Culture modding - CK3 Wiki (2024)

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New cultures, innovations and eras can easily be added into the game using the highly modular design which the game offers.This article covers every subfolder of common/culture.

  • 1 Culture Groups
  • 2 Cultures
  • 3 Culture group ID
  • 4 Culture ID

Culture Groups[edit | edit source]

Each culture belongs to a culture group.

name_of_culture_group = {graphical_cultures = {first_culture_group_coa_gfxsecond_culture_group_coa_gfxculture_group_building_gfxculture_group_clothing_gfxculture_group_unit_gfx}mercenary_names = {{ name = "mercenary_company_name1" coat_of_arms = "mercenary_company_coa1" }{ name = "mercenary_company_name2" coat_of_arms = "mercenary_company_coa2" }...}first_culture = {...}second_culture = {...}}

Below is a list of all parameters that can be set for culture groups.

AttributeTypeDescriptionExample
nameList<culturegfx>List of graphical cultures used for coat of arms, buildings, clothings and units. It's possible to give more than one from each type, then all of them will be used.graphical_cultures = { steppe_coa_gfx }
mercenary_namesList<complex>List of names and CoAs that can be used by mercenaries of this culture group.
ParameterTypeDescription
namelocalization keyLocalization key for the name of the mercenary.
coat_of_armscoat of armOptional. Coat of Arm for the name of the mercenary.
mercenary_names = {{ name = "mercenary_company_ghilman" coat_of_arms = "mc_ghilman" }}

Cultures[edit | edit source]

Each culture belongs to a culture group.

name_of_culture_group = {...first_culture = {# graphical_cultures = { ... }mercenary_names = {# Names and CoAs that can be used by mercenaries of this culture{ name = "mercenary_company_name1" coat_of_arms = "mercenary_company_coa1" }{ name = "mercenary_company_name2" coat_of_arms = "mercenary_company_coa2" }...}color = { 1 0.5 0.2 }# The color of the culture, used e.g. on the map heritage = heritage_name # Name of the heritage the culture belongs to, used to group culturescharacter_modifier = {# Modifier effects on all characters of the culturediplomacy = 1}male_names = {10 = {// The weight for this group of names, the higher, the more common the name iscommonNameA commonNameB_baseA commonNameC commonNameD_baseA// A list of names, nameX_baseY means that nameX is a variant of a base name baseY (e.g. John_John Jan_John Ian_John)}1 = {rareNameA rareNameB}}female_names = {// Names can also be defined as a single list with no weightsnameA_baseB nameB nameC_baseB}dynasty_names = {// Dynasty name list, similar to male_names/female_names, just without weights{ dynnp_von dynn_Pommern }// but it supports defining prefixes in addition to base names. The {} are required then{ dynn_Orsini }// prefixes are optionaldynn_Fournier// and so are the {} when not using a prefix}dynasty_of_location_prefix = "dynnp_von" // when generating a dynasty name based on a title, add this prefix# Chance of male children being named after their paternal or maternal grandfather, or their father. Sum must not exceed 100.pat_grf_name_chance = 50mat_grf_name_chance = 5father_name_chance = 10# Chance of female children being named after their paternal or maternal grandmother, or their mother. Sum must not exceed 100.pat_grm_name_chance = 10mat_grm_name_chance = 50mother_name_chance = 5# Patronyms. Names after the primary parent. Can use both prefix and suffix together ("McDavidson"). _vowel is used for when the parent's name starts with a vowel.patronym_prefix_male = "dynnpat_pre_mac"patronym_prefix_male_vowel = "dynnpat_pre_vow_mag"patronym_prefix_female = "dynnpat_pre_nic"patronym_prefix_female_vowel = "dynnpat_pre_vow_nig"patronym_suffix_male = "dynnpat_suf_son"patronym_suffix_female = "dynnpat_suf_sdaughter"# Patronyms will display in names if:# - the Character's culture has "always_use_patronym = yes", or# - the Character's government has "always_use_patronym = yes", or# - the Character's Liege's government has "always_use_patronym = yes"# Default is no.always_use_patronym = yesethnicities = {10 = german// The weight says how common the ethnicity is within the culture10 = caucasian}}second_culture = {...}}

Below is a list of all parameters that can be set for cultures.

AttributeTypeDescriptionExample
mercenary_namesList<complex>List of names and CoAs that can be used by mercenaries of this culture.
ParameterTypeDescription
namelocalization keyLocalization key for the name of the mercenary.
coat_of_armscoat of armOptional. Coat of Arm for the name of the mercenary.
mercenary_names = {{ name = "mercenary_company_1" coat_of_arms = "coa_1" }}
graphical_culturesList<culturegfx>List of graphical cultures used for coat of arms, buildings, clothings and units. It's possible to give more than one from each type, then all of them will be used.graphical_cultures = { english_coa_gfx }
ColorDecimal RGB ValuesColor of the culture.color = { 0.1 0.75 0.1 }
character_modifierList<character_modifiers>Modifier effects on all characters of the culture.
character_modifier = { diplomacy = 1}
cadet_dynasty_namesList<localization>List of names for cadet dynasties.
cadet_dynasty_names = { "dynasty_loc" "dynasty2_loc"}
dynasty_namesList<localization>List of names for dynasties.
dynasty_names = { "dynasty_loc" "dynasty2_loc"}
male_namesList<localization>List of cultural names for male characters. Names with spaces need enclosing quotation marks. ("Name name2")
ParameterTypeDescription
#name group weightThe weight for this group of names, the higher, the more common the name is.
male_names = { male_name_1 male-name-2 maleName3 "Male Name 4"}
female_namesList<localization>List of cultural names for male characters. Names with spaces need enclosing quotation marks. ("Name name2")
ParameterTypeDescription
#name group weightThe weight for this group of names, the higher, the more common the name is.
female_names = { female_name_1 female-name-2 femaleName3 "Female Name 4"}
dynasty_of_location_prefixLocalizationCultural equivalent of 'of', when followed by a placename, e.g - Geoffrey 'of' Monmouth, Chrétien 'de' Troyes (Christian 'of' Troyes)dynasty_of_location_prefix = "prefix"
bastard_dynasty_prefixLocalizationOptional, Prefix for bastard dynastiesbastard_dynasty_prefix = "snow"
Male Ancestor Name ChanceIntegerChance of male children being named after their paternal or maternal grandfather, or their father. Sum must not exceed 100.
ParameterTypeDescription
pat_grf_name_chanceintegerChance of male being named after Paternal Grandfather.
mat_grf_name_chanceintegerChance of male being named after Maternal Grandfather.
father_name_chanceintegerChance of male being named after their father.
pat_grf_name_chance = 50 #50% chance of being named after Paternal Grandfathermat_grf_name_chance = 5 #5% chance of being named after Maternal Grandfatherfather_name_chance = 10 #10% chance of being named after Father
Female Ancestor Name ChanceIntegerChance of female children being named after their paternal or maternal grandmother, or their mother. Sum must not exceed 100.
ParameterTypeDescription
pat_grm_name_chanceintegerChance of male being named after Paternal Grandmother.
mat_grm_name_chanceintegerChance of male being named after Maternal Grandmother.
mother_name_chanceintegerChance of female being named after their mother.
pat_grm_name_chance = 10 #10% chance of being named after Paternal Grandmothermat_grm_name_chance = 50 #50% chance of being named after Maternal Grandmothermother_name_chance = 5 #5% chance of being named after Mother
patronym_prefix_maleLocalizationNames after the primary male parentpatronym_prefix_male= "patronym"
patronym_prefix_male_vowelLocalizationNames after the primary male parent whose name starts with a vowelpatronym_prefix_male_vowel = "v_patronym"
patronym_suffix_maleLocalizationNames after the primary male parent but adds a suffix, e.g- Erikssonpatronym_suffix_male = "patronym_s"
patronym_prefix_femaleLocalizationNames after the primary female parentpatronym_prefix_female = "f_patronym"
patronym_prefix_female_vowelLocalizationNames after the primary female parent whose name starts with a vowelpatronym_prefix_female_vowel = "fv_patronym"
patronym_suffix_femaleLocalizationNames after the primary female parent but adds a suffix, e.g- Aylasdaughterpatronym_suffix_female = "f_patronym_s"
always_use_patronymBooleanOptional (default is no), whether or not a culture always displays Patronyms. (Patronyms can also be turned on from government/liege's government)always_use_patronym = yes
ethnicitiesList<ethnicities>List of ethnicities common within the culture
ParameterTypeDescription
#ethnicity weightThe weight says how common the ethnicity is within the culture.
ethnicities = { 10 = ethnicity_1 5 = ethnicity_2 #Half as common as ethnicity 1}
dynasty_title_namesBooleanOptional (default is no), uses dynasty name rather than title name when appropriatedynasty_title_names = yes
founder_named_dynastiesBooleanOptional (default is no), uses dynasty name rather than title name when appropriatefounder_named_dynasties = yes
dynasty_name_firstBooleanOptional (default is no), dynasty name comes before given name (Far-East Style)dynasty_name_first = yes
heritageIDThe heritage group that the culture will belong to.heritage = heritage_north_germanic

Culture group ID[edit | edit source]

Culture groups have an internal ID used within the game files. To get a culture group's ID from its in-game name:

  1. Turn all letters into lowercase (A...Z->a...z).
  2. Replace spaces ( ) and hyphens (-) with underscores (_).
  3. Add _group to the end.

Groups that do not follow the convention above have been listed in this table:

Culture groupInternal ID
Horn Africansomalian_group
Guinean Uplanderwest_african_group

Culture ID[edit | edit source]

Similar to the above, each culture has an internal ID. To get a culture's ID from its in-game name:

  1. Turn all letters into lowercase (A...Z->a...z).
  2. Remove any diacritics from letters, including accents (á->a) and umlauts/diaereses (ü->u).

Cultures that do not fit this pattern have been listed below:

CultureInternal ID
Qawgaw
Permiankomi
Ostyakkhanty
Bjarmiansamoyed
Scotsscottish
Pomeranianpommeranian
Oghuzturkish
Mashriqilevantine
Syriacassyrian
Kannaujihindustani
Kamrupiassamese
Rajasthanirajput

Modding

DocumentationScopesEffectsTriggersVariablesModifiers
ScriptingAIBookmarksCharactersCommandsCouncilCultureDecisionsDynastiesEventsGovernmentsHistoryHoldingsLifestylesRegimentsReligionsStory cyclesStrugglesTitlesTraits
InterfaceInterfaceData typesLocalizationCustomizable localization
MapMapTerrain
Graphics3D modelsExportersCoat of armsGraphical assetsFontsParticlesShadersUnit models
AudioMusicSound
OtherConsole commandsChecksumMod structureModding toolsTroubleshooting

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Culture modding - CK3 Wiki (2024)

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