Sid Meier's Civilization VII

Sid Meier's Civilization VII

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Rosetta - Dynamic City Names
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Type: Mod
File Size
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30.942 MB
21 Aug @ 7:12pm
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Rosetta - Dynamic City Names

Description
Now your cities' names can evolve as your civ does!

Adding over 350,000 names for over 10,000 cities, Rosetta changes your settlements' names - settled and conquered - to match your civilization's (or leader's!) language, allowing for a sense of cohesion and immersion as you chart your people's journey through three eras of history!

Rosetta is completely modular and should work no matter what mods or DLCs you have enabled.

New to the Civ 7 edition of Rosetta are names and languages that change over the course of an era - as the Normans you'll start the Exploration Age with Norman and Old French names, before eventually transitioning to Middle English! Names may also change after certain dates, when conquered by certain civs or leaders, or even when their owner changes governments!

Important Note: Renaming a settlement manually will prevent the mod from overwriting that name!



If you'd like to help support my modding work, please consider rating this item, leaving a comment, or Buying Me a Coffee[buymeacoffee.com]!
18 Comments
TheBreakfastBandit 7 hours ago 
just came back after a multi month hiatus to see a cat dropping peak from the sealing
rob8xft 27 Aug @ 4:14am 
Fantastic! Well done SeelingCat!
Shmily_Dana 26 Aug @ 7:52pm 
I'm looking forward to trying this mod. I've been manually changing city names for a while. I use a list of the oldest German cities originally founded by the Romans for example.
Renouf 25 Aug @ 9:03pm 
Amazing mod! I think there's a lot of potential for a similar system for renaming player commanders like how Trung Trac's first commander is called Trung Nhi. Playing Greece could give you Leonidas or Achilles, Rome could give you Scipio Africanus or Germanicus, et cetera. It would slot in really nicely with the Leader / Civ setting you've got in this mod so Leaders could have uniquely named generals - Genghis getting Subutai and his sons, Lafayette getting his Revolutionary allies like George Washington, Catherine getting Potemkin, etc.
SeelingCat  [author] 25 Aug @ 9:49am 
@Kastel - by all means! I don’t think the text contents of the mod should change too much (except for the variant names file since that’s an ongoing project), but you may want to keep a separate copy of the files as you work so that nothing gets overwritten and you can keep track of any names that get added/changed
Kastel 25 Aug @ 5:49am 
@SeelingCat Thank you for the clear answer. Would you mind if I try to transliterate (probably assisted by machine translator) all the XMLs in Korean syllables? It will surely take a while though...
SeelingCat  [author] 24 Aug @ 6:10pm 
@Kastel - theoretically yes, you'd just have to add entries for the localization strings in whatever language you wanted, and the game should load them instead of the english ones if you're game is set to use that language.

@daigotsumax - each civ/leader has defined languages, and when conquering or founding a city, the mod will look to see if its language(s) has a name for that city and if it does it'll change the name. There's also some cities that will change the 'base' name when conquered by some civs/leaders, like if Europeans conquer Tenochtitlan it'll switch over to using names for Mexico City.
daigotsumax 24 Aug @ 9:39am 
How does the mod determines whether to change as per your civ or leader?
Kastel 23 Aug @ 5:21pm 
@SeelingCat As I thought so. Is the theoretically possible, though? I looked down the mod structure and I think it maybe possible by replacing all city names listed in the XML files in the 'text' folder into different locale.
SeelingCat  [author] 23 Aug @ 9:27am 
@The stoic prince - I'd say it's like 90% the same as how the one for 6 worked; with some additional features and some tweaks for civ 7 gameplay; it also should run much faster!