I made repositories for mods I (we) created from scratch. Rest of mods were modified and it is easier for me to just open them in notepad. I will think of it later probably.
Majapahit
Daha
Kahuripan
Tuban
Pajang
Lumajang
Madura
Bedahulu
Jambi
Darmmacraya
Lamuri
Samudra
Barus
Panai
Palembang
Tumasik
Pahang
Kalanten
Keda
Banja
Sampit
Katingan
Berune
Tanjung Kutei
Sukadana
Galuh
Kalapa
Pakuan
Makassar
Luwu
Maloko
Hutan Kadali
Wandan
Ambwan
Ambwan
Batavia
Hujung Galuh
Kampung Medan
Bandoeng
Kabalan
Mataram
Sugeneb
Lampung
Dungun
Banggawi
Mataram
Pekan
Hanseong
Pyongyang
Kaesong
Gongju
Seongju
Gyeongju
Hamhung
Kilju
Anju
Yonghung
Gimhae
Andong
Jinju
Chungju
Haeju
Miryang
Cheongju
Pyongsan
Sangju
Hongju
Jeonju
Jeongju
Hwangju
Changwon
Suwon
Namwon
Gangneung
Pukchong
Daegu
Kanggye
Mujin
Ulsan
Naju
Jeju
Kyongsong
Anbyon
Icheon
Wonju
Ganghwa
Gwangju
Yongbyon
Yangju
Suncheon
Chuncheon
Uiju
Dongnae
Incheon
Anseong
I precisely only took some of the First French Empire that are no longer in France.
+ Belgium was part of France from 1789 to 1830, mostly the same for Luxembourg.
+Turin was part of France from 1802 to 1814.
+The other were conquered after 1804, but annexed. They were really considered by Napoléan as part of France (to the contrary to the other territories he just kept as "forced allies").
Reference: https://upload.wikimedia.org/wikipedia/commons/f/f5/Europe_1812_map_en.png
It would be strage if Napoleon said: "I only conquered them, but nah, I don't want them to be part of France."
Just looking on the map - Hell, that's nice piece of land he conquered or subjugated. He had very high ambitions.
I think we should focus on leader, his conquests, his ambitions. So no-culture yes-leader. You can include some important colonies and those "controversial". Controversial or not they were part of the empire, right?
Every other nation we do is based on leader, but f.e. current english and spanish list (not revised) does not contain colonies. Same for Germany. I didn't check Portugal or Russia. This could change.
Paris
Lyon
Marseille
Bordeaux
Chartres
Orléans
Nantes
Grenoble
Toulouse
Lille
Verdun
Avignon
Versailles
La Rochelle
Ajaccio
Strasbourg
Dijon
Angers
Nancy
Metz
Poitiers
Saint-Etienne
Rennes
Dunkerque
Auxerre
Pau
Carcassonne
Bouges
Montpellier
Boulogne
Amiens
Bayonne
Nice
Caen
Le Havre
Calais
Bourges
Nîmes
Toulon
Troyes
Brest
Cherbourg
Valence
Besançon
Reims
Blois
Nîmes
Arras
Napoléon-sur-Yon
Bruxelles
Cologne
Luxembourg
Gênes
Florence
Rome
Trieste
Amsterdam
Münster
Aix-la-Chapelle
Brême
Barcelone
Mayence
Turin
Portoferraio
This mod randomises your city names, the same way civ 6 does. Weighted randomisation. So instead of a complete randomisation where your second city's name might end up being an unknown village in the middle of nowhere, you will get one of the more important cities near the top of your list: though you won't know which.
-- Civ 6 Style City Names
-- Core Functions
--=======================================================================================================================
-- Functions
--=======================================================================================================================
-- GetRandom
------------------------------------------------------------------------------------------------------------------------
function GetRandom(lower, upper)
return Game.Rand((upper + 1) - lower, "") + lower
end
------------------------------------------------------------------------------------------------------------------------
-- Shuffle
------------------------------------------------------------------------------------------------------------------------
local function Shuffle(t)
local n = #t -- gets the length of the table
while n > 1 do -- only run if the table has more than 1 element
local k = math.random(1,n) -- get a random number
t[n], t[k] = t[k], t[n]
n = n - 1
end
return t
end
------------------------------------------------------------------------------------------------------------------------
-- CollectCityNames
-- This function compiles a list of all city names possible based off existing civs in the game
-- It is possible to exclude a specific player's cities.
------------------------------------------------------------------------------------------------------------------------
function CollectCityNames(iPlayerToExclude)
if not(iPlayerToExclude) then iPlayerToExclude = -1 end
local tPlayerNames = {}
local tCityNames = {}
for iPlayer, pPlayer in pairs(Players) do
if iPlayer ~= iPlayerToExclude and not(pPlayer:IsMinorCiv()) and not(pPlayer:IsBarbarian()) then
tPlayerNames[iPlayer] = {}
if GameInfo.Civilizations[pPlayer:GetCivilizationType()] then
local sCivType = GameInfo.Civilizations[pPlayer:GetCivilizationType()].Type
local sQuery = "CivilizationType = '" .. sCivType .. "'"
for tRow in GameInfo.Civilization_CityNames(sQuery) do
table.insert(tCityNames, tRow.CityName)
table.insert(tPlayerNames[iPlayer], tRow.CityName)
end
end
end
end
local tShuffledNames = {}
while #tShuffledNames < #tCityNames do
for iPlayer, pPlayer in pairs(Players) do
if tPlayerNames[iPlayer] and #tPlayerNames[iPlayer] > 0 then
table.insert(tShuffledNames, Locale.ConvertTextKey(tPlayerNames[iPlayer][#tPlayerNames[iPlayer]]))
tPlayerNames[iPlayer][#tPlayerNames[iPlayer]] = nil
end
end
end
return tShuffledNames
end
------------------------------------------------------------------------------------------------------------------------
-- GrabRandomName_Weighted
------------------------------------------------------------------------------------------------------------------------
function GrabRandomName_Weighted(tCityNames)
local iEligible = 5 -- How many of the top unused names are eligible?
local iRemaining = #tCityNames - tCityNames.Used
if iEligible > iRemaining then iEligible = iRemaining end
local tPool = {}
for iKey, tName in ipairs(tCityNames) do
if not(tName.Used) then
for iNum = 1, iEligible do
table.insert(tPool, iKey)
end
iEligible = iEligible - 1
end
if iEligible < 1 then break end
end
local iFinalKey = tPool[GetRandom(1, #tPool)]
return iFinalKey
end
------------------------------------------------------------------------------------------------------------------------
-- CompileNameList
------------------------------------------------------------------------------------------------------------------------
function CompileNameList(iPlayer)
local pPlayer = Players[iPlayer]
local sCivType = GameInfo.Civilizations[pPlayer:GetCivilizationType()].Type
print(sCivType)
local sQuery = "CivilizationType = '" .. sCivType .. "'"
local tCityNames = {}
tCityNames.Used = 1
for tRow in GameInfo.Civilization_CityNames(sQuery) do
table.insert(tCityNames,
{
Name = tRow.CityName,
Used = false,
}
)
end
-- The Capital ALWAYS comes first
pPlayer:AddCityName(Locale.ConvertTextKey(tCityNames[1].Name))
tCityNames[1].Used = true
-- Then keep adding cities while there are more cities to add.
while tCityNames.Used < #tCityNames do
local iKey = GrabRandomName_Weighted(tCityNames)
local sName = Locale.ConvertTextKey(tCityNames[iKey].Name)
tCityNames[iKey].Used = true
pPlayer:AddCityName(sName)
tCityNames.Used = tCityNames.Used + 1
end
-- Now add ALL THE CITIES (foreign)
for iNum, sCity in ipairs(g_tShuffledNames) do
pPlayer:AddCityName(sCity)
end
end
--=======================================================================================================================
-- Initialise
--=======================================================================================================================
for iPlayer, pPlayer in pairs(Players) do
if pPlayer:IsEverAlive() and not(pPlayer:IsMinorCiv()) and not(pPlayer:IsBarbarian()) then
if pPlayer:GetNumCityNames() < 0 then
print("City Lists have already been randomised: Aborting")
return
end
end
end
print("Randomising City Lists")
g_tShuffledNames = CollectCityNames()
for iPlayer, pPlayer in pairs(Players) do
if pPlayer:IsEverAlive() and not(pPlayer:IsMinorCiv()) and not(pPlayer:IsBarbarian()) then
CompileNameList(iPlayer)
end
end
--=======================================================================================================================
--=======================================================================================================================
Arabia, Austria (soon), Carthage, Celts, Babilon, Morocco, Netherlands (soon), Persia, Rome, Sweden (soon) and Venice.
Pārsa
Pāθra-gadā
Bābirush
Hagmatāna
Karmana
Shush
Arbela
Tarsisi
Zaranka
Samarqand
Turuspa
Sadrakarta
Sparda
Arauvati
Damashq
Sur
Pura
Bakhtrish
Pushkalavati
Phra
Artakoana
Drepsa
Merv
Halicarnassus
Dascylium
Ganzak
Spahān
Rhaga
Miletus
Susiya
Xanthos
Hecatompylos
Cyropolis
Comana
Celaenae
Rhambacia
Mazaka
Hariva
Anshan
Stakhr
Gordion
Lygos
Pella
Kyrene
Pattala
Sindomana
Taxila
Sinope
Trapezous
Pelousion
Memphis
Thebai
Elephantine
Ammonion
Salamis
Vienna --> Wien
All byzantine city names reworked to greek pronounciation (during theodora reign coptic greek was used)
All Ottoman names revised and renamed to ottoman or turkish
Fixed Damascus names for some civs
Added Venice
Added Rome.
Umm, okay, here goes:@pineappledan Any thoughts?
Yes, but they ethnically replaced the native population. A European example would be Twangste (Old Prussian) ==> Königsberg (German) ==> Kaliningrad (Russian)And what about ethnic region of America? They were true settlers at someones lands.
No, because colonies count, or cities with no other significant attestations like keništa.With your point of view Persia should have only small part of south Iran territory and nothing more.
Well, I think at this point I've demonstrated that if you gave me control of a city list I would probably focus less on the ruler than you do, but in a case like Dido, who would have considered herself Phoenician, rather than Carthaginian, your two options are to either entirely reorient Carthage to be Phoenicia, or to not focus on Dido's life. Instead, I would focus on a sequence of Carthaginian colonial and imperial expansions.With carthage the real problem is that when Dido ruled it was only small colony in africa and it expanded seriously around half century later. Its somewhat problematic.