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- "There's nothing like surrender in this culture. It's either win or die. Sieging their cities is a long and tedious process and all battles will end in slaughter of either them or the enemy"
- Large garrison size buff, increased hostile raid and siege time. Substantial advantage and MAA bonuses but incredibly high friendly casualty rate.
Folk Heroes
- "This culture has many folk heroes, ranging from those saving princesses to those slaying dragons. People strive for glory and those already wandering tend to learn a lot, hoping to stumble into their adventure"
- Wanderers gain skills, prestige and occasionally the Holy Monarch trait. The Holy Monarch trait is respected. The tradition also grants a process boost.
Paradise Lost
- "Members of this culture claim they come from a faraway land which was ravaged by natural disasters and savages. While other cultures don't know what land they talk of, it's hard to disagree with the fact these people seem like visitors from a whole different world with a whole different set of skills"
- Grants stewardship, intrigue and learning. Other cultures gain some opinion with you and aren't affected by cultural acceptance. Members have conquest casus beli against neighboring rulers. The culture also has a large defensive advantage bonus.
-"It is common practice for those of this culture to question the world around them, with little to no qualms about trying anything and everything in an attempt to understand the works of (insert god/gods), if they even exist at all!"
-Makes "Cynicism" and "Wise Man" virtuous, gives a boost to cultural innovation speed for the given culture and increases cultural acceptance gains, and makes all people of this culture consider every other religion -no matter what they follow versus themselves- only astray.
You can alter this how you like but i felt a tradition based on a sort of "scientific obsession" or sorts would be neat.
Alchemists
Faith in divine intervention is the core of many religions, but alchemists believe that the divine hand sometimes needs a little help. Achieving wisdom, progress, and education is, after all, part of the divine plan for the lives of ordinary mortals, and medicine is the path to progress! Perhaps we are chasing a miraculous cure that we may never find, or... perhaps we will find a cure for something, at least!
+5 Resistance to Plague for all holdings
-1 Piety per month
-10 Opinion with all characters who have the Zealous trait
+10 Opinion with characters who have the Wise Man or Physician trait
Unlocks the "Start Treatment" option for a character currently ill in your royal court. The success of the treatment depends on the skill of your court physician. Failed treatment may result in death. Successful treatment immediately cures the disease.
Liberals
The freedom of one ends where the freedom of another begins. Culture is rich with diversity and differences, and these people have learned to live with that—even if it’s not perfect.
+10 Cultural Acceptance
+10 Opinion with characters from a different culture
+5 Opinion with characters of a different faith
-30% Conversion Speed for faith in a holding
-30% Promote Culture Speed
-10 Opinionwith characters who have the Zealous trait
Before a war against tyranny breaks out, protests arise, giving the ruler an opportunity to de-escalate the situation. Of course… further acts of tyrany is also possible!