is it possible to change the game's logic regarding character naming? the default setting is that a culture has a pool of names, and some of those names are exclusive to one religion. for reasons too convoluted to go into now, this doesn't work optimally as regards historical immersion. I've thought about this quite long and hard, and what I think is the best solution is for the naming logic to go like this:
Code:
if (culture = levantine)
if (religion_group = christian)
select name from Levantine_Christian
else if (religion_group = muslim)
if (religion = sunni)
select name from Levantine_Sunni
else if (religion = shia)
select name from Levantine_Shia
else select name from Levantine_* //where * is a pool with non-religion-specific names
is it possible to do this?
There are two options, one that's easy and one that's hard; whether you can use the easy one depends on whether there are names that are associated with religion X for culture A and with religion Y for culture B.
The easy one is if it is the same as in the vanilla case, where a cultural namelist can contain names that are religion-specific (technically religion group-specific per the wiki, but it seems it works for individual religions) and names that aren't; a randomly generated or newborn character will not get any religion-specific names that don't match their religion.
The harder option is to set up e.g. a levantine_sunni culture, using prompt_name to force a rename restricted to that culture as appropriate. However, there are a few things to be aware of with this:
- The naming prompt is weirdly implemented (most likely because it touches on hardcode); it is not a proper event, and thus it is not possible to e.g. use a decision to open the prompt and
then fire an event informing the realm that you've changed your name.
- You'll need to figure out where to hook it in on your own; I assume you want to cover everything from newborns to event-spawned characters to automatically spawned characters,
- As far as I know there is no way to tell a character "Keep your old name if it also is in this list", meaning you might get renaming when you shouldn't have renaming.
- There's a bug with prompt_name when it comes to religious names (which is vanilla's only non-artefact-related use case): A character picking a religious name gets the base name from the religion list, not the cultural version of it, which can result in very stupid things happening.