Hegemony III: Clash of the Ancients

Hegemony III: Clash of the Ancients

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Faction-specific General and City Names
   
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9.760 MB
11 Jul, 2017 @ 2:16pm
10 May, 2024 @ 3:39am
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Faction-specific General and City Names

Description
Features
-Changes names of cities and generals, depending on the faction that owns them and the scenario's time period.
-All names are reconstructed using known peculiarities of the historic dialects/languages of the factions at that time. (Beware that most of the game's settings take place before the well-known "Classical" versions of Greek and Latin were around, and earlier Latin/Greek may be a little less instantly recognizable)
-Works on vanilla Italy (including DLC and mods taking place on the same map), as well as the mods: Iberia, Macedon, Latium, and the Rhodes and Dalmatian islands map of the Skirmish Maps mod.
-A total of over 20,500 unique city&general names.

Full Combatibility List
-AFAIK the only mod that might prevent this mod from working is the "Pyrrhos Aiakides" mod by Jorellaf, that does some string manipulation of its own that might conflict with this mod. Disable or uninstall that mod when using this one.
-Supported mods are Macedon, Iberia, Latium, Skirmish Maps, Hegemony 500, Megafactions, Alternate Start Dates, More Playable Invaders and Hernici. This mod should work on all their scenarios, as well as Vanilla and the Eagle King DLC.
-Other mods aren't supported, but will not necessarily prevent this mod from working on the scenarios it supports. (I can't guarantee 100%, but basic utility/gameplay mods run just fine)

Note
-It may take up to about an in-game month for names to update. (E.g. up to a month to show the correct names after the start of a scenario, after a city changes hands, after a general is spawned, etc)


The various names are, when possible, historically accurate names that we know that people used for the place.
In most cases though, no such record exists.
The rest of the names were reconstructed based on known features/peculiarities of the phonology and alphabet of those languages, using an attested name in another language as a base.



DEVELOPMENT EXPLANATION/LINGUISTIC DETAILS & STUFF
In-game factions have been sorted into over 100 "rulesets", depending also on the scenario played.
517 city names, 3 companion brigade names and 928 general names (about half are names from mods), then had their variants "reconstructed" for each of these rulesets, but only if those generals/cities could appear in the same scenario as a faction with that ruleset (so for example I didn't generate Macedonian names for Iberian cities, as the faction Macedon will never appear on the Iberia map).

The result: 100k reconstructed variant names, 20k+ of which were unique (as different rulesets can often still generate the same result on the same name). I then generated a .str file and .lua tables from them, that I copied into the mod which has also been reprogrammed from scratch to just pick up the files I generated without needing me to manually move stuff around for 20k+ names (the horror!).

Table of which factions use which language rules/namesets in which scenarios (OUTDATED):
https://gtm.steamproxy.vip/workshop/filedetails/discussion/973595448/3428846977648455067/

Write-up of how names were reconstructed/rules used for each language. Recommended to read only if you have an interest in ancient languages, or just want to gloss over it to get a general idea of what went into creating the mod, or fancy getting a headache (MISSING SOME NEWER INFO):
https://gtm.steamproxy.vip/workshop/filedetails/discussion/973595448/1456202946277754707/
Popular Discussions View All (3)
19
3 Aug, 2019 @ 10:45am
PINNED: The big bad behind the scenes thread. Rules used for languages, how all the names were generated
Fristi61
4
13 Feb, 2018 @ 12:27am
Additional Rules
jorellaf
0
28 Jul, 2019 @ 11:47am
Which factions use which languages
Fristi61
26 Comments
fisto the robo 8 Sep @ 11:17am 
ok
Fristi61  [author] 8 Sep @ 9:40am 
Thanks, but I'll follow my usual process when I get around to this, which won't be soon.
I'd need to revise the LUA scripts to handle renaming regular brigades first of all, they won't be caught right now because of the whole "N Brigade of City" situation and all of that would need to be handled.

I would also want any brigade names to be consistent with the other language handling rules IF I at all decide to implement this. They're a lot more specific than mods like Europa Barbarorum, especially when you consider different dialects, languages etc
I also would never consider using things like Irish, Breton, Hebrew etc. Not sure about Hebrew, but Irish and Breton have changed a lot from ancient Celtic, which in some ways looks more like Latin for example.
fisto the robo 8 Sep @ 6:32am 
Can send you the loc strings whichever way you want.

I didnt loc your latin mod because of laziness tbh
fisto the robo 8 Sep @ 6:31am 
For language models i made 7 groups:
-Celtic+gallic+iberians. Could separate iberians. Used some irish-breton words.
-italics+sabellics+etruscan. Etruscan is a ghost language sadly.
-Illyrians+Iyapids.
-Greeks+luwian.
-Macedonian+epirote. Mostly for Pyhrus flavor.
-Latin. Separate for roman unit.
-Punic+Berber. Used some hebrew, pheonicians and it are both very close Canaanite languages.
fisto the robo 8 Sep @ 6:31am 
Loc'ed fixed ui names to generic unit-type naming: > is changes, = is unchanged
barb skirmishers > Light Swordsmen. Swordsmen = S. Heavy S = Heavy S.
Light Hoplites > Light Shieldwalls. Hoplites > Shieldwalls (could flavorize to Shieldbearers). Phalangites > Pikemen.
Javelineers (inc leves) > Skirmishers. Heavy Jav (inc peltasts and velites) > Heavy Skirmishers.
Javelin Cavalry > Light Cavalry. ex Light Cav > just Cav. Med Cav > just Cav too. H Cav = H Cav
Javelin Swordsmen (inc hastati, sabellic or thorakitai) > Infantry. Heavy JavS > Heavy Inf.
Triarii+hypaspists > Heavy Spearmen
Raiding Ships > Light Warships. ex Light Warships > Warships. Flagship > Artillery Warship.
Scorpio > Artillery
fisto the robo 8 Sep @ 6:31am 
Didnt know that the ui loc wouldnt change but makes sense i guess. Doesnt change much. Dynamic naming happens so quick you dont notice it and history fans would love this. Adapted the loc for standardized names now, the standardization would bring some clarity in the menus too.

im done with the loc for base game, eagle dlc, your alternative start date and iberia mods. I used rome tw mods like Divide e Impera and Europa Barbarorum as sources, they are very well researched and trustworthy tbh.
Fristi61  [author] 3 Sep @ 9:08am 
It doesn't work the same way since most unique brigade names are done per faction group.

The "Companions" are a special case since it's a scripted name override for what is really just a brigade of hoplites, cavalry or whatever has been set to use for the companion brigade.
It's not an actual separate brigade class.

Scripts can alter the name of an existing entity (city, brigade, general etc), but they can't change the names of brigade classes.
What this means is that in theory I could indeed use scripts to change the names of brigades after they are created, but I cannot change the way their names appear in the build menu.
This is IIRC the main reason I didn't do it.
But idk, maybe it's still cooler to have it and maybe this inconsistency isn't the worst problem.

Yes I do have automated tools to generate the tables and also to even to generate depth for the dialects using known historic sound changes.
fisto the robo 2 Sep @ 4:18pm 
id try to make the name switching lua function and brigade table myself (probably jsut copy things over from the companion brigade), but im not that advanced into lua and you seem to have some automated tools.
fisto the robo 2 Sep @ 3:15pm 
Are you interested in string files for historical unit names?

Found strange how only rome has flavored unit names and theres no localised names for foreign faction units either. So i went and listed unit names according to historical realism and what the gameplay conveys. They are noted according to the language list you made but just without the dialects or archaicness depth you added.
Fristi61  [author] 19 Jun, 2021 @ 2:18am 
I don't think it makes sense to do this for Classical World since this mod tries to be as historically accurate and authentic as possible.
Classical World has the opposite design philosophy, where things are thrown together for fun from wildly different timeframes. It'd be hard to reconcile the two.
Also Classical World is not really set up to guarantee good cross-compatibility with other mods or even the Vanilla game.

I've thought about it, but just doesn't seem worth the effort and hard to even do it in a way where it feels like the mods fit together conceptually.