Culture as represented in EU4 is the representation of the local populaces on a provincial level. The culture represents the combination of the local language, customs, ethnicity and nationality of the people. Religion is split from this list, as it is represented by provincial religion which has a separate representation in the game.
- 1 Culture
- 2 Accepted cultures
- 3 Penalties for unaccepted cultures
- 4 Culture conversion
- 5 Primary nation
- 6 Lost cultures
- 7 Culture groups
- 7.1 List
- 7.1.1 Altaic
- 7.1.2 Andean
- 7.1.3 Apachean
- 7.1.4 Araucanian
- 7.1.5 Aridoamerican
- 7.1.6 Baltic
- 7.1.7 British
- 7.1.8 Burman
- 7.1.9 Byzantine
- 7.1.10 Caddoan
- 7.1.11 Caribbean
- 7.1.12 Carpathian
- 7.1.13 Caucasian
- 7.1.14 Celtic
- 7.1.15 Central Algonquian
- 7.1.16 Central American
- 7.1.17 Central Indian
- 7.1.18 Chibchan
- 7.1.19 Chinese
- 7.1.20 Congo
- 7.1.21 Cushitic
- 7.1.22 Dravidian
- 7.1.23 East Bantu
- 7.1.24 East Slavic
- 7.1.25 Eastern Algonquian
- 7.1.26 Eastern Aryan
- 7.1.27 Eskaleut
- 7.1.28 Evenki
- 7.1.29 French
- 7.1.30 Germanic
- 7.1.31 Great Lakes
- 7.1.32 Hindustani
- 7.1.33 Iberian
- 7.1.34 Iranian
- 7.1.35 Iroquoian
- 7.1.36 Japanese
- 7.1.37 Je
- 7.1.38 Kamchatkan
- 7.1.39 Korean
- 7.1.40 Latin
- 7.1.41 Levantine
- 7.1.42 Lost Cultures
- 7.1.43 Maghrebi
- 7.1.44 Malay
- 7.1.45 Mande
- 7.1.46 Marañón
- 7.1.47 Matacoan
- 7.1.48 Mayan
- 7.1.49 Muskogean
- 7.1.50 Na-Déné
- 7.1.51 Nordic
- 7.1.52 Otomanguean
- 7.1.53 Pacific
- 7.1.54 Penutian
- 7.1.55 Plains Algonquian
- 7.1.56 Sahelian
- 7.1.57 Siouan
- 7.1.58 Sonoran
- 7.1.59 South Slavic
- 7.1.60 South-East Asian
- 7.1.61 Southern African
- 7.1.62 Sudanese
- 7.1.63 Tatar
- 7.1.64 Tibetan
- 7.1.65 Tupi
- 7.1.66 Ugric
- 7.1.67 West African
- 7.1.68 West Slavic
- 7.1.69 Western Aryan
- 7.1 List
- 8 Footnotes
Please help with verifying or updating this section. It was last verified for version 1.29.
All countries have one primary culture. This is normally fixed, although it can be changed either through the culture mechanics or via certain national decisions. The main interaction of the nation with local culture is by spending Diplomacy points .
The cultures of EU4 are divided in culture groups consisting of multiple cultures which have similar customs, have a similar language or have a shared history. EU4 has a total of 69 culture groups with a total of cultures 162 found in-game as represented with the two maps to the right.
The representation of culture and their groups on the EU4 map is done through two Maps in the political map mode section.
Any accepted culture that has at least 50% of the development of the country’s state cores can be promoted to the primary culture of the nation. This costs 100 diplomatic power, and replaces the previous ‘Accept Cultural Shift’ decision. The previous primary culture will consequently become an accepted culture.
The country cannot shift to a culture that is accepted due to the cultural union granted by Empire level government.
It can be advantageous for a player to set a new primary culture to be able to form a country with a different tag (with new national ideas), or to be in a larger culture group, to have more brother cultures and save promoted culture slots.
If the nation has very few states active, it can state and de-state provinces to frequently change the primary culture to obtain Nationalism casus belli on more countries, as well as to reduce the time of coring.
Accepted cultures 
The player has the ability to promote a culture to make it accepted or to demote it, removing it from accepted cultures.
- The player can promote any culture in his nation that has at least 20 cored development in a state. It costs 100 diplomatic power, but it could be advantageous in the long run.
- Demoting a culture from 'accepted cultures' costs 10 diplomatic and adds +5 unrest in all provinces with that culture, that will decay over time.
Having at least 5 different promoted cultures is an Age Objective in the Age of Absolutism.
Every country can promote a base value of up to two cultures. Additional slots can be gained via the following modifiers, ideas and policies:
|+2||Monarchy reform Decentralized Bureaucracy|
Cultural unions will automatically accept all sub-cultures within their respective culture group. Any nation can become a Cultural Union (CU) of its culture group upon reaching the Empire government rank, or 1000 development if the player does not have the Common Sense DLC. As part of this change, it is possible for several nations to be a CU for the same culture group. A nation can become an empire as part of a decision, event, reaching a certain development level or by upgrading the government rank; Cultural Unions make it so that brother cultures don't have to be promoted to be accepted by the country.
Penalties for unaccepted cultures
A province with a non-accepted culture will provide less tax and have higher unrest alongside other penalties. A province with a culture in the same culture group, but not the same culture as the owner will get lighter penalties:
Same culture group (Culture name will be in yellow, and will have a star next to their names on the culture tab)
|−15%||Local tax modifier|
|−15%||Local manpower modifier|
|−10%||Local sailors modifier|
Different culture group (Culture name will be in red)
|−33%||Local tax modifier|
|−2%||Local missionary strength|
|−33%||Local manpower modifier|
|−20%||Local sailors modifier|
Republican Cultural Sufferance
Republics get an additional cultural sufferance modifier in different culture-group provinces. This stacks with the usual penalty, mitigating but not eliminating it.
|+10%||Local tax modifier|
|+10%||Local manpower modifier|
|+5%||Local sailors modifier|
The culture of a province can be changed to another culture if the province is cored by its owner, has the same religion as its owner (for Confucian, harmonized religions do not count), and has no unrest from separatism. The cost for converting culture is 10 diplomatic power per development and the duration for the change to take place is 10 months per development. Like coring costs, culture conversion costs are capped at 30 development, so improving a 30 development province will not increase the cost of converting its culture. Sieges and occupations will pause culture conversion but will not cancel it; the culture conversion will continue as soon as the province is liberated, although conversion will be cancelled if the province's ownership changes. If the conversion is cancelled before progress reaches 10%, all diplomatic points will be refunded.
A province can have its culture changed to the primary culture of the province's owner. With The Cossacks, a province's culture can also be changed to any owned neighbouring province's culture or its culture can be restored to whatever it was originally.
Converting a province from culture A to culture B will incur a relations hit with every country whose primary culture is culture A.
The cultural conversion cost modifier reduces only the diplomatic power needed to change a province's culture. The time needed for the change to be complete cannot be reduced.
After applying "Culture conversion cost" modifiers, the cost is raised to a minimum of 1 per development. Then the following modifiers apply multiplicatively:
|−25%||if the province borders another owned province with the desired culture (adjacency bonus)|
|−50%||if the province is being restored to its original culture (original culture bonus)|
|−80%||if the province is overseas and is the country's main religion (overseas province bonus) |
|−25%||Embracing Enlightenment institution|
|−20%||as Hussite with "Adamite Services" aspect active|
Ideas and policies:
|−5%||Itinerant Capital||Ethiopian event: “The Itinerant Capital”
||for 10 years.|
|−15%||One Language of Government||Spanish event: “Grammar of the [Root.Culture.GetName] Tounge”
||until ruler changes.|
|−10%||Pushing the Tatars Back||Russian mission: “Drive Back the Tatars”||for 15 years.|
Most cultures have a primary nation. These nation will keep uncontested cores indefinitely, so long as their cores are in provinces of their culture - culture conversion will force these cores to obey the normal 50/150 year expiry timers for cores depending on whether or not the new culture is the same culture group as the nation with a core there. Primary nations of each culture can be found in the list below.
Cultures in the Lost Cultures group do not exist at game start, but can be created as custom nations or during the invasion. The only culture that can be re-discovered is the Roman culture by Restoring the Roman Empire that changes the primary culture of the nation. All provinces with the former nation's primary culture will change to Roman culture.
Note that culture groups are not just based on linguistic criteria - for example, Romanian is grouped with the Carpathian cultures due to cultural similarities and for gameplay purposes, even though Carpathian is not a linguistic family.
Primary nations of each culture are listed to the right of each culture.
- Mapuche Mapuche
- Korean Korea
- Jan Mayenese
- Old Egyptian
- Chachapoyan Chachapoya
- Haida Haida
- Melanesian (unused)
- Moluccan Ternate
- Ingrian (unused)
- Uralic Perm
- The last version of the decision ‘Accept Cultural Shift’ for patch 1.17 can be found here.
- From : PS_CHANGE_CULTURE = 10
- From : MONTHS_TO_CHANGE_CULTURE = 10, -- How many months it will take to change culture in a province, per development.
- Verify as Russia, "War of the Quadruple Alliance" bookmark: Full Religious, Enlightenment, Influence-Religious: Cultural Unity, Parliament issue "Assimilation and Settlement Policy".
- From : CULTURE_COST_DIFF_ADJACENT = -25, -- Difference in cost in percent to convert to adjacent culture.
- From : CULTURE_COST_DIFF_ORIGINAL = -50, -- Difference in cost in percent to convert to original culture.
- From : PS_CHANGE_CULTURE_OVERSEAS_RELIGION_MOD = -0.8, -- Modifier how much cheaper it is to change culture in overseas province if same religion
- From : CORE_LOSE_PRIMARY_CULTURE_TAG = -1, -- how many years until a core is lost for the primary tag of a country (-1 = never lost)