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BrokenSky

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Fourthly, a minor issue which can be dealt with, but we know that newly generated characters come with preset ethnicities corresponding to their culture. Should we derive a preset ethnicity of a, say, Italo-Welsh mix by just averaging between Italian and Welsh preset ethnicities?

Regardless of anything else this is already an issue though - if you culture convert India to Norse, the randomly generated courtiers shouldn't use the same base ethnicity as Scandinavia, they should use the same as the previous culture did - it should probably be tied to the province (or rather the duchy the province is in).
 
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Viridianus

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Regardless of anything else this is already an issue though - if you culture convert India to Norse, the randomly generated courtiers shouldn't use the same base ethnicity as Scandinavia, they should use the same as the previous culture did - it should probably be tied to the province (or rather the duchy the province is in).
I think that, if you managed to convert a province to a culture, not just characters, this effectively means colonization by the people of that ethnicity (Norse, in your example), and that's why it's difficult. I think many players won't want to share the feeling... but the devs seem to share it if the "issue" you described is in-game :D
 
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DreadLindwyrm

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I don't believe I am missing your point - I'm saying it's not relevant to CK3 because you're trying to create a system which would work with any place name or any personal name in any language, but to get something which worked you don't need the system to be able to tell that Loughborough comes from a person name, not a lake - you can tell it that when you set the name based on culture, because there are a finite, small number of provinces in CK3 which the game knows exist from the outset, so you tell it "Loughborough = Lough + Borough" and a dynamic German based derivative maybe calls the places Loughburg instead, while a slavic-hybrid might use, say, "Loughgorod".

The script doesn't need to know how to take the word Loughborough appart - it only needs to know what the root setup for Loughborough is (set in the holding name) and how to substitute the prescripted key parts into certain things. Of course this could end up with weirdly named places with mixed names which seem kinda weird, but then IRL how many places are called "The River River" etc. when translated because of people doing just that?

That's what I mean by the highest possible standard - you're trying to find a solution which works in an absolute sense; which actually properly takes the words apart and makes them work properly. And yes, something like that is outside the scope of the game, but to make something with works in the highly limited case within the game is obviously far simpler - similar to how the AI gets away with being little more than a few decisions made at random, using traits and circumstance to skew the odds to make it look like there's a real AI in there. Most of the time.
So you have to go through *every* place name and strip them down to their roots. For around 3000 locations, some of which already have multiple, unrelated names depending on the owning culture (see Miklagard versus Constantinople).
You have to designate *every* holding with these details for each cultural name that already exists.
Do you see how much work that would be?
And yes, the system *does* have to know how to take the word apart. That's exactly what you're telling it by designating it as "Lough" + "root_town". And what do we do if a culture doesn't have a "town" suffix in their pot of linguistic naming conventions?

Then you have to educate the system that the root "Lough" from Loughborough is pronounced differently to the town name "Slough".
You also have to get the game to understand which root to use when translating rather than transliterating (-ton, -stead, -bury, -borough, -burgh, -ham, and -worth are all suitable for "enclosed town", but have subtle differences in meaning.)

You have to educate it which words are to be translated by their roots - where those roots are even known! - and which are to be transliterated by their sounds, or at the least placenames (and potentially personal names) are to be treated in which fashion. *Then* you have to somehow make it able to tell which sound for a particular group of letters is to be used in a particular case.

I'm pointing out that this solution you're proposing isn't at all simple, and is very unlikely to be able to produce consistent, sensible results. Making something that works in the "highly limited" case of the game is not simple or easy (the two being different).


First off, English spelling is somewhat outstanding in its difficulty and inconsistency, so Loughborough debate may not be the one you need to think of (although having that -burg/-gorod/-grad/-vàr/… part to translate properly is, certainly, a subissue).
Sure.

Initially the point was that we should be transliterating, and Loughborough was the first one that came to mind that runs into the "this syllable group has far too many pronuniciations" problem, especially when contrasted to Slough.
 
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Viridianus

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Initially the point was that we should be transliterating, and Loughborough was the first one that came to mind that runs into the "this syllable group has far too many pronuniciations" problem, especially when contrasted to Slough.
Again, this is a specific problem of English rhymes (so advocatus diaboli would say that you only need to write down pronunciations for several dozens British names and do that with some workaround like "true_orthography" used for melting pots similarly to "true_father" - though there are reasons why even that wouldn't work as neatly as @BrokenSky seems to think). The [k]-ch vs. [tʃ]-ch or [k]-c vs. s-c is a more universal example throughout Europe.
 
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DreadLindwyrm

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Again, this is a specific problem of English rhymes (so advocatus diaboli would say that you only need to write down pronunciations for several dozens British names and do that with some workaround like "true_orthography" used for melting pots similarly to "true_father" - though there are reasons why even that wouldn't work as neatly as @BrokenSky seems to think). The [k]-ch vs. [tʃ]-ch or [k]-c vs. -c is a more universal example throughout Europe.
That's fair enough. I'm *most* familiar with English (and specifically British English) problems with spellings and pronunication.
I seem to remember there are some similar problems in French and Spanish, but they might not be quite as exaggerated.

Celt/Kelt/Selt and Celtic/Keltic/Seltic is a problem I've encountered in the past with "simple" transliteration methods.

I've seen "ch" be representative of one of the variants of x, of kh, of ti, and sh. although, this might be due to the tendency of English to mug other languages in dark alleyways, and steal their vocabulary.
 
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BrokenSky

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So you have to go through *every* place name and strip them down to their roots. For around 3000 locations, some of which already have multiple, unrelated names depending on the owning culture (see Miklagard versus Constantinople).
You have to designate *every* holding with these details for each cultural name that already exists.
Do you see how much work that would be?

Yeah, and it would be a lot of work, but it wouldn't be orders of magnitude more than finding the names for all the baronies in the first place. It would definitely be something on the order of magnitude of the workload they had in Reaper's Due, when they added the potential for seven holdings to every province, but that was something they already did once. We've already dropped the workload down from "the time it takes to make something better than the best linguistic software in the world" to "something which would take some of the dev team a few months".

And yes, the system *does* have to know how to take the word apart. That's exactly what you're telling it by designating it as "Lough" + "root_town". And what do we do if a culture doesn't have a "town" suffix in their pot of linguistic naming conventions?

Then you have to educate the system that the root "Lough" from Loughborough is pronounced differently to the town name "Slough".
You also have to get the game to understand which root to use when translating rather than transliterating (-ton, -stead, -bury, -borough, -burgh, -ham, and -worth are all suitable for "enclosed town", but have subtle differences in meaning.)

Why does the game need to know how how to pronounce it? And heck, why does it need to know which of borough, burgh or bury to use? if you made it choose randomly one of the three most people would never notice that there was anything wrong. And if one culture doesn't have a town suffix, then it would probably just keep the name the other culture used which does.

You have to educate it which words are to be translated by their roots - where those roots are even known! - and which are to be transliterated by their sounds, or at the least placenames (and potentially personal names) are to be treated in which fashion. *Then* you have to somehow make it able to tell which sound for a particular group of letters is to be used in a particular case.

I'm pointing out that this solution you're proposing isn't at all simple, and is very unlikely to be able to produce consistent, sensible results. Making something that works in the "highly limited" case of the game is not simple or easy (the two being different).

I'm not sure if I didn't make this clear, but the idea is that every province name would contain the basic blocks to tell the system how to transliterate it correctly - that's what would include things like 'translate this as "FF"' or 'Translate this as "Town"' etc.

The point isn't that this system we've come up with is easy, nor that the system as a whole is simple - the point is that by adding simple rules, finding the break cases and then adapting them we've gone from the insurmountably impossible task of "create an algorithm which understands human language" to "create a scripting system which takes a finite number of inputs and gives outputs which look similar enough to good answers that most of the time it doesn't feel jarring".
Essentially going from "Grotesquely infeasible task" to "Major DLC feature".
 
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wilcoxchar

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The same is true of every aspect of the game. Simulating an AI capable of acting like a real human person is beyond the capacity of current programmers, but nevertheless paradox has probably hundreds of thousands of characters in CK2, ostensibly acting as "people". The difference here is a question of "perfect" vs. "good enough", and the fact they you say "this can't be done" and my response is "here's a way to do it I came up with in twenty minutes" is clearly indicative of a similar problem; you're saying we can't do a perfect system which works 100% of the time? I agree. But I'm saying we can make do with something which is roughly good enough, especially if it run off a mod-able scripting system.

Because honestly I think if we applied the same standard to AI, War, Plots, Religion, Province development -basically anything- we'd have to give up and scrap the feature, but if we say "how can we do this simply?" then we get lots of options which aren't fantastic but kind of work, mostly. From there it's just a case of working out what we actually need to work well and what we can afford to leave up to abstraction, smoke and mirrors and the other myriad of tricks game makers use to make a handful of random numbers and deterministic algorithms look and feel like a real-ish world.
Did you ever consider that coming up with an idea in 20 minutes is not nearly enough thought put into something to make a "good enugh" idea, or even nearly close to good enough? Not even taking into account the namelists, but trying to figure out how dynamic cultural mergers would interact with every other aspect of culture mechanics and how the culture system interacts with every other system in the game takes a lot more than 20 minutes of thought. Saying you came up with something in 20 minutes just points to how little you've thought about it, not how easy the implementation is.
 
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BrokenSky

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Did you ever consider that coming up with an idea in 20 minutes is not nearly enough thought put into something to make a "good enough" idea, or even nearly close to good enough? Not even taking into account the namelists, but trying to figure out how dynamic cultural mergers would interact with every other aspect of culture mechanics and how the culture system interacts with every other system in the game takes a lot more than 20 minutes of thought. Saying you came up with something in 20 minutes just points to how little you've thought about it, not how easy the implementation is.

Obviously yes, that's why I said as much in that the original post in the chain and every post subsequently. My point, as I have continually re-iterated, is not that this is a good idea, fully formed and ready to go, nor even that this is a good idea with a few kinks to work out.

My point was, and is, that if I could come up with one idea off the top of my head in twenty minutes, and we could flesh it out as we have done over the course of the last couple of pages - working out the flaws, possible work arounds, things it does or doesn't do well etc., that a dev team actively trying to solve the problem could also come up with ideas, discuss their merits and flaws, find things which work and things which don't and come up with a viable solution, which is the process of finding workable solutions.

What I mean is that if you don't know how to fix something, come up with random ideas and work out why they don't work - it will give you a good understanding of how to make something which will; if you can come up with ideas, then you can make something which is good enough - not by implementing the first idea, but by taking the one or two good bits from it and combining them with some of the good bits from the second and third and fifth and ninth idea. It's almost always easier to fix bad things than make good ones from scratch so start with something bad and fix it. That was, and is, my point. We can have ideas, so solutions exist.
 
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wilcoxchar

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Obviously yes, that's why I said as much in that the original post in the chain and every post subsequently. My point, as I have continually re-iterated, is not that this is a good idea, fully formed and ready to go, nor even that this is a good idea with a few kinks to work out.

My point was, and is, that if I could come up with one idea off the top of my head in twenty minutes, and we could flesh it out as we have done over the course of the last couple of pages - working out the flaws, possible work arounds, things it does or doesn't do well etc., that a dev team actively trying to solve the problem could also come up with ideas, discuss their merits and flaws, find things which work and things which don't and come up with a viable solution, which is the process of finding workable solutions.

What I mean is that if you don't know how to fix something, come up with random ideas and work out why they don't work - it will give you a good understanding of how to make something which will; if you can come up with ideas, then you can make something which is good enough - not by implementing the first idea, but by taking the one or two good bits from it and combining them with some of the good bits from the second and third and fifth and ninth idea. It's almost always easier to fix bad things than make good ones from scratch so start with something bad and fix it. That was, and is, my point. We can have ideas, so solutions exist.
And what makes you think the developers haven't gone through the process of coming up with ideas already and have decided that there is no feasible solution?
 
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DreadLindwyrm

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You *are* aware that you've thoroughly shifted the goalposts from your original suggestion of just using character replacement to a hybrid system that now has to be able to pull out "fixed" elements (and transliterate these - which will require essentially coding these "fixed" elements as either drawing from the namelists, or require the "fixed" elements to be given transliterations) and separate these from translatable elements?
Yeah, and it would be a lot of work, but it wouldn't be orders of magnitude more than finding the names for all the baronies in the first place. It would definitely be something on the order of magnitude of the workload they had in Reaper's Due, when they added the potential for seven holdings to every province, but that was something they already did once. We've already dropped the workload down from "the time it takes to make something better than the best linguistic software in the world" to "something which would take some of the dev team a few months".

It's now not just a matter of finding the names. It's a matter of finding the origins of the names, their etymology, and deciding which (if any) should be translated by etymology, and which (if any) should be transliterated. This is not an easy task, and now required the team to be not only linguists capable to coding a transliteration system, but also to do deep dives on the history to obtain etymologies that are in dispute or now lost.

And it's gone from "oh, I've fixed it in 20 minutes" to "it'll take a large portion of the team months to do it".

And it *still* has to address being able to decide which phonetic value a given letter or group of letters have in a given context, and what to do if a language doesn't have that phonetic value.

If it becomes something that takes the dev team a few months and becomes most of the feature of a DLC, that sounds like it's a DLC that won't sell well, unless it has *amazing* other features.


Why does the game need to know how how to pronounce it? And heck, why does it need to know which of borough, burgh or bury to use? if you made it choose randomly one of the three most people would never notice that there was anything wrong. And if one culture doesn't have a town suffix, then it would probably just keep the name the other culture used which does.

The game needs to know how to pronounce it so that it knows which sound the syllable represents in the native language, and which to represent it with in the new one. Or, more precisely, it has to know which syllables in one language correspond to those in other languages, and which are is the "correct" ones to use.
The word "fish" could be equally validly represented by "ghoti", but the latter would not be considered a "correct" transliteration. Similarly for "ghoughpteighbteau", which is a perfectly valid phonetic representation of "potato".
It has to be able (somehow) whether or not this is done manually by assigning something like IPA values behind the scenes be able to distinguish similar (or identical) looking names and give them a correct value if it is even going to attempt to get the names for the provinces right when assigning them to a hybrid culture that may be using the orthography of one parent culture, or a hybrid of the two.

Off the top of my head, I don't know if there's a problem with having a culture have more than one identifier for the same "equivalent" name fragment. It might be that it breaks something badly. It might have no effect. But it's something that has to be concidered.

If a culture doesn't have a suffix, then it just outright keeps the old name? It shouldn't perhaps transliterate it like would happen with other names that don't have a translateable part?

I'm not sure if I didn't make this clear, but the idea is that every province name would contain the basic blocks to tell the system how to transliterate it correctly - that's what would include things like 'translate this as "FF"' or 'Translate this as "Town"' etc.
So the devs have to go through every name in the game - including ones that have the same name but different pronunications, assign them all IPA values for the elements that are transliterated, and equivalents for every element that has to be translated.

To quote another forum member from this thread about giving them IPA values.

This is the only thing that would make it fine, and it's just too much work.

The same looking word in the same language can have two (or more) different pronunciations, and there's no short cut to obtaining the values for the phonemes in these names.
It would have to essentially be done manually.


The point isn't that this system we've come up with is easy, nor that the system as a whole is simple - the point is that by adding simple rules, finding the break cases and then adapting them we've gone from the insurmountably impossible task of "create an algorithm which understands human language" to "create a scripting system which takes a finite number of inputs and gives outputs which look similar enough to good answers that most of the time it doesn't feel jarring".
Essentially going from "Grotesquely infeasible task" to "Major DLC feature".

We haven't really begun to touch on break cases.
The simple rules aren't simple.

And again, if this were to be a "major DLC feature" it's somewhat dry and likely to drive sales down, especially with the opportunity cost of doing something gameplay related instead, and the necessity to hire specialists to do this sort of work.


Obviously yes, that's why I said as much in that the original post in the chain and every post subsequently. My point, as I have continually re-iterated, is not that this is a good idea, fully formed and ready to go, nor even that this is a good idea with a few kinks to work out.

My point was, and is, that if I could come up with one idea off the top of my head in twenty minutes, and we could flesh it out as we have done over the course of the last couple of pages - working out the flaws, possible work arounds, things it does or doesn't do well etc., that a dev team actively trying to solve the problem could also come up with ideas, discuss their merits and flaws, find things which work and things which don't and come up with a viable solution, which is the process of finding workable solutions.
And so far you've moved the goalposts so it's now an entirely different concept - and far more complicated and difficult - and you've largely ignored the point of how difficult it is, even asking why the game needs to know how something is pronounced in order to transliterate it correctly.


What I mean is that if you don't know how to fix something, come up with random ideas and work out why they don't work - it will give you a good understanding of how to make something which will; if you can come up with ideas, then you can make something which is good enough - not by implementing the first idea, but by taking the one or two good bits from it and combining them with some of the good bits from the second and third and fifth and ninth idea. It's almost always easier to fix bad things than make good ones from scratch so start with something bad and fix it. That was, and is, my point. We can have ideas, so solutions exist.

You suggest just getting some of the devs to do it - they're mostly game designers, not linguists. It isn't something that would really fall into the field of most of the dev team, and for those for whom researching the possible pronunciations *is* adjacent to their field (the historians) they'll need those for other historical elements of the research and design for other DLC.


And, whilst cramming together partially broken system after partially broken system to try to get a good solution is possibly easier, it produces complicated, unwieldy and generally poor solutions to problems, rather than good working systems. Even worse, they become solutions that are hard to replace when you *do* have a good one.
An "easy" solution is not necessarily a "good" solution. "Everyone is hungry, so let's eat the seeds we were saving for next year" is an easy solution, but long term it's not a *good* solution. Rationing food to get through to the next year and be able to plant is a harder solution, but far better.

There is also, as I mentioned earlier an opportunity cost, in that doing all this work to obtain IPA encoding for every possible place (and personal) name to enable transliteration is difficult. It may also require hiring a whole new team to do this difficult task.
 
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vandevere

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And what makes you think the developers haven't gone through the process of coming up with ideas already and have decided that there is no feasible solution?

Devil's Advocate speaking. What makes you think the devs have? AFAIK, they haven't said much either pro or con.

My only idea is that those of you who know Modding could team up with the linguists here, and try to make-for lack of a better way to put it-a Test Mod. Maybe it can be done, maybe it can't be done. Only way to find out is to dig in and try.
 

BrokenSky

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You *are* aware that you've thoroughly shifted the goalposts from your original suggestion of just using character replacement to a hybrid system that now has to be able to pull out "fixed" elements (and transliterate these - which will require essentially coding these "fixed" elements as either drawing from the namelists, or require the "fixed" elements to be given transliterations) and separate these from translatable elements?


It's now not just a matter of finding the names. It's a matter of finding the origins of the names, their etymology, and deciding which (if any) should be translated by etymology, and which (if any) should be transliterated. This is not an easy task, and now required the team to be not only linguists capable to coding a transliteration system, but also to do deep dives on the history to obtain etymologies that are in dispute or now lost.

And it's gone from "oh, I've fixed it in 20 minutes" to "it'll take a large portion of the team months to do it".

And it *still* has to address being able to decide which phonetic value a given letter or group of letters have in a given context, and what to do if a language doesn't have that phonetic value.

If it becomes something that takes the dev team a few months and becomes most of the feature of a DLC, that sounds like it's a DLC that won't sell well, unless it has *amazing* other features.




The game needs to know how to pronounce it so that it knows which sound the syllable represents in the native language, and which to represent it with in the new one. Or, more precisely, it has to know which syllables in one language correspond to those in other languages, and which are is the "correct" ones to use.
The word "fish" could be equally validly represented by "ghoti", but the latter would not be considered a "correct" transliteration. Similarly for "ghoughpteighbteau", which is a perfectly valid phonetic representation of "potato".
It has to be able (somehow) whether or not this is done manually by assigning something like IPA values behind the scenes be able to distinguish similar (or identical) looking names and give them a correct value if it is even going to attempt to get the names for the provinces right when assigning them to a hybrid culture that may be using the orthography of one parent culture, or a hybrid of the two.

Off the top of my head, I don't know if there's a problem with having a culture have more than one identifier for the same "equivalent" name fragment. It might be that it breaks something badly. It might have no effect. But it's something that has to be concidered.

If a culture doesn't have a suffix, then it just outright keeps the old name? It shouldn't perhaps transliterate it like would happen with other names that don't have a translateable part?


So the devs have to go through every name in the game - including ones that have the same name but different pronunications, assign them all IPA values for the elements that are transliterated, and equivalents for every element that has to be translated.

To quote another forum member from this thread about giving them IPA values.



The same looking word in the same language can have two (or more) different pronunciations, and there's no short cut to obtaining the values for the phonemes in these names.
It would have to essentially be done manually.




We haven't really begun to touch on break cases.
The simple rules aren't simple.

And again, if this were to be a "major DLC feature" it's somewhat dry and likely to drive sales down, especially with the opportunity cost of doing something gameplay related instead, and the necessity to hire specialists to do this sort of work.



And so far you've moved the goalposts so it's now an entirely different concept - and far more complicated and difficult - and you've largely ignored the point of how difficult it is, even asking why the game needs to know how something is pronounced in order to transliterate it correctly.




You suggest just getting some of the devs to do it - they're mostly game designers, not linguists. It isn't something that would really fall into the field of most of the dev team, and for those for whom researching the possible pronunciations *is* adjacent to their field (the historians) they'll need those for other historical elements of the research and design for other DLC.


And, whilst cramming together partially broken system after partially broken system to try to get a good solution is possibly easier, it produces complicated, unwieldy and generally poor solutions to problems, rather than good working systems. Even worse, they become solutions that are hard to replace when you *do* have a good one.
An "easy" solution is not necessarily a "good" solution. "Everyone is hungry, so let's eat the seeds we were saving for next year" is an easy solution, but long term it's not a *good* solution. Rationing food to get through to the next year and be able to plant is a harder solution, but far better.

There is also, as I mentioned earlier an opportunity cost, in that doing all this work to obtain IPA encoding for every possible place (and personal) name to enable transliteration is difficult. It may also require hiring a whole new team to do this difficult task.

I have repeatedly told you that you haven't been arguing against my position, and In the original post I said that the solution I gave wasn't likely to work as suggested. This is not moving the goalposts - this is two teams playing on different pitches and insisting that the other team didn't show up, and I've been trying to get that across more or less since the beginning.

To be entirely honest with you it feels like you haven't been listening to what I've been saying at any point and now you're trying to blame me for the fact, and frankly it feels incredibly insulting.
 

DreadLindwyrm

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I have repeatedly told you that you haven't been arguing against my position, and In the original post I said that the solution I gave wasn't likely to work as suggested. This is not moving the goalposts - this is two teams playing on different pitches and insisting that the other team didn't show up, and I've been trying to get that across more or less since the beginning.

To be entirely honest with you it feels like you haven't been listening to what I've been saying at any point and now you're trying to blame me for the fact, and frankly it feels incredibly insulting.
Go look in a mirror.
 
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Xain

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In short:

  • If anyone wants to do a couple of PhDs in computer science and linguistics, and possibly one in historical anthropology, and come up with such a system, he's welcome to do it; otherwise
  • please modders add as many potential melting pot cultures as possible to cater for everyone's taste.
 
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Woifee

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Presumably there would be some distinction between Norse-in-Ireland and Irish-in-Norway but for most of these they probably wouldn't be called "Norse-Gael", but rather, something based on the region they ended up in.

For example, let's say, something based on the name of the duchy they originated in in the language of the conquerors - e.g. Norse invade Anglo-Saxon York, create melting-pot culture "Jorvik", taking the title name-list from Norse and using a mix of Norse names and Anglosaxon names using Norse character replacements where possible. At the same time the french king francifies the Bretons, creating a culture in the french group which uses a mix of french and Breton names. This culture is named after the adjective for the french name version of the duchy of Brittany. Now our Jorvik culture goes out and conquers Brittany, and creates a New New culture, mixing the two melting pot cultures into a third, which would then use mostly Breton names with Norse character swaps and be named after the duchy of Brittany - but now there's a problem since the Brittany already has a melting-pot culture associated with it (and for the sake of argument isn't called something else in anglosaxon or norse), so instead the name is based on one of the holdings, which also becomes the new duchy capital and name, (prioritising the default capital), e.g. Nantsian.

Now I'm not saying this system is the best available, but it's something I came up with on the fly while writing this response over the course of like.. twenty minutes? CK2 already had a system for dynamically naming cultures, which is did for the randomised cultures in the random history system (so there's no need at all for something to ever be called Gaelo-Norse-Franco-Breton, thank goodness). Solutions exist, is my point.

Ideally though if they could make the system for creating the dynamic names lists as scriptable as possible, they'd probably only need to wait a year or two to look at how modders made it better for inspiration.
This probably will result in plenty of cultures with the same same.
 

Zhetone

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no one can tell me any "real" melting pot cultures anyway besides maybe Sicilian and Norman. English culture is hardly a merger of Anglo-Saxon and French culture, it's just a lot of words entering the English lexicon. I think the whole system is overblown
 
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DreadLindwyrm

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no one can tell me any "real" melting pot cultures anyway besides maybe Sicilian and Norman. English culture is hardly a merger of Anglo-Saxon and French culture, it's just a lot of words entering the English lexicon. I think the whole system is overblown
There's an argument to be made for Norse-Gael, there's an argument that English works as Anglo-Saxon + Norman.
Normanisation of Anglo-Saxon *did* change several things about the culture, but potentially these would be better modelled by the ability of a culture to adopt the trappings of another one. That said, "English" as a culture is somewhat distinct from etiher predecessor., and it would feel inaccurate to have 1400s England be "Anglo-Saxon" or "Norman", or to name the Anglo-Saxon culure as "English".
It's further complicated by the cultures carrying the names that are used, with English using a different pool to either Anglo-Saxon (no Aethelbalds in English) and Norman (with names like Jacques having converted to Jack - or James).

I've heard suggestions that "border" Scots is an Anglo-Saxon + previous Scottish culture melting pot, and extended into Northumbria.
 

Karlington

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I'd still like to hear how those who want dynamically generated melting pot cultures envision that it would work with the new, culture-based technology system. It's all well and good to talk about how names would be generated and so on, but all that becomes a moot point if it breaks one of the core mechanics of the game.
 
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Viridianus

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I'd still like to hear how those who want dynamically generated melting pot cultures envision that it would work with the new, culture-based technology system. It's all well and good to talk about how names would be generated and so on, but all that becomes a moot point if it breaks one of the core mechanics of the game.
This one is, surprisingly for some, easier: we do have the Dev's answer that the non-dynamic melting pots just keep all non-specific cultural innovations of their parent cultures, and this could be extended. Additionally, so that they're not totally bland, a chance to inherit some specific ones could be added.
no one can tell me any "real" melting pot cultures anyway besides maybe Sicilian and Norman. English culture is hardly a merger of Anglo-Saxon and French culture, it's just a lot of words entering the English lexicon. I think the whole system is overblown
English culture is a merger of Norman and Anglo-Saxon and Welsh and whatnot. Actually, most modern megacultures are melting-pot or descendants thereof. Current Russian is a melting pot of pre-Mongolic invasion Slavs, Finno-Ugric inhabitants of the Eastern European Plane, and Mongols; current Indian cultures are mixtures of their prior selves and the british culture that came to them (and similarly for some other colonization places); current Greek is a heavy mixture with Turkish which would be barely recognizable for pre-Ottoman Ῥομανοί.
 

Zhetone

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the idea that English is an equal hybrid of Norman and Anglo-Saxon cultures is absurd, and really just patently false.
 
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