[Mod] True Culture Location and Territory Naming for the Giant Earth Map

Gedemon

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and so, new alpha
Code:
- feature: also save the era index, not just the style for historical districts
- bug fix: possible end of turn lock when not using the core territory option and using an external XML/JSON file to remove a list of unlocking territories
- balance: change the logic to get the game's global era (original method is not meant to be used with a dynamic number of players > 10)
- a bit of code cleaning

again, be warned, this one also break saved game compatibility


(edit: removed outdated files)
 
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TheGreatZuzuMan

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This might be a dumb question, but how does one start a game with the experimental TCL location on a randomly generated map? I turned the option on but it doesn't seem to have worked in my game, I was able to select all the available cultures.
 

Gedemon

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This might be a dumb question, but how does one start a game with the experimental TCL location on a randomly generated map? I turned the option on but it doesn't seem to have worked in my game, I was able to select all the available cultures.
Still working here, could you post the diagnostic log ? (see first page)
 

Gedemon

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small teaser
Spoiler :
upload_2022-3-7_23-40-31.png
 

Gedemon

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And last alpha before release (hopefully)
Code:
- add color (cyan) to names of territories unlocking a culture for the next era on the territory layer (F3 key to toggle that layer)
- bug fix : clean multiple tables on exiting to main menu to prevent mixed TCL data from different mods or for different maps
- a bit of code cleaning and renaming
- move all data related to the Giant Earth Map to XML files included with the map download (the mod now requires at least v1.1.1.2 of the map)

The (mandatory) data files are now included with the Giant Earth Map v1.1.1.2 on mod.io

edit: removed outdated files
 
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Gedemon

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v1.0.4.6 released on mod.io

Requires at least the Giant Earth Map v1.1.1.2

Full change log since v1.0.3.4
Code:
- feature: add option to generate TCL on any map (experimental)
- feature: city map names imported from YnAMP, with possible alternate city names specific to culture or era
- feature: historical districts, they keep their original appearance until destroyed, only city centers, exploitation and new districts will use the current owner visual style
- feature: add color (cyan) to names of territories unlocking a culture for the next era on the territory layer (F3 key to toggle that layer)
- feature: the TCL data (including City Map) can be defined in XML files, not just JSON
- move all data related to the Giant Earth Map to XML files included with the map download (the mod now requires at least v1.1.1.2 of the map)
- bug fix: should not hang on loading screen when reloading/starting a new game without exiting
- bug fix: unlocking territory for Maasai should now be Kenya, not Corea
- bug fix: possible end of turn lock when not using the core territory option and using an external XML/JSON file to remove a list of unlocking territories
- bug fix : clean multiple tables on exiting to main menu to prevent mixed TCL data from different mods or for different maps
- balance: change the logic to get the game's global era (original method is not meant to be used with a dynamic number of players > 10)
- a bit of code cleaning and renaming

edit:

Important note: this version is not compatible with previous saved games (except those since 1.0.4.4 alpha)
 
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Gedemon

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So I think that's it for this mod, I'll release a last version with a boost for Territory unlocking Cultures when the AI looks where to settle, and it will go in maintenance (ie bugfix/compatibility only)

I've started testing something different for the new mod that will be developed from that base, but with some gameplay changes.

First teaser is here:
https://forums.civfanatics.com/threads/combat-system-for-civ-vii.673655/#post-16240978

city mapping and TCL for other maps are independent (ie defined in XML preferably released with maps), and the same files will work with both mods.
 
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SeelingCat

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Small report on duplicate/weird names after having gotten a majority of the new names added to Rosetta's database:

Duplicates:
  • LOC_CITY_NAME_KANGERLUSSAQ/LOC_CITY_NAME_KANGERLUSSUAQ
  • LOC_CITY_NAME_PETROPAVLOVSK/LOC_CITY_NAME_PETROPAVLOVSK_KAMCHATSKIY
  • LOC_CITY_NAME_VELS/LOC_CITY_NAME_VELSK
Oddities:
  • LOC_CITY_NAME_VANUATU and LOC_CITY_NAME_PORT_VILA - Port Vila is the Capital of Vanuatu - but these are marked as different spaces? Not sure what island/city "Vanuatu" is referring to here
  • LOC_CITY_NAME_XINJIANG - similar to above; we have a province name (large one this time) - cities within it like Turpan, Yanqi, and Urumqi are in the naming list, so not sure what this province name is doing here
  • LOC_CITY_NAME_MERIDA is used for both Mérida, Spain and Mérida, Mexico
  • LOC_CITY_NAME_PERTH is used for Perth, Scotland and Perth, Australia
Unidentified Locales:
  • LOC_CITY_NAME_FORT_POUSTOZERSKIY
  • LOC_CITY_NAME_KARATAYKA
  • LOC_CITY_NAME_KHOR
  • LOC_CITY_NAME_KHOREY_VER
  • LOC_CITY_NAME_POMORYE
  • LOC_CITY_NAME_SAMPWE
  • LOC_CITY_NAME_VARNEK
  • LOC_CITY_NAME_VOLOKOVAYA
  • LOC_CITY_NAME_VOLONGA
  • LOC_CITY_NAME_VYUCHEYSKIY
  • LOC_CITY_NAME_YUROMA
  • LOC_CITY_NAME_ELAI
Small places without good translations methods: Too many to list, approximately 36 of those

South American Shuffle: About 150 names; held off adding translations for many of these until the name map is finalized/confirmed.

In all, about 2700/2900 (93%) of names have been mapped.

Currently trying to gather the faction names, and then I can start exporting localized names!
 
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SeelingCat

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Could this be Pustozersk in the Nenets District of Russia? What would you need to identify these locales?
That looks to be the correct one - thanks! Generally need a Wikipedia page - but some places are too small/obscure to have one, so they're not really translatable except in some rarer cases.

@Gedemon - I attach here a first draft of the city names.

Notes on assumed backups:
Spoiler Notes :

  • Assyria: Babylon, SUMERIAN
  • Babylon: SUMERIAN
  • Bantu: INDIGENOUS
  • MycenaeanCivilization: AncientGreece
  • Nubia: EgyptianKingdom
  • OlmecCivilization: MayaCivilization(?), INDIGENOUS
  • ZhouChina: China (until I can overhaul my Chinese dynastic names)

  • AksumiteEmpire: Ethiopia
  • Carthage: Phoenicia
  • CelticCivilization: RomanEmpire
  • Garamantes: RomanEmpire
  • Goths: RomanEmpire
  • Huns: RomanEmpire
  • MauryaEmpire: SANSKRIT, HINDI
  • MayaCivilization: INDIGENOUS

  • Byzantium: AncientGreece
  • MedievalEngland: ENGLAND (MedievalEngland uses Anglo-Norman (Domesday) names)
  • Franks: LATE_LATIN, FrenchRepublic
  • GhanaEmpire: UmayyadCaliphate
  • KhmerEmpire: SANSKRIT
  • Vikings: ICELANDIC

  • TokugawaShogunate: Japan
  • Iroquois: INDIGENOUS
  • Maasai: INDIGENOUS
  • MingChina: China (until I can overhaul my Chinese dynastic names)
  • Mughals: MED_PERSIA, Persia
  • VenetianRepublic: Italy

  • AustriaHungary: HolyRomanEmpire
  • BritishEmpire: BRIT_19, ENGLAND
  • Germany: HolyRomanEmpire
  • Mexico: Spain
  • AfsharidPersia: MED_PERSIA, Persia
  • Zulu: INDIGENOUS

  • USA: AMERICAN, ENGLAND
  • Australia: USA, ENGLAND
  • Egypt: UmayyadCaliphate
  • India: HINDI
  • Nigeria: USA, ENGLAND (Nigeria uses Hausa names)
  • USSR: RussianEmpire
  • Turkey: OttomanEmpire


The big gap is dynasty-appropriate names for Zhou and Ming, which I have but need to convert to use diacritics and format it so it won't be so like 30 backups, so it'll take me a bit before I can get those for you.

It'll also require some manual placing of ancient/classical cities, since the YnAMP ones are predominantly modern ones - so we'll need to go in and add Mohenjo Daro, Assur, Babylon etc as era/culture specific city names for the right tiles. Greece, Gaul and Rome should have good coverage I believe, but other cultures will need more explicit tie-ins, which I'm happy to help with.
 

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OK, here's a crack at it with various levels of confirmation (all in Russia, unless otherwise noted):
  • LOC_CITY_NAME_KHOR in Khabarovsk Krai
  • LOC_CITY_NAME_POMORYE as in Pomorie, Bulgaria
  • LOC_CITY_NAME_SAMPWE appears to be a location in the DR Congo
  • LOC_CITY_NAME_VOLONGA in Kharovsky District
  • LOC_CITY_NAME_YUROMA in Arkhangelsk Oblast
  • LOC_CITY_NAME_ELAI all I could find was a river in Podporozhsky District
*Nenets
 

Gedemon

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Thanks a lot !

held off adding translations for many of these until the name map is finalized/confirmed.
you mean the listed loc_ names in the city map ?

It'll also require some manual placing of ancient/classical cities, since the YnAMP ones are predominantly modern ones - so we'll need to go in and add Mohenjo Daro, Assur, Babylon etc as era/culture specific city names for the right tiles. Greece, Gaul and Rome should have good coverage I believe, but other cultures will need more explicit tie-ins, which I'm happy to help with.
I'd appreciate that, but no rush, as usual :)
 

SeelingCat

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you mean the listed loc_ names in the city map ?

Yeah - for Rosetta, I essentially re-mapped most of the South American names because they seemed to be generally too far south(?) if I recall correctly, but also that often there were some small villages that were chosen when larger cities would have been available for the location - an example:
('LOC_ROSETTA_PIURA', 'LOC_CITY_NAME_CHICLAYO'),
('LOC_ROSETTA_JAEN_PERU', 'LOC_CITY_NAME_TABALOSOS'),
('LOC_ROSETTA_MOYOBAMBA', 'LOC_CITY_NAME_PONGO_DE_CAYNARACHI'),
('LOC_ROSETTA_YURIMAGUAS', 'LOC_CITY_NAME_PELEJO'),
('LOC_ROSETTA_REQUENA_PERU', 'LOC_CITY_NAME_JUTAI'),
('LOC_ROSETTA_BENJAMIN_CONSTANT', 'LOC_CITY_NAME_MARAPATA'),
('LOC_ROSETTA_CARAUARI', 'LOC_CITY_NAME_ARREPENDIDO'),

So I could theoretically just sort of do the same thing here and carry over the re-mapped names, or we could change the LOC_CITY_ codes themselves to make it a bit cleaner, but would be potentially a bit more work. Although because country-ish borders are present here on the Humankind Map, it might be a good idea to re-visit the names here just in case to make sure they align. If you can post a good image of the South America map, I can start making notes
 

Gedemon

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I'd like to clean the file if possible. For the screenshot, I'll see if I can do something like showing the city names and coordinates on screen as with YnAMP and the firetuner.
 
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Gedemon

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Small report on duplicate/weird names after having gotten a majority of the new names added to Rosetta's database:

[...]

South American Shuffle: About 150 names; held off adding translations for many of these until the name map is finalized/confirmed.

In all, about 2700/2900 (93%) of names have been mapped.
I'm not sure if people realize how big the Rosetta database is, I thought we had a lot of names already (11,000+), but once I've added the "draft"...

wow ! :eek:
Spoiler :
upload_2022-3-21_12-16-1.png
 

Gedemon

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I'd like to clean the file if possible. For the screenshot, I'll see if I can do something like showing the city names and coordinates on screen as with YnAMP and the firetuner.
tested quickly with tiles IDs, I may need to find how to change the font size :think:
Spoiler :
upload_2022-3-21_18-4-29.png
 

Gedemon

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If you can post a good image of the South America map, I can start making notes
didn't really manage to get a "good" one, found how to change the size but not how to change the font type, hope this help anyway (key name > 10 chars are truncated):
Spoiler :
upload_2022-3-21_21-0-30.png


upload_2022-3-21_21-0-46.png


upload_2022-3-21_21-0-58.png


upload_2022-3-21_21-1-12.png


No idea what caused the shift to the west (well, I do: civ6 WB screenshot to HK image importer I suppose), but I can't correct as I did the shift to the south, because the Eurasia/Africa don't have it.

I'll add an option to show the city map this way for debugging in next version.
 

Gedemon

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and for reference, a few duplicate positions
Code:
 [BuildTerritoryCityMap] Can't add LOC_CITY_NAME_TORINO : Position taken by GRONINGEN at (17,63)
 [BuildTerritoryCityMap] Can't add LOC_CITY_NAME_KAKSLAUTTANEN : Position taken by INARI at (29,90)
 [BuildTerritoryCityMap] Can't add LOC_CITY_NAME_FRANKFURT_AM_MAIN : Position taken by FRANKFURT at (18,69)
 [BuildTerritoryCityMap] Can't add LOC_CITY_NAME_GONDAR : Position taken by BIEM at (30,37)
 [BuildTerritoryCityMap] Can't add LOC_CITY_NAME_TADJOURA : Position taken by BIEM at (30,37)
 [BuildTerritoryCityMap] Can't add LOC_CITY_NAME_ESPIRITU_SANTO : Position taken by VANUATU at (108,26)
 [BuildTerritoryCityMap] Can't add LOC_CITY_NAME_SUKKUR : Position taken by MULTAN at (56,52)
 [BuildTerritoryCityMap] Can't add LOC_CITY_NAME_BALASORE : Position taken by KHARAGPUR at (66,47)
 [BuildTerritoryCityMap] Can't add LOC_CITY_NAME_QINGDAO : Position taken by JINAN at (84,61)
 [BuildTerritoryCityMap] Can't add LOC_CITY_NAME_OKAYAMA : Position taken by HIROSHIMA at (93,58)
 [BuildTerritoryCityMap] Can't add LOC_CITY_NAME_CONCORD : Position taken by USA_SYRACU. at (156,70)
 [BuildTerritoryCityMap] Can't add LOC_CITY_NAME_VICTORVILLE : Position taken by LAKE_HAVAS. at (132,62)
 [BuildTerritoryCityMap] Can't add LOC_CITY_NAME_DUBUQUE : Position taken by MILWAUKEE at (146,67)
 [BuildTerritoryCityMap] Can't add LOC_CITY_NAME_EL_PASO : Position taken by LAS_CRUCES at (138,58)
 [BuildTerritoryCityMap] Can't add LOC_CITY_NAME_SAN_JUAN_BAUTISTA_TUXTEPEC : Position taken by TEHUACAN at (139,48)
 [BuildTerritoryCityMap] Can't add LOC_CITY_NAME_INAGUA_ISLANDS : Position taken by BAHAMAS at (154,52)
 

Gedemon

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v1.0.5.0 available on mod.io
Code:
- add option to toggle the "Historical Districts"
- add weight for territory unlocking next era Cultures to the AI territory claims logic (as it only looks at adjacent territories, this doesn't replace the starting outpost option yet, but can help) 
- bug fix: always allow a Culture to transcend, even after losing its capital territory
- bug fix: prevent an end of turn lock in some cases with the "Eliminate Last Empires" option
- bug fix: disable the "Starting Outpost" option for Major Empires in MP as it causes desyncs
- add a developer option to display the city map instead of territory names (not to be used for normal games)
- less output to the diagnostic log
 
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