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Then again, it depends on the philosophy you have in mind of the mod and the things you'd like to achieve/correct with it from the base game.
If you ask me, these are not dialects, these are proper languages with their own literature, art, music, with their own international language code and their own wikipedias. But the difference between languages and dialects is a political one anyways, linguists will just give you a mathematical value for how much two given "ways of speaking" differ from each other.
As for separating and unifiying cultures, i had to decide upon a philosphy for this mod, and the philosophy is, to unify the german cultures north of the alps, into one culture. Politically, this should make sense, culturally maybe not so. But since CK2 is mostly about politics anyways, this will be fine.
For whoever is interested:
https://en.wikipedia.org/wiki/Colognian_dialect
https://en.wikipedia.org/wiki/Historic_Colognian
https://ksh.wikipedia.org/wiki/Wikipedia:Houpsigk
I do not really know that much about the Romance cultures, i am probably not the right guy to make a mod about them.
As for the german culture, you could make it so that it pops out in later dates..
In my mod, the frankish culture will start turning german right away although it will take some time.
If the "faster melting pots" setting is enabled, the other germanic cultures will start turning german as soon as they get a german top liege. If the "faster melting pots" setting is not enabled, this will happen starting with the year 950.
This is only for provinces, the culture conversion of the rulers will start after the provinces start converting.
Maybe something like this: They start off as Frankish, as in vanilla. If they end up inside a bigger realm under a German ruler, they start turning German themselves. If they split off and become independent, they start turning Dutch. My big problem here is that i do not agree treating the Dutch culture differently from Saxons, Bavarians, Alemanns. Especially the Saxons as their language is way closer to dutch than to german.
Also there is another contradiction there right now - why does the Norse culture split up into several different cultures, while the germanic cultures converge into one German culture.
Very complex topic, and what is "culture" anyways? I should have sticked to these easy-going trade route mods, what have i gotten myself into here.
Since all of the cultures eventually flip to German, why not have events fire that are similar to the Norse events that flip the German culture into the various sub-cultures so the map culture map, in 'the Germanies', at least, appears similarly to how it does at the start of a EU4 game?
There's a couple of other mods that try to do something like that on the workshop, but they're all dead and aren't quite so focused as your mod seems to be.
I think the big decision to make here is, do we want the germans to unify into 1x culture, or do we want several germanic cultures. Having both would look very weird.
To get them to look like in EU4, it would have to be something like this:
- Frankish in the low counties would turn to Dutch
- Frankish in the rhineland turns Rhenish
- Alemanni in swabia turns Swabian
- Alemanni in the swiss mountains turn Swiss
- Bavarians in bavaria stay Bavarian
- Bavarians in austria become Austrian
- (old) Saxons in the old saxon areas turn Westphalian
- any kind of germans in pommerania turn Pommeranian
- any kind of germans in the modern area of Saxony become (new) Saxon
This sounds very good, and also like a completely different mod from this one. I guess this would good for when someone does *not* play german, while it would be bad for someone who plays german and wants one united nation.
I will think about what to do with this, more input from the players is always welcome, all this is for you after all, i can mod whatever i want for my own personal games.
"A language is a dialect with an army and a navy." I think that sums it up pretty well.
We humans and our languages are just too complex to understand :)