Would it be possible to move the coding for patronymics from hard code to the moddable files, as discussed
here? It would be handy for modders who want to add their own exceptions.
Ideally, from_dynasty names would be moddable in the same way, so that you could have, for example, grammatically correct from_dynasty names in agglutinative languages and those which apply a suffix to the root of a name rather than its nominative/absolutive/other lemma form.
For example, it would be nice to be able to dynamically generate a dynasty name 'Tarvisius' from 'Tarvisium', Roman Treviso, rather than either 'de Tarvisium' (which doesn't work, even if 'de <place name>' was normal in Latin, because it should be 'de Tarvisio', the ablative), or "Tarvisiumius', which is just totally wrong.
With patronymics, to give another example, if you were modding in a Proto-Germanic culture - for Diadochi Kings, say - and you wanted it to use patronyms, you're stuck with using something like " Sunuz" as the suffix, resulting in something that looks okay but is grammatically incorrect: 'Þeudarīks Sunuz', which just means 'Theodoric Son', or 'Þeudarīksssunuz', which is both wrong and has three Ss in a row. Ideally it would be possible to code a grammatical change so that the game generated 'Þeudarīkizsunuz', or even 'Þeudarīkisunuz'.
While I'm at it, would it possible to expand the checks used in title localisation so that they check for both culture and religion? That is, could the way the game reads localisation files be changed so that, say, "temple_baron_norse_christian_group" gives 'Biskup', while "temple_baron_norse_norse_pagan" gives 'Goði', or "temple_baron_old_saxon_christian_group" gives 'Prēstar' while "temple_baron_old_saxon_norse_pagan" gives 'Wihand'?
These seem (I could be wrong) like relatively simple changes - nothing totally game-changing - but they'd do a lot in terms of improving flavour, which I think is what modders excel at most.