Crusader Kings III

Crusader Kings III

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AGOT: Linguistic Diversity
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1 mag 2023, ore 9:49
9 mag, ore 23:01
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AGOT: Linguistic Diversity

Descrizione
NB: The images above show the language spreads for Westeros on the 3 diversity settings. They are taken with the Highlander submod active. Hard to see are small island languages like those on Skagos and the Sisters in the 3rd image

"Language is hard. This was maybe my answer to Martin, whom, as much as I admire him, I do quibble with. Martin can say that Bran became king and reigned for a hundred years, and he was wise and good. But Martin doesn’t ask the question: How was High Valyrian conjugated? Does the pluperfect tense of Bravosi derive from the suffix? How did dragons understand the verb “dracarys”? And what about all those lost Westerosi languages?"

- J.R.R.T

AGOT: Linguistic Diversity is a submod of AGOT that adds 28 optional languages to Essos and Westeros to increase diversity between cultures and make full use of CK3's language mechanics.

This mod is made to be highly compatible with others, and all of its features are enabled and controlled via game rule, so you can still play with the base mod language setup with this submod active.

Game Rule Options
  1. Default : Keeps the language setup as it is in canon and in the base mod.

  2. Slight Diversity: Introduces a language for the Ironborn, a language for the North + those Wildlings who don't speak the Old Tongue, makes the Salt Dornish speak Rhoynish, and makes the Free Cities and Slaver's Bay speak Bastard Valyrian. Starting characters of all the above cultures besides the Wildlings will speak either the Common Tongue or Valyrian as a second language, new children or other spawned characters will not however and will have to learn it like any other language. 3 languages added to the map.

  3. More Diversity: Splits the Common Tongue and Bastard Valyrian into multiple language categories (like France in vanilla) and creates a new language for non-Old Tongue wildlings to create a language barrier with the North. 8 languages added to the map.

  4. Lots of Diversity: Every Andal Kingdom and Essosi major city gets its variant developed over the long periods spent as independent states, and some isolated First Men cultures get their own languages as well. In total, 32 languages are added

Compatible with Highlander culture mod. If any other mods come out that add a culture you would like to have language diversity for, please let me know and I'll be glad to add it!

Known Minor Issues:

1) I had to create new cultures in the files for the mod to work. They aren't on the map, but they do show up in the ruler designer. Do not select them! I added a hefty health malus to them to kill any characters the game may spawn with those cultures, so if you pick one, your carefully designed ruler will die within one game month.

Resolved. Added cultures are no longer needed for the mod to work, so I removed them.

2) Starting characters all remember the Common Tongue, and the 50% effect reduction to the small cultural acceptance opinion malus also doesn't apply to the first generation. Works fine for every child born during the game though, so sorts itself out after a generation. The Common Tongue also does not take up a foreign language spot, so you can still learn as many as you normally could.

Resolved. Starting characters now know their own native language and will forget the common tongue if appropriate.

Potential Future plans:
  • Solve number 2 above
  • add more options
  • teach Maesters more languages
  • add a (challenging) decision to actually create a common tongue for a ruler of the seven kingdoms in games with high linguistic diversity.
  • Add known languages to individual characters, like Ned Stark knowing whatever language is spoken in the Vale.

Any feedback is welcome. I had to come up with language names and splits myself, I'd be happy to hear any suggestions for changes.

Place below AGOT in the load order.
Discussioni più popolari Visualizza tutte (1)
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16 apr, ore 11:24
Russian translation
shrab
68 commenti
shadowleopard  [autore] 19 apr, ore 19:11 
Thank you @slessav !
slessav 19 apr, ore 17:32 
love your mod
shadowleopard  [autore] 9 mar, ore 23:00 
Thie pictures aren't actually showing a language map mode, since only Court Languages appear in the in-game version (therefore, only kingdom-level titles). What I did to take the pictures is use console commands to make certain titles independent and feed them all the counties that speak a certain language, then I renamed the title with the name of the language. So those pictures are in the normal Realm Mode.

Highlander seems t have been straight up removed by the author, not sure why. Weirdly enough, both culture submods that I originally supported have since been removed. Now it' just Legacy of Valyria's additional cultures that I support
X.Org 6 mar, ore 0:31 
How did you get the language map mode? The Highlander culture mod you linked is broken ):
shadowleopard  [autore] 28 feb, ore 20:16 
Thanks for the nice comments everyone! I will keep your suggestions in mind for future content updates
shadowleopard  [autore] 28 feb, ore 20:15 
The mod is up to date. Just so you guys know, it barely touches the base mod files, and the only thing I edit hasn't been touched in over a year. This mod should work fine even after new AGoT updates most of the time
carlosa_512 23 feb, ore 16:48 
Does this need an update?
hamletsdead 20 feb, ore 0:57 
One of the my fave mods of all time for AGOT, thanks for keeping it updated!
emmaf628 8 feb, ore 20:15 
Love this mod! Is there any way we could get a setting where Westeros has a common tongue throughout, but the rest of the world is on higher diversity? Was reading TWOIAF and noticed it mentions the Free Cities speaking different languages from each other, and I would love to be able to sort of replicate that in-game without also making Westeros have half a dozen tongues.
DJYXM 3 feb, ore 23:31 
@shadowleopard Wow!Thanks for your work!