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Cultures

Default cultures

  • aserai
  • battania
  • empire
  • knuzait
  • sturgia
  • vlandia

and small other cultures, like looters, etc

Check

if (hero.Culture.StringId == "sturgia") ..

Get All Cultures

public class CultureHelper
{
    public static List<CultureObject> GetAllCultures()
    {
        if (Game.Current != null)
        {
            return Game.Current.ObjectManager.GetObjectTypeList<CultureObject>();
        }
        return new List<CultureObject>();
    }
}

// Usage
List<CultureObject> allCultures = CultureHelper.GetAllCultures();
foreach (var culture in allCultures)
{
    Console.WriteLine($"Culture ID: {culture.StringId}, Name: {culture.Name}");
}
  • CULTURE_alley.png
  • CULTURE_arena.png
  • CULTURE_keep.png
  • CULTURE_tavern.png

More info.

Notes

Village's culture doesn't affect settlement loyalty. Only castle and town culture does.

If you want a single village to have its own troops then you can change that village to a new culture. It won't affect the castle/town it's bound to.

Culture can exist without the female clan member (it was stated somewhere otherwise).

Culture XML file is very sensitive to the comments. Commenting out one name or one of basic_mercenary_troops will crash the game.

Arena requires at least one tier 4/5 troop tree for a new culture. (Iberian Wolf/fedeita)

XML

spcultures.xml

is_main_culture - will this culture show in the new character creation / culture selection menu?

color="0xffC0C0C0"
color2="0xffFFC5C5"

Colors define the armor colors for this culture's units in the Encyclopedia:

These lines in define NPCs hirable in the Tavern, not the actual Caravan Guards that travel the world map.

caravan_master="NPCCharacter.caravan_master_crusader"
armed_trader="NPCCharacter.armed_trader_crusader"
caravan_guard="NPCCharacter.caravan_guard_crusader"
veteran_caravan_guard="NPCCharacter.veteran_caravan_guard_crusader"

Traveling Caravan Guard NPCs on the world map are generated from the same culture troop as Town's notable it belongs to, and must satisfy the following conditions:

Occupation.CaravanGuard && character.IsInfantry && character.Level == 26 && character.Culture == mobileParty.Party.Owner.Culture

These lines determine the equipment rosters for lords that turn 18:

default_battle_equipment_roster="EquipmentRoster.___"
default_civilian_equipment_roster="EquipmentRoster.___"

encounter_background_mesh - menu pic for encounter with the troops of this culture

<cultural_feats>

Feat Description
empire_decreased_garrison_wage 20% less garrison troop wage
empire_army_influence Being in army brings 25% more influence
empire_slower_hearth_production Village hearths increase 20% less
aserai_cheaper_caravans Caravans are 30% cheaper to build. 10% less trade penalty
aserai_desert_speed No speed penalty on desert
aserai_increased_wages Daily wages of troops in the party are increased by 5%
sturgian_cheaper_recruits_infantry Recruiting and upgrading infantry troops are 25% cheaper
sturgian_decreased_cohesion_rate Armies lose 20% less daily cohesion
sturgian_increased_decision_penalty 20% more relationship penalty from kingdom decisions
vlandian_renown_mercenary_income 5% more renown from the battles, 15% more income while serving as a mercenary
vlandian_villages_production_bonus 10% production bonus to villages that are bound to castles
vlandian_increased_army_influence_cost Recruiting lords to armies costs 20% more influence
battanian_forest_speed 50% less speed penalty and 15% sight range bonus in forests
battanian_militia_production Towns owned by Battanian rulers have +1 militia production
battanian_slower_construction 10% slower build rate for town projects in settlements
khuzait_cheaper_recruits_mounted Recruiting and upgrading mounted troops are 10% cheaper
khuzait_increased_animal_production 25% production bonus to horse, mule, cow and sheep in villages owned by Khuzait rulers
khuzait_decreased_town_tax 20% less tax income from towns
To change the description of the native feats, use Harmony patch (remove 'Battanian' example):
[HarmonyPatch(typeof(DefaultCulturalFeats), "InitializeAll")]
public static class InitializeAllPatch
{
    static void Postfix(DefaultCulturalFeats __instance)
    {
        // Use reflection to access the private field _battaniaMilitiaFeat
        FieldInfo battaniaMilitiaFeatField = typeof(DefaultCulturalFeats).GetField("_battaniaMilitiaFeat", BindingFlags.NonPublic | BindingFlags.Instance);

        if (battaniaMilitiaFeatField != null)
        {
            // Get the current value of _battaniaMilitiaFeat
            var battaniaMilitiaFeat = battaniaMilitiaFeatField.GetValue(__instance) as FeatObject;

            if (battaniaMilitiaFeat != null)
            {
                // Re-initialize _battaniaMilitiaFeat with the new string
                battaniaMilitiaFeat.Initialize("{=!}battanian_militia_production", "{=lt_1qUFMK28}Towns owned by this culture's rulers have +1 militia production.", 1f, true, FeatObject.AdditionType.Add);
            }
        }
    }
}

<default_policies>

Policy Description
policy_land_tax 5% of the village income is paid to the ruler clan as tax. 5% less village income for clans
policy_state_monopolies Ruler clan gains 5% of settlement as tax per town. Workshop production is decreased by 10%
policy_sacred_majesty Ruler clan earns 3 influence per day. Non-ruler clans lose 0.5 influence per day
policy_magistrates Town security is increased by 1 per day. Town taxes are reduced by 5%
policy_debasement_of_the_currency Ruler clan gains 100 denars per day for each town in the kingdom. Settlement loyalty is decreased by 1 per day
policy_precarial_land_tenure The influence cost of proposing settlement annexation is reduced by 50% for the ruler clan
policy_crown_duty 5% tax on tariffs is paid to the ruler clan. Higher trade penalty in towns. Settlement prosperity is decreased by 1 per day
policy_imperial_towns Towns held by the ruler clan gain 1 Loyalty and 1 Prosperity per day. Towns held by non-ruler clans lose 0.3 Loyalty per day
policy_royal_commissions The influence cost of creating an army is reduced by 30% for the ruler. Armies led by the ruler earn cohesion at 30% less cost. Armies led by non-ruler nobles cost 10% more influence to create
policy_royal_guard Ruler's party size is increased by 60. Non-ruling clans lose 0.2 influence per day
policy_war_tax Ruler gains 5% tax from all settlements. Towns lose 1 prosperity per day. The influence cost of declaring war is doubled for the ruler clan
policy_royal_privilege For kingdom decisions, the influence cost of the ruler overriding the popular decision outcome is reduced by 20%
policy_senate Tier 3+ clans gain 0.5 influence per day, influence cost of inviting lower tier clans to army are increased by 10%
policy_lords_privy_council Tier 5+ clans gain 0.5 influence per day, influence cost of inviting lower tier clans to army are increased by 20%
policy_military_coronae Military achievements grant 20% more influence. Troop wages are increased by 10%
policy_feudal_inheritance The cost of revoking a fief from a clan is doubled. Clans gain 0.1 influence for each fief they own
policy_serfdom Villages grant 0.2 influence per day to the owner clan. Towns gain 1 security but lose 1 militia per day
policy_noble_retinues Tier 5+ clans lose 1 influence per day and the party size of their leaders is increased by 40
policy_castle_charters Castle upgrade costs are reduced by 20%
policy_bailiffs Town security is increased by 1 per day. Towns with a security greater than 60 yield 1 additional influence to the owner clan. Tax from towns are reduced by 5%
policy_hunting_rights Food production in towns and castles are increased by 2. Town loyalty is decreased by 0.2
policy_road_tolls Trade tax paid to the town owner is increased by 3%. Town prosperity is decreased by 0.2
policy_marshals Armies led by Tier 5+ nobles require 10% less influence. Influence of the ruler clan is reduced by 1 per day
policy_council_of_the_commons Each notable yields 0.1 influence per day to the settlement's owner clan. Tax from fortifications 5% decreased
policy_citizenship Settlement loyalty is increased by 2 per day. Settlement production is reduced by 5%
policy_forgiveness_of_debts 0.5 Loyalty per day to settlements that have the same culture as their owner clan. Settlement militia production is increased by 1. -0.5 Loyalty per day to settlements with a different culture than its owner clan
policy_tribunes_of_the_people Town taxes paid to the ruler are reduced by 5%. Town loyalty is increased by 1 per day
policy_grazing_rights Settlement loyalty is increased by 0.5 per day. Daily hearth production at villages decreases by 0.25 per day
policy_lawspeakers All clans whose leader has high Charm gain 1 influence per day. All clans whose leader has low Charm lose 1 influence per day
policy_trial_by_jury Settlement loyalty is increased by 0.5 per day. Settlement security is decreased by 0.2 per day. Clans lose 1 influence per day
policy_cantons Daily militia production is increased by 1. Recruits replenish 20% faster. Tax income in settlements are reduced by 10%
Extracted by Alkoon

<possible_clan_banner_icon_ids>

These are the banner icons that the game will use when creating a banner for new clans or rebels.

module_strings.xml

Related strings:

  <string id="str_player_father_name.baltic" text="{=balticfather}Vaitas" />
  <string id="str_player_mother_name.baltic" text="{=balticmother}Laima" />
  <string id="str_neutral_term_for_culture.baltic" text="balts" />
  <string id="str_culture_description.baltic" text="{=balticdescription}The Balts, who live along the southeastern Baltic Sea, have their own languages, unique cultural practices, and pagan beliefs. They organize themselves into tribes, each led by a chieftain, maintaining independence while sharing a common cultural and religious bond." />
  <string id="str_faction_ruler_name_with_title.baltic" text="{=balticrulertitle}{RULER.NAME} {?RULER.GENDER}Queen{?}King{\?}" />
  <string id="str_faction_noble_name_with_title.baltic" text="{=balticnobletitle}{RULER.NAME} {?RULER.GENDER}Rikis{?}Rikis{\?}" />
  <string id="str_faction_official.baltic" text="{=balticofficial}a chieftain" />
  <string id="str_faction_official.baltic_f" text="{=balticofficialf}a lady" />
  <string id="str_faction_ruler.baltic" text="{=balticruler}King" />
  <string id="str_faction_ruler.baltic_f" text="{=balticrulerf}Queen" />
  <string id="str_faction_ruler_term_in_speech.baltic" text="{=balticrulerterm}{RULER.NAME} {?RULER.GENDER}Queen{?}King{\?}" />
  <string id="str_adjective_for_faction.baltic" text="{=balticfactionadjective}Baltic" />
  <string id="str_short_term_for_faction.baltic" text="{=balticfactionshortterm}Baltic" />
  <string id="str_faction_formal_name_for_culture.baltic" text="{=balticfactionformalname}The Baltic Tribes" />
  <string id="str_faction_informal_name_for_culture.baltic" text="{=balticfactioninformalname}the Baltic Tribes" />
  <string id="str_adjective_for_culture.baltic" text="{=balticcultureadjective}Baltic" />
  <string id="str_neutral_term_for_culture.baltic" text="{=balticcultureneutralterm}Baltic" />
  <string id="str_culture_rich_name.baltic" text="{=balticmembers}Baltic" />