits are looked down upon
  • −15 Same Culture Opinion for Cravens and Contents Trait
  • +5 Knight Injury Chance
  • Yes May Challenge Rivals to Single Combat duels
  • Yes Can host a Joust contests in a Grand Tournaments
  • All Characters:
  • +5 Injury Resistance (Prowess)
  • +2 Number of Knights
  • (unrecognized string “accolade” for Template:Icon) +20% Glory progress for Accolades
  • (unrecognized string “legend” for Template:Icon) +5% Legend Spread Chance
  • (unrecognized string “heritage” for Template:Icon) Frankish heritage
  • No Druzhina tradition
  • No Futuwaa tradition
  • No Martial Admiration tradition
Yes 6 Knights with at least 12 Prowess
  • Bellicose
  • Ceremonious
  • Stoic

This culture values the heroic deeds of long gone ancestors. The romantic retelling of the lives of knights such as Guillaume, or Roland, will inspire generations to come.

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Defensive Tactics
  • Can recruit Shomer Men-at-Arms
  • +2 Defender Advantage
  • +10% Heavy Cavalry Toughness
  • +10% Heavy Infantry Toughness
  • +10% Spearmen Toughness
  • +20% Heavy Cavalry Maintenance
  • +20% Heavy Infantry Maintenance
  • +20% Spearmen Maintenance
  • Death natural.png +10% Friendly Fatal Casualties
  • (unrecognized string “heritage” for Template:Icon) Israelite heritage
  • No Stand and Fight! tradition
800 Skirmishers Communal

Our people have been exiled and driven out time and time again. While tragic, these experiences have led us to become exceptionally skilled in rear-guard tactics which minimize casualties.

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Desert Ribats
  • Can recruit Mulathanūm Men-at-Arms
  • Enables the Recruit Dry Terrain Specialist decision
  • The Desert Warrior trait is more common. [1]
  • Yes Certain traits give bonuses
  • Trait mystic.png AI is likelier to get the Mystic Traits. Does NOT affect the Player at all.
  • +1 Prowess per Level of Devotion
  • (unrecognized string “heritage” for Template:Icon) Berber heritage
  • Yes Culture is present in a county with Desert or Drylands
  • No Pacifists tradition
  • No Faith has Pacifism tenet
  • No Faith has Dharmic Pacifism tenet
Yes 30% of culture is present in counties with Desert or Drylands
  • Bellicose
  • Spiritual
  • Stoic

This culture has a tradition of fortified desert retreats, where the pious can live in connection with the open sky and the sands. This lifestyle breeds able and pious desert warriors and attracts mystics.

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Desert Travelers
  • +10% Holding Taxes in Desert Terrain
  • −20% Camel Cavalry Maintenance
  • −20% Camel Cavalry Recruitment Cost
  • +20% Camel Cavalry Damage for Desert Warriors
  • +10% Camel Cavalry Screen for Desert Warriors
  • +20% Army Movement Speed while Raiding
  • -30% Hostile Attrition while Raiding
  • (unrecognized string “travel speed” for Template:Icon) +10 Travel Speed
  • (unrecognized string “safety” for Template:Icon) -32 Desert Danger
  • (unrecognized string “safety” for Template:Icon) -42 Desert Mountains Danger
  • (unrecognized string “safety” for Template:Icon) -22 Drylands Danger
  • Bedouin culture or descent
  • Yes Culture is present in a county in the North Africa, Middle East or Persia region
  • Spiritual
  • Stoic

This culture is no stranger to the harsh environment of the desert and has mastered the use of camels to aid them in travel, warfare, and everyday life.

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Druzhina
  • Can recruit Druzhina Men-at-Arms
  • Yes Can use Single Combat duels
  • +2 Number of Knights
  • +5 Injury Resistance for Prowess
  • (unrecognized string “accolade” for Template:Icon) +20% Glory progress for Accolades
  • +2 Attraction Opinion per Martial Education trait level
  • +0.1 Monthly Prestige per Prowess Education trait level
  • +1 Same Culture Opinion per Prowess Education trait level
  • +5 Attraction Opinion per Blademaster trait level
  • −15 Same Culture Opinion for Cravens and Contents
  • +5 Knight Injury Chance
  • (unrecognized string “heritage” for Template:Icon) East Slavic heritage
  • No Futuwaa tradition
  • No Chanson de Geste tradition
  • No Martial Admiration tradition
Yes 6 Knights with at least 12 Prowess
  • Bellicose
  • Stoic

Varangian soldiers have long served as imposing bodyguards for our monarchs, but they can just as easily serve as dedicated heavy infantry in our armies.

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Fierce Independence
24px Can recruit Tawashi as Men-at-Arms
  • Creating a Hybrid Culture requires 100% more Cultural Acceptance, it is also much harder to Hybridise with this Culture
  • Harder to Promote Culture in Counties of this Culture
  • -10 Opinion of Liege
  • +5 Same Culture Opinion
  • +5 Controlled Territory Defender Advantage
(unrecognized string “heritage” for Template:Icon) Iranian heritage
  • (unrecognized string “lop” for Template:Icon) Legacy of Persia DLC
Yes You must not have any Counties of another Culture in your Realm Bellicose
  • Communal
  • Stoic
Throughout the years, many tyrants have tried to stomp out this culture. But, through resilience and military achievements, it has survived.
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Forest Wardens
  • Can recruit Metsänvartija Men-at-Arms
  • Enables the Recruit Forest Specialist decision
  • The Forest Fighter trait is more common. [1]
  • +15% Development Growth in Forest and Taiga Terrain
  • −15% Holding and Buildings Construction Cost in Forest and Taiga Terrain
  • 24px Forestries have additional bonuses in Counties of this Culture:
    • +2% Archers and Skirmishers Damage per Forestry level
    • −2% County Build Speed per Forestry level
    • −1% County Build Cost per Forestry level
  • (unrecognized string “safety” for Template:Icon) -45 Forest Danger
  • (unrecognized string “safety” for Template:Icon) -55 Taiga Danger
  • Yes Culture is present in a county with Forest or Taiga
  • (unrecognized string “heritage” for Template:Icon) Baltic, Balto-Finnic, Volga-Finnic or Ugro-Permian heritage
  • No Forest Folk tradition
Yes 30% of culture is present in counties with Forest or Taiga
  • Bellicose
  • Communal
  • Stoic

Our ancestors have lived in these forests for generations, but now they are under threat by outsiders. Centuries of accumulated experience fighting in forests will aid us in protecting our ancestral homeland.

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Frontier Warriors
24px Can recruit Tarkhans as Men-at-Arms
  • +1 Monthly Prestige for Warrior of the Faith
  • +1 Monthly Prestige for Order Member
  • -10% Mercenary Hire Cost
  • +5% Army Movement Speed
  • 24px +50% Hostile Raid Time
Yes 20% of this Culture's Counties must be present within the Kingdoms of Transoxiana, Khorasan or Khotan
  • (unrecognized string “heritage” for Template:Icon) Iranian heritage
  • (unrecognized string “lop” for Template:Icon) Legacy of Persia DLC
Yes 30% of culture is present in counties with Steppe or Desert Bellicose
  • Stoic
This culture is on a constant struggle to tame the wild frontier, utilizing a volatile mixture of elite soldiers, tribal mercenaries and fanatic volunteers.
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Futuwaa
  • Can recruit Ayyar Men-at-Arms
  • Yes Can use Sparring duels
  • +2 Number of Knights
  • +5 Injury Resistance for Prowess
  • (unrecognized string “accolade” for Template:Icon) +20% Glory progress for Accolades
  • +2 Attraction Opinion per Martial Education trait level
  • +0.1 Monthly Prestige per Prowess Education trait level
  • +1 Same Culture Opinion per Prowess Education trait level
  • +5 Attraction Opinion per Blademaster trait level
  • −15 Same Culture Opinion for Cravens and Contents
  • +5 Knight Injury Chance
  • (unrecognized string “heritage” for Template:Icon) Iranian heritage
  • No Chanson de Geste tradition
  • No Druzhina tradition
  • No Martial Admiration tradition
Yes 6 Knights with at least 12 Prowess
  • Bellicose
  • Communal
  • Ceremonious

Our youth have begun forming clubs that promote prowess, vigor, and moral behavior. By endorsing and supporting these clubs, we will ensure a supply of able-bodied soldiers we can rally to our cause.

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Garuda Warriors
  • Can recruit Lenkas Men-at-Arms
  • Court.png Can grant the Garuda Warrior court position
  • +2 Attraction Opinion per Martial Education trait level
  • +0.1 Monthly Prestige per Prowess Education trait level
  • +1 Same Culture Opinion per Prowess Education trait level
  • −15 Same Culture Opinion for Cravens and Contents
  • (unrecognized string “accolade” for Template:Icon) +10% Glory progress for Accolades
(unrecognized string “heritage” for Template:Icon) Dravidian heritage Yes 6 Knights with at least 12 Prowess
  • Bellicose
  • Stoic

Distinguished warriors in this culture are designated as Garudas, and are expected to fight until death. Even those who follow a Garuda are expected to die if their leader does, either in battle or by their own hand.

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Himalayan Settlers
  • Can recruit Mountaineers Men-at-Arms
  • Enables the Recruit Mountain Specialist decision
  • The Rough Terrain Expert trait is more common. [1]
  • Yes Certain traits have Mountain bonuses
  • +20% Development Growth in Mountain Terrain
  • (unrecognized string “safety” for Template:Icon) -65 Mountains Danger
  • −15% Holding and Buildings Construction Cost in Mountain Terrain
  • Yes Quiangic or Tibetan heritage or culture is present in a county in Himalaya region
Yes 30% of culture is present in counties in the Himalaya region
  • Communal
  • Spiritual

This culture has made its home atop the 'roof of the world', where the air is fresh but cold, and the winters long and hard. They pride themselves that few of the cultures below would be able to live as well as this people does, among the peaks and plateaus where otherwise only sheep can thrive.

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Hirds
  • 24px Can recruit Huscarls Men-at-Arms
  • Children are 3 times more likely to gain the Rowdy trait
  • Children are 3 times less likely to gain the Pensive trait
  • Certain traits grant Prestige
  • Certain traits lose Opinion
  • +1 Number of Knights
  • +2 Prowess
  • (unrecognized string “accolade” for Template:Icon) +10% Glory progress for Accolades
  • +1% Chance to be born with the Strong trait for each 5 Prowess
  • −15% Cultural Fascination Progress
  • (unrecognized string “heritage” for Template:Icon) North Germanic heritage
  • Yes Tribal government
  • No(unrecognized string “nrl” for Template:Icon) Northern Lords DLC
  • No Warrior Culture tradition
  • No Pacifists tradition
  • No Faith has Pacifism tenet
  • No Faith has Dharmic Pacifism tenet
Yes Culture has at least 3 Counts with Strong, Hale, Robust or Herculean
  • Bellicose
  • Spiritual

The tradition of keeping armed retinues in service to a household has served us well. By formalizing and expanding this system we can field entire regiments of huscarls in our armies.

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Horse Lords
  • Unit horse archers.png Can recruit Horse Archers Men-at-Arms
  • Enables the Recruit Plains Specialist decision
  • Yes No Supply Limit Penalty in Steppe
  • +10% Army Movement Speed
  • +30% Army Movement Speed while Raiding
  • -50% Hostile Attrition while Raiding
  • +100% Supply Duration
  • (unrecognized string “travel speed” for Template:Icon) +20% Travel Speed
  • (unrecognized string “safety” for Template:Icon) +20% Travel Safety
  • (unrecognized string “safety” for Template:Icon) -50 Steppe Danger
  • +10% Light Cavalry Damage
  • +10% Light Cavalry Screen
(unrecognized string “heritage” for Template:Icon) Mongolic or Turkic heritage
  • Bellicose
  • Communal

This culture has mastered the horse and its use in warfare.

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Irrigation Experts
Yes The Gardener, Patient and Scholar Traits gives a Tax bonus in Deserts, Drylands, and Desert Mountains
  • Yes 24px Qanats line of Buildings can be constructed in Desert Mountains, Mountain, Hill, Desert and Dryland Holdings of this Culture
  • Increased Hunt Success Chance in Drylands and Desert
  • Yes 24px Desert Agriculture line of buildings have additional bonuses in Counties of this Culture
  • +15% Development Growth in Drylands Terrain
  • +35% Development Growth in Desert Terrain
  • −10% Holding and Buildings Construction Cost in Desert and Drylands Terrain
  • Small Disease Resistance
  • (unrecognized string “safety” for Template:Icon) -32 Desert Danger
  • (unrecognized string “safety” for Template:Icon) -42 Desert Mountains Danger
  • (unrecognized string “safety” for Template:Icon) -22 Drylands Danger
(unrecognized string “heritage” for Template:Icon) Iranian heritage
  • No Dryland Dwellers tradition
  • (unrecognized string “lop” for Template:Icon) Legacy of Persia DLC
Yes 30% of culture is present in counties with Desert or Drylands Ceremonious
  • Communal
  • Egalitarian
This culture are masters of water technology, and through inventiveness and communal effort, they can make even the harshest deserts bloom.
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Jirga
Can enact the Tribal Elective Succession Law
  • +1 Diplomacy per Level of Fame if Just
  • +5% Monthly Prestige if Just
  • +75 The Grant Pardon Interaction gives Prestige
  • +10% Personal Scheme Success Chance
Yes Tribal Government
  • (unrecognized string “heritage” for Template:Icon) Iranian heritage
  • (unrecognized string “lop” for Template:Icon) Legacy of Persia DLC
Communal
  • Stoic
The elder and leaders of this culture can hold assemblies to solve disputes according to their ancient tribal code - and crown kings of the land.
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Khadga Puja
  • Can recruit Khandayat Men-at-Arms
  • +10% Knight Effectiveness
  • (unrecognized string “accolade” for Template:Icon) +10% Glory progress for Accolades
  • +1 Same Culture Opinion per Martial Education trait level
  • +2 Attraction Opinion per Martial Education trait level
  • +5 Attraction Opinion per Blademaster trait level
  • −15 Same Culture Opinion for Cravens and Contents
  • (unrecognized string “heritage” for Template:Icon) Indo-Aryan heritage
  • No Egalitarian ethos
Yes 6 Knights with at least 12 Prowess
  • Bellicose
  • Stoic

This culture has embraced the martial art and ritual worship of two-handed broadswords letting them foster strong and able warriors. The heavy swords allow them to mow down infantry and cavalry alike.

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Konni Raids
  • Can recruit Konni Men-at-Arms
  • Aftermath phase.png −10% Retreat Losses
  • Death natural.png −10% Friendly Fatal Casualties
  • +5% Light Cavalry Damage
  • +5% Skirmisher Damage
  • +10% Light Cavalry Screen
  • +10% Skirmisher Screen
  • Unit stat siege progress.png −20% Siege Weapon Effectiveness
  • −2 Advantage
  • (unrecognized string “heritage” for Template:Icon) Magyar, South Slavic or West Slavic heritage
  • No Hit-and-Run Tacticians tradition
500 Light Cavalry Stoic

Light cavalry which can strike quickly at exposed enemies before darting back away, our Konni can be formed into regiments which specialize in harassment and raiding.

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Land of the Bow
  • Can recruit Nile Archers Men-at-Arms
  • +5 Defender Advantage
  • +10% Levy Size in Floodplains Terrain
  • +25% Garrison Size
  • −0.5% Archer Maintenance per Hunting Grounds level
  • −0.5% Archer Recruitment Cost per Hunting Grounds level
  • +1% Archer Damage per Hunting Grounds level
  • +1% Archer Toughness per Hunting Grounds level
  • (unrecognized string “heritage” for Template:Icon) East African heritage
  • No Cannot be picked
  • Bellicose
  • Spiritual

In a land of plenty, enriched by the Nile and their own ingenuity, the Nubian have prospered for generations. For almost as long, the bow has been the weapon of choice to deter the raiders and brigands of the surrounding deserts.

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Lords of the Elephant
  • Yes Level 4 Education Trait grant various bonuses
    • Diplomacyː
      • Buildings Construction Cost in Jungle -10%
      • Elephant Cavalry Damage +10%
      • Elephant Cavalry Toughness +10%
      • Elephant Cavalry Maintenance -10%
      • Elephant Cavalry Recruitment Cost -10%
    • Martialː
      • Advantage in Jungle +5
      • Elephant Cavalry Damage +20%
      • Elephant Cavalry Toughness +10%
      • Elephant Cavalry Pursuit +20
    • Stewardshipː
      • Development Growth in the India or South East Asia Region +30%
      • Buildings Construction Cost in Jungle -20%
      • Elephant Cavalry Maintenance -20%
      • Elephant Cavalry Recruitment Cost -20%
    • Learningː
      • Development Growth in the India or South East Asia Region +30%
      • Attrition taken in Jungle -35%
      • Elephant Cavalry Toughness +10%
      • Elephant Cavalry Screen +20
      • Elephant Cavalry Maintenance -20%
  • +5 Advantage in Jungle
  • +20% Elephant Cavalry Damage
  • +10% Elephant Cavalry Toughness
  • +20 Elephant Cavalry Pursuit
  • Enables the Recruit Jungle Specialist decision
  • +10% Elephant Cavalry Damage
  • +10% Elephant Cavalry Toughness
  • −15% Elephant Cavalry Maintenance
  • −15% Elephant Cavalry Recruitment Cost
  • −1% Elephant Cavalry Maintenance per Elephantry level
  • +5% Monthly Development per Elephantry level
Innovation elephant.png Elephantry innovation Yes Culture has at least 3 level 2 Elephantry buildings
  • Belllicose
  • Ceremonious
  • Stoic

This culture venerates elephants, likening them to royalty. They are masterful at capturing them, training them, and using them for devastating effect in war.

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Mountain Herding
  • Can recruit Abudrar Men-at-Arms
  • Enables the Recruit Mountain Specialist decision
  • The Desert Warrior trait is more common. [1]
  • The Rough Terrain Expert trait is more common. [1]
  • Yes Certain traits have Mountain and Desert Mountain bonuses
  • +35% Development Growth in Desert Mountain Terrain
  • −15% Holding and Buildings Construction Cost in Desert Mountain Terrain
  • (unrecognized string “safety” for Template:Icon) -65 Mountains Danger
  • (unrecognized string “safety” for Template:Icon) -65 Desert Mountains Danger
  • (unrecognized string “heritage” for Template:Icon) Arabic or Berber heritage
  • Yes Culture is present in a county with Mountain or Desert Mountain
  • No Pacifists tradition
  • No Faith has Pacifism tenet
  • No Faith has Dharmic Pacifism tenet
Yes 30% of culture is present in counties with Mountain
  • Bellicose
  • Communal
  • Stoic

This culture has made the cooler mountains their homes in an otherwise dry and arid region. The herders and farmers of these uplands have make for resilient and robust warriors, and over time their toil has made this people flourish far above the naked desert.

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Mountain Skirmishing
  • Can recruit Horn Warriors Men-at-Arms
  • Enables the Recruit Mountain Specialist decision
  • The Rough Terrain Expert trait is more common. [1]
  • Yes Certain traits have Mountain and Desert Mountain bonuses
  • +25% Supply Limit in Mountain and Desert Mountain Terrain
  • +10% Levy Size in Mountain and Desert Mountain Terrain
  • (unrecognized string “safety” for Template:Icon) -42 Mountains Danger
  • (unrecognized string “safety” for Template:Icon) -42 Desert Mountains Danger
  • (unrecognized string “heritage” for Template:Icon) East African or Horn African heritage
  • Yes Culture is present in a county with Mountain or Desert Mountain
  • No Caucasian Wolves tradition
  • No Mountaineers tradition
Yes 30% of culture is present in counties with Mountain
  • Communal
  • Spiritual

The great mountains in the Horn of Africa pose logistical challenges to many types of armies, but our skirmishers can easily adapt to these conditions to rout enemy invaders.

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Mountaineer Ruralism
  • Can recruit Zbrojnosh Men-at-Arms
  • Enables the Recruit Mountain Specialist decision
  • The Rough Terrain Expert trait is more common. [1]
  • Yes Certain traits have Mountain bonuses
  • +10% Development Growth in Hills and Mountain Terrain
  • 24px Hill Farms have additional bonuses in Counties of this Culture:
    • +1% Knight Effectiveness per Hill Farms level
    • Icon maa countered.png +1% Men-at-Arms Counter Efficiency per Hill Farms level
    • +0.5% Levy Size per Hill Farms level
    • +2 Defender Advantage per Hill Farms level
  • 24px Quarries have additional bonuses in Counties of this Culture:
    • −1% Heavy Infantry, Pikemen, and Heavy Cavalry Maintenance per Quarries level
    • −1% Men-At-Arms Recruitment Cost per Quarries level
    • +1% Levy Size per Quarries level
  • (unrecognized string “safety” for Template:Icon) -45 Hills Danger
  • (unrecognized string “safety” for Template:Icon) -65 Mountains Danger
  • (unrecognized string “heritage” for Template:Icon) West Slavic heritage
  • Yes Culture is present in a county with Mountain or Desert Mountain
Yes 30% of culture is present in counties with Mountain Stoic

From their origins in the hills of the Bohemian Forest, to the crags of the Ore and Tatra mountains, most in this culture know not only how to traverse the rocky lands, but handle life on a mountain with ease.

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Mubarizun
  • Can recruit Mubarizun Men-at-Arms
  • Enables the Recruit Dry Terrain Specialist decision
  • The Desert Warrior trait is more common. [1]
  • Yes Certain traits give bonuses
  • +25% Supply Limit in Desert and Drylands
  • +10% Levy Size in Desert and Drylands
  • (unrecognized string “heritage” for Template:Icon) Arabic heritage
  • No Warriors of the Dry tradition
  • No Pacifists tradition
  • No Faith has Pacifism tenet
  • No Faith has Dharmic Pacifism tenet
Yes 30% of culture is present in counties with Desert or Drylands
  • Bellicose
  • Communal
  • Stoic

Modeled after the legendary champions of the Rashidun army, our Mubarizun soldiers are trained to excel in both formation fighting as well as single combat.

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Pragmatic Creed
24px Can recruit Zupin Spearmen as Men-at-Arms
  • Yes The Diligent Trait is more common
  • +10 Popular Opinion if Diligent
  • +10 Popular Opinion if Shrewd
  • Yes Commanders are more likely to gain Commander Traits
  • −15% Light Cavalry Maintenance
  • −15% Heavy Cavalry Maintenance
  • +10% Skirmisher Toughness
  • −15% Skirmisher Maintenance
(unrecognized string “heritage” for Template:Icon) Iranian heritage
  • (unrecognized string “lop” for Template:Icon) Legacy of Persia DLC
The Warriors of this culture are not beholden to pomp, and emphasize the worth and adaptability of the common soldier at the expense of the traditional mounted elite.
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Royal Army
  • Can recruit Palace Guards Men-at-Arms
  • Enables the Recruit Jungle Specialist decision
  • The Jungle Stalker trait is more common. [1]
  • Yes Certain traits have Jungle bonuses
  • +10% Elephant Cavalry Damage
  • +10% Elephant Cavalry Toughness
  • (unrecognized string “safety” for Template:Icon) -42 Jungle Danger
  • (unrecognized string “accolade” for Template:Icon) +10% Glory progress for Accolades
(unrecognized string “heritage” for Template:Icon) Burman heritage Unit war elephants.png 5 War Elephants Spiritual

We have a long tradition of a standing army made to protect the capital. This has given us access to tough soldiers that work exceedingly well with supporting troops, such as War Elephants.

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Saharan Nomads
  • +10% Army Movement Speed
  • +20% Army Movement Speed while Raiding
  • -30% Hostile Attrition while Raiding
  • (unrecognized string “travel speed” for Template:Icon) +10% Travel Speed
  • (unrecognized string “safety” for Template:Icon) -50 Desert Danger
  • (unrecognized string “safety” for Template:Icon) -65 Desert Mountains Danger
  • (unrecognized string “safety” for Template:Icon) -35 Drylands Danger
  • +10% Development Growth in Oasis Terrain
  • −25% Light Cavalry Maintenance
  • −25% Light Cavalry Recruitment Cost
  • −15% Building Construction Cost in Desert Terrain
  • −25% Building Construction Cost in Oasis Terrain
Yes Culture is present in a county in the Sahara region Yes 30% of culture is present in counties in the Sahara region
  • Spiritual
  • Stoic

This culture is intimately accustomed with the Saharan desert, which it has traversed for centuries, connecting the Mediterranean with the sub-Saharan kingdoms of the Sahel.

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Steppe Tolerance
  • +10 Different Faith Opinion
  • +25 Different Faith Popular Opinion
  • −20% Faith Conversion Cost
  • −20% Faith Creation and Reformation Cost
  • Task conversion.png +33% Convert Faith in County Speed in counties of this culture
  • Yes AI characters are less likely to demand conversion
  • (unrecognized string “heritage” for Template:Icon) Mongolic or Turkic heritage
  • Yes 30% of culture is present in counties with Steppe
  • No African Tolerance tradition
  • No Religion Blending tradition
  • Bellicose
  • Communal
  • Egalitarian

Those who live on the Steppe will always have much in common with those who share their way of life. Strangers may worship differently, but they still live in the saddle.

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Strong Kinship
  • Innovation special maa 01.png Enables the Rectilinear Schiltron innovation
  • +10% Levies for Patriarchs / Matriarchs
  • +1 Monthly Prestige for Patriarchs / Matriarchs
  • +15 House Opinion
  • +30% Personal Scheme Success Chance with House Members
  • +75 Prestige for granting a County to a House Member
  • +150 Prestige for granting a Duchy to a House Member
  • +350 Prestige for granting a Kingdom to a House Member
  • +750 Prestige for granting an Empire to a House Member
  • −150 Prestige for revoking a County from a House Member
  • −350 Prestige for revoking a Duchy from a House Member
  • −750 Prestige for revoking a Kingdom from a House Member
  • −10 Liege Opinion
Gaelic or Scottish culture or descent Yes At least 3 House Members
  • Bellicose
  • Bureaucratic
  • Stoic

This culture has a strong tradition of kinship within the extended family, or clan. In times of need a ruler will always be able to rely on their kin.

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The Witenagemot
  • Can enact the Saxon Elective Succession Law
  • +15 Realm Priest Opinion
  • +4% Monthly Prestige per Powerful Vassal on the Council
(unrecognized string “heritage” for Template:Icon) Brythonic, Goidelic or West Germanic heritage All councilors have positive Opinion
  • Bureaucratic
  • Stoic

This culture has a long history of holding assemblies comprised of the land's ruling potentates, debating politics, law, finance, and, most importantly, how best to... advise the ruler.

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Ting-Meet
  • Can enact the Scandinavian Elective Succession Law
  • Various traits give Popular Opinion
    • +2 Popular Opinion if Aspiring Blademaster
    • +5 Popular Opinion if Generous, Gregarious, Compassionate, Forgiving, Diligent, Honest, or Bladmaster
    • +10 Popular Opinion if Brave or Legendary Blademaster
(unrecognized string “heritage” for Template:Icon) North Germanic heritage All counties have positive Popular Opinion
  • Bellicose
  • Bureaucratic

In Scandinavia, the distances and wilderness render centralized authority ineffective. When disputes must be resolved and decisions made, the Ting-meet is gathered, an assembly of peers presided over by a lawspeaker.

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Upland Skirmishing
  • Can recruit Guinean Uplanders Men-at-Arms
  • Enables the Recruit Hill Specialist decision
  • The Rough Terrain Expert trait is more common. [1]
  • Yes Certain traits have Hills bonuses
  • Braveː +4 Advantage in Hills; 25% less Attrition taken in Hills
  • Contentː +2 Advantage in Hills
  • Paranoidː +2 Minimum Battle Roll
  • Stubbornː +5 Minimum Battle Roll
  • Vengefulː +5 Maximum Battle Roll
  • Military Engineerː 25% less Attrition taken in Hills
  • Aggressive Attackerː +2 Maximum Battle Roll
  • Unyielding Defenderː +2 Minimum Battle Roll
  • Flexible Leaderː +2 Maximum Battle Roll
  • Rough Terrain Expertː +2 Minimum Battle Roll
  • +25% Supply Limit in Hills Terrain
  • +10% Levy Size in Hills Terrain
  • (unrecognized string “safety” for Template:Icon) -31 Hills Danger
  • (unrecognized string “safety” for Template:Icon) -31 Forest Danger
  • 24px Hill Farms have additional bonuses in Counties of this Culture:
    • +1% Knight Effectiveness per Hill Farms level
    • Icon maa countered.png +1% Men-at-Arms Counter Efficiency per Hill Farms level
    • +0.5% Levy Size per Hill Farms level
    • +2 Defender Advantage per Hill Farms level
  • (unrecognized string “heritage” for Template:Icon) Guinean Uplander heritage
  • Yes Culture is present in a county with Hills
  • No Highland Warriors tradition
Yes 30% of culture is present in counties with Hills
  • Communal
  • Egalitarian

The hills of the wooded savanna have been our homeland for generations. Our ancestors showed us how to utilize this terrain, and with raiders threatening our borders, we can use this knowledge in our defense.

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Visigothic Codes
  • Can enact the High Partition Succession Law
  • Can enact the Equal Gender Law
  • Basque or Visigothic culture or descent
  • Christian religion
Culture has at least 3 male and 3 female Counts Egalitarian

Although many of the older traditions of the Visigoths have long been wiped from the world, the children of the Pyrenees remember the ancient ways, and how land was divided between sons and daughters practically but fairly.

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Warrior Queens
  • Can enact the Equal Gender Law
  • Can enact the Female Preference Gender Law
  • Can enact the Female Only Law
  • +1 Prowess per Martial Education trait level
Daju or Nubian culture or descent Culture has at least 3 male and 3 female Counts Egalitarian

Those who live in East Africa well remember the great Warrior Queens who once stood against invaders and forged kingdoms on the Kush. Our neighbors may insist on the superiority of males, but we track our bloodlines through our mothers, and the warcry of powerful Nubian women send these foreign "men" running home.

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