Cultural Adventure

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Author: Xevrox

Last revision: 1 Apr at 09:27 UTC (2)

File size: 1.46 MB

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Description:
Cultural Adventure

A culture system for landless adventurers. Instead of inheriting the culture of your birthplace, you forge your own — shaped by the peoples you travel through, the lords you serve, and the traditions you choose to carry.
🛈 This mod is in development. Bugs are possible and balance may change.

What this mod adds

Found Your Own Culture

As a landless adventurer, you can spend 500 Prestige to found a Wanderer Culture — branching from your origin culture, inheriting its traditions, and gaining the Wanderer tradition as its core. You name your culture yourself. Then you choose your founding contacts: up to three characters of different cultures appear as portraits, and the one you pick determines which traditions are on offer. As a founding gift, you may adopt up to two traditions from their culture.

Learn from Your Surroundings

The longer you wander among a foreign people, the greater the chance an adoption offer appears. Offers begin at 50% per quarter once the minimum stay threshold is reached, rising to a guarantee over the following years. When the offer fires, you can adopt one of up to six traditions drawn from all the cultures you have passed through — not just the one you currently stand in. The face of a local contact is shown with the offer. This system can be disabled via Game Rules in favour of the manual approach below.

Forge a New Tradition

Prefer to keep moving? Use the Forge a New Tradition decision to actively absorb a custom from the culture around you — without waiting years in one place. Available as an alternative or complement to the automatic system, depending on your Game Rule settings.

Cultural Exchange

Seek out your liege, the local ruler, or a courtier of different culture and engage them directly — up to three appear as portraits depending on who is available, and you choose one to approach. Your Diplomacy skill determines the outcome:

  • Critical success: Choose from four traditions
  • Success: Choose from two traditions
  • Failure: An awkward encounter — and a lasting opinion penalty

On a success or critical, you may also decline any tradition and simply take what the exchange gave you.

Innovation Picks

After adopting a tradition through any path — Cultural Exchange, regional adoption, Forge a New Tradition, or culture founding — you are offered a chance to absorb an innovation from the same culture. Choose between the civic approach (Learning) or the regional approach (Diplomacy). Your skill determines whether you succeed; a particularly strong roll may yield a second innovation.

Cultural Emissary

Appoint a Cultural Emissary at your court — a counsellor who advances cultural exchange on your behalf. They generate innovation picks over time, with higher Learning and Diplomacy speeding up progress. Their aptitude also influences how quickly regional traditions are absorbed and how soon the next Cultural Exchange becomes available. The position appears in the court UI once your culture has the Wanderer tradition.

Forget a Tradition

Not every custom you have adopted still serves you. You can release a tradition to make room for something new. No cost — only time.

Settlement

When you gain your first county, your wandering days come to an end. Your culture finds its new home.

Game Rules

Nine configurable parameters under Tweaks → Adventurer:

  • Tradition Learning — Automatic (immersion), Manual (Forge a New Tradition decision), Both, or None
  • Minimum Stay before a regional adoption is offered (3 / 5 / 10 / 15 years)
  • Adoption Cooldown — cooldown duration for automatic adoption, Cultural Exchange, and Forge a New Tradition (3 / 5 / 10 / 15 years)
  • Forget Cooldown between releasing traditions (1 / 3 / 5 / 10 years)
  • Tradition Slots granted by the Wanderer Culture tradition (0 / 3 / 5 / 10) — the 0-slot option restricts your culture to the Wanderer tradition alone
  • Founding Bonus — enable or disable the two free tradition picks granted when founding your culture (enabled by default)
  • Clean Start — when enabled, all traditions inherited from your origin culture are stripped on founding; your wanderer culture begins with only the Wanderer tradition (disabled by default)
  • Cultural Emissary — enable or disable the court position entirely

Compatibility
  • Requires Roads to Power (EP3) — uses the landless adventurer system
  • Does not override any vanilla files
  • Modded traditions are automatically included in the tradition pools
  • Should be compatible with most other mods

Known Limitations
  • The tradition slot counter in the culture UI may show an outdated value immediately after founding your culture. It corrects itself after a save/reload.
  • Tradition options in events are shown by number ("First tradition", "Second tradition") — hover the option to see the tradition’s actual name and effects in the tooltip.

Language Support

This mod was developed with the assistance of AI tools.

Download
Required DLC:

These DLC should be installed in order to use this item.


Crusader Kings III: Roads to Power
Revisions:

Old revisions of this mod are available below. Click the link to download.