It had never occurred to me to make my mod Fortran compliant.
Don't be ridiculous; it's not about making your mod compatible with another language. It's that if the person writing the code is an actual
programmer and not just someone playing around, then they'll try to use practices that are Good Coding Practices for all languages, and not just develop habits (usually bad ones) based solely on the particular language/scripting set they're working with at the moment. That's why those notation conventions are useful; even if the particulars of the language in question don't NEED to follow that convention, the person working on it is going to move on to some other language in a year's time, and it's better if he's not changing his habits as he goes. I've learned a good 20 programming languages or pseudo-language scripting sets over the past couple decades, and if I altered my habits for each one I'd never get a job. I'm guessing, then, that most of the folks who programmed Civ5 are actual honest-to-god programmers who've cut their teeth on languages a bit more advanced than Lua, and so have learned to follow naming conventions for all of those reasons I mentioned.
Besides, those other two things I mentioned ARE still valid, even if you want to ignore the Fortran bit. I'm at work right now, and as we speak, I'm debugging code that consistently uses "x" as a 2-dimensional positional array, instead of explicit X and Y values, because that's how we astronomer-types deal with large amounts of 2-dimensional image data. A lot of my internal variables begin with "i", "n", "s", and so on to designate whether they're an index, counter, or structure. And all of my loop indices are named "ii", "jj", "xx", "yy", and so on, for exactly the reasons I listed above.
If it's all code I've written for myself then there's not an issue, and I could name the variables whatever I want, but if I'm going to hand this code off to someone else, it's better if we're on the same page for notations.