You would need to mod the C++ DLL code (and recompile it) to support changing the Civ's name (and a couple of other attributes) via Lua - as the database loaded from the xml files is 'read-only' once a game has been started. But even with a modded DLL you would still have to change many, many core Lua files that make up the User Interface screens as these refer directly to the database, eg "GameInfo.Civilizations[pPlayer:GetCivilizationType()].Description" or similar, and don't use the Lua API methods to get the Civ's name and other attributes. See also here.
Actually I found a way to change name with just lua, thanks to looking at code in the Civ Names by Policies mod. (now to get it to change the one I want)
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