#AGOT: Linguistic Diversity

105 messages · Page 1 of 1 (latest)

snow compass
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AGOT: Linguistic Diversity is a submod of AGOT that adds 16 optional languages to 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 canon language setup with this submod active.

I came up with all the language splits and names myself, so if anyone has any suggestions for changes to existing setups or for new ones entirely, I'm all ears

https://steamcommunity.com/sharedfiles/filedetails/?id=2970021419

tall stag
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Great mod! Have always thought that asoiaf really missed out on their languages

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one of the devs who helped create CCU said he'd help out anybody who wanted to intergrate into agot

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#1046504722942660669 message

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Would do it myself but I have literally zero moding experience

snow compass
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I could look at it and maybe try but it may have to be an entirely different mod.

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Doesn't seem like that mod is up to date, so I'll wait until it is before trying

balmy slate
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cool mod, what do you think about some sort of "vulgar valyrian" for westerosi valyrians? which would be a mix of valyrian bayspeak

snow compass
snow compass
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Updated : The main issue with languages being weird for starting characters is now completely resolved

bitter minnow
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bitter minnow
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btw do you have it updated somewhere else out of steam? i play it on Gamepass and i have to download the submods from SkyMods, i suppose there its not updated

snow compass
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I do not have it anywhere but steam rn, but I’ve been thinking of uploading it to the pdx forums. Not sure how I could get it onto skymods

wide sun
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If I got to actually play the game I would massively recommend this mod coolfingerguns

wet wigeon
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Great mod, but if I could, I would call Saltspeak "saltspittle" 😛

snow compass
winter tundra
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wet wigeon
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You can click the "get more mods" button (somewhere in the top top right of the mod part of the launcher, unless I'm mistaken?) to get there. I think it's part of their new forum or website somehow but I've never tried to access it through there.

bitter minnow
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how do i properly see the languages? i put the more diversity languages and every kingdom have the common tongue as the native court language

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still showing just like this

snow compass
snow compass
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Feelsbadman

balmy slate
bitter minnow
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that mod is great btw, i love it

snow compass
bitter minnow
snow compass
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Awesome, glad to hear it!

balmy slate
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too lazy to check if its already like that but how do you feel about setting common tongue as the default court language at the beginning of the game and so if the iron throne is dissolved, the kingdoms will slowly devolve back to their own language?

snow compass
# balmy slate too lazy to check if its already like that but how do you feel about setting com...

The common tongue is the court language outside of the North, Iron Islands, and Dorne on Setting 2. On settings 3 and 4, the common tongue doesn't exist, so it's not the court language anywhere. The Iron Throne court language is set to whatever the Crownlands language is. I have considered making the Andal kingdoms have the same court language as the Iron Throne, but so far I haven't done it

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I'm also looking into adding a way for the Common Tongue to be created in Settings 3 and 4 as a big chain of difficult decisions. I envision it as the linguistic equivalent to the building of the Great Roads across Westeros. If successful, the Common Tongue would replace the local languages of certain cultures depending on a variety of factors

wet wigeon
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It's not the most graceful solution but you could make Common Tongue the language of the Crownlanders, given that they're already a mix of cultures, sort of.

snow compass
snow compass
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Updated:

  • Added Claw Tongue to the clawmen.
  • Rewrote the code to no longer need to add cultures and uglify Ruler Designer culture selector
  • Took way too long to create accurate language spread maps, can be seen on the steam page if anyone is interested
snow compass
snow compass
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Updated

tall stag
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w

shut grotto
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I want to use this mod, but I can't even find it in the game rules.

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I played 50 years thinking that I had it enabled since I was playing a high valryian character lmao

snow compass
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#targproblems

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bitter minnow
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I've always thought "Irontongue" was a cool name for an Ironborn language. Saltspeak is more interesting though, it sounds like the name of a trade language or slang used by sailors.

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I think Sandy Dornishmen as the mod depicts them would speak Rhoynish, because they seem more "Rhoynized" than the Stoney Dornish

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I once planned on making something like this, my name for a Riverlands language was Riverspeak, and the name "Common Tongue" was used for the Crownlanders, because I figured their language would be the trade language throughout Westeros

snow compass
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I thought about that yeah, in the end I decided against it because I wanted to create a sort of spectrum from Rhoynish to andal, so having 2 cultures on each side of the linguistic divide made sense. The sand dornish would be culturally more Rhoynish but have adopted the languages of the andals due to proximity with the stone dornish

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And I decided to get rid of the common tongue for the more diverse settings because I'd like to eventually make an event chain that allows one or more kings of Westeros to create a common language to unify the continent, a scholarly version of the road building, which would be the common tongue

fierce helm
# snow compass And I decided to get rid of the common tongue for the more diverse settings beca...

That would be pretty cool, I think it would need to be a long event chain to feel grand as your changing the cultural makeup of an entire continent. You could take advantage of the T&T mechanics and have the event chain require you to physically travel to each of the LPs at a minimum plus hefty cultural acceptance and gold. Maybe even a harder mode where you have to complete the customs dynasty tree

snow compass
# fierce helm That would be pretty cool, I think it would need to be a long event chain to fee...

Yeah the way I see it, it would have to be done in 3 big stages, each started via decision.

  1. Learning-based : A scholar king who knows other westerosi languages decides to create a conlang. Choices here would be about which languages to use as a base, which to include overall, how much money you want to invest, how much you want to involve the maesters, etc

  2. Stewardship-based: Setting up the infrastructure to do this. Big undertaking, because this is something that needs to be spread to the smallfolk as well. This requires large-scale cooperation with the maesters. Possibly leads to permanent bonuses to taxation or something like that due to the administrative scale of the endeavor

  3. Diplomacy-based: Convincing cultural leaders to cooperate for the spreading of the “Common Tongue” and to have it supplant their ancestral languages. A mix of intimidation and diplomacy. Success rate dependent on cultural acceptance, whether their language was included in the creation of the common tongue, etc…

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This would probably have to be done over multiple reigns, especially because of the range of skills needed

fierce helm
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I do like the idea of this not being able to be done in one ruler , could really give a long term goal

snow compass
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I also haven’t started on this at all for a few reasons. This would be my biggest modding challenge so far, with lots of stuff “under the hood”, a need for some way to track progress, etc.. I’m not quite sure how to start. It’s also something that’s very Targaryen, that a new conqueror and unifier would attempt. The current bookmarks are beyond that point, and while I won’t disable the option at any set date, this feature would be better if released when earlier bookmarks are available. Finally, maesters are pretty underdeveloped at this point, and I imagine that will change at some point not too long from now, so I’m going to wait and see what the mod team does with them

fierce helm
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True true. I think the best thing would be to diagram it out , when you get to that point of coding I could help you, I’m still a little crude at modding but hey any bit helps , another potential idea that could be a part of the chain would be to build a special building that functions as a university

snow compass
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Appreciate it! I'll let you know

balmy slate
snow compass
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I'll take a look when I have time, but it's possible that just switching the load order will make it work

balmy slate
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oh yea now that I think about it, would it change if I had let the game run?

snow compass
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Maybe. All the changes are supposed to occur instantly whenever you enter the map, after picking options through the game rules

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Court languages shouldn’t matter here, all the titles are the same, the changes should still occur

snow compass
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This does remind me that I need to add an effect to change Dragonstone’s Court language now that it’s a kingdom

snow compass
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I recommend double checking the rules, sometimes the options reset to default

snow compass
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Updated the mod to include Essos

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Added 10 languages overall.

  • As with before, the default setting changes nothing.
  • The lowest setting makes the Free Cities speak Bastard Valyrian
  • The middle setting divides the Free Cities Valyrian North/South
  • The highest setting gives each Free City its own dialect, and makes the Disputed Land people speak Bastard Valyrian again
distant fractal
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Love this mod! Gives some more variety to Planetos! Thanks for your hard work.

gusty surge
native vine
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Using this with multilingual education 🌟

snow compass
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Glad you guys are enjoying it 😁

opal elm
# snow compass Updated the mod to include Essos

Sorry for distributing you but would you be open to the suggestion of Splitting the trident language into two and the Vale language into two ?

Based on ethnic differences. Because the Eastern Riverlands is Andal decendent and the western Riverlands is First men decendent and in the Vale there's the first men in the old "Kingdom of the bronze kings" and the Andals in the rest of the Kingdom.

Ethnic differences create linguistic differences and vice versa so almost certainly these regions would have different languages.

Additionally, if it's not too much to suggest, due to geograpgical disconnectivity the flint's fingers of the vale where the old kingdom of the fingers lay would certainly have a different form of andalic/common tounge language. Oh and the languages decdended from the first men should be ideally part of the northern overall tounge branch but that's just nitpicking.

opal elm
# opal elm

A map I have been using for the ethnic boundaries

opal elm
# opal elm

House Justin were Andals and everyone else on the west From Mallister in the top to Ball in the south have first men blood and thus ethnicity.

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Overall however this is such a great mod. Thank you so much 💕

snow compass
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It’s not possible to split the Trident into 2 languages because the AGoT mod does not split them into 2 cultures. You can’t have more native languages than cultures

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I could theoretically split off a Fingerman language, but I’m reticent to do that because the language mechanic loses some of its flavor the closer you get to a 1:1 language to culture ratio. The Vale already has 2 languages, I’m reticent to add a 3rd

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Thank you for the well-researched suggestion though! I’ll keep the fingers idea in mind!

opal elm
opal elm
opal elm
snow compass
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With that said, I do accommodate other submods that add cultures, such as the Highlander one and (formerly) the Bear Island one

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So if you to make a submod that modifies the culture map to better match what you think would be correct, I would then consider adding languages there

trim radish
# opal elm

Inaccurate map, House Justman came into existence centuries after Tristifer the Last died and House Mudd was at the very least unlanded

snow compass
snow compass
snow compass
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Updated it just to prevent any potential yellow triangles. With the addition of Jahaerys, I am planning to start working on some of the more ambitious features outlined on the steam page. I don’t have much free time so I can’t promise a timeline, but hoping it can be done by the time to mod is compatible with the upcoming DLC

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The basic idea will be to dynamically create the common tongue when in high linguistic diversity settings. This is a realm-building effort akin to the creation of the road network, but far more ambitious.

novel helm
snow compass
snow compass
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So I investigated further and for whatever reason the game has chosen to ignore all the essos languages for reasons I can't begin to understand. I have asked for help on the modding discord but so far I don't have any answers as to why this has started happening unfortunately

snow compass
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I finally figured it out! Holy shit this thing was driving me crazy. It's too late tonight for me to fix it, but I'll try to do it this weekend. Once I figure out how to implement the fix, I will also add whatever cultures Essos submods have added too

snow compass
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Fixed! I've restored the base mod version of Essos's languages, full functionality is restored. I'll take a look at the various map expansion submods in a bit and add functionality for them too

snow compass
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Added the languages for the submod expanding into essos

snow compass
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Ok, so this mod technically needs an update, but as of now nothing is broken, so you can still play with it if you want. The only problem is that everyone will magically know the common tongue even on settings where it doesn't exist anymore, meaning it will take up a foreign language slot off your character

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Figuring out how to update it now to fix that issue

snow compass
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Updated