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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 1.8.

Culture groups in 1444
Individual cultures in 1444

Culture icon.png In the game, cultures are divided into groups. Each province has one dominant culture, and each country has one primary culture with possibly one or more accepted cultures.

Primary culture[edit]

All countries have one primary culture. This is normally fixed, although the "Accept Cultural Shift" decision can change it, as can certain national decisions.

For the cultural shift decision to be available, a nation's capital must be situated in a province that does not share its primary culture. To then enact the decision, the culture in the capital province must be the dominant culture in the nation. For the purposes of the decision, the culture with the most provinces in a nation defines which is dominant.

Accepted cultures[edit]

Many countries have one or more accepted cultures alongside their primary culture, and these may change over time. These cultures comprise a significant minority, or even majority, of the country's population, and are treated as well as the primary culture.

A culture will become accepted if owned, cored provinces of that culture provide at least 20% base tax of total base tax from all cored provinces. The total base tax is summed across all provinces with a nation's cores, even if another nation currently controls them.

If the tax percentage drops below 10%, cultures will lose their accepted status. With the Cultural Ties idea from the Humanist Idea group, the percentage needed for accepted cultures is lowered to 10% and loss of accepted cultures is reduced to 5% of the total base tax. The threshold can be further reduced through a number of national ideas and policies:

Accepted culture threshold.png Traditions Ideas Bonuses Policies

Humanist idea 5: Cultural Ties

Polish traditions Athenian idea 2: Athenian Openness
Bahmani idea 3: Dakani Language
Fulani Jihad idea 6: Community of the Faithful
Mexican idea 2: The Republic of Indians
Ottoman idea 1: Ottoman Tolerance

Ayutthayan traditions
Shan traditions
Arawak idea 4: Tribal Tolerance
Caucasian idea 1: Crossroad Of Cultures
Central Indian idea 4: Flexible Caste System
Mossi idea 3: Nyonnyonse Vassals
Lan Xang idea 1: Laotian Ethnic Diversity
West African idea 7: Maintain Minor Kings
Humanist−Diplomatic: Multilingual Diplomats
Humanist−Plutocratic: Cultural Recognition Act

Having the bonus "trading in silk" will lower the accepted cultural threshold by 10%

Having Enlightened despotism will lower the accepted cultural threshold by 10%

Cultural unions such as Scandinavia, France, Spain and Byzantium will automatically accept all cultures within their respective culture group (e.g., French cultures for France, German cultures for Germany). As of patch 1.6, this applies even if a nation's primary culture isn't of the union group (for example, if Navarre forms France, all French cultures will be accepted even though Basque is in a different group). It is also possible for a decision or event to make a country a cultural union; this currently applies to the decisions creating Ruthenia and the united Holy Roman Empire.

Penalties for unaccepted cultures[edit]

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

  • Local tax modifier.png −15% Local tax modifier
  • Local manpower modifier.png −15% Local manpower modifier

Different culture group

  • Local tax modifier.png −33% Local tax modifier
  • Local manpower modifier.png −33% Local manpower modifier
  • Local revolt risk.png  +2   Local unrest
  • Local missionary strength.png  −2% Local missionary strength

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% Local tax modifier
  • Local manpower modifier.png +10% Local manpower modifier
  • Local revolt risk.png  -0.5  Local unrest

Culture change[edit]

It is possible to change the culture of a province to the primary culture of the owner.

25 diplomatic points per base tax[1] (100 for a base tax 4 province for instance) are needed to change the culture of a province. Overseas provinces are converted at 5 diplomatic points per base tax.[2] Changing culture takes 24 months per base tax.[3] Like coring, building and converting, a siege will suspend this, and cancel it if it succeeds. Furthermore, the province must have the state religion, be a core, and not have Nationalism in order to convert culture. Culture also cannot be converted if the primary country of that culture exists.

Cost and time

The cultural conversion cost modifier reduces both, the diplomatic points and the time needed. The following modifiers exist:

Ideas and policies:

Culture conversion cost.png Traditions Ideas Bonuses Policies

Fully Religious

Karamanid idea 1: Mehmet Bey's Firman
Muscovite idea 3: Oprichnina
Influence-Religious: Cultural Unity

Aragonese ambitions
Divine ambitions
Decisions and events:
Culture conversion cost.png Event modifier Trigger Duration
−5% Itinerant Capital Ethiopian event: “The Itinerant Capital
Option: ‘Actively encourage the cultural conversion of the countryside.’
for 10 years.

Other modifiers:

−10% for being a administrative republic

Primary nation[edit]

Most cultures have a "primary nation." These nation will keep uncontested cores indefinitely.[4] Primary nations of each culture can be found in the list below.

List of culture groups[edit]

Note that culture groups are not just based on linguistic criteria - for example, Romanian is grouped with the South Slavic cultures due to cultural similarities and for gameplay purposes, even though Romanian is a Romance (Latin-derived) language, not Slavic.

Primary nations of each culture are listed to the right of each culture.





Union: Arabia Arabia


  • Het
  • Huarpe
  • Mapuche - Mapuche Mapuche
  • Patagonian



Union: Great Britain Great Britain



Union: Byzantium Byzantium



  • Carib
  • Lokono - Arawak Arawak
  • Maipurean
  • Taino



Central Algonquian

Central American

Central Indian





East Slavic

Union: Russia Russia,
Ruthenia Ruthenia

Eastern Algonquian

Eastern Aryan


  • Aleutian
  • Inuit


Finno Ugric

  • Estonian
  • Finnish - Finland Finland
  • Ingrian (Unused)
  • Karelian
  • Ostyaks
  • Sami
  • Samoyed
  • Uralic - Perm Perm


Union: France France


Union: Germany Germany,
Holy Roman Empire Holy Roman Empire


Union: Hindustan Hindustan



Union: Spain Spain


Union: Persia Persia







Union: Italy Italy




Union: Malaya Malaya




  • Chacoan


  • Highland Mayan
  • Mayan - Maya Maya
  • Putun - Itza Itza
  • Yucatec - Xiu Xiu

Mon Khmer






  • Aboriginal
  • Melanesian (Unused)
  • Moluccan - Ternate Ternate
  • Papuan


Plains Algonquian



Union: Scandinavia Scandinavia



South Slavic





West African

West Slavic

Western aryan


  1. From /Europa Universalis IV/common/defines.lua: PS_CHANGE_CULTURE = 25
  2. 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
  3. From /Europa Universalis IV/common/defines.lua: MONTHS_TO_CHANGE_CULTURE = 24, -- How many months it will take to change culture in a province, per basetax.
  4. 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)
Province mechanics
CapitalCoreCultureReligionRebellionAutonomyList of provinces