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Cultures

Four groups, sixteen subcultures.

Pick a group and you pick a way of fighting: a strength, an admitted weakness, one special command, two special units and a Great Work. Pick a subculture within it and you pick the clothes, the heraldry, the voices and the buildings. The rules stay the same.

  • Town HallTown Hall
  • HouseHouse
  • FarmFarm
  • TreeTree
  • VillagerVillager
  • SpearmanSpearman
  • ArcherArcher
  • Heavy cavalryHeavy cavalry
  • TrebuchetTrebuchet
Current atlas models. The four culture groups have their own buildings and special units; these are neutral-colour examples.

Group I

Latin Kingdoms

Hold and smash

Fortification, heavy warfare and shock. Slow to move, hard to move off a position.

What it looks like. Timber and earthworks, then Romanesque stone, mature castles and Gothic monuments.

Latin Kingdoms Town Hall from the current atlas
Special command
Lance Charge
Special units
Knight Retinue and Arbalester
Great Work
Grand CathedralMorale recovers much faster within friendly territory; units near their own towns resist losing it.
Subcultures
FrankishEnglishImperial GermanNordic

Group II

Eastern Realms

Form and endure

Discipline, combined arms and position. Armies that hold their shape under pressure.

What it looks like. Timber and stone, then brick-and-stone masonry, arches and compact domes, sacred and civic compounds.

Eastern Realms Town Hall from the current atlas
Special command
Shield Wall
Special units
Cataphract and Shield Guard
Great Work
Imperial SanctuaryArmies rally and recover faster, resist morale loss and keep their cohesion in defence.
Subcultures
ByzantineRus'GeorgianBulgarian

Group III

Sultanate Realms

Trade and maneuver

Trade, maneuver and knowledge. Rich caravans and armies that fight on the move.

What it looks like. Courtyards and markets, then arcades and gateways, caravanserais and monumental complexes.

Sultanate Realms Town Hall from the current atlas
Special command
Harass
Special units
Guard Cavalry and Composite Archer
Great Work
Grand FoundationTrade is worth more, research is faster and caravans are harder to disrupt.
Subcultures
AndalusiMaghrebiLevantine-EgyptianPersianate

Group IV

Steppe Confederacies

Raid and outmaneuver

Mobility, pillage and manipulation. The weakest at static defence and the hardest to pin down.

What it looks like. Camps, tents and corrals, then organized encampments, semi-permanent centres and an imperial court.

Steppe Confederacies Town Hall from the current atlas
Special command
Feigned Retreat
Special units
Horse Archer and Steppe Lancer
Great Work
Great OrduMorale recovers after disengaging, loot is banked at forward camps and reinforcements move faster.
Subcultures
MongolCuman-KipchakOghuzKhitan

Shared by all four

The same four ages, the same three choices.

Every group climbs the same ladder and makes one doctrine choice at each age-up. Your rivals only learn what you chose by scouting, or by keeping an Envoy House.

  1. I

    Founding Age c. 700–850

    Small settlements, timber, basic infantry, scouts and palisades.

  2. II

    Territorial Age c. 850–1000

    Organized domains, mounted warfare, markets and roads, early stone defenses.

  3. III

    Kingdom Age c. 1000–1175

    Castles, heavy infantry and cavalry, serious siege, trade networks.

  4. IV

    High Medieval Age c. 1175–1350

    Stone cities, sophisticated siege, mature formations and the Great Works.

The native build includes the four groups, subculture selection, special commands, doctrines, Great Works and culture architecture. Final cultural review, culture music and the full set of separate subculture art and voices remain in release preparation. Choosing a culture has the current prices.