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Culture groups in 1444
Individual cultures in 1444

Culture icon.png 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.

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 68 culture groups with multiple different cultures as represented with the two maps to the right.

Primary culture[edit | edit source]

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 Diplomatic power.png.

Cultural shift[edit | edit source]

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.png diplomatic power, and replaces the previous ‘Accept Cultural Shift’[1] 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. Shifting the culture to outside the players cultural union shifts the cultural union, enabling the player to shift back to the preferred culture in the original cultural union.

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 [edit | edit source]

Government interface

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 their nation that has at least 20 cored development in a state. It costs 100 Diplomatic power.png diplomatic power, but it could be advantageous in the long run.
  • Demoting a culture from 'accepted cultures' costs 10 diplomatic and adds +5 National unrest.png 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:

Max promoted cultures.png Conditions
+2 Government monarchy.pngMonarchy reform Decentralized Bureaucracy

Max promoted cultures.png Traditions Ideas Bonuses Policies
  • Livonian Knight traditions
  • Livonian traditions
  • PLC traditions
  • Horde government idea 7: A Magnanimous Empire
  • Humanist idea 5: Cultural Ties
  • Bharathi idea 2: Unite the Subcontinent
  • Cascadian idea 1: Cascadian Melting Pot
  • Dalmatian idea 3: The Dalmatian Language
  • Fijian idea 1: Crossroad of Cultures
  • Hawaiian idea 4: Ohana
  • Iroquoian Federation idea 6: Sachems
  • Kamilaroi idea 2: Land of Languages
  • Lanfang idea 5: Integrate Local Communities
  • Lusatian idea 7: Cultural Influences
  • Trent idea 3: South Tyrol Identity
  • Vermont idea 5: The Vermont Constitution
  • West Indies idea 5: Miskito-Zambos
  • Eora ambition
  • Arakanese traditions
  • Cirebonese traditions
  • Deccani Sultanate traditions
  • Muskogean traditions
  • Pattani traditions
  • Polish traditions
  • Shan traditions
  • Tumbuka traditions
  • Vindhyan traditions
  • Alaskan idea 5: Alaskan Religious Diversity
  • Arawak idea 4: Tribal Tolerance
  • Athenian idea 2: Athenian Openness
  • Bahmani idea 3: Dakani Language
  • Banteni idea 7: Cultural Richness
  • Beninese idea 6: Adoption of Benin Customs
  • California Native idea 1: Division as a Strength
  • Caucasian idea 1: Crossroad Of Cultures
  • Deccani idea 1: Dakani Language
  • Frisian idea 7: Brothers in Arms
  • Fulani Jihad idea 6: Community of the Faithful
  • Gond idea 4: Flexible Caste System
  • Ilkhanid idea 3: Persian Language at Court
  • Kaffan idea 2: Minjo Usurpation
  • Lan Na idea 5: Red and Black Vassals
  • Lan Xang idea 1: Laotian Ethnic Diversity
  • Laotian idea 4: Laotian Ethnic Diversity
  • Latgalian idea 4: Latvian People
  • Lorraine idea 5: Two Languages, One Land
  • Malaccan idea 5: Harbor Masters
  • Mexican idea 2: The Republic of Indians
  • Moravian idea 5: German Quarters
  • Mossi idea 3: Nyonnyonse Vassals
  • North Western Native idea 7: Division as a Strength
  • Northeastern Woodlands idea 2: Deer Clan
  • Ottoman idea 1: Kanunnames
  • Palawa idea 2: Dual-Identity
  • Rûmi idea 2: Sultan al-Sharq wa al-Gharb
  • Sligonian idea 3: Cultural Crossroads
  • Utrecht idea 6: Cultural Resilience
  • West African idea 7: Maintain Minor Kings
  • Westphalian idea 4: Assimilation of the Rhenish People
  • Delhian ambition
  • Malvi ambition
  • Humanist-Diplomatic: Multilingual Diplomats
  • Humanist-Plutocratic: Cultural Recognition Act

Cultural union[edit | edit source]

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 rank 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 mission, decision, event, reaching a certain development level or by upgrading the government rank; Cultural Unions make it so that sister cultures don't have to be promoted to be accepted by the country.

Penalties for unaccepted cultures[edit | edit source]

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)

Local tax modifier.png −15% Local tax modifier
Local manpower modifier.png −15% Local manpower modifier
Local sailors modifier.png −10% Local sailors modifier

Different culture group (Culture name will be in red)

Local tax modifier.png −33% Local tax modifier
Local missionary strength.png −2% Local missionary strength
Local manpower modifier.png −33% Local manpower modifier
Local sailors modifier.png −20% Local sailors modifier
Local unrest.png +2% Local unrest

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.

Local tax modifier.png +10%.0 Local tax modifier
Local manpower modifier.png +10%.0 Local manpower modifier
Local sailors modifier.png +5%.0 Local sailors modifier
Local unrest.png −0.5% Local unrest

Culture conversion[edit | edit source]

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 Confucianism Confucian, harmonized religions work as well), and has no unrest from separatism. The cost for converting culture is Diplomatic power.png 10 diplomatic power per development[2] and the duration for the change to take place is 10 months per development.[3] 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.png 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.

Cost[edit | edit source]

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 Diplomatic power.png 1 per development.[4]

Culture conversion cost.png Conditions
−30% in provinces with the Dominicans.png Dominicans or Qadiri.png Qadiri Holy orders
  • as Hussite Hussite with "Adamite Services" aspect active
  • Reform fraternite.png with the Fraternité Ideals government reform for revolutionary countries
  • Parliament.png "Assimilation and Settlement Policy" as an active issue in Parliament
  • Shintoism at Isolationism isolation level as Shinto

Ideas and policies:

Culture conversion cost.png Traditions Ideas Bonuses Policies
  • Kitaran idea 7: Rich History
  • Tiwi idea 7: One People
  • Fully Religious
  • Icelandic idea 7: Icelandic National Identity
  • Karamanid idea 1: Mehmet Bey's Firman
  • Influence-Religious: Cultural Unity
  • Dai Viet traditions
  • Ando idea 5: Integration of Other Cultures
  • Ionian idea 7: Ionian Academy
  • Meath idea 4: Englishtown
  • Nizhny Novgorod idea 7: Russian Ambition
  • Divine idea 5: Alpha and Omega
  • Federation idea 4: Native Sign Language
  • Kongolese idea 5: Aggressive Migration
  • Lunda idea 5: Warrior Migrations
  • Moldavian idea 6: Vlachs
  • Tongan idea 4: True Claimants to Polynesia
  • Divine ambition

Conditional Bonus:

The following modifiers also applied additively:

−25% if the province borders or is adjacent by sea to another owned province with the desired culture (adjacency bonus)[5]
−50% if the province is being restored to its original culture (original culture bonus)[6]
−80% if the province is overseas, is the country's main religion and has a core from a existing Primitive nation (called "same religion overseas" in game) [7]

Culture conversion cost are also affected by many events and missions.

Primary nation[edit | edit source]

Most cultures have a primary nation. These nation will keep uncontested cores indefinitely[8], 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.

Lost cultures[edit | edit source]

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 cultures that can be re-discovered are the Roman culture by Restoring the Roman Empire that changes the primary culture of the nation, and the Norse culture by the event Return of the Norse culture. All provinces with a culture in the culture group of the former nation's primary culture will change to Roman culture.

Culture groups[edit | edit source]

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.

List[edit | edit source]






  • Het
  • Huarpe
  • MapucheFlag of Mapuche Mapuche
  • Patagonian











Central Algonquian

Central American

Central Indian






East Bantu

East Slavic

Eastern Algonquian

Eastern Aryan


  • Aleutian
  • Inuit




Great Lakes











Lost Cultures

  • Anglo-Saxon
  • Aramaic
  • Athenian
  • Atlantean
  • Babylonian
  • Etrurian
  • Hebrew
  • Jan Mayenese
  • Old Egyptian
  • Parthian
  • Phoenician
  • Pruthenian
  • Roman
  • Scanian
  • Scythian
  • Spartan






  • Chacoan





  • Athabascan
  • Chipewyan
  • HaidaFlag of Haida Haida




  • Melanesian
  • Maori
  • Papuan
  • Polynesian


Plains Algonquian




South Slavic

Southern African







  • Ingrian (unused)
  • Ostyak
  • Samoyed
  • UralicFlag of Perm Perm

West African

West Slavic

Western Aryan

Footnotes[edit | edit source]

  1. The last version of the decision ‘Accept Cultural Shift’ for patch 1.17 can be found here.
  2. From /Europa Universalis IV/common/defines.lua: PS_CHANGE_CULTURE = 10
  3. From /Europa Universalis IV/common/defines.lua: MONTHS_TO_CHANGE_CULTURE = 10, -- How many months it will take to change culture in a province, per development.
  4. Verify as Russia, "War of the Quadruple Alliance" bookmark: Full Religious, Enlightenment, Influence-Religious: Cultural Unity, Parliament issue "Assimilation and Settlement Policy".
  5. From /Europa Universalis IV/common/defines.lua: CULTURE_COST_DIFF_ADJACENT = -25, -- Difference in cost in percent to convert to adjacent culture.
  6. From /Europa Universalis IV/common/defines.lua: CULTURE_COST_DIFF_ORIGINAL = -50, -- Difference in cost in percent to convert to original culture.
  7. From /Europa Universalis IV/common/defines.lua: PS_CHANGE_CULTURE_OVERSEAS_RELIGION_MOD = -0.8, -- Modifier how much cheaper it is to change culture in overseas province if same religion
  8. From /Europa Universalis IV/common/defines.lua: CORE_LOSE_PRIMARY_CULTURE_TAG = -1, -- how many years until a core is lost for the primary tag of a country (-1 = never lost)

Ideas and Policies Idea groupsNational ideasPolicies
Ages and Institutions AgesInstitutions
Innovativeness and Technology InnovativenessTechnology