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Game Systems/Nation

Culture and nationalism

Last updated 2026-08-28

Your nation has a primary culture and a set of accepted cultures. Every pop belongs to a culture. Pops whose culture is neither primary nor accepted are second-class in your state, and the game models exactly what that costs you.

This system runs monthly, immediately before politics — because the unrest it produces is an input to the political pass.

It is entirely deterministic. Nothing here is a dice roll.

The fault lines of 1830#

The map seeds the historical nationalities, so the pressure you feel depends on who you play:

Culture policy#

You choose one of three postures, and it is the single biggest lever in the system:

Policy Assimilation Monthly militancy Radicalism drift
Exclusionary ×1.2 +0.05 +0.8
Assimilationist ×1.0 +0.025 0
Pluralist ×0.45 +0.006 -0.6

The trade is explicit. Exclusionary policy melts minorities fastest and makes them angriest. Pluralism keeps the peace and largely gives up on assimilation. Assimilationist sits between the two.

Assimilation#

Non-accepted pops drift toward the primary culture at a base rate of 0.6% per month, modified by:

That last point is the crux of the system: push too hard and you stop assimilating anyone at all.

Militancy and consciousness#

Non-accepted pops accrue militancy every month at the policy rate, multiplied by 1.2 where their religion also differs from the state's. They accrue consciousness at 1.2% a month regardless — an awakening that proceeds whatever you do.

National movements#

Once a non-accepted culture reaches 4% of national population and an average consciousness of 2.5, a national movement forms for that culture.

A movement has a radicalism score, which drifts monthly:

If you accept the culture, radicalism decays at 4 per month and the movement winds down.

Uprisings#

A movement launches an independence rebellion when both gates are passed: radicalism at or above 85 and militancy at or above 4.2. Anger alone is not enough, and neither is an abstract sense of grievance — it takes both.

The rebellion targets the culture's heartland states, meaning states where that culture is at least 35% of the population.

After an uprising fires, radicalism resets to 30, the culture's pops get militancy relief, and that movement cannot rise again for 6 years. Nationalist revolt is a periodic crisis, not a permanent bleed. All the usual rebellion caps apply — world and nation limits, per-state cooldowns, and the rebel army cap — so nationalism can never spawn endless rebellions.

Accepting a culture#

You can add a culture to your accepted list. It costs prestige, scaling with how many cultures you already accept. Acceptance ends the militancy accrual, winds down any movement, and stops the assimilation of that culture — you are choosing plurality over homogeneity for that group.

What this means in play#

See also#

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