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City Name Generator [Civ VI] v40

HandyVac

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The shire where the oxen cross the river. UK.
I've been adapting by City Name Generator mod to work in Civ 6, with a few improvements over the Beyond Earth version.

This isn't quite a finished version yet, but is working and playable.

City Name Generator [Civ VI] - Generates names for cities based on nearby terrain.

Instead of picking from the usual list of real place-names, this mod attempts to create a new name whenever a city is founded, by stringing together words appropriate for the civilization and the local landscape.

For example, a city founded by England, next to a river, a forest and a cattle resource, might get named "Cowbridge Wood".

When a city builds it's first district, it's name may change to reflect that specialisation. For example, "Cowbridge" might become "Cowminster" when building...

Also available on Steam Workshop.

Read more about this resource...
 
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This sounds amazing.

Sure trying it out. Can you also add an option to have English names no matter who you are playing though?
 
Sure, it shouldn't be hard to put in an option for all players to use the same word list, regardless of what civ they're playing. I'll pop that into the next update.

To be clear though, English names in this case doesn't mean modern day conversational English, it means "in the style of place names of England", so full of old toponyms like thorpe, thwaite, bury and avon, with their meanings described in the etymology tooltips like any other language.
 
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Sure, it shouldn't be hard to put in an option for all players to use the same word list, regardless of what civ they're playing. I'll pop that into the next update.

To be clear though, English names in this case means "in the style of place names in England", so full of old toponyms like thorpe, thwaite, bury and avon, with their meanings described in the etymology tooltips like any other language.

That would be great for me. I'd just like to have the ability to choose to play with names that just sound a little more "known", so to say, compared to what languages like Chinese and Aztec would probably be like. It certainly won't be for every game though, it'd depend on my mood.
 
I'm just looking through the files a bit, but the work you must've put in this is just amazing...

I am very hyped to try this out. Game I started wasn't going that well and only some 25 turns in anyways...
 
Minor issue with Norwegian naming, second city name was fine.

Spoiler :

D58DBBA3EC7D28786ADEA2FC8F5BCFE443BF81CE

 
HandyVac updated City Name Generator [Civ VI] with a new update entry:

Conquest and Liberation

Cities no longer get a completely new name generated when they change owner.

When a city state is liberated, it will get it's original city state name back.

When a city is conquered by a major civ, there is a chance the new owner will change or add to the name (e.g. Oxford could become Kýrford if Norway captures it), or that the name will remain unchanged.

Default chance for the name change is 75%, but that can be changed in the CNG_UserOptions file if you want it to happen more or less...

Read the rest of this update entry...
 
What about a possibility for a city to be named after the leader of the civilization?
 
The mod can already name places after people, but I figured it would be more interesting to have a varied list of personal names to choose from rather than use the leader's name, so it picks from the list that spies and traders use.
 
The mod seems to be messing with my tooltips. Specifically, terrain tooltips don't work
 
The mod seems to be messing with my tooltips. Specifically, terrain tooltips don't work
Are you using any other mods at the same time? and do you still get this problem when you don't?

This mod does change the terrain tooltips (to show city name etymologies), so the problem is most likely a conflict between this and another mod you're using, at the same time, which is also trying to change the same tooltips. (or, more specifically, which includes a custom version of PlotToolTip.lua).

In which case, don't use both those mods at the same time. UI mods do not play nicely with each other in this game :(


If you really do want to use both mods together, you can delete the UI portion of this mod and the rest of it will still work fine. Simply open up your "Mods/City Name Generator/UI" folder and delete all the files inside it. City names will still get generated as usual, you just won't see their meanings when you mouse-over a city centre.
 
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Cool idea, I'll for sure try this when I start a new game. I use CQUI so I may just deactivate that MOD first to see the etymologies, they sound really cool. Also thanks for letting us know to delete the UI files to be able to use your mod with other UI mods. Thanks for uploading!
 
I have to say the names are sometimes sorta weird, but it's awesome to play with this, even if only because the names sound so much more part of the civilization.

Two questions though. First, would it be possible that, if a name changes because it's conquered, the new name is a translation of the old one?
And second, I suppose this is a lot of work, so I understand if you won't do it, but could you add requirements so that you don't get "aquafluvius", for example (I had this one, aqua means water, fluvius means river)?
 
I have to say the names are sometimes sorta weird, but it's awesome to play with this, even if only because the names sound so much more part of the civilization.

Two questions though. First, would it be possible that, if a name changes because it's conquered, the new name is a translation of the old one?
And second, I suppose this is a lot of work, so I understand if you won't do it, but could you add requirements so that you don't get "aquafluvius", for example (I had this one, aqua means water, fluvius means river)?

I had a similar problem playing as Brazil. There was a city named "Morro da Colina", which, translated, means "Hill's Hill" :D
 
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