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Dwarf Fortress => DF Suggestions => Topic started by: Shazbot on April 17, 2018, 03:18:07 pm

Title: Family Units and Lineage-Based Last Names
Post by: Shazbot on April 17, 2018, 03:18:07 pm
The randomly generated last names are an opportunity to communicate meaningful information to the player, but at present this is wasted by RNG-depth.

I hate being unable to easily identify families without digging into sub-screens, legends exports and external utilities. In the real world this was solved with last names and "son of" surnames, yet here all last names are randomly generated at birth. A package of tokens and associated behaviors could solve this.

Just spitballing here.

Caste tokens:
[GIVE_LASTNAME] Applied, for example, to the human male caste to give their last name to spouses and children.
[TAKE_SPOUSE_LASTNAME] Applied, for example, to the human female caste so that they take their husband's last name.
[INHERIT_LASTNAME] Children take their parent's name.
[NO_LASTNAME] Designates a caste which doesn't warrant a last name, or perhaps dragons all think one name is enough.
[NOTEWORTHY_LASTNAME] Individuals who accomplish some heroic historical deed can assume a new last name, possibly drawn from words associated to the deed. Thorin Oakenshield is a literary example, but we may see an artifact-maker name himself Urist Floodgateforges and passes this on to his offspring, founding a new lineage. Noteworthy lastnames may, with the [GIVE_LASTNAME] tag, go on to spouses and children with [TAKE_SPOUSE_LASTNAME] or [INHERIT_LASTNAME]. Adult children will not change names.

Additional development of family units could include families sharing room ownership beyond spouses sharing a bed to include such things as extended families sharing little complexes inside your forts, and being able to view family trees rather than abstract lines of who's-who's cousin.

Later comments added to the OP.

Quote
There are 2,325 words in [DWARF] so I presume first names are drawn from a more limited number of the total words. Otherwise GoblinCookie's concern seems be entirely moot.

Having 2,325 first names would mean any duplicate first names in a fortress of 200 isn't that much of an issue. Either way, duplicate first names are relatively uncommon and even duplicate first names and last names from whatever family relationship will still have each dwarf running the gamut of possible profession names.

I suppose it is a question of each name being one of (3x2325)12,568,078,125 nonsense strings, or 2,325 possible first names and a finite number of family names which can become familiar to the player. This is the so-and-so clan over here, that's the so-and-so clan over there, I see the mayor's office went from one family to the other, etc. Right now you have to break out a microscope to see through the clutter of nonsense last names to discover these story elements, and there is really no need for it to exist this way.

Complexity =/= Depth. If you can't see the depth for the complexity or are mired in interface and third party utilities to sort through it, that depth is functionally meaningless. For example, I didn't notice my chief medical dwarf was the wife of my dying, bed-ridden speardwarf until after he died and I got the emotional shock notice from his death, cheating me from the tension of the surgery scene and only being told how tragic it was after the fact.

Add to this the first generation of worldgen not inheriting last names and we have a formula for a lot of lineages being created in even a young world. Then add great heroes, craftsmen, kings and necromancers making their own last names. This makes storytelling easier as family relations are drawn to the forefront, being quite possibly the first detail a player or adventurer might notice. Oh look, a mercenary to hire. Urist McDragonslayer, son of Lobok McDragonslayer, son of Rovod McDragonslayer, who slew the dragon Golddevours in the year 23. I bet this guy is ready to live up to his line.

And it can add the life goal of "Make a name for oneself" among the glory-seeking.

This adds so much. What's the occasional reused name on forgettable background characters?

Quote
Starver, what I suggest allows for a lot of customization and tailoring to the individual so I think this is compatible. Notably, [TAKE_SPOUSE_LASTNAME] could just as easily be given to the male caste instead of the female caste.

I would not, however, have these systems procedurally generated when they could be defined by raw tokens, unless one raw token is to procedurally generate a system. Pleasing everyone in a game this easily modded is fairly simple; don't hard-code.

In fact, GoblinCookie really considers this a step backwards, there's always [RANDOM_LASTNAME] on his dwarf castes. There, we all get what we want.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on April 18, 2018, 06:17:55 am
Everyone in the same civilization is related to everyone else very closely.  There really are not very many distinct families to actually keep track of, it only really matters in relation to artefacts in which case you just go around the government officials until you find someone of the right family, since pretty much everyone with a family is a government official. 

Randomly generated last names is actually useful because it allows us to keep track of individuals that have the same first name, of which there are a large number, since you will essentially never end up with the same combination of random words combined with the same first name.  Replacing that system with family names is actually a step backwards. 
Title: Re: Family Units and Lineage-Based Last Names
Post by: Shazbot on April 18, 2018, 08:41:01 am
That single concern doesn't seem terribly insurmountable.


Last name inheritance could exclude the first generation of worldgen, creating a massive number of first INITIAL FAMILY names.
A marriage could generate a new last name if the couple has low tradition values.
Larger initial civilization populations would begin with a larger pool of names.
Repeating first names in the same family means Urist McUrist may beget an Urist McUrist II.
Duplicated first names generate middle names.
The pool of first names could be expanded.


All of these produce something other than Random McRandomRandom, which as a name is as functional as a hex string. It is a unique identifier, but otherwise meaningless. Replacing randomness with meaningful systems is never a step backwards.
Title: Re: Family Units and Lineage-Based Last Names
Post by: KittyTac on April 18, 2018, 09:05:12 am
To expand the pool of first names, the number of language words would have to be expanded too, because all name components are language words. Urist means dagger, for example.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Starver on April 18, 2018, 09:58:05 am
It's a subject been mentioned before. (And will be again.)

I like that there is no inherent patronymy (nor assumed matronymy, if switched the other way) as it implies an equality. Older suggestions of Mothername RandomLastname and Fathername AlsoWhatever begetting Urist MothernameFathername (or FathernameMothername, perhaps either) goes some way towards the "they all have beards, who really cares except themselves?" life as exemplified in the Discworld Dwarf model.


To develop the option given above, maybe a variation of the Icelandic system (Urist Uristson/Uristdaughter), the Russian one of Urist "Uristevich" Uristova (either already a manual option via nickname handling, but if you use nicknames like me they would get in the way of using them as job-management hints) or clannish (Urist McUrist, Urist O'Urist, Urist ap Urist) so that it might last across generations and even be taken up sideways to cover a wider familial/allied gathering under the clan-chief umbrella.  But in all cases the parental/ancestrsl Urist here is maybe not fixed to being the father (only the mother in rare exceptions), it's based off of some form of relative significance assessment.

The Roman system is another alternative. It is "Praenomen Nomen Cognomen" at its common core, added to, changed and bulked out as family and political acts of clientage (plus personal achievements) change the situation) and a version could already be adapted. Maybe little baby Urist is forevermore Urist X Y, with X mostly fixed as the significant family(/ies) featuring in their parentage at birth (master/apprentice relations could give rise to changes?) and Y being a nickname (based on personal factors that always has an option to change). To aid with uniqueness, the changable elements should purposefully avoid repeating other (known) character names. Defintely current and present, perhaps old (but since changed) and off-site too.

To aid in this, parents stsrt off by being unable to name subsequent kids the same name (to avoid the need to stsrt off with a baby cognomen equivelent to "Secundus" just to tell Urist McUrist Septus from Urist McUrist Primus, Urist McUrist Secundus, etc) and "Urist son-of-Urist, the Dagger" would probably be wise to keep away from, on thr basis that informal name use might casually omit any of the three "Urist"s that form that name and confuse with other formatiins that degrade to "Urist Urist" through similar omission.


But no single system will please everyone. I actually suggest that there should be multiple options, procedurally chosen between. Your civilisation might go with "Popularname Birthname Descendencename (player-given Nickname)" or "Birthname Mother'snameFather'sname (pgNickname)" or "pgNickname Descencencename Popularname", depending on the possible worldgen choices made available in cultural/civilisation settings. Other-civ immigrants who petition for.citizenship should perhaps readopt (or re-present, as their current but acceptibly temporry form) their new home's methodology, digging deep into their origin story if they need to add in the patronymic they never previously used (or going for the "You know nothing Urist Snow!" placeholder option).


Complex though. If it's not already hidden somewhere in there as a development goal then I'm sure it could be, as a major part of flavour development that coud takr some time. (And something tells me that it's something that Threetoe might be more important in the envisaging than Toady, to avoid distracting from some of the current goal developments that are already in the coding pipeline.)
Title: Re: Family Units and Lineage-Based Last Names
Post by: Shazbot on April 18, 2018, 10:21:16 am
There are 2,325 words in [DWARF] so I presume first names are drawn from a more limited number of the total words. Otherwise GoblinCookie's concern seems be entirely moot.

Having 2,325 first names would mean any duplicate first names in a fortress of 200 isn't that much of an issue. Either way, duplicate first names are relatively uncommon and even duplicate first names and last names from whatever family relationship will still have each dwarf running the gamut of possible profession names.

I suppose it is a question of each name being one of (3x2325)12,568,078,125 nonsense strings, or 2,325 possible first names and a finite number of family names which can become familiar to the player. This is the so-and-so clan over here, that's the so-and-so clan over there, I see the mayor's office went from one family to the other, etc. Right now you have to break out a microscope to see through the clutter of nonsense last names to discover these story elements, and there is really no need for it to exist this way.

Complexity =/= Depth. If you can't see the depth for the complexity or are mired in interface and third party utilities to sort through it, that depth is functionally meaningless. For example, I didn't notice my chief medical dwarf was the wife of my dying, bed-ridden speardwarf until after he died and I got the emotional shock notice from his death, cheating me from the tension of the surgery scene and only being told how tragic it was after the fact.

Add to this the first generation of worldgen not inheriting last names and we have a formula for a lot of lineages being created in even a young world. Then add great heroes, craftsmen, kings and necromancers making their own last names. This makes storytelling easier as family relations are drawn to the forefront, being quite possibly the first detail a player or adventurer might notice. Oh look, a mercenary to hire. Urist McDragonslayer, son of Lobok McDragonslayer, son of Rovod McDragonslayer, who slew the dragon Golddevours in the year 23. I bet this guy is ready to live up to his line.

And it can add the life goal of "Make a name for oneself" among the glory-seeking.

This adds so much. What's the occasional reused name on forgettable background characters?

Title: Re: Family Units and Lineage-Based Last Names
Post by: Shazbot on April 18, 2018, 10:32:39 am
Starver, what I suggest allows for a lot of customization and tailoring to the individual so I think this is compatible. Notably, [TAKE_SPOUSE_LASTNAME] could just as easily be given to the male caste instead of the female caste.

I would not, however, have these systems procedurally generated when they could be defined by raw tokens, unless one raw token is to procedurally generate a system. Pleasing everyone in a game this easily modded is fairly simple; don't hard-code.

In fact, GoblinCookie really considers this a step backwards, there's always [RANDOM_LASTNAME] on his dwarf castes. There, we all get what we want.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Starver on April 18, 2018, 11:27:53 am
Having 2,325 first names would mean any duplicate first names in a fortress of 200 isn't that much of an issue. Either way, duplicate first names are relatively uncommon and even duplicate first names and last names from whatever family relationship will still have each dwarf running the gamut of possible profession names.

A mere 56 dwarves with a random choice of 2325 first names have better than evens chance of at least two sharing a first name, it seems.  (Twice-)random second names squish that chance astronomically.  Less random follow-ons (familial names, shared, even with additional profession names from a smaller pool) might not be quite so insulating from the Birthday Paradox as it applies here.

(Missed your next post, momentarily. Editing in a reply to that...)
I was thinking of raw-guided options for procedural generation. Maybe even with an INIT setting to ignore this flavour or always default to a given formatting (like the nickname-use setting currently there).

That way, if you feel very strongly that there should be matrilineal naming you can enforce it by init editing, if you're wanting a  gender-line nominative (but either gender, no preference) or something that specifically reflects the reason for fame of the most notable ancestor or mentor then remove the options that don't support this from the raws. If you're happy to be surprised, it consfructs any one of the various multitude of options for each group-entity it coallesces.


But I think this "don't hard code" option is too flexible a system for your liking, as you put it. Which is why it'll need a saner design hand than mine to work out how far we should go with this.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Shazbot on April 18, 2018, 05:11:11 pm
Fifty-six real world people from the same culture are likely to have a duplicate name as well, but a few duplicate names aren't enough to be a serious problem in fortress mode. Making their last names more noteworthy and less random may help some users like me.

Anyway, hard-coding seems to have gone away over the years in favor of increasingly detailed raw files and tokens. Even basic name inheritance in one release, added via caste raws, can be just the start of increasing complexity rolled out over successive versions.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Starver on April 19, 2018, 04:56:06 am
I wrote something about reality being less than random1 (and randomness being less than real) but the post got eaten by a combination of browser/user idiocy whilst putting it together. This is a mini version of it.

In a small group of people I meet with IRL (maybe a dozen regular attendees, mostly male some female) there are three Johns and two Daves, because there's not much social variation. There's even surname-matches (one pair of siblings, for which we can be glad of their parents not naming them identically, but all the rest are not obviously related, they're just culturally common surnames), but chance (and those wise parents!) dodged full-name collisions. In a very small group of people, some of whom already had much less chance of being called John than Jane.

Spoiler (click to show/hide)

I'm not averse to helping "users like you", though I'm not entirely sure I found out what the problem was that you can't easily solve by using the editable part of Firstname "Nickname" LastName format already available. (If there's not already a DFHack plugin able to autopopulate nicknames on arbitrarily configurable details such as parentage, I'm sure someone could rustle one up to your specs as a trial basis.) I'm just saying that distinguishing between dorfs is easier without restricting the randomness, and grouping the dorfs by sub-clan is already feasible without adding too much difficulty or unanticipated confusion.

More noteworthiness and less randomness would promote duplication, without coding additionally coded protections against chance collisions. Which is where I'm not sure I know what your aim actually is.

I'm happy to suggest a wide range of ideas, some (probably not all) might be usefully integrated. Consider it like the shelves of a Bric-A-Brac shop, loads of junk all over the place with maybe a gem of an item in there, somewhere, if you have time to rummage. And if you don't... no worries.



1 https://www.name-generator.org.uk/quick/
Bo/Bodhi clash a bit. Jean-Paul/Jon/Jonathan do too, as do Reis and Reiss. (This was my first list produced, the next three had barely any collisions, but that was just for my curiosity and could be considered to be cherry-picking by ignoring the first. All the versions sorted by surname revealed no significant collisions, and all full names miss completely because of that.
The first "56 unisex names" attempt popped up "Tegan" and "Teegan" (and a "Regan"), which also ended up being an anomoly (probably a smaller set to choose from, yet still what are the chances?), but I'm not even sure how accurate their actual gender-classifications actually are in this case given some of the 'male' names it sent me. Or maybe there are some weird "Boy named Sue" parents out there.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Dorsidwarf on April 19, 2018, 06:00:15 am
I think this suggestion is really neat, but just a few points:

Wouldn’t it make more sense for civilisations to have some influence on naming schemes, rather than being solely species - based?

And a sub suggestion: Perhaps if a creatures parents have a very low Traditionalist attribute, there’s a chance they might get a first name  from a different language list?
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on April 19, 2018, 06:14:26 am
That single concern doesn't seem terribly insurmountable.


Last name inheritance could exclude the first generation of worldgen, creating a massive number of first names.
A marriage could generate a new last name if the couple has low tradition values.
Larger initial civilization populations would begin with a larger pool of names.
Repeating first names in the same family means Urist McUrist may beget an Urist McUrist II.
Duplicated first names generate middle names.
The pool of first names could be expanded.


All of these produce something other than Random McRandomRandom, which as a name is as functional as a hex string. It is a unique identifier, but otherwise meaningless. Replacing randomness with meaningful systems is never a step backwards.

I don't think you understand the problem.  There are only a small number of starting historical characters per civilization and all other historical characters are descended from those few people.  That means we will end up with everyone having one of about four surnames, which in turn means that the surnames no longer reveal anything about what family anyone actually belongs too.

If the surnames do not reveal anything about the family relationships of the character, then why bother with surnames at all?  It is better to use a second random string combination to identify the family relationships, after the first random string that reliably identifies the individual.  Your kind of ideas, while historically grounded are greatly inferior to this system, since any surname system leads to constant duplication given the realities of DF historical figure scarcity.

Yes you could increase the number of first names to a vast number.  That however is just creating a solution to a problem that you did not need to introduce in the first place. 
Title: Re: Family Units and Lineage-Based Last Names
Post by: Bumber on April 19, 2018, 09:07:04 am
Having 2,325 first names would mean any duplicate first names in a fortress of 200 isn't that much of an issue. Either way, duplicate first names are relatively uncommon and even duplicate first names and last names from whatever family relationship will still have each dwarf running the gamut of possible profession names.
It sounds fine until you realize all the historical figures outside of your fort are actually relevant. Child kidnapped? Good luck locating the right dwarf. Want to commission a statue of Urist Bravehammer? He's got dozens of relatives (living and dead) sharing his name.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Shazbot on April 19, 2018, 04:03:35 pm
That single concern doesn't seem terribly insurmountable.


Last name inheritance could exclude the first generation of worldgen, creating a massive number of first names.
A marriage could generate a new last name if the couple has low tradition values.
Larger initial civilization populations would begin with a larger pool of names.
Repeating first names in the same family means Urist McUrist may beget an Urist McUrist II.
Duplicated first names generate middle names.
The pool of first names could be expanded.


All of these produce something other than Random McRandomRandom, which as a name is as functional as a hex string. It is a unique identifier, but otherwise meaningless. Replacing randomness with meaningful systems is never a step backwards.

I don't think you understand the problem.  There are only a small number of starting historical characters per civilization and all other historical characters are descended from those few people.  That means we will end up with everyone having one of about four surnames, which in turn means that the surnames no longer reveal anything about what family anyone actually belongs too.

If the surnames do not reveal anything about the family relationships of the character, then why bother with surnames at all?  It is better to use a second random string combination to identify the family relationships, after the first random string that reliably identifies the individual.  Your kind of ideas, while historically grounded are greatly inferior to this system, since any surname system leads to constant duplication given the realities of DF historical figure scarcity.

Yes you could increase the number of first names to a vast number.  That however is just creating a solution to a problem that you did not need to introduce in the first place. 

You raised a concern, I put forward six adaptations to the proposal, and you have made no reference to my ideas save to say they are greatly inferior.

The initial site population yields four last names due to four surviving married couples? Fine. Accepting this premise, how many children will each lineage have? 2,325? If last names cull from pre-existing names you have some nine-thousand unique names of living dwarves in a given civilization. This presumes no new last names are generated through heroic deeds, artifact generation, or becoming a noble. If we say one in one hundred dwarves make a new name for themselves, we have every generation in a 10,000 dwarf civilization opening 100 new clan names and open slots for another 2,325 unique names.

Furthermore, the primary fix for your concern, which I put in boldface, was that the first generation of worldgen children generate their own random names. This could be extended to the entire first age of the world if needed, but considering that each married couple can generate over a dozen children any given civilization from year one until the death of the initial pairs would have new names generated for the initial century or two. This is enough time in worldgen to form whole civilizations of children from the first few entities.

Combine this with some portion of entities generating names throughout worldgen and there is really no shortage of identifiers for adventure or fortress mode.

Caste tokens seem better for granting certain naming rules based on gender. The civ entity tokens seem too broad-brushed.
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on April 19, 2018, 06:08:29 pm
I think it's time to give my own name proposal another mention.
1. Every newborn's first name is randomly chosen, from the pool of names NOT being used by other people in the fort (or, during worldgen, by other historical figures in the civ).
2. Every newborn's second name (that is, the 1st half of their last name) is the first name of their elder parent. Those who are born without parents (i.e., those who were the first of their kind) have no second name.
3. Every newborn's third name (the 2nd half of their last name) depends on gender: Boys take the third name of their paternal grandfather, girls take the third name of their maternal grandmother. Those who are born without grandparents (those who were the first of their kind, and their 1st generation of descendants) have no third name. The 2nd generation of descendants take their grandparents' first (only) names as their third names.

Benefits of this system:
1. Duplicate 1st names would be far more rare
2. Siblings would all have the same 2nd name, which would also identify one of their parents
3. The number of 3rd (ancestral) names would be doubled, as both the male and female lineages are traced equally
4. The first of their kind are honored for as long as their line continues unbroken
5. Duplicate last (combined 2nd & 3rd) names would be far more rare, as the 2nd name changes with every generation
6. It's very easy for the game to calculate.

Drawbacks of the system:
1. Ancestral lineages will break if a father has only daughters, or a mother only sons.

Of course, I am also a firm proponent of the idea that dwarves who accomplish great deeds (exceptional success in battle, constructing an artifact, etc.) should be able to change their names, especially if their lineage is already well-represented, and/or they have an ancestor whose broken lineage they wish to revive.


You raised a concern, I put forward six adaptations to the proposal, and you have made no reference to my ideas save to say they are greatly inferior.
Be cautious when arguing with GoblinCookie. In my dealings with him, I find he tends to go off on long-winded tangents that are only obliquely related to the actual topic.


. . . even duplicate first names and last names from whatever family relationship will still have each dwarf running the gamut of possible profession names.
It sounds fine until you realize all the historical figures outside of your fort are actually relevant. Child kidnapped? Good luck locating the right dwarf. Want to commission a statue of Urist Bravehammer? He's got dozens of relatives (living and dead) sharing his name.
Any dwarf worth making a statue of will be almost certain to have a combat nickname, "maker of" moniker, and/or noble title. Combined with the profession name, that reduces the chances of identity match to close to 0%. As for kidnapped dwarves, their names should be unknown anyway--it's not like the goblins publish lists of who they've taken, and those stolen as babies should never even have learned their birth names at all.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on April 20, 2018, 06:09:25 am
You raised a concern, I put forward six adaptations to the proposal, and you have made no reference to my ideas save to say they are greatly inferior.

The initial site population yields four last names due to four surviving married couples? Fine. Accepting this premise, how many children will each lineage have? 2,325? If last names cull from pre-existing names you have some nine-thousand unique names of living dwarves in a given civilization. This presumes no new last names are generated through heroic deeds, artifact generation, or becoming a noble. If we say one in one hundred dwarves make a new name for themselves, we have every generation in a 10,000 dwarf civilization opening 100 new clan names and open slots for another 2,325 unique names.

Furthermore, the primary fix for your concern, which I put in boldface, was that the first generation of worldgen children generate their own random names. This could be extended to the entire first age of the world if needed, but considering that each married couple can generate over a dozen children any given civilization from year one until the death of the initial pairs would have new names generated for the initial century or two. This is enough time in worldgen to form whole civilizations of children from the first few entities.

Combine this with some portion of entities generating names throughout worldgen and there is really no shortage of identifiers for adventure or fortress mode.

Caste tokens seem better for granting certain naming rules based on gender. The civ entity tokens seem too broad-brushed.

There is no point in proposing complex fixes to the problems created by an idea when the idea itself does not work.  The idea was supposed to serve a function of allowing us to determine at a glance who is related to whom.  Surnames not only fail in this respect, but they create a new problem which is that the present system is totally reliable in allowing us to identify specific individuals out of thousands because it will essentially never happen that two people have the same surname and the same first name, since the latter is a combination of two random strings out of a list of thousands. 

What we actually setting out to do is better done by giving specific surnames to each individual family member, generated in the same fashion as the current surnames are but shared by all members of a family defined by relationship to their parents.  Everyone has two surnames, the first is what we have at the moment allowing us to identify the individual, the second is the family name created by their parents when they married allowing us to identify the family.  Unmarried people use their parents family name, married people use the family name created upon their marriage and which their unmarried children also share.

We can determine how many family names we have by a numerical value written in the entity raws.  At 0 we have what we have at the moment (no family name), while at 5 we would have family names going back 5 generations, which means very long names. 

You raised a concern, I put forward six adaptations to the proposal, and you have made no reference to my ideas save to say they are greatly inferior.
Be cautious when arguing with GoblinCookie. In my dealings with him, I find he tends to go off on long-winded tangents that are only obliquely related to the actual topic.

People have a tendency to not understand what they were actually talking about.....
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on April 21, 2018, 03:47:18 am
People have a tendency to not understand what they were actually talking about.....
I don't think that's it at all. It seems to me that the hiccup in your reasoning could be described as "I can't help you because my hands are in my pockets." You stated that all dwarves in a civ are descended from a remarkably small number of starting historical figures--which is true. You went on to say that having inherited last names would inevitably result in pretty much every dwarf in a civ having the same last name, thus making its use as an identifier completely meaningless--which is also true. But then you used those facts, facts according to the game's current version, to argue that family surnames must be "a step backwards". Instead of recognizing that this is the Suggestions forum, where we advocate change, you kept your hands firmly in your pockets and pooh-poohed name inheritance as a pipe dream. Possible improvements were put forward--you casually dismissed them. In the Suggestions forum, it is that attitude, and not attempts to approximate real-world behavior, that represents a step backward.


Last name inheritance could exclude the first generation of worldgen, creating a massive number of first names.
I'm not sure why you specified first names, frankly I think the problem has always been too many few last names. But either way, I don't think this is the way to go; the original, primeval dwarves should be the most honored by tradition, not immediately forgotten about.
[EDIT]Whoops, brain fart.[/EDIT]

Quote
A marriage could generate a new last name if the couple has low tradition values.
Yes, or if one (or both) of them do not get along well with most other family members, or if one/both of their names are already very common in their settlement, or if one/both are trying to lose an unsavory reputation (the logical extension of which would be moving the family to a new fort). And that's without going into an individual civ's randomized cultures about naming conventions.

Quote
Larger initial civilization populations would begin with a larger pool of names.
GoblinCookie is right in that increasing the number of starting names just kicks the problem further down the road--if the number of surnames is never increased, then lineage death (or, more accurately, dwarves' counterproductive reproductive taboos) must eventually reduce the number of living surnames to 1. So the answer, obviously, is to allow certain dwarves to change their surnames; either by reviving a "lost" ancestor, or creating an entirely new surname. This has been suggested multiple times before, and I don't think I've seen a single good reason why it would be a bad idea.

Quote
Repeating first names in the same family means Urist McUrist may beget an Urist McUrist II.
Interesting, haven't seen that one before. Sure, why not?

Quote
Duplicated first names generate middle names.
Ehhh, maybe, but it could be a bit awkward to code. It'd be simpler to just give every dwarf a middle name as the default.

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Caste tokens seem better for granting certain naming rules based on gender. The civ entity tokens seem too broad-brushed.
Why not both? I've always been a firm proponent of very wide ranges of randomized civ behavior; having each new civilization feel pretty much the same as the last one you played doesn't do much for the game's replay factor. But the concept of having societal outcasts (e.g., foundlings, orphans, bastards, exiles) who aren't allowed family names is also very appealing.


What [I am] actually setting out to do is better done by giving specific surnames to each individual family member, generated in the same fashion as the current surnames are but shared by all members of a family defined by relationship to their parents.  Everyone has two surnames, the first is what we have at the moment allowing us to identify the individual, the second is the family name created by their parents when they married allowing us to identify the family.  Unmarried people use their parents family name, married people use the family name created upon their marriage and which their unmarried children also share.
We can determine how many family names we have by a numerical value written in the entity raws.  At 0 we have what we have at the moment (no family name), while at 5 we would have family names going back 5 generations, which means very long names.
Let's extrapolate on that. Suppose I think my civ should REALLY care about their ancestry (hardly a radical idea), so I edit my raw file so that the number is "really high", like 25. I usually generate words with 1000-year histories--therefore, assuming an average generation time of 50 years, that would mean my dwarves have names forty-three words long. How can they be expected to make friends, when it takes 5 minutes just to introduce yourself to each new acquaintance? Or to bring it back down to your more conservative example, to know your family "only" 5 generations back still means every single dwarf has a 13-element name, which again seems far too ungainly for casual use.
It seems that I must AGAIN point out that it's very possible to give every dwarf a reasonably unique first name, an immediate-family middle name, and a last name that stretches all the way back to a time before time, using only three name elements.


SOMEWHAT RELATED SUGGESTION:
Allow dwarves (and the player) to commission (and Clerks to create) a new type of book/scroll, a Genealogy, at a library. It would list an individual dwarf's family--everyone that he (or the Clerks researching the subject, or the game itself) can remember. The more pompous dwarves could carry it on their person, Pooh-Bah style, and whip it out at the slightest mention of anyone's illustrious heritage. Dwarves with a touch more decorum could hang it up to decorate their bedrooms. Players could view it to be reminded of just where Urist stands in the line of succession, should some far-off barony lose its noble once again. That, to me, seems a lot more straightforward than having to dig backwards through 5 layers of family names, and then compare that result with the list of government officials.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Starver on April 21, 2018, 05:54:34 am
Can I just point out that I gave loads of suggestions, yet very much agree with GC that just enforcing a family-name tradition (an anthropcentric one at that) into a culture will solve very little¹ and also fully recongise that I "tend() to go off on long-winded tangents that are only obliquely related to the actual topic" and had to check you weren't talking about me as I (http://www.bay12forums.com/smf/index.php?topic=170319.msg7740696#msg7740696) was probably the one who more went off on tangents. Your beef should be with me on that issue, maybe you're mixing us up.

Maybe there could be something, but the basic request just isn't fit for purpose and I agree with the points raised against it in its apparent original form. Pushing the suggestion further is at the cost of overloading the screen-width, though, so thoughts as to a compromise system (your own suggested system, which neither I nor GC have actually commented about, definitely has merits to it but I'm sure could stand to suffer tweaks or be used to inspire yet other variations) would are probably more relevent than the original idea that unfortunately has pitfalls outweighing what I presume is its intended utility.

Let the conversation move on. I think GC was blunt (and talking about general situations, in which I've been at both sides) when talking about people not having had understanding. This does not mean that Shazbot is still not understanding, or suggesting that they should not continue with the evolving ideas (which then have to shine out like a beacon to be adopted by Toady, and until then is just a half-warmed fish).

If you don't mind me being tangential and meta about suggestions. Please now return to the matter

¹ -
Spoiler (click to show/hide)
( https://www.youtube.com/watch?v=3NaQxUEfxt0 )
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on April 21, 2018, 07:30:13 am
I don't think that's it at all. It seems to me that the hiccup in your reasoning could be described as "I can't help you because my hands are in my pockets." You stated that all dwarves in a civ are descended from a remarkably small number of starting historical figures--which is true. You went on to say that having inherited last names would inevitably result in pretty much every dwarf in a civ having the same last name, thus making its use as an identifier completely meaningless--which is also true. But then you used those facts, facts according to the game's current version, to argue that family surnames must be "a step backwards". Instead of recognizing that this is the Suggestions forum, where we advocate change, you kept your hands firmly in your pockets and pooh-poohed name inheritance as a pipe dream. Possible improvements were put forward--you casually dismissed them. In the Suggestions forum, it is that attitude, and not attempts to approximate real-world behavior, that represents a step backward.

What was being proposed created more problems while not actually even solving any existing problems.  The ability to add a huge number of additional fixes to a problem that does not need to exist in the first place does not work as an argument for the initial problem being introduced in the first place. 

Let's extrapolate on that. Suppose I think my civ should REALLY care about their ancestry (hardly a radical idea), so I edit my raw file so that the number is "really high", like 25. I usually generate words with 1000-year histories--therefore, assuming an average generation time of 50 years, that would mean my dwarves have names forty-three words long. How can they be expected to make friends, when it takes 5 minutes just to introduce yourself to each new acquaintance? Or to bring it back down to your more conservative example, to know your family "only" 5 generations back still means every single dwarf has a 13-element name, which again seems far too ungainly for casual use.
It seems that I must AGAIN point out that it's very possible to give every dwarf a reasonably unique first name, an immediate-family middle name, and a last name that stretches all the way back to a time before time, using only three name elements.

You edited the raw files to create really long names.  Unless you were a complete idiot, you know full well that creating 25 generations of names is going to ultimately result in really long names.  Unless this is something the game generates on it's own (it should not be) then there is no actual problem there, it is what was ordered.

We are generally only going to be really interested in fairly current family relationships.  After 1000 years why does it matter which of the ancestral dwarves from a millenia ago they are descended from, so that name is just taking up space that could be better used for the extra names for their grandparents families.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Shazbot on April 21, 2018, 10:56:45 am
Last name inheritance could exclude the first generation of worldgen, creating a massive number of first names.
I'm not sure why you specified first names, frankly I think the problem has always been too many last names. But either way, I don't think this is the way to go; the original, primeval dwarves should be the most honored by tradition, not immediately forgotten about.

My wording was unclear and corrected in that post. I meant to say a massive number of first-generation last names. So Durin the Deathless begets Rovod Granitebreeches, Urist Steelrejoices, and fourteen other children before he's eaten by a dragon in year 40. These time-before-time dwarves, men and elves are honored by the tradition of being "I am from the lineage of the great father Durin the Deathless", rather than directly assuming their last name. You see this "first ancestor" in Tolkien at least, among other sources. Furthermore, the long lives of dwarves and elves means a lucky couple could really produce an enormous number of last names.

Onto that you add the other means and I believe enough last names would be generated.
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on April 21, 2018, 05:18:04 pm
I had to check you weren't talking about me as I was probably the one who more went off on tangents. Your beef should be with me on that issue, maybe you're mixing us up.
Brief related tangents are fine--derailing entire threads is not. GoblinCookie and I have something of a history, but we manage to keep it civil.

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Maybe there could be something, but the basic request just isn't fit for purpose and I agree with the points raised against it in its apparent original form.
Hmm, it's not necessarily unfit for purpose. For example, let us suppose that the founder of a new dwarven outpost decrees that all children born there MUST take a family surname (whatever naming system gets chosen doesn't much matter). It's a local government, it's a fair bet that it would have that kind of authority. A low number of surnames wouldn't be an issue, because every single migrant to the fort would have a different one. This system wouldn't be perfect (children who were born prior to migrating to the fort would not have their parents' names), but it would be quite useful to the player, at least for the first couple of generations, because everyone's family ties would be visible in every screen, with no need to dig into their thoughts or relations. And I think it's safe to say that most forts don't last more than a couple of generations, as they're retired due to boring stability and/or FPS death. So, for the vast majority of cases, simple name inheritance while a fort is being managed by an overseer is a MORE than viable suggestion.


What was being proposed created more problems while not actually even solving any existing problems.  The ability to add a huge number of additional fixes to a problem that does not need to exist in the first place does not work as an argument for the initial problem being introduced in the first place.
The proposal created problems, in your opinion. It didn't solve any existing problems, in the form of the game that lives in your head. You are emotionally invested in your own system, where every dwarf carries around not just their own random surname, but their parents' and grandparents' as well, and you apparently refuse to seriously consider any other. I showed just above how name inheritance (even without additional improvements, like dwarves being able to change their names) does solve a problem that does exist in the current game. It created zero drawbacks, at least in the short or medium term (the span in which ~80% of forts are played). I'll thank you to acknowledge that.

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You edited the raw files to create really long names.  Unless you were a complete idiot, you know full well that creating 25 generations of names is going to ultimately result in really long names.  Unless this is something the game generates on it's own (it should not be) then there is no actual problem there, it is what was ordered.
Isn't "editing the raw files" precisely what you were suggesting when you said "We can determine how many family names we have by a numerical value written in the entity raws"? Perhaps you only meant bringing the number down, like to 1 or 2. That would generate names only five or seven words long. While such names would actually be fairly manageable in conversation, there would still be many lists in the game (especially the medical screen, or assigning furniture) where they'd get truncated to the point of illegibility. Which is a large part of why I'm pushing to keep names short.

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We are generally only going to be really interested in fairly current family relationships.  After 1000 years why does it matter which of the ancestral dwarves from a millenia ago they are descended from, so that name is just taking up space that could be better used for the extra names for their grandparents families.
If you were found to be a direct descendant of Jesus Christ, would you care? How about Queen Elizabeth I, or Galileo, or Confucius, or Mohammed? Now, I'm not saying you would change your name upon hearing the news (although plenty of people have changed their names for less meaningful reasons), but there's a good chance it would influence what you named your kids . . . or even affect your decision to have kids at all, if it meant carrying on the line. To bring it back to dwarves, yeah, a Tolkien dwarf would definitely care if he were descended from Durin the Deathless. (Would he include that fact in his name? Impossible to say, Tolkien never wrote any dwarf's true name.)
     To say that carrying on the name of a distant ancestor "is just taking up space that could be better used for the extra names for their grandparents families" is based purely on your assumptions and your preferred naming convention. Besides, it's highly subjective: I for one never got along with either of my sets of grandparents, there's no way I would lump their names with mine. Of course I'd prefer to associate myself with some theoretical ancestor that I admire but never met. Who's to say that all dwarves have great relationships with their extended families? And if they did, would that make their personalities more interesting . . . or less?


These time-before-time dwarves, men and elves are honored by the tradition of being "I am from the lineage of the great father Durin the Deathless", rather than directly assuming their last name.
Okay, though I'd still prefer Durin's children taking his name by default, unless they did something to earn the names Granitebreeches and Steelrejoices. I will never like surnames that are random for the sake of being random; if a dwarf's last name is "Swallowedboot" (which I did get once), there had BETTER be a DAMN good reason for it.

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Onto that [a larger number of initial last names] you add the other means and I believe enough last names would be generated.
Again, simply increasing the number of starting names does nothing but delay the inevitable crash. It doesn't matter how much money you start with, if your rent exceeds your income you WILL get evicted eventually. So if long-lasting family names are going to be a thing at all, the "other means" (dwarves creating or reviving surnames) are absolutely necessary . . . as well as desired by most(?) players.

- - - - - - -

     The fact that the vast majority of dwarves do not have children is death to the idea of inherited family surnames. Yet that in itself does NOT mean that inherited family surnames are a bad idea, or even an unworkable one. All it does is throw additional light on the larger problem: The vast majority of dwarves never having children is not a sustainable species model. Don't use an obviously bad idea (current reproduction dynamics mean dwarves willingly go extinct of their own accord) to justify saying that a perfectly plausible idea (name inheritance) could never work. Instead, you should assume that the obviously bad idea WILL be fixed, and that dwarven child-breeding traditions WILL change, and that family surnames WILL become feasible.

     Multiple users have suggested that certain dwarves (especially those with notable achievements) be allowed to spontaneously change, and/or add to, their name. The combat nicknames that militiadwarves have sported for years strongly support the idea that Toady One himself agrees with this suggestion. Again, there seems to be a definite lack of user dislike for this proposition, so it seems safe to assume that this too WILL one day be part of the game.

     Yes, these are both only assumptions--but they're well-supported ones. And any future critique on the possibility of name inheritance (whether it's as simple as one-generation patronymics, or full-fledged clan names) can and should take them fully into account.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Shazbot on April 21, 2018, 07:31:23 pm
Six, I agree its best not to have a purely RNG name. I'd like names to have something to do with the dwarf, at least in the founding of the lineage. I am in no way closed to different ways of performing this task, so long as it is powerful enough I can mod it to my liking.

Family lineage into the extended and mist-shrouded past matters differently to different people. You may not care beyond your immediate relations. My family has a shovel from our first settlers in America, and I live in the house they built. I would be thrilled to know the full line into the distant past. I can find that out by family names, newspaper clippings, birth certificates, marriage records in churches, headstones...

But if everyone has an RNG last name, it becomes very difficult to trace things, in real life or in game. And some people, in game, want to find out the lineage of a slain dwarven king without exporting legends mode.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on April 22, 2018, 06:30:08 am
The proposal created problems, in your opinion. It didn't solve any existing problems, in the form of the game that lives in your head. You are emotionally invested in your own system, where every dwarf carries around not just their own random surname, but their parents' and grandparents' as well, and you apparently refuse to seriously consider any other. I showed just above how name inheritance (even without additional improvements, like dwarves being able to change their names) does solve a problem that does exist in the current game. It created zero drawbacks, at least in the short or medium term (the span in which ~80% of forts are played). I'll thank you to acknowledge that.

No it creates problems irrespective of what my opinion on the subject is.  The present system works very well to identify individuals out of lists, if we replace it with the surnames system the OP proposed then we lose that functionality.  The surnames themselves do not work very well at tracing families or anything else really since it is quite plausible for two only very distantly related people to have the same surname, so the new function works worse at it's function than the present system works at it's own function.

Opinion and my 'emotional feelings' are irrelevant.  It is an objectively better system to reuse the current system for naming individuals to name families, since it allows us to pinpoint individual families with the same precision that we can presently identify specific individuals from a list of thousands of individuals. 

Isn't "editing the raw files" precisely what you were suggesting when you said "We can determine how many family names we have by a numerical value written in the entity raws"? Perhaps you only meant bringing the number down, like to 1 or 2. That would generate names only five or seven words long. While such names would actually be fairly manageable in conversation, there would still be many lists in the game (especially the medical screen, or assigning furniture) where they'd get truncated to the point of illegibility. Which is a large part of why I'm pushing to keep names short.

How long you want your names to be is determined by the number, there is just no reason why the system should not allow people to voluntarily make names as long as they like.  I was never proposed that the number should be set by the devs to 5, only that there is no reason the system should disallow such a large number.  The vanilla entity raws should probably have 1 or 2 by default, with some entities having 0 (so no family names at all). 

If you were found to be a direct descendant of Jesus Christ, would you care? How about Queen Elizabeth I, or Galileo, or Confucius, or Mohammed? Now, I'm not saying you would change your name upon hearing the news (although plenty of people have changed their names for less meaningful reasons), but there's a good chance it would influence what you named your kids . . . or even affect your decision to have kids at all, if it meant carrying on the line. To bring it back to dwarves, yeah, a Tolkien dwarf would definitely care if he were descended from Durin the Deathless. (Would he include that fact in his name? Impossible to say, Tolkien never wrote any dwarf's true name.)
     To say that carrying on the name of a distant ancestor "is just taking up space that could be better used for the extra names for their grandparents families" is based purely on your assumptions and your preferred naming convention. Besides, it's highly subjective: I for one never got along with either of my sets of grandparents, there's no way I would lump their names with mine. Of course I'd prefer to associate myself with some theoretical ancestor that I admire but never met. Who's to say that all dwarves have great relationships with their extended families? And if they did, would that make their personalities more interesting . . . or less?

The further back you go the larger the number of descendants you have.  If we go back thousands of years, pretty much everyone ends up being descended from pretty much everyone, including all manner of famous characters.  That is because every generation the number of ancestors tend to double (inbreeding aside), so a dwarf being descended from Durin the Deathless is not very interesting if he lived thousands of years ago. 

To put it in terms of my proposed family surnames system, if I set that value to 1 then I get 2 surnames, the dwarf's personal surname and his family surname.  If I set the value to 2, then I get 5 surnames, because the dwarf has two sets of grandparents.  If I set the value to 3 then I get 9 names, since the dwarf has four sets of great-grandparents.  If I set the value to 4 then I get 17 names since the dwarf has 8 sets of great-great-grandparents. 

     The fact that the vast majority of dwarves do not have children is death to the idea of inherited family surnames. Yet that in itself does NOT mean that inherited family surnames are a bad idea, or even an unworkable one. All it does is throw additional light on the larger problem: The vast majority of dwarves never having children is not a sustainable species model. Don't use an obviously bad idea (current reproduction dynamics mean dwarves willingly go extinct of their own accord) to justify saying that a perfectly plausible idea (name inheritance) could never work. Instead, you should assume that the obviously bad idea WILL be fixed, and that dwarven child-breeding traditions WILL change, and that family surnames WILL become feasible.

     Multiple users have suggested that certain dwarves (especially those with notable achievements) be allowed to spontaneously change, and/or add to, their name. The combat nicknames that militiadwarves have sported for years strongly support the idea that Toady One himself agrees with this suggestion. Again, there seems to be a definite lack of user dislike for this proposition, so it seems safe to assume that this too WILL one day be part of the game.

     Yes, these are both only assumptions--but they're well-supported ones. And any future critique on the possibility of name inheritance (whether it's as simple as one-generation patronymics, or full-fledged clan names) can and should take them fully into account.

I don't get where you got the idea that majority of dwarves not having children is not a sustainable species model.  If anything it is the normal situation in nature, have you noticed how many creatures can produce huge numbers of offspring at a time, hundreds or even thousands in some cases.  If all individuals successfully produced hundreds or thousands of babies, then how viable do you think it would it be if the majority of the members of the species actually reproduced?

If we have a larger number of the original dwarves reproducing, all we end up with is more surnames overall.  However, nothing keeps two basically unrelated individuals from happening to end up with the same surnames.  Since we cannot reliably determine anything about the relatedness of two people by their surname, then the surnames are just taking up space on the screen.  No fixes can ever change this situation fundermentally, I don't really care if you can somewhat increase the probability of two people who have the surname being related, when I still cannot reliably determine this to be so. 

Dwarves adding names for their achievements is another topic, unless these are inherited in which case it is still a separate system to the regular name inheritance. 

Six, I agree its best not to have a purely RNG name. I'd like names to have something to do with the dwarf, at least in the founding of the lineage. I am in no way closed to different ways of performing this task, so long as it is powerful enough I can mod it to my liking.

Family lineage into the extended and mist-shrouded past matters differently to different people. You may not care beyond your immediate relations. My family has a shovel from our first settlers in America, and I live in the house they built. I would be thrilled to know the full line into the distant past. I can find that out by family names, newspaper clippings, birth certificates, marriage records in churches, headstones...

But if everyone has an RNG last name, it becomes very difficult to trace things, in real life or in game. And some people, in game, want to find out the lineage of a slain dwarven king without exporting legends mode.

Why cannot we have a RNG last name AND a family name?
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on April 23, 2018, 06:12:29 am
Family lineage into the extended and mist-shrouded past matters differently to different people. You may not care beyond your immediate relations. My family has a shovel from our first settlers in America, and I live in the house they built. I would be thrilled to know the full line into the distant past.
Agreed. If family names ever becomes a thing, there should be a fair amount of cultural variation, as well as individual variation within each culture. It'd be great if the game eventually developed this sort of detail to the point where different civilizations have different knowledge and traditions: for instance, Civ A still uses the names of the first of their kind as their own last names, in fact each child over the age of five can recite the full list of their longfathers of old, while Civ B names each dwarf after their parents and that's it, all names more than 4 generations back are lost to time--but hey, they're still preserving all of their ancient songs, word for word & note for note.


No, [inherited surnames] creates problems irrespective of what my opinion on the subject is.  The present system works very well to identify individuals out of lists, if we replace it with the surnames system the OP proposed then we lose that functionality.
I take it you're again referring to the fact that the RNG often gives different dwarves the same 1st name, and so the 2nd & 3rd names are required to help tell those dwarves apart. Fair enough--but you seem to be forgetting the very simple tweak of telling the RNG to just not give a newborn any name that's already being used by someone in the fort. Being unwilling to consider an easy fix, and instead painting the whole idea as "greatly inferior", does indeed smack of prior emotional commitment on your part. In my opinion, you're clinging to the "1st names are unreliable identifiers" status quo because it supports the "need" for your desired system of longer names.

I'm not firmly opposed to (slightly) longer names. But I am opposed to biased and/or fallacious arguments for them. To wit:
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. . . nothing keeps two basically unrelated individuals from happening to end up with the same surnames.  Since we cannot reliably determine anything about the relatedness of two people by their surname, then the surnames are just taking up space on the screen.
As I recall, you brought up this straw man in the last thread on this topic as well. Something along the lines of, "This plan has a statistical chance of what I consider a failure, therefore the plan has already failed and you should abandon it entirely." I believe that at the time, my reply was something like "Yes, that happens in real life too. A couple of distantly-related dwarves having the same last name can be a minor difficulty . . . but a difficulty is not the same as a flaw."

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If you were found to be a direct descendant of Jesus Christ, would you care? How about Queen Elizabeth I, or Galileo, or Confucius, or Mohammed?
The further back you go the larger the number of descendants you have.  If we go back thousands of years, pretty much everyone ends up being descended from pretty much everyone, including all manner of famous characters.  That is because every generation the number of ancestors tend to double (inbreeding aside), so a dwarf being descended from Durin the Deathless is not very interesting if he lived thousands of years ago.
Oh, it makes a hell of a difference if you stand to inherit. If you were (somehow) in the direct legitimate line of Elizabeth I, for instance, that would literally make you (or your father/grandfather) the rightful King of England. You do have a point about bloodlines mixing, but bloodlines aren't names. If everybody's name is Durin, then yes, the whole question becomes moot--which is why not all of his descendants got to keep his name.

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To put it in terms of my proposed family surnames system, if I set that value to 1 then I get 2 surnames, the dwarf's personal surname and his family surname.
Point of terminology here: Only a name specifically shared with other family members can actually be called a surname. So your dwarf would have name elements [1] [23] for a three-word given name, and then elements [45] for a surname.

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I don't get where you got the idea that majority of dwarves not having children is not a sustainable species model.
???
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If anything it is the normal situation in nature, have you noticed how many creatures can produce huge numbers of offspring at a time, hundreds or even thousands in some cases.
True, many animals produce absolute swarms of offspring--as a counterbalance to offset the fact that the vast majority of them will not survive to be able to reproduce. That works for them, because the forces they're working against--hunger and predation--ensure the evolution of the species through the survival of the fittest. Not so with dwarves, because the forces arrayed against them are their own damn social mores about love and sex. From what I've seen, only roughly 5% of dwarves born in the fort will ever have children; not because of goblins or forgotten beasts, but for pitiful reasons like being 11 years apart in age, or having differing views on purring maggots, or having briefly been in love with someone who died 40 years ago. Every dwarf fort is populated primarily by walking Darwin Awards, and in their case the result is NOT a more rigorous gene pool, but instead some very intense inbreeding, as in only a handful of generations you're left with nothing but the same 2 groups of cousins.

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Dwarves adding names for their achievements is another topic, unless these are inherited in which case it is still a separate system to the regular name inheritance.
Why should it have to be separate? If the dwarf who earned the name feels that it's more prestigious than her link (which might be tenuous) to her famous ancestor, then she might see fit to [/i]replace[/i] her (or her kids') ancestral name with her own combat title.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Ninjabread on April 23, 2018, 09:41:28 am
Pretty sure everyone can be happy here if naming conventions or the available variants can be set in the entity raws, allowing you to set the number of (randomised) forenames and the list of surname traditions available for instances of the entity to choose from during worldgen, so the current system would be [FORENAMES:3][SURNAME:NONE] for all entities. All random names must be considered forenames as surnames by definition must be either inherited or earned, but a variable number of forenames allows names to be as unique or compact as you like, while still allowing people to give dwarves tags like [SURNAME:PARENT_SAME_SEX] for surnames like Uristson and Ducimdaughter, taking one of the given names of their parent of the same sex as their surname, [SURNAME:PATRIARCH] to simply inherit the father's surname as most humans do, or [SURNAME:HIST_FIG] to take the surname of the most recent historical figure that they are directly descended from. There could also be tags for which conditions are required for a creature to assume a new surname, such as [RENAME:CREATE_ARTEFACT] for artefact crafters, [RENAME:KILL_CREATURE:20] for creatures that have killed at least 20 other creatures, [RENAME:KILL_MEGABEASTS:3] for slayers of 3 or more megabeasts, [RENAME:MARRIAGE_MATRIARCH] to have husbands take their wives' surnames, and [RENAME:PROFESSION] for creatures taking surnames from their profession (irl examples are people with the surnames "Smith", "Priest", or "Baker"), though it may be wise to add another number afterwards to determine the percentage chance for name change so that names aren't too fluid and can still be used to identify families for the most part, so you may want [RENAME:CREATE_ARTEFACT:10] because fortresses make quite a few artefacts and you kinda wanna know their families cause like 90% of the artefacts I've made have been claimed as heirlooms, but you may also want [RENAME:KILL_MEGABEASTS:3:100] so you can always recognise your amazing beastslayer dwarf at a glance.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Starver on April 23, 2018, 12:36:34 pm
The roots of 'family names', here on Roundworld, sometimes come from a(n original) parent's name1, then solidified into a dynastic identifier, but at other times come from profession2, locality3, appearance4, temperament5, achievement6, sometimes quite ambiguously7.

At some point, a person's personal identifier meant to just distinguish them (for good or bad) from others possessing their common given name then got passed on to a descendent, and the ones we see today (in some cultures, not counting those that still track immediate descendancy to 'n' degrees) are the ones that solidified back then and survived to this day. Not always appropriately. Someone with a surname of Preston no longer comes from Preston, not everybody with the surname of White is fair-haired (though the girl I once knew, of this name, was as fair as you can get without being actually albino), Harry Potter hadn't any obvious connection to clay-firing, and there are probably less people called Davidson whose fathers were called David than any comparable number of people not called Davidson.


If we're memorialising major historic figures, we should perhaps also 'honour' major historic crafts created by an ancestor ("ExcaliburCrafter", or equivalent), other important jobs done ("FamineLifter"), significant settlements ("OfTheHallsOfWonder") or something in the psychology/physiology of a given ancestor ("ImplacableFighter"/"LongBeard"). At least until an intermediate ancestor, or the descendent him/herself we're currently examining, establishes a better reason to immortilise a new name-marker to be remembered for another generation or three.

If we're just placeholding a means for establishing continuity, it can be absolutely anything (and, given that all words are names and all names are words/word-pairs, we already have that, just need the option to 'freeze' them upon Worldgen year zero, and a sensible way of merging them as each copulating couple with possibly two different ancestries, vie upon the birth of each child (or every child, or upon the point of marriage, in one decision that then applies from then on) to provide enough meaningful history without exponentially increasing the fully-credited family name. We can have the worldgen guide the name, or decide for ourselves that the (relatively, maybe chosen by sphere and wide association) unguided name must refer to a Year Minus-One event.


That's all with only a partial nod to (non-deceptive) name changes during life. Some Earthly cultures give a babe-in-arms a placeholder name that is replaced by a child's name once past the difficult time of high infant mortality, and/or give a child the opportunity to adopt a self-selected new name upon attaining (one degree or other of) adulthood, and/or adopt an adult-baptismal/membership name at the point they move into a given calling (regnal names, the Popes, Paul (nee Saul), etc), then there's marriage where women (or men! (http://www.bbc.co.uk/news/stories-42961568)) can/ought to/must opt to change their surnames in full or by hyphenation (with pre-existing children possibly renaming as well). And I'm sure there are other


It's complicated, IRL. It can be made simple in DF (or at least a significant subset of simplifications, chosen either at design-time, during worldgen or at arbitrary points of settlement), but true realism is a difficult beast to fake, and true utility wouldn't be realistic. Thus we still need to, think, about what we're trying to do.

(More than that, what is Toady trying to do. C14th-ish application of names was at the less sophisticated end of the spectrum amongst hoi polloi, and for the ruling classes it was convenience/propaganda and other things to go beyond getting some 'authoritative' cleric to maintain the scroll upon which family tree leading back to Adam had been drawn, in (possibly disingenuous) detail most especially around the way the Divine Right To Rule can be seen to lead specifically to themselves.)


1 Johnson (son of John), Fitzroy (possibly illegitimate son of the king) or Price (son of(/'ap') Rhys)
2 Hunter (hunter), Miller (miller), Farmer (tax collector)
3 Kent (Kent), Hill (one or other local rise of ground), Moore (Morocco)
4 White (fair), Black (dark or, from a different root, also fair), Blunt (fair-haired, as per the previous alternative)
5 Fareweather (optimist), Frost (unfriendly), Tyson (unruly firebrand)
6 Pilgrim (visited/came back from upon one or other significant destination/journey)
7 Barnes (warrior or farmhand or from various places)
Title: Re: Family Units and Lineage-Based Last Names
Post by: Manveru Taurënér on April 23, 2018, 02:58:57 pm
Just a small anecdote to add regarding my own last name, but it was apparently originally given to my great great great something something grandfather when he moved to an area where someone with the same last name already lived, and the local dude in charge promptly gave him a new one so there wouldn't be any confusion (he didn't really have a say in the matter afaik). So even if one would end up with people with the same last names in a fort it would simply be historically accurate to rename one of them with whatever one sees fit. So yeah, basically a non-issue. My ancestor ended up with Hultman, hult (holt in archaic english) being an old norse word for forest, so yeah, not a whole lot of thought put into that I assume ^^

Procedural names definitely seems like exactly the thing Tarn and Zach enjoy implementing whenever they can, so I have no doubt it's coming sooner or later. One thing I'd like to see is that when you have a dwarf naming himself or being renamed in relation to some grand feat or event or skill, say Elfbane, Giantslayer, Peacebringer, Thunderhammer, Foamrider etc. that you might end up with a sort of family culture that lives on and have ancestors try and live up to their name/ancestor (or renounce it and end up with a new name). Of course the majority would still have regular "filler" names, but it would be cool when starting a new game to maybe have a few dwarves with noticeably interesting names where you could go into legends and find their family history and where the names come from.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Ninjabread on April 23, 2018, 03:54:20 pm
Starver, it was the first "If" paragraph that I was kinda going for, hence the RENAME tags, which I admit could be significantly broader than the few examples I gave, the lifting of famine is an interesting thought though: who earns that name change? is it the hardest working and most productive farmer/hunter/butcher/cook? or a trader from the hillocks with a wagon full of plump helmets? or does a noble take all the credit because nobles are nobles and they like to pretend they're useful? could be a tough one to code since there are so many ways a famine might end and so many people involved, not to mention famines in worldgen probably won't happen until farming is overhauled and sites actually start producing and using goods, and that one probably won't happen till the economy is a thing. An equivalent in the same category that would more likely function in the game as it is now would likely be something like "Hamletsaviour", "Fortressfounder", or "Spellsage" after mythgen happens.

The thought does occur to me now, however, that maybe percentage chances aren't the way to go, maybe there should be more of a level of significance variable that can be set instead, to avoid Urist McDragonslayer suddenly deciding "nah my name Chef", but then maybe have that level of significance degrade over the generations so Urist McDragonslayer's great x 10 grandson who actively avoids conflict and has trained to become a legendary+5 cook, with monarchs of multiple civilisations from across the world coming to the fortress just to try his ☼roc liver roast☼ just might decide to change his surname from McDragonslayer to Chef
Title: Re: Family Units and Lineage-Based Last Names
Post by: Starver on April 24, 2018, 05:32:53 am
Title: Re: Family Units and Lineage-Based Last Names
Post by: dragdeler on April 24, 2018, 06:56:48 am
I did not read the whole thread so sorry for that.

Family names should be inherited by one of the parents, and I'd suggest defining which one in the raws of the different races (with an option to make civs have it either way: so one human civ might be matriarchal while the next is patriarchal; which might explain to some point why they understand themselves as two distinct entities). There is a risk that the namepool might become tiny, but I think it's very likely that we'll see clans die out and new ones being drawn out of the more abstract population pools. And if not it should be an indication of an interesting world.

But what I consider more important would be making use of all the pieces of our name syntaxe; specifically "the" and "of"... We allready have titles, but "the" should be used to point at their achievements while "of" should be used to point at their provenance. The titles would still be dicerolled (except for hometowns but even then... if the settlement name is really long it might be easier to let rngeesus steer the wheel) but at least they'd relate to something. And if done right you might be able to tell apart different wings of a family that live in different places. Some titles would be inheritable but as a general rule of thumb only dwarves who settled would carry titles (maybe even making it an indication which of your citizens are likely to migrate to a new fort). Now you add a suffix to titles (peterSON) in case we have a person on our hands that is the descendant of somebody famous (also maybe a new lifegoal: do something remarkable enough to not be defined by your ancestors) et voilà... no?
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on April 24, 2018, 06:58:48 am
No, [inherited surnames] creates problems irrespective of what my opinion on the subject is.  The present system works very well to identify individuals out of lists, if we replace it with the surnames system the OP proposed then we lose that functionality.
I take it you're again referring to the fact that the RNG often gives different dwarves the same 1st name, and so the 2nd & 3rd names are required to help tell those dwarves apart. Fair enough--but you seem to be forgetting the very simple tweak of telling the RNG to just not give a newborn any name that's already being used by someone in the fort. Being unwilling to consider an easy fix, and instead painting the whole idea as "greatly inferior", does indeed smack of prior emotional commitment on your part. In my opinion, you're clinging to the "1st names are unreliable identifiers" status quo because it supports the "need" for your desired system of longer names.[/quote]

As I said before, the ability to fix a problem that you needlessly created for no gain is not an argument for adding it in.  Why would I be 'emotionally invested' in a system of naming? The people proposing this concept are emotionally attached to the idea of making surnames work like reality, that is the problem; it does not even work very well in reality. 

By making all first names unique, what we are in effect doing is getting rid of first names and replacing them with the present surnames.  The problem with doing that is the present first names also have a purpose; they allow us to identify culture and if we get rid of the present first names in effect by giving every individual a unique first name then it becomes more difficult to tell what culture any individual comes from than it presently is.  With further development we can make it so that first names change over time in a culture, so first names allow us not only to identify culture but what era the person comes from. 

As I recall, you brought up this straw man in the last thread on this topic as well. Something along the lines of, "This plan has a statistical chance of what I consider a failure, therefore the plan has already failed and you should abandon it entirely." I believe that at the time, my reply was something like "Yes, that happens in real life too. A couple of distantly-related dwarves having the same last name can be a minor difficulty . . . but a difficulty is not the same as a flaw."

It is when you are replacing a system that has near 100% accuracy with a system that will in many cases have an accuracy of less than 50%. 

Oh, it makes a hell of a difference if you stand to inherit. If you were (somehow) in the direct legitimate line of Elizabeth I, for instance, that would literally make you (or your father/grandfather) the rightful King of England. You do have a point about bloodlines mixing, but bloodlines aren't names. If everybody's name is Durin, then yes, the whole question becomes moot--which is why not all of his descendants got to keep his name.

Remember there are literally thousands of other people in the same inheritance position as you are.  Hereditary systems simply break down when you end up picking some random peasant out of thousands of other peasants and make him king.  It is like a reducto-ad-absurdum for that kind of system, the point at which it stops making any sense, as there is neither any special genetic or indeed a household connection between the descendant and his ancestor.

In history nobody has ever cared about extremely distant relations inheritance rights.  Their interest tends to stop at about first cousins and aunts/uncles for exactly the reasons I was referring to; it becomes absurd beyond that point.

Point of terminology here: Only a name specifically shared with other family members can actually be called a surname. So your dwarf would have name elements [1] [23] for a three-word given name, and then elements [45] for a surname.

A surname is often referred to as a last name.  But yes, in this case the last name is not a surname.  You summed my idea up well though, in effect we have a non-unique first name, a unique middle name and an inherited surname that is replaced each generation.

True, many animals produce absolute swarms of offspring--as a counterbalance to offset the fact that the vast majority of them will not survive to be able to reproduce. That works for them, because the forces they're working against--hunger and predation--ensure the evolution of the species through the survival of the fittest. Not so with dwarves, because the forces arrayed against them are their own damn social mores about love and sex. From what I've seen, only roughly 5% of dwarves born in the fort will ever have children; not because of goblins or forgotten beasts, but for pitiful reasons like being 11 years apart in age, or having differing views on purring maggots, or having briefly been in love with someone who died 40 years ago. Every dwarf fort is populated primarily by walking Darwin Awards, and in their case the result is NOT a more rigorous gene pool, but instead some very intense inbreeding, as in only a handful of generations you're left with nothing but the same 2 groups of cousins.

Exactly, the majority of the creatures do not get to reproduce, on account of getting eaten; so my point is quite correct.  Thing you are not considering is the exact same thing (nearly everyone gets eaten) can happen in Dwarf Fortress can't it, especially in particularly nasty worlds, which will be a thing fairly soon.  If a forgotten beast turns up and eats most people, then we end up with the exact same situation due to random factors that presently exists due to the weird sexual repression that dominates the current DF world.

Why should it have to be separate? If the dwarf who earned the name feels that it's more prestigious than her link (which might be tenuous) to her famous ancestor, then she might see fit to [/i]replace[/i] her (or her kids') ancestral name with her own combat title.

Because that would imply introducing a dysfunctional system into the game.  The system is only functional if it is kept separate from other information-bearing words, since it carries different information.  It is also of limited value once the distinguished individual that created the name has died, since we are only interested in their fairly immediate family.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Starver on April 24, 2018, 01:20:57 pm
Family names should be inherited by one of the parents
Direction that in go not does time...

:P
Title: Re: Family Units and Lineage-Based Last Names
Post by: dragdeler on April 24, 2018, 01:46:15 pm
This is what happens when you try do explain something complicated in a foreign language over lunch break.

I chuckled at it then proceeded to edit "civ" into "races" in order to be accurate, duh... so good morning everybody  ;D :P
Title: Re: Family Units and Lineage-Based Last Names
Post by: Dorsidwarf on April 25, 2018, 05:23:03 am
I already get dwarves with the exact same name popping up occasionally, when it happens I usually just rename them to something sinilar, so it’s not like the “random gibberish” system is flawless
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on April 25, 2018, 06:04:42 am
I already get dwarves with the exact same name popping up occasionally, when it happens I usually just rename them to something sinilar, so it’s not like the “random gibberish” system is flawless

It's nearly flawless.  You can still break it however if you put enough restrictions on the number of available names in the entity file so that the range of available words is brought down to relatively few.  The larger the number of words the exponentially lower the probability of getting the same name.
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on April 25, 2018, 07:26:06 am
As I said before, the ability to fix a problem that you needlessly created for no gain is not an argument for adding it in.  Why would I be 'emotionally invested' in a system of naming? The people proposing this concept are emotionally attached to the idea of making surnames work like reality, that is the problem; it does not even work very well in reality.
And as I've said before, family names do not provide zero gain, multiple users seem to think they would be pretty handy. Every real-world culture that I can think of (except those small enough to give each person only one name) has also come to the same conclusion. Why do you think that is?

Quote
By making all first names unique, what we are in effect doing is getting rid of first names and replacing them with the present surnames.
Um--what? You yourself stated that shared first names was a problem (essentially "requiring" the other two names to make an exact match virtually impossible), and yet now you appear to be opposed to solving that problem? Am I reading you right? I don't really understand what you mean with the second half of your sentence.

Quote
The problem with doing that is the present first names also have a purpose; they allow us to identify culture and if we get rid of the present first names in effect by giving every individual a unique first name then it becomes more difficult to tell what culture any individual comes from than it presently is.
By 'culture' do you mean race, as in being able to tell a dwarven name from an elven one by sight? Either way, I never suggested that the RNG should make up all-new word on the spot and assign it as a dwarf's first name, I meant only that when a dwarf is born, it should just keep pulling first names until it hits one that isn't already in use. (Besides, the elven and dwarven languages each use letters that the other one doesn't, so telling them apart is pretty easy.)

Quote
With further development we can make it so that first names change over time in a culture, so first names allow us not only to identify culture but what era the person comes from.
This suggestion is totally unrelated, why do you bring it up?

Quote
As I recall, you brought up this straw man in the last thread on this topic as well. Something along the lines of, "This plan has a statistical chance of what I consider a failure, therefore the plan has already failed and you should abandon it entirely." I believe that at the time, my reply was something like "Yes, that happens in real life too. A couple of distantly-related dwarves having the same last name can be a minor difficulty . . . but a difficulty is not the same as a flaw."
It is when you are replacing a system that has near 100% accuracy with a system that will in many cases have an accuracy of less than 50%.
"In many cases" it's less than 50%? Is that anything like, "sixty percent of the time it works, every time"? And where exactly are you getting this data, on a DF suggestion that has never been implemented?

Quote
Oh, it makes a hell of a difference if you stand to inherit. If you were (somehow) in the direct legitimate line of Elizabeth I, for instance, that would literally make you (or your father/grandfather) the rightful King of England. You do have a point about bloodlines mixing, but bloodlines aren't names. If everybody's name is Durin, then yes, the whole question becomes moot--which is why not all of his descendants got to keep his name.
Remember there are literally thousands of other people in the same inheritance position as you are.  Hereditary systems simply break down when you end up picking some random peasant out of thousands of other peasants and make him king.
"Some random peasant" who just happens to be the foremost scion of a senior branch of the family, and who (miraculously) has the historical documents & experts in inheritance law to prove it. Technically, I don't think any two people are ever in the exact same position to inherit--even with identical twins, they still record which one came out first.

Quote
In history nobody has ever cared about extremely distant relations inheritance rights.  Their interest tends to stop at about first cousins and aunts/uncles for exactly the reasons I was referring to; it becomes absurd beyond that point.
The Hundred Years' War was fought over the King of England's birthright claim to the throne of France. By its conclusion, royals were still debating the succession rights from seven generations prior. And even today, one of the fundamental differences between Sunni and Shiite Muslims is over which of Mohammed's relatives was his true successor as leader of the faith.

Quote
True, many animals produce absolute swarms of offspring--as a counterbalance to offset the fact that the vast majority of them will not survive to be able to reproduce. . . . Every dwarf fort is populated primarily by walking Darwin Awards, and in their case the result is NOT a more rigorous gene pool, but instead some very intense inbreeding, as in only a handful of generations you're left with nothing but the same 2 groups of cousins.
Exactly, the majority of the creatures do not get to reproduce, on account of getting eaten; so my point is quite correct.  Thing you are not considering is the exact same thing (nearly everyone gets eaten) can happen in Dwarf Fortress can't it, especially in particularly nasty worlds, which will be a thing fairly soon.  If a forgotten beast turns up and eats most people, then we end up with the exact same situation due to random factors that presently exists due to the weird sexual repression that dominates the current DF world.
Yes, if the fort falls, the dwarves inside will most likely fail to reproduce, I considered that all right. My point was that dwarves will still reliably fail to reproduce even if the fort DOESN'T fall. Out of 200 dwarves, maybe 10 of them will get married, and maybe 1 of those marriages is homosexual, so you're probably looking at 4 productive couples--who together churn out enough babies to keep the population right at the cap. No migrants can enter, so each child's dating pool is restricted to kids from the other 3 families (on top of all the rules they faced already). With such a reduced pool, the odds of finding a mate becomes very small--there will still be a few successful pairings, but as each family of children drops out of the running, the number of eligible mates becomes lower and lower--because a larger and larger percentage of the fort's inhabitants are one's own siblings. The number of reproducing families will inevitably shrink to 2, then 1, and finally none. Ironically, the only way a dwarf fort can survive in the long term is by failing, reducing the population below the cap so migrants can bring in new blood.

Quote
Why should it have to be separate? If the dwarf who earned the name feels that it's more prestigious than her link (which might be tenuous) to her famous ancestor, then she might see fit to replace her (or her kids') ancestral name with her own combat title.
Because that would imply introducing a dysfunctional system into the game.  The system is only functional if it is kept separate from other information-bearing words, since it carries different information.  It is also of limited value once the distinguished individual that created the name has died, since we are only interested in their fairly immediate family.
I think I should clarify--there's a reason I said replace. Consider the dwarf Momuz Thunderbreeches, granddaughter of Stakuz Thunderbreeches. Due to her dual professions of Butcher and Axedwarf, Momuz earns the combat title "Slayer of Geese". She then bears a son, whom she names Datan Gooseslayer, because she figures any name related to a combat title is better than being associated with someone famous only for his flatulence. So yes, your response is largely correct--Datan Gooseslayer might very well have elder siblings already named Thunderbreeches, creating a small but noticeable dysfunction. As long as Momuz herself remains alive, with her name & title acting as a reminder that Thunderbreeches and Gooseslayer are the same family, that's largely okay, but after her death it's purely up to the player to remember . . . unless other individuals decide to keep the clan intact under the same name, unilaterally changing their own surnames to Gooseslayer (or back to Thunderbreeches).
I wasn't implying that combat titles themselves be inherited--for instance, I never meant that the son should be named "Datan Thunderbreeches, Slayer of Geese".
Title: Re: Family Units and Lineage-Based Last Names
Post by: dragdeler on April 25, 2018, 02:09:29 pm
At the moment the game has the following name structure:

{a} {b}{c} the {e} of {f}

All variables are proper nouns choosen randomly to create a name. I suggest we leave it that way, but insist that all creatures, items, minerals and other things DF features, should be included in every language of every race.





My actual suggestion is:


We add suffixes to every language, that are not choosen randomly out of a pool of proper nouns, but always the same in every world (but different for each race). Now those pieces of gibberish are applied to {e} and {f}, in order to signify different meanings, such as: "comes from", "killer of", "creator of", "inheritor of" (...).

The {e} and {f} part of a name are what I call titles. Titles are gained after important life events, and the game consistently applies the same titles to different people if it relates to the same thing. It goes without saying that different races should place more emphasis on different kinds of titles, according to their cultural identities. Which brings me to {b}{c}.

The {b}{c} part of a name are what I call familynames. So evidently they should reflect ancestry. Whether that would be the name of the mother, the father, the most famous ancestor or some other thing should be defined by the races. Some races should have different civilisations feature different solutions to that problem. All that according to the cultural identites of those races, of course.

If the game keeps track of all the meaningful names and prohibits them from being reused, and you also have meaningful titles that relate to some historical or geographical fact, we should be able to spot meaningful links in a glance while using the UI and searchfilters as they are today.

And I think that leaves T1 enough leeway to fiddle some procedural mythgen into it, so that there is even more meaning in those words (that are still randomly picked). Also, if false identities keep track of meaning in order to allow distinct lies, that would be great.
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on April 25, 2018, 06:48:34 pm
I suggest we . . . insist that all creatures, items, minerals and other things DF features, should be included in every language of every race.
We add suffixes to every language, that are not choosen randomly out of a pool of proper nouns, but always the same in every world (but different for each race). Now those pieces of gibberish are applied to {e} and {f}, in order to signify different meanings, such as: "comes from", "killer of", "creator of", "inheritor of" (...).
I'll generally support the second half of that, but also caution against getting involved with the language. It's a huge can of worms unto itself, and in short it's nothing but a placeholder--there's little point in suggesting improvements on a placeholder.

Another thing to worry about is the length of your {e} and {f}: Artifacts, creatures, and locations can have names that are quite long, and if they get folded into a dwarf's regular name in all menus, there's your truncation problem again. Titles should probably only appear in screens wide enough to properly show them, like the main Units menu or of course the individual dwarf's Thoughts page.

Dwarves should be limited to one title each; if they earn a second one for whatever reason, they have to choose which one to keep. They can also start a maximum of one new clan: Take Momuz Thunderbreeches, from my previous post. Say she names her kid Datan Gooseslayer after herself, and then makes an artifact bone figurine. Because she already started the Gooseslayer clan, she should not be allowed to replace her "Slayer of Geese" title with "Carver of Figures", or name her future children Figurecarver. I'm all for successful dwarves being able to found their own clans, but let's not take it too far.
Title: Re: Family Units and Lineage-Based Last Names
Post by: dragdeler on April 26, 2018, 02:10:53 am

Another thing to worry about is the length of your {e} and {f}: Artifacts, creatures, and locations can have names that are quite long, and if they get folded into a dwarf's regular name in all menus, there's your truncation problem again. Titles should probably only appear in screens wide enough to properly show them, like the main Units menu or of course the individual dwarf's Thoughts page.

Not if you keep assigning them randomly and at one word lentgh (as they are) and simply make a mention in legends or announcements such as: "Urist Abbeyfloor has gained the title of towerkar in honor of his creation of the artifact x" . If add cull familynames, cull title {e}, cull title {f} to the relevant menus and apply them all, you're left with "firstname nickname".

Yeah I'm just considering two titles because we currently have the option to create such names. But since save compability is negligible with the next big update all doors are open. And as you hinted the real difficulty lies in deciding whether titles are permanent or what changes them. My first attempt would be to place the tresholds prohibitely high, or place random timers on creatures that will initiate their "title-fest" to choose the strongest or rarest one. But surely there are more elegant and situation appropriate solutions.


ps: about the random part; just imagine them obscure references and puns that don't translate well into english
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on April 26, 2018, 07:09:28 am
And as I've said before, family names do not provide zero gain, multiple users seem to think they would be pretty handy. Every real-world culture that I can think of (except those small enough to give each person only one name) has also come to the same conclusion. Why do you think that is?

Recall I am not proposing that we do not have family names, I am just proposing that we do not simply copy the systems that are used in real-life but come up with a better system.  The family name system in real-life works extremely poorly, especially under certain conditions, yes it does work better than having no family name system at all, but that may only be if you consider a false conclusion better than no conclusion. 

A lot of things real-life cultures do is quite imbecilic, in fact I would say the majority of things that real-life cultures do is such.  So if you want things to work properly, blindly copying real-life cultures is definitely not the way to go.

Um--what? You yourself stated that shared first names was a problem (essentially "requiring" the other two names to make an exact match virtually impossible), and yet now you appear to be opposed to solving that problem? Am I reading you right? I don't really understand what you mean with the second half of your sentence.

It is not a problem at the moment because there are no family surnames.  It becomes a problem if we replace the present surnames with family ones, since we will end will a large number of people with the same name.  This is on top of the general problem of the dis-functionality of such surnames at identifying family relationships. 

If we intend to solve this manufactured problem by increasing the number of first names, then that is in effect the same as simply replacing them with the present double-string surnames.  This raises the question of what the point of first names is at all and the answer is that it allows us to easily identify the culture of our individual. 

By 'culture' do you mean race, as in being able to tell a dwarven name from an elven one by sight? Either way, I never suggested that the RNG should make up all-new word on the spot and assign it as a dwarf's first name, I meant only that when a dwarf is born, it should just keep pulling first names until it hits one that isn't already in use. (Besides, the elven and dwarven languages each use letters that the other one doesn't, so telling them apart is pretty easy.)

By culture I mean culture, a goblin born in a dwarven civilization, or a non-historical goblin promoted into a historical characters gets a dwarven name.

We should do the opposite of making first names unique.  Having identified that the only function of first names is to identify culture, we can make everyone in the culture have the same 'first name'.  That makes things work a lot better, since we have a shared name that tells us what culture the individual belongs to, one shared name telling us what family household they belong to and a third unique name identifying the specific individual. 

This suggestion is totally unrelated, why do you bring it up?

Because it is a possible development of first names in the future. 

"In many cases" it's less than 50%? Is that anything like, "sixty percent of the time it works, every time"? And where exactly are you getting this data, on a DF suggestion that has never been implemented?

I'm not getting the data from anywhere, I am just guessing.  I know it is going to work poorly because I can think critically, I also know that sometimes it will actually work and that probability of that is going to modified by circumstances.

"Some random peasant" who just happens to be the foremost scion of a senior branch of the family, and who (miraculously) has the historical documents & experts in inheritance law to prove it. Technically, I don't think any two people are ever in the exact same position to inherit--even with identical twins, they still record which one came out first.

Nobody actually cares if you are one of several thousand descendants of a defunct ruler.  If the rulership is not defunct, then the pool of heirs is going to be a lot smaller. 

The Hundred Years' War was fought over the King of England's birthright claim to the throne of France. By its conclusion, royals were still debating the succession rights from seven generations prior. And even today, one of the fundamental differences between Sunni and Shiite Muslims is over which of Mohammed's relatives was his true successor as leader of the faith.

In neither of these cases did the claims originally result from anything beyond the immediate extended family.

Yes, if the fort falls, the dwarves inside will most likely fail to reproduce, I considered that all right. My point was that dwarves will still reliably fail to reproduce even if the fort DOESN'T fall. Out of 200 dwarves, maybe 10 of them will get married, and maybe 1 of those marriages is homosexual, so you're probably looking at 4 productive couples--who together churn out enough babies to keep the population right at the cap. No migrants can enter, so each child's dating pool is restricted to kids from the other 3 families (on top of all the rules they faced already). With such a reduced pool, the odds of finding a mate becomes very small--there will still be a few successful pairings, but as each family of children drops out of the running, the number of eligible mates becomes lower and lower--because a larger and larger percentage of the fort's inhabitants are one's own siblings. The number of reproducing families will inevitably shrink to 2, then 1, and finally none. Ironically, the only way a dwarf fort can survive in the long term is by failing, reducing the population below the cap so migrants can bring in new blood.

Most people don't have families at all since they are not historical characters.  The situation you are describing will however not happen, because the population cap will eventually drop as the older generation die off, which causes existing marriages of the middle-aged dwarves to become fertile again.  That is because the child cap constrains the reproduction of the married couples once there are a certain number of children.  But once the older dwarves die of old age and none of the younger generation can marry since there is only one family, the middle-aged dwarf marriages simply churn out more children. 

In effect, in DF as in nature reproductive potential is seldom actual reproductive outcome.  If all the younger generation are one family, then the older generations families will simply make new offspring for them to breed with. 

I think I should clarify--there's a reason I said replace. Consider the dwarf Momuz Thunderbreeches, granddaughter of Stakuz Thunderbreeches. Due to her dual professions of Butcher and Axedwarf, Momuz earns the combat title "Slayer of Geese". She then bears a son, whom she names Datan Gooseslayer, because she figures any name related to a combat title is better than being associated with someone famous only for his flatulence. So yes, your response is largely correct--Datan Gooseslayer might very well have elder siblings already named Thunderbreeches, creating a small but noticeable dysfunction. As long as Momuz herself remains alive, with her name & title acting as a reminder that Thunderbreeches and Gooseslayer are the same family, that's largely okay, but after her death it's purely up to the player to remember . . . unless other individuals decide to keep the clan intact under the same name, unilaterally changing their own surnames to Gooseslayer (or back to Thunderbreeches).
I wasn't implying that combat titles themselves be inherited--for instance, I never meant that the son should be named "Datan Thunderbreeches, Slayer of Geese".

A large number of people end up being called Gooseslayer.  Perpetually inherited surnames are no less dysfunctional if they are originally assigned to heroes, since most people are not heroes.

At the moment the game has the following name structure:

{a} {b}{c} the {e} of {f}

All variables are proper nouns choosen randomly to create a name. I suggest we leave it that way, but insist that all creatures, items, minerals and other things DF features, should be included in every language of every race.

I have actually spent the last year doing just that.  It is ton of work to add in all the things in the game as words.
Title: Re: Family Units and Lineage-Based Last Names
Post by: voliol on April 26, 2018, 07:26:52 am
Considering this is Dwarf Fortress we're talking about, I'm surprised this discussion has barely mentioned the question of how the values and personalities of individual Dwarves and entities would affect these naming conventions.
Say, the existance of lineage-based names should probably depend on how much the entities value family to begin with (e.g. no goblin surnames), and individuals with high regard for traditions should be less likely to change their names than those with disdain for them.
Also, the personality of an individual should affect what kind of event they eventually take their name after. That is, dwarves that don't like craftmansship likely wouldn't name themselves after it, and dwarves that like working would more often name themselves "Smith", "Miller" etc.

On the other hand, it should be possible for others to name an indivual, so that new knights can get names from whoever knights them, feared demons getting names from their oppressees, or monarchs taking the names their advisors advises them to instead of their own preferences.

All this does kinda merge in a wierd way with nicknames, so I might be getting a bit off topic.

By the way, I assume we all agree that the naming systems should be decided on the entity-level and not the species level?
Title: Re: Family Units and Lineage-Based Last Names
Post by: dragdeler on April 26, 2018, 02:22:29 pm
I have actually spent the last year doing just that.  It is ton of work to add in all the things in the game as words.

You freak  :D... you didn't also happen to figure out some procedural phonetic generator, that gives a list after you define it's length, of the shortest and most pronouncable syllabes, in order to shorten those dang names?



it should be possible for others to name an indivual

From what I've heard, when Napoleon conquered germany, he forced some sort of census where the german civil servants had to assign familynames to everybody. And the jews refused so the officers just invented those typical weird jewish names such as "Goldberg" or "Rosenstein" (and that's how I know about this). This is a very nice example of a trigger for titles (such as described in my previous posts).

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By the way, I assume we all agree that the naming systems should be decided on the entity-level and not the species level?

I'm a bit fuzzy on the raws. By that you mean the different civs (nations?)? If so yes.

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this discussion has barely mentioned the question of how the values and personalities of individual Dwarves and entities would affect these naming conventions

I think the character trait "ambitious" for example

Spoiler (click to show/hide)

would be a very good indicator how fast an individual settles with a title, in how I imagine my suggestion.

too much edit
Title: Re: Family Units and Lineage-Based Last Names
Post by: Shazbot on April 26, 2018, 03:54:49 pm
For me, species-level naming conventions give an extra degree of granularity. I'm using castes to create a caste of goblin "untouchables" who wouldn't merit a last name. But I will take what I can get, so long as some degree of lineage and "clannishness" is possible.
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on April 27, 2018, 04:14:03 am
The family name system in real-life works extremely poorly, especially under certain conditions, yes it does work better than having no family name system at all, but that may only be if you consider a false conclusion better than no conclusion.
Wow. I'm amazed you feel so strongly about this, and in such direct opposition to pretty much the entire world--but hey, you do you.

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I am not proposing that we do not have family names, I am just proposing that we do not simply copy the systems that are used in real-life but come up with a better system. . . . A lot of things real-life cultures do is quite imbecilic, in fact I would say the majority of things that real-life cultures do is such.  So if you want things to work properly, blindly copying real-life cultures is definitely not the way to go.
True, there are certain cultures that do things that I personally find rather silly--like some Polynesian peoples refusing to ever speak the name of a person who has died, or English speakers making non sequitur nicknames, like shortening "Charles" to somehow get "Chuck". But these are quite definitely the exception, the vast majority of naming protocols seem quite sensible to me--and obviously, to those who use them. Even the real-world chauvinist standard of "the wife takes the husband's surname" would cease to be anywhere near as sexist in DF, if we simply introduce an equally-weighted feminist counterpart. (It makes more sense to claim parentage from the mother, anyway.)
When you say we should come up with "a better system", I hope you don't mean just one system: I've always championed the idea that different races, and different civilizations within those races, should have different cultural behaviors, and naming conventions should definitely be part of that. Besides, having a set of random options present in the raws would likely allow players who dislike certain possible behaviors (like yourself) to go into the raws and edit out the options they'd rather not see.

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It is not a problem at the moment because there are no family surnames.  It becomes a problem if we replace the present surnames with family ones, since we will end will a large number of people with the same name.
I think you're making a mountain out of a molehill with this. Sure, let's say the Bunnyhammer family consists of a married couple who produce 15 kids, one of whom manages to marry and have another 9 kids, and outside the fort there's an extended Bunnyhammer clan with 127 living members (I'm not sure how many of those would likely be considered historical figures). So that's about 150 Bunnyhammers . . . but since there are hundreds of viable first names, the game can still name them all with no repeats. (Getting close to an "upper limit" on clan size could be another prompt for members to break off into a new clan.)

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By culture I mean culture,
That wasn't helpful, but I'll try to play along. Every creature has a race (species), a birth civilization (set of social customs used by their parents [both parents are likely to share the same one]), a formative civilization (where they grew up), and a current civilization (where they live now). A person's culture is going to depend on ALL of these, and in my opinion their name should as well. A dwarven child snatched off to live as a goblin would probably be given a goblin name (and, as I said, might not ever remember their dwarven one).

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This raises the question of what the point of first names is at all and the answer is that it allows us to easily identify the culture of our individual. . . . a goblin born in a dwarven civilization, or a non-historical goblin promoted into a historical characters gets a dwarven name.
But that's hardly limited to just the first name. Just because we also see the English translations of their names, doesn't mean we can't tell the difference between "Stinthad" and "Ngustpuz". Besides, if it's in a fort, the goblin's going to be shown as a 'g' anyway, not a '☺'. And it's not like we can't just overwrite the special cases with a nickname, so it's a moot point.

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We should do the opposite of making first names unique.  Having identified that the only function of first names is to identify culture, we can make everyone in the culture have the same 'first name'.  That makes things work a lot better, since we have a shared name that tells us what culture the individual belongs to, one shared name telling us what family household they belong to and a third unique name identifying the specific individual.
Oh HELL no. You criticize the majority of human cultures' naming conventions as "imbecilic", and then suggest THIS as an improvement!? You never cease to amaze me with your ability to make wild, unfounded suppositions and then immediately treat them as established objective facts. But let's mentally put this plan of yours into practice anyway: Since your home civilization is called "The High Candles", every native dwarf in your fort has "Highcandle" as name elements 1 and 2 . . . which serves no purpose whatsoever except to a) take up valuable space, and b) distinguish them from the fort's various merchants, guests, and possible invaders--who of course are already flagged as Merchant, Guest, or Invader in the Units list. I just checked, you can't use nicknames to completely remove a dwarf's first name--and even if you could, to have them all called "Highcandle" by default is what truly deserves to be called imbecilic.
The point of a name is to distinguish. A name, or a name element, cannot distinguish if there is nothing meaningful to distinguish it FROM. Bob Higgins doesn't go around calling himself "Human Bob Higgins" all the time, and even the far more specific "Philadelphian Bob Higgins" still doesn't mean a damn thing if he's in Philadelphia. The sort of race-specific or civ-specific names that you're suggesting could only make sense if they were applied to just the fringe elements in a given society.

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The Hundred Years' War was fought over the King of England's birthright claim to the throne of France. By its conclusion, royals were still debating the succession rights from seven generations prior. And even today, one of the fundamental differences between Sunni and Shiite Muslims is over which of Mohammed's relatives was his true successor as leader of the faith.
In neither of these cases did the claims originally result from anything beyond the immediate extended family.
Hmm, yes and no. For instance, because the Hundred Years' War had interludes of peace, those monarchs who came later had to look further back to find "just cause" to resume hostilities. In Shakespeare's Henry V, a big chunk of Act 1 Scene 2 is literally devoted to a tedious and rather arcane history lesson: https://www.youtube.com/watch?v=Pnk1fbGNWrM (and I'm pretty sure this part of the script is actually edited down from the original version).
This tangent has diverted more than far enough from the topic of the thread, and I'd prefer not to continue it. I primarily added this reply just for the YouTube link, because Branagh made a bitchin' Henry V.

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Most people don't have families at all since they are not historical characters.  The situation you are describing will however not happen, because the population cap will eventually drop as the older generation die off, which causes existing marriages of the middle-aged dwarves to become fertile again.  That is because the child cap constrains the reproduction of the married couples once there are a certain number of children.  But once the older dwarves die of old age and none of the younger generation can marry since there is only one family, the middle-aged dwarf marriages simply churn out more children. 
In effect, in DF as in nature reproductive potential is seldom actual reproductive outcome.  If all the younger generation are one family, then the older generations families will simply make new offspring for them to breed with.
Yes, but the problem is not "babies don't get born", the problem is "couples don't get married". Toady largely "fixed" the issue by making (apparently) all migrants already heterosexually married upon arrival, so the initial number of productive couples in the fort is VERY high at first. Since most forts don't last more than a generation or two, this band-aid solution is nearly perfect in practice (although the resulting babysplosion does make the first few years even more difficult).
I too must admit that certain of my conclusions are not empirical--I have not personally run even a single fort long enough to see all the original migrants die off, let alone for the clear majority of their descendants to refuse to marry and thus start the inbreeding train. But I know it is going to work poorly because I, too, can think critically, and I know that when the average dwarf considers perpetuating their species to be LESS important than a shared fondness for a particular metal, that's definitely a bad sign. Yes, when a significant number of old dwarves die, more babies will be born to replace them, and the babies will definitely meet the age requirement with each other. But just because they can marry & reproduce doesn't mean a realistic number of them will.

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A large number of people end up being called Gooseslayer.  Perpetually inherited surnames are no less dysfunctional if they are originally assigned to heroes, since most people are not heroes.
A large number of people are named Smith, too, even though most of them are not smiths. Everyone knows this. They also know that the name Smith is so common, there is no reason to assume that any two random people named Smith are related--it's more likely that they are not. Yet this is not a dysfunction, because a) it's so well-known, and b) even all the Smiths together would still constitute only a sliver of a minority, against all the other thousands of names out there. It can be the most popular last name, but as long as it doesn't dominate (the way Highcandle would), it still serves its purpose of distinguishing each Smith family from the rest of society as a whole.

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All variables are proper nouns choosen randomly to create a name. I suggest we leave it that way, but insist that all creatures, items, minerals and other things DF features, should be included in every language of every race.
I have actually spent the last year doing just that.  It is ton of work to add in all the things in the game as words.
My reply is unrelated to the thread topic, so I sent you a PM.


Considering this is Dwarf Fortress we're talking about, I'm surprised this discussion has barely mentioned the question of how the values and personalities of individual Dwarves and entities would affect these naming conventions. . . .
On the other hand, it should be possible for others to name an indivual, so that new knights can get names from whoever knights them, feared demons getting names from their oppressees, or monarchs taking the names their advisors advises them to instead of their own preferences.
By the way, I assume we all agree that the naming systems should be decided on the entity-level and not the species level?
Agreed, decisions like this should largely be up to the individual dwarf, although certain others should also have enough influence on the dwarf to have some control as well. As previously mentioned, a newly-arrived migrant (or newly-named infant) might be renamed by local authorities if a name is deemed improper or likely to cause confusion. Depending on the social customs of the civ, and a dwarf's regard for tradition & authority, a family elder might be able to control things like baby names or breaking off a new clan. And combat titles should arise from witnesses to the deed(s) in question, so that most likely means the other members of the dwarf's squad . . . or at least those who saw the dwarf returning from the kill.

Also, achieving personal dreams like "mastering a skill" and "creating an artifact" should receive an additional bonus if/when it comes to deciding a dwarf's new name.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on April 28, 2018, 07:19:50 am
True, there are certain cultures that do things that I personally find rather silly--like some Polynesian peoples refusing to ever speak the name of a person who has died, or English speakers making non sequitur nicknames, like shortening "Charles" to somehow get "Chuck". But these are quite definitely the exception, the vast majority of naming protocols seem quite sensible to me--and obviously, to those who use them. Even the real-world chauvinist standard of "the wife takes the husband's surname" would cease to be anywhere near as sexist in DF, if we simply introduce an equally-weighted feminist counterpart. (It makes more sense to claim parentage from the mother, anyway.)
When you say we should come up with "a better system", I hope you don't mean just one system: I've always championed the idea that different races, and different civilizations within those races, should have different cultural behaviors, and naming conventions should definitely be part of that. Besides, having a set of random options present in the raws would likely allow players who dislike certain possible behaviors (like yourself) to go into the raws and edit out the options they'd rather not see.

It's not one system, well in a way it is  :). We have a large number of names, reflecting all different types of important information and we eliminate those that are not culturally relevant.  In some cases, as with family the length of names is controlled by a number of indefinite length.  So if we don't think a civilization would care about a particular piece of information, we leave it out even though the player might want to know it.  We can do this automatically on the basis of values, so a civilization that does not care about [FAMILY] does not bother with surnames at all and the more they care the more generations of family they record. 

I think you're making a mountain out of a molehill with this. Sure, let's say the Bunnyhammer family consists of a married couple who produce 15 kids, one of whom manages to marry and have another 9 kids, and outside the fort there's an extended Bunnyhammer clan with 127 living members (I'm not sure how many of those would likely be considered historical figures). So that's about 150 Bunnyhammers . . . but since there are hundreds of viable first names, the game can still name them all with no repeats. (Getting close to an "upper limit" on clan size could be another prompt for members to break off into a new clan.)

That is effect an alternative means at carrying out the basic function of my naming, getting rid of old surnames so that they do not pass out context and lose accuracy as regards to family identification for the player.  However your idea depends too much on a situation working out in a particular fashion, for instance it breaks down if a forgotten beast scatters the Bunnyhammers about the place and then a whole series of catastrophes ensures that the population never reaches the magic splitting-point which I presume retires that name and creates two new names. 

In any case, where did the clans come from?  We were never talking about clans, which are more family-site government hybrids to put it in game terms. 

By culture I mean culture,
That wasn't helpful, but I'll try to play along. Every creature has a race (species), a birth civilization (set of social customs used by their parents [both parents are likely to share the same one]), a formative civilization (where they grew up), and a current civilization (where they live now). A person's culture is going to depend on ALL of these, and in my opinion their name should as well. A dwarven child snatched off to live as a goblin would probably be given a goblin name (and, as I said, might not ever remember their dwarven one).[/quote]

That would result in us having two names for the same character, one according to the culture of the first civilization from which the child was stolen and the second according to the second civilization.  No, the child keeps the original name as at present, but when they grow up and become formerly part of goblin they adopt the goblin civilizations culture-name, as do all other full immigrants, in addition to having the rest of their name translated into the goblin language.  As a special case we should probably hide their family names (not actually delete) as long as they remain part of a [BABYSNATCHER] civilization, that way if they migrate back into their own civilization (or into any non-babysnatcher one incidentally) their family names will restore, unless they would have been overridden for another reason, for instance they got married to someone in the goblin civilization. 

But that's hardly limited to just the first name. Just because we also see the English translations of their names, doesn't mean we can't tell the difference between "Stinthad" and "Ngustpuz". Besides, if it's in a fort, the goblin's going to be shown as a 'g' anyway, not a '☺'. And it's not like we can't just overwrite the special cases with a nickname, so it's a moot point.

It is a lot easier to do that reliably with first names because you have 'heard that name before' as it were, the uniqueness of two-string names makes it harder, especially if the languages are similarly sounding (modded languages may well be).  In any case, first names are an imperfect system that I am proposing we replace effectively with the two-string surnames and replace their function with a seperate cultural name.  In effect, what I am doing is pointing out the cultural-identification function of non-unique first names, a function lost by making them unique and proposing we simply replace this with a reliably uniform name. 

Oh HELL no. You criticize the majority of human cultures' naming conventions as "imbecilic", and then suggest THIS as an improvement!? You never cease to amaze me with your ability to make wild, unfounded suppositions and then immediately treat them as established objective facts. But let's mentally put this plan of yours into practice anyway: Since your home civilization is called "The High Candles", every native dwarf in your fort has "Highcandle" as name elements 1 and 2 . . . which serves no purpose whatsoever except to a) take up valuable space, and b) distinguish them from the fort's various merchants, guests, and possible invaders--who of course are already flagged as Merchant, Guest, or Invader in the Units list. I just checked, you can't use nicknames to completely remove a dwarf's first name--and even if you could, to have them all called "Highcandle" by default is what truly deserves to be called imbecilic.
The point of a name is to distinguish. A name, or a name element, cannot distinguish if there is nothing meaningful to distinguish it FROM. Bob Higgins doesn't go around calling himself "Human Bob Higgins" all the time, and even the far more specific "Philadelphian Bob Higgins" still doesn't mean a damn thing if he's in Philadelphia. The sort of race-specific or civ-specific names that you're suggesting could only make sense if they were applied to just the fringe elements in a given society.

The game does not entirely consist of Fortress mode.  In adventure mode and legends mode we often get big lists of people with diverse backgrounds to sift through, this idea was directed towards those modes not Fortress mode.  In fortress mode, the idea does not do much I agree, but it was not for the benefit of fortress mode that I proposed it.

My idea was to string together the first string of the civilization's with the last string of the site government.  So if my civilization was called the Guilds of Steel and my site government is called the Society of Rabbits, then all it's members would be called the Guildrabbits.  That means without having to check, whenever I see someone called Guildrabbit, I can immediately tell that they are part of the Society of Rabbits.  I can run a search and I can immediately come up with a list of historical characters that lived in their territory, without having to trawl through lists of "so and so stole a mug in Yr X" with a notepad. 

Hmm, yes and no. For instance, because the Hundred Years' War had interludes of peace, those monarchs who came later had to look further back to find "just cause" to resume hostilities. In Shakespeare's Henry V, a big chunk of Act 1 Scene 2 is literally devoted to a tedious and rather arcane history lesson: https://www.youtube.com/watch?v=Pnk1fbGNWrM (and I'm pretty sure this part of the script is actually edited down from the original version).
This tangent has diverted more than far enough from the topic of the thread, and I'd prefer not to continue it. I primarily added this reply just for the YouTube link, because Branagh made a bitchin' Henry V.

None of those periods of peace lasted very long, certainly not enough for us to be dragging up lineages going back millenia.  But it mostly about France's sexist inheritance laws and England's relatively less sexist laws.  Interestingly we had a similar situation in England with Stephen and Matilda, in which the former ultimately accepted the latter's claim, disinheriting his own children and establishing the opposing principle in France to that of England. 

Yes, but the problem is not "babies don't get born", the problem is "couples don't get married". Toady largely "fixed" the issue by making (apparently) all migrants already heterosexually married upon arrival, so the initial number of productive couples in the fort is VERY high at first. Since most forts don't last more than a generation or two, this band-aid solution is nearly perfect in practice (although the resulting babysplosion does make the first few years even more difficult).
I too must admit that certain of my conclusions are not empirical--I have not personally run even a single fort long enough to see all the original migrants die off, let alone for the clear majority of their descendants to refuse to marry and thus start the inbreeding train. But I know it is going to work poorly because I, too, can think critically, and I know that when the average dwarf considers perpetuating their species to be LESS important than a shared fondness for a particular metal, that's definitely a bad sign. Yes, when a significant number of old dwarves die, more babies will be born to replace them, and the babies will definitely meet the age requirement with each other. But just because they can marry & reproduce doesn't mean a realistic number of them will.

That really does not matter much.  As long as it is not only one family reproducing, which won't happen for the reasons I mentioned, as there own inability to reproduce simply encourages whatever non-related married couples there are to reproduce, basically similar to Fisher's Principle (https://en.wikipedia.org/wiki/Fisher%27s_principle), which explains why we always have roughly equal numbers of both gender in most species.  So in effect it does not matter much, except for 'realism' if we have only a small number of people reproducing but having a lot of babies or whether we have a large number of people having only a handful of babies; those are the only two options really. 

In any case, the real thing that will cause mischief is the inability to remarry and the inability to marry across age-ranges.  It is not how many of them marry, it is restrictions on marriage in general which potentially could cause problems. 

A large number of people are named Smith, too, even though most of them are not smiths. Everyone knows this. They also know that the name Smith is so common, there is no reason to assume that any two random people named Smith are related--it's more likely that they are not. Yet this is not a dysfunction, because a) it's so well-known, and b) even all the Smiths together would still constitute only a sliver of a minority, against all the other thousands of names out there. It can be the most popular last name, but as long as it doesn't dominate (the way Highcandle would), it still serves its purpose of distinguishing each Smith family from the rest of society as a whole.

That is exactly why surnames don't work.  If I meet two Smiths, then I cannot in any way determine them to be related to each-other, so why do surnames even exist?  That there are loads of other surnames does not change that, the situation still applies since if I meet two people who have the same surname I cannot by this fact alone determine them to be related; this problem is inherent to the surname system when played out of a long time period.  That is why current surnames are dumb, the people who invented the system did not think about what would happen in the long-run and come up with any mechanism to ensure that essentially unrelated people don't end up with the same surname. 

The solution is to create a new surname every time two people get married and have this inherited by their children, but when their children get married they replace one of their ancestral surnames with a new surname.  That way whenever I run across a person with the same surname I know they are of the same family group, rather than being somebody who shares a common ancestor a thousand years ago. 
Title: Re: Family Units and Lineage-Based Last Names
Post by: Dorsidwarf on April 28, 2018, 04:47:29 pm
I still think that having one monolithic system, no matter how logical and well thought out, is a very poor idea, and that extensive rawability with widespread differences in names between races and civs is important to help keep the world feeling alive rather than homogenous
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on April 29, 2018, 09:12:29 am
I still think that having one monolithic system, no matter how logical and well thought out, is a very poor idea, and that extensive rawability with widespread differences in names between races and civs is important to help keep the world feeling alive rather than homogenous
I for one am firmly in agreement. Replay value depends heavily on the dwarves themselves being interesting, and a large part of that is derived from cultural differences, so that each fort you play feels significantly different from your previous ones.


It's not one system, well in a way it is  :). We have a large number of names, reflecting all different types of important information and we eliminate those that are not culturally relevant.  In some cases, as with family the length of names is controlled by a number of indefinite length.  So if we don't think a civilization would care about a particular piece of information, we leave it out even though the player might want to know it.  We can do this automatically on the basis of values, so a civilization that does not care about [FAMILY] does not bother with surnames at all and the more they care the more generations of family they record.
Variations on a system (especially when the only thing that changes is the magnitude) is still just one system. Please, at least say you'd be open to switching the positions of the names around a bit. For instance, traditional Chinese puts the surname before the given name--and I personally think that makes a lot of sense. It's like biological nomenclature, putting the general words first and getting increasingly more specific: Homo sapiens Honeycutt Barbara. (We already write time as hour:minute:second, now if we could just get people to write year:month:day.)

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That is effect an alternative means at carrying out the basic function of my naming, getting rid of old surnames so that they do not pass out context and lose accuracy as regards to family identification for the player.  However your idea depends too much on a situation working out in a particular fashion, for instance it breaks down if a forgotten beast scatters the Bunnyhammers about the place and then a whole series of catastrophes ensures that the population never reaches the magic splitting-point which I presume retires that name and creates two new names.
I get the impression that you believe my plan is "have the RNG procedurally create an all-new first name for every baby (or at least the historically significant ones), which will never be used again." Just in case, let me clarify: I only want the RNG to "grab a first name that is not currently in use, by anyone in the fort, or by anyone outside the fort who shares the baby's family name." So no two dwarves with matching names will ever be alive at the same time. Sure, Legends mode or engravings may still show dwarves with identical names, but that's hardly a big deal since historical records include the date on every entry. If the name you want shows up on events from 400 years ago, chances are it ain't the same dwarf. (Unless it's a vampire, in which case you've got bigger problems to be worrying about.)

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In any case, where did the clans come from?  We were never talking about clans, which are more family-site government hybrids to put it in game terms.
I said "clan" because that's shorthand for "group of related individuals who live as a (generally) cohesive unit and share the same name", such as Bunnyhammer. The word 'clan' literally means 'family', that is all that the word formally means, and don't you EVER try to equate it with a form of government again, without some reputable sources to back you up.

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A dwarven child snatched off to live as a goblin would probably be given a goblin name (and, as I said, might not ever remember their dwarven one).
That would result in us having two names for the same character, one according to the culture of the first civilization from which the child was stolen and the second according to the second civilization.
And what's so wrong about that? It works for vampires. It works for Eminem. It worked for Gandalf. True, there are times where realism should take a back seat to convenience, but I don't think this is one of them. People taking new names (or having names thrust upon them, willingly or not) tells a more interesting story, and can help add depth to the character.

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As a special case we should probably hide their family names (not actually delete) as long as they remain part of a [BABYSNATCHER] civilization, that way if they migrate back into their own civilization (or into any non-babysnatcher one incidentally) their family names will restore, unless they would have been overridden for another reason, for instance they got married to someone in the goblin civilization.
Yeah, that sounds right.

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In any case, first names are an imperfect system that I am proposing we replace effectively with the two-string surnames and replace their function with a seperate cultural name.  In effect, what I am doing is pointing out the cultural-identification function of non-unique first names, a function lost by making them unique and proposing we simply replace this with a reliably uniform name.
Just because first names are imperfect doesn't mean they're worthless. Cultural names, in contrast, would could only be remotely useful in Legends mode, or in a fort specifically (and painstakingly) run in order to attract a majority of citizens not from your own home civ.

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My idea was to string together the first string of the civilization's with the last string of the site government.  So if my civilization was called the Guilds of Steel and my site government is called the Society of Rabbits, then all it's members would be called the Guildrabbits.  That means without having to check, whenever I see someone called Guildrabbit, I can immediately tell that they are part of the Society of Rabbits.  I can run a search and I can immediately come up with a list of historical characters that lived in their territory, without having to trawl through lists of "so and so stole a mug in Yr X" with a notepad.
I know Toady won't be working on UI improvements for many years to come. But even so, would it be so wrong to just ask for a Personal History Viewer window in Adventurer/Legends mode, where you can pop in somebody's name and see their cultural background? Doesn't that make a hell of a lot more sense than literally everyone, in every game run by every player, starting their name with their country & city, every single time it comes up for any reason?

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That is exactly why surnames don't work.  If I meet two Smiths, then I cannot in any way determine them to be related to each-other, so why do surnames even exist?
Why do you do this? "I have encountered a minor flaw, tear down the entire system and start over!" Surnames exist because they work, or at least historically they did--in farming villages, if 2 people had the same name, it'd be VERY unusual for them to not be related. Now with the Internet, I can Google six of me before breakfast. Personally, I'm of the opinion that DF is a lot more like a farming village than the Internet.

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That there are loads of other surnames does not change that, the situation still applies since if I meet two people who have the same surname I cannot by this fact alone determine them to be related; this problem is inherent to the surname system when played out of a long time period.
Fair enough, especially in a Legends more that doesn't allow you to view a person's family tree. But consider this: Assuming the two people share a common ancestor (and that the RNG didn't just give someone a surname that was already being used by another family), then a significant number of generations must have passed for those people to be essentially unrelated. And the longer the time elapsed, the greater the odds that one (or both) of the families might have changed their surname in the interim.

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The solution is to create a new surname every time two people get married and have this inherited by their children, but when their children get married they replace one of their ancestral surnames with a new surname.  That way whenever I run across a person with the same surname I know they are of the same family group, rather than being somebody who shares a common ancestor a thousand years ago.
Okay, but the unavoidable downside of that is the remote ancestor gets forgotten, and you have to hop, skip, jump your way from name to name in Legends, as opposed to just searching the whole list for one name. You win some, you lose some.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Leonidas on April 29, 2018, 10:48:51 pm
The argument here seems to be conflating two distinct questions:
1) Should DF have a naming system that reflects lineage, occupation, or place of origin, similar to what real-world cultures have?
2) Should DF have an easier way to identify a dwarf's family connections and other relationships?

My answers:
1) No. It would be far too much work for too little benefit. If you're going to assign meaningful names to dwarves, then you may as well try to assign meaningful names to civilizations, sites, and geographic regions. Those are some major logic problems.

2) Yes. Someone should write a DFHack script showing family trees and other relationships. Any volunteers?
Title: Re: Family Units and Lineage-Based Last Names
Post by: Shazbot on April 30, 2018, 09:29:27 am
I don't see how dwarven last names getting a little more thought than "pick two words" is too much work to consider, and I especially disagree with the second clause of your statement. We already have meaningful names to civilizations, sites and regions. Swamps, mountains and forests all get names associated with their features. If anything we are bringing dwarf names up to standards.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Ninjabread on April 30, 2018, 09:56:22 am
The argument here seems to be conflating two distinct questions:
1) Should DF have a naming system that reflects lineage, occupation, or place of origin, similar to what real-world cultures have?
2) Should DF have an easier way to identify a dwarf's family connections and other relationships?

My answers:
1) No. It would be far too much work for too little benefit. If you're going to assign meaningful names to dwarves, then you may as well try to assign meaningful names to civilizations, sites, and geographic regions. Those are some major logic problems.

2) Yes. Someone should write a DFHack script showing family trees and other relationships. Any volunteers?
Tbf geographic regions already have meaningful names to an extent, they have an adjective to describe how good/evil the place is, with neutral being more of a random word not associated with the other two, then there's a noun to describe the terrain feature such as like hills, mountains, deserts, forests, e.c.t.

Also making dwarves have a family surname wouldn't necesarily make names truly meaningful, just helpful, without having to rely on third-party apps, unless you add the event driven naming which is what is currently being debated, with one side saying "absolutely not, names should be randomly assigned upon marriage" and the other saying "it would add flavour to have lots of different systems"

I also don't doubt that Toady plans on making names meaningful at some point too, at least for sites, since it can just use local geography, wildlife, available resources, and the not-too-distant embark scenarios as a guide. Civs could also use their ethics as a guide too, but I'm getting off topic now, the point is, meaningless names are likely a placeholder, and I don't imagine they're here to stay

We already have meaningful names to civilizations, sites and regions.

I wouldn't say civs and sites are actually meaningful yet, they're just racially divided, my current world has a goblin civ called the Torment of Belches, if that name has actual meaning then that is one weird method of torture.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Shazbot on April 30, 2018, 10:09:06 am
Torment of Belches is a name drawn from certain sub-categories of words. I think they're called spheres? You can align various entities with various spheres of naming patterns. This is, by itself, more complicated than nothing at all. You described region naming as well. With mythgen, those spheres might have different weights for each civilization. We could find some dwarves who have the evil name sphere and some screwy ethics, and their names would be an indicator of that. "The Tormenting Picks" would let you know its not a normal dwarf civilization. "Urist Goresplatter" would be of a family line stemming from that civilization, and why he's a hanging around in a distant site is a tale of his family's home being conquered by normal dwarves in year 30.

You wouldn't think to look without that hereditary name. So much of this game is based on player-storytelling, and so many old heroic tales based on lineage, that it seems crucial to bring these mechanisms into the game.

I'm entirely fine with multiple methods of assigning names if we can tweak and assign them. I have my idea of proper dwarves and so do you.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Ninjabread on April 30, 2018, 10:23:48 am
That's fair enough, I was close with ethics then. I suppose the current meaning behind the naming of most things is lost due to the current rigidity and disparity of racial sphere alignment. Now I'm even more hyped for mythgen
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 01, 2018, 08:46:50 am
Variations on a system (especially when the only thing that changes is the magnitude) is still just one system. Please, at least say you'd be open to switching the positions of the names around a bit. For instance, traditional Chinese puts the surname before the given name--and I personally think that makes a lot of sense. It's like biological nomenclature, putting the general words first and getting increasingly more specific: Homo sapiens Honeycutt Barbara. (We already write time as hour:minute:second, now if we could just get people to write year:month:day.)

What I meant was that there is only one system of names on a mechanical level, we just display things differently (or don't display) all the generated information depending upon context.  It appears that there are multiple systems because the way the information is displayed to the player, in 'reality' everyone has the full set of names for all possible cultural forms in their file.  We don't see them, so it does not matter, but their existence allows cultural transfer and changes to be handled without suddenly having to calculate tens of thousands of names at once. 

I get the impression that you believe my plan is "have the RNG procedurally create an all-new first name for every baby (or at least the historically significant ones), which will never be used again." Just in case, let me clarify: I only want the RNG to "grab a first name that is not currently in use, by anyone in the fort, or by anyone outside the fort who shares the baby's family name." So no two dwarves with matching names will ever be alive at the same time. Sure, Legends mode or engravings may still show dwarves with identical names, but that's hardly a big deal since historical records include the date on every entry. If the name you want shows up on events from 400 years ago, chances are it ain't the same dwarf. (Unless it's a vampire, in which case you've got bigger problems to be worrying about.)

Firstly I am not sure that the computer can even do what you are asking without using up tons of resources.  Secondly, it is more convenient to be able to use a search function to pinpoint individuals according to their various names, than it is to have to trawl through the small print to determine when everyone was born.  Better to give everyone a single name but render it according to present cultural context than to have multiple names.

I said "clan" because that's shorthand for "group of related individuals who live as a (generally) cohesive unit and share the same name", such as Bunnyhammer. The word 'clan' literally means 'family', that is all that the word formally means, and don't you EVER try to equate it with a form of government again, without some reputable sources to back you up.

Okay, you love the semantic game so let's play it.  According to wikipedia (https://en.wikipedia.org/wiki/Clan), the word clan is a loan-word from Gaelic.  The thing is that.

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The word clan is derived from the Gaelic clann[1] meaning "children" or "progeny"; it is not from the word for "family" in either Irish[2][3] or Scottish Gaelic. According to the Oxford English Dictionary, the word was introduced into English in around 1425, as a label for the nature of the society of the Scottish Highlands.[4]

The thing here is that the context in which it was originally used relates to a system of government and society that prevailed in the highlands of Scotland.  This is described here (https://en.wikipedia.org/wiki/Scottish_clan).  If you want to somehow argue that they were not governments then we have this quote.

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The main legal process used within the clans to settle criminal and civil disputes was known as arbitration, in which the offending and aggrieved sides put their cases to a panel that was drawn from the leading gentry and was overseen by the clan chief.[13] There was no appeal against the decision made by the panel, which was usually recorded in the local Royal or Burgh court.[13]

The article makes it quite clear that clans were mostly a system of local government in Scotland, the clan members were not even necessarily biologically related to each-other, that is actually one of the myths about clans that the wikipedia article mentions.

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It is a common misconception that every person who bears a clan's name is a lineal descendant of the chiefs.[2] Many clansmen although not related to the chief took the chief's surname as their own to either show solidarity, or to obtain basic protection or for much needed sustenance.[2] Most of the followers of the clan were tenants, who supplied labour to the clan leaders.[3] Contrary to popular belief, the ordinary clansmen rarely had any blood tie of kinship with the clan chiefs, but they took the chief's surname as their own when surnames came into common use in the sixteenth and seventeenth centuries.[3] Thus by the eighteenth century the myth had arisen that the whole clan was descended from one ancestor, with the Scottish Gaelic of "clan" meaning "children" or "offspring".[3]

Wikipedia even has a line that pretty much sums up your confused use of the term clan outside of it's political context. 

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Apart from these different historical traditions of kinship, conceptual confusion arises from colloquial usages of the term.

Clans are simply not the same thing as families, so don't use the term to imply that unless you want to confuse people.  Clans are in most cases closer to the present site-governments than they are to the mere idea of a family divorced of it's political context. 

And what's so wrong about that? It works for vampires. It works for Eminem. It worked for Gandalf. True, there are times where realism should take a back seat to convenience, but I don't think this is one of them. People taking new names (or having names thrust upon them, willingly or not) tells a more interesting story, and can help add depth to the character.

The thing is we already have a large number of false aliases used by individuals.  Having multiple 'true' names get's confusing and we don't actually need them. 

Just because first names are imperfect doesn't mean they're worthless. Cultural names, in contrast, would could only be remotely useful in Legends mode, or in a fort specifically (and painstakingly) run in order to attract a majority of citizens not from your own home civ.

It is also of great use in adventure mode.  I agree that it's utility in fortress mode is limited, but it does have a small functionality there as well in regard to visitors.  When there are more visitors in the future from proximate settlements, this functionality would increase. 

I know Toady won't be working on UI improvements for many years to come. But even so, would it be so wrong to just ask for a Personal History Viewer window in Adventurer/Legends mode, where you can pop in somebody's name and see their cultural background? Doesn't that make a hell of a lot more sense than literally everyone, in every game run by every player, starting their name with their country & city, every single time it comes up for any reason?

Makes sense?  That is pretty much what the people in the above mentioned clans did when surnames were introduced, they all adopted the name of their clan, so in effect the entire area did assume a collective surname identifying their government membership, recall that clan members were not necessarily closely related at a family level. 

Why do you do this? "I have encountered a minor flaw, tear down the entire system and start over!" Surnames exist because they work, or at least historically they did--in farming villages, if 2 people had the same name, it'd be VERY unusual for them to not be related. Now with the Internet, I can Google six of me before breakfast. Personally, I'm of the opinion that DF is a lot more like a farming village than the Internet.

People in farming villages did not *have* surnames in most countries for most of history.  The only people who had surnames for most of history were not peasants but nobles.  Said nobles would bear the name of their HOUSE, which actually means what it says on the tin.  People bore the names of their houses because that way they would lay claim to a place *in* that household, which if it was a rich and powerful household was worth doing.

Ordinary people only got surnames quite late and that is the main reason why there are so many of them about. 

Fair enough, especially in a Legends more that doesn't allow you to view a person's family tree. But consider this: Assuming the two people share a common ancestor (and that the RNG didn't just give someone a surname that was already being used by another family), then a significant number of generations must have passed for those people to be essentially unrelated. And the longer the time elapsed, the greater the odds that one (or both) of the families might have changed their surname in the interim.

If we have a small number of people (which we do to begin with) and they multiply to fill the earth, then the number of surnames does not increase to keep up with the exponential increase in population.  In real-life it basically worked the other way around, the people filled the earth first and then surnames came about at the end. 

If people keep changing there surnames at random, then that simply makes the whole system work even worse.  That is because any of anyone's children might have suddenly decided to adopt a new surname, while the other children did not.  Being random there is no rationality to the situation, all the children could decide arbitrarily to adopt new surnames or they might go five generations without doing so.

Okay, but the unavoidable downside of that is the remote ancestor gets forgotten, and you have to hop, skip, jump your way from name to name in Legends, as opposed to just searching the whole list for one name. You win some, you lose some.

The assumption is that we don't care as much about the remote ancestors as we do about the present generations.  But with my system you can name-hop backwards to the ancestors, especially if we have more than one generation in the names.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Shazbot on May 01, 2018, 07:08:51 pm
So we've gone from this being a needlessly complicated waste of time that will further obscure the dwarves in practice, to insisting we adopt a system not experienced in Western culture and, without analogue, must have its mechanisms learned by a new player in order to distinguish it from randomness.

Kay.
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on May 01, 2018, 07:45:29 pm
It appears that there are multiple systems because the way the information is displayed to the player, in 'reality' everyone has the full set of names for all possible cultural forms in their file.  We don't see them, so it does not matter, but their existence allows cultural transfer and changes to be handled without suddenly having to calculate tens of thousands of names at once.
Okay, good, that's where I was going too. We (or somebody) should compile a list of all the suggested naming systems, and from that nail down all the facets (including birth date) of a dwarf's "maximum" (internal) name.

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I only want the RNG to "grab a first name that is not currently in use, by anyone in the fort, or by anyone outside the fort who shares the baby's family name." So no two dwarves with matching names will ever be alive at the same time.
Firstly I am not sure that the computer can even do what you are asking without using up tons of resources.  Secondly, it is more convenient to be able to use a search function to pinpoint individuals according to their various names, than it is to have to trawl through the small print to determine when everyone was born.
I doubt the resources will be an issue: It can just search by name as you said, and if it comes up with multiple matches (dwarves that happen to use the same specified external name at different points in history), then it can just display all of those hits, each with their own listed birth dates, and the user can choose between them. This will give the computer a unique identity (maximum internal name) to search for, and it then returns all the Legends mode (or wherever) matches for that particular identity.


And now, the "clan" rigmarole. I'll try to keep it short & sweet.
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The main legal process used within the clans to settle criminal and civil disputes was known as arbitration, in which the offending and aggrieved sides put their cases to a panel that was drawn from the leading gentry and was overseen by the clan chief.
Yes--the clans practiced self-government. But they also practiced a lot of other things too, such as warfare, and agriculture, and erecting buildings. So to say that "a clan is a form of government" makes precisely as much sense as "clanning is a method of growing crops", or "clan is a style of architecture". The best match for how you're using "clan" might be "organization", a means of gathering, relating, and directing people. In other words, "the nature of the society." Societies have governments, they are not in themselves governments (or forms thereof).
Yes, not all the people who claimed to be part of the clan were actual family members of the clan chief. Some were related only through marriage, some were deemed useful enough to be "adopted" into the clan and allowed to live with them, and some were mere servants or other vassals, who worked their masters' land and were fed, housed, clothed, and often paid in return for their labors. Yet even the least of these non-family members still felt a strong affiliation with their clan--they would still walk the streets in their master's livery, still march to war at his side, and still refer to themselves as being of "Clan / House [Family Name]". Because that's what was convenient, it told the listener (generally) where they lived, who their master was, and which powerful family you were messing with if you pissed them off, in just 2 or 3 words.

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The word clan is derived from the Gaelic clann[1] meaning "children" or "progeny"; it is not from the word for "family" in either Irish[2][3] or Scottish Gaelic.
And now it's semantics time. Your own Wikipedia quote seems to imply a firm distinction between "family" and "progeny"; I submit that this distinction is not the difference of inclusion (as in, progeny is a subset of family), but rather one of formal literalism: The exact same difference between "father" and "father figure". Because that's what a clan chief was: To the actual members of his family, he was the literal father (or at least the paterfamilias), but to his extended household, his "progeny", he was the father figure. Those who served him, but were not related to him, could still claim membership in his clan because of their affiliation--the word itself still bears traces of this:
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. . . from French affiliation, from Medieval Latin affiliationem (nominative affiliatio), noun of action from past participle stem of Latin affiliare "to adopt a son," from ad- "to" (see ad- ) + filius "son" (see filial ). Figurative sense of "adoption by a society, of branches" first recorded 1799.  -- Dictionary.com
So when I said "The word 'clan' literally means 'family', that is all that the word formally means", that's still quite correct. Formally, a clan is the family, those who are joined by marriage if not blood, the chief's literal sons. Informally, it can mean an entire town, the chief's adopted sons. But even an entire town is still not a form of government, and I'll thank you to not to confuse the two again.


We now return you to the actual thread, already in progress.
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The thing is we already have a large number of false aliases used by individuals.  Having multiple 'true' names get's confusing and we don't actually need them.
There's a big difference between "don't need" and "shouldn't use". Just picture reading about the historical event, "In 538, the dwarf vampire Kadol Pulleywhips was revealed to be the dwarf vampire Kadol Pulleywhips." (Shocking! What a twist!) So yes, this creature should still have one internal 'true' name like everybody else, but possible aliases are going to have to be considered as facets of external names to be shown.

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It [using one's civ and site names as one's first name] is also of great use in adventure mode.  I agree that it's utility in fortress mode is limited, but it does have a small functionality there as well in regard to visitors.  When there are more visitors in the future from proximate settlements, this functionality would increase.
Even in a fort with 90% visitors, Civ/site first names would still be a definite liability for just about every purpose. The only time they'd make sense would be in a separate list that organized everybody by their civilization and site--in which case there would still be no reason to directly include these aspects in a person's name.

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That is pretty much what the people in the above mentioned clans did when surnames were introduced, they all adopted the name of their clan
I can only assume that this allowed surname adoption was rather unique to the Scottish clans (as opposed to, for instance, the Japanese ones), because the alternative is to think that in other parts of the world, there were a bunch of clan chiefs with names like Fields, Miller, Shepherd, Brooks, Cooper, and Ford running around. I for one feel quite sure that in general, the real clan members would be VERY opposed to the entire population of tenant farmers actually taking up the clan chief's surname. I guess the Scots were okay with it because each clan already knew quite well who was in line to inherit, there was no risk of being usurped by a pretender.

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--in farming villages, if 2 people had the same name, it'd be VERY unusual for them to not be related.
People in farming villages did not *have* surnames in most countries for most of history.  The only people who had surnames for most of history were not peasants but nobles.
Well, a lot of cultures did use patronymics / matronymics, some of which were carried for only 1 generation--you can consider those to be "true" surnames or not, it matters little, but they commonly were used to help identify an individual and thus certainly count as a name. The Wikipedia page on patronymics lists many cultures worldwide that historically have used them . . . it doesn't specify peasantry (or give many dates), but if such names are "common", they're clearly not limited to the nobility.

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If people keep changing there surnames at random, then that simply makes the whole system work even worse.  That is because any of anyone's children might have suddenly decided to adopt a new surname, while the other children did not.  Being random there is no rationality to the situation, all the children could decide arbitrarily to adopt new surnames or they might go five generations without doing so.
I myself have never suggested random surnames, or "arbitrarily" adopting a new one, in fact my views are quite the contrary. I think the only exact example I gave was of the historical dwarf in question not affecting her OWN name, but only the names of her children born after the fact. I also suggested that any preexisting children of hers might (or might not) change their own names to match, to keep the new clan united under its founder.

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The assumption is that we don't care as much about the remote ancestors as we do about the present generations.
I think some cultures should care more about the original dwarves, other cultures shouldn't--and their different naming systems should reflect that.


So we've gone from this being a needlessly complicated waste of time that will further obscure the dwarves in practice, to insisting we adopt a system not experienced in Western culture and, without analogue, must have its mechanisms learned by a new player in order to distinguish it from randomness.
Wait -- which one of those bad ideas are you associating with me?  :P
Title: Re: Family Units and Lineage-Based Last Names
Post by: Shazbot on May 01, 2018, 07:47:34 pm
None, comrade.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 03, 2018, 07:18:07 am
Okay, good, that's where I was going too. We (or somebody) should compile a list of all the suggested naming systems, and from that nail down all the facets (including birth date) of a dwarf's "maximum" (internal) name.

The naming systems are based upon the values of the civ, basically the names record information for the player that the civilisations consider relevant.  For instance if a society hates [FAMILY] then it does not record family surnames, while the more it likes [FAMILY] then the more generations of family the names record.  Over time as the values of those in power shift, naming systems can be changed as a historical event and as a result the 'true name' of the creatures as we see them change accordingly, but with no actual change in the underlying data. 

I doubt the resources will be an issue: It can just search by name as you said, and if it comes up with multiple matches (dwarves that happen to use the same specified external name at different points in history), then it can just display all of those hits, each with their own listed birth dates, and the user can choose between them. This will give the computer a unique identity (maximum internal name) to search for, and it then returns all the Legends mode (or wherever) matches for that particular identity.

Searching by name frequently takes a little while even when we do it.  To have the computer have to do thousands of searches constantly in order to make sure every character does not share a name with an existing living character, that is pretty much going to be a major resource drain.  My idea works better because it is just a set of random numbers that are generated based on the seed without any need to 'look back'. 

Yes--the clans practiced self-government. But they also practiced a lot of other things too, such as warfare, and agriculture, and erecting buildings. So to say that "a clan is a form of government" makes precisely as much sense as "clanning is a method of growing crops", or "clan is a style of architecture". The best match for how you're using "clan" might be "organization", a means of gathering, relating, and directing people. In other words, "the nature of the society." Societies have governments, they are not in themselves governments (or forms thereof).
Yes, not all the people who claimed to be part of the clan were actual family members of the clan chief. Some were related only through marriage, some were deemed useful enough to be "adopted" into the clan and allowed to live with them, and some were mere servants or other vassals, who worked their masters' land and were fed, housed, clothed, and often paid in return for their labors. Yet even the least of these non-family members still felt a strong affiliation with their clan--they would still walk the streets in their master's livery, still march to war at his side, and still refer to themselves as being of "Clan / House [Family Name]". Because that's what was convenient, it told the listener (generally) where they lived, who their master was, and which powerful family you were messing with if you pissed them off, in just 2 or 3 words.

This is quite the can of worms we open up by talking about the definitions of these mixed-up things.  Yes, clans are not a form of government, they are a form of state with various government forms ruling over them.  So they are states not governments, as in they are thing over which a government rules (State) and the means by which they do so but not the actual thing making the decisions (Government). 

And now it's semantics time. Your own Wikipedia quote seems to imply a firm distinction between "family" and "progeny"; I submit that this distinction is not the difference of inclusion (as in, progeny is a subset of family), but rather one of formal literalism: The exact same difference between "father" and "father figure". Because that's what a clan chief was: To the actual members of his family, he was the literal father (or at least the paterfamilias), but to his extended household, his "progeny", he was the father figure. Those who served him, but were not related to him, could still claim membership in his clan because of their affiliation--the word itself still bears traces of this:
Quote
. . . from French affiliation, from Medieval Latin affiliationem (nominative affiliatio), noun of action from past participle stem of Latin affiliare "to adopt a son," from ad- "to" (see ad- ) + filius "son" (see filial ). Figurative sense of "adoption by a society, of branches" first recorded 1799.  -- Dictionary.com
So when I said "The word 'clan' literally means 'family', that is all that the word formally means", that's still quite correct. Formally, a clan is the family, those who are joined by marriage if not blood, the chief's literal sons. Informally, it can mean an entire town, the chief's adopted sons. But even an entire town is still not a form of government, and I'll thank you to not to confuse the two again.

I think you are confusing two different forms of societies here.  The system where things are centred around the households of nobles, that is a Feudal system rather than a Tribal one and everything you are saying is based upon anachronistically imposing the former society on to the latter. 

Likely the clans started off as simple family units but they outgrew that situation as the population increased, this however is quite different from a situation where we have a single family unit in charge of subordinate family units.  That could be why the word means progeny but the thing is *not* actually a family unit.

We could do something similar in dwarf fortress, originally a site can be inhabited by a literal family, whose name is also that of the site government.  Over time as more people move in however, we end up with a situation where things grow beyond that scale but the name remains that of the first original family that lived in the site.  The original family surname goes out of use but remains as the name of the site. 

There's a big difference between "don't need" and "shouldn't use". Just picture reading about the historical event, "In 538, the dwarf vampire Kadol Pulleywhips was revealed to be the dwarf vampire Kadol Pulleywhips." (Shocking! What a twist!) So yes, this creature should still have one internal 'true' name like everybody else, but possible aliases are going to have to be considered as facets of external names to be shown.

Makes sense. 

Even in a fort with 90% visitors, Civ/site first names would still be a definite liability for just about every purpose. The only time they'd make sense would be in a separate list that organized everybody by their civilization and site--in which case there would still be no reason to directly include these aspects in a person's name.

It is more convenient to know something at a glance than is to have to interrupt your gameplay by using a special search function for that specific purpose.  In any case, in certain cases we simply won't be able to see that information in any case because the society in the game did not consider it important and will have to use a less quick means of doing so. 

I can only assume that this allowed surname adoption was rather unique to the Scottish clans (as opposed to, for instance, the Japanese ones), because the alternative is to think that in other parts of the world, there were a bunch of clan chiefs with names like Fields, Miller, Shepherd, Brooks, Cooper, and Ford running around. I for one feel quite sure that in general, the real clan members would be VERY opposed to the entire population of tenant farmers actually taking up the clan chief's surname. I guess the Scots were okay with it because each clan already knew quite well who was in line to inherit, there was no risk of being usurped by a pretender.

The clans did not adopt the surnames, the individuals adopted the surnames and it just happened that the majority of them adopted the name of their pre-existing clan as their surname; that a few chose to adopt other names does not mean anything since the system was imposed from without on the assumption that individuals would pick their own names.  This also happened quite recently at a time when the clan system was on the way out anyway. 

The clan chiefs are not going to object to tenant farmers assuming their surname, because they are not allocating their 'own' land, they are allocating the clan's land.  Both they and the farmers are equally members of the exact same clan, the latter are as much 'real' clan members as the former, the former just happen to be part of the clan's government while the latter are not.  It is like arguing that the President of America is more American than everyone else. 

Well, a lot of cultures did use patronymics / matronymics, some of which were carried for only 1 generation--you can consider those to be "true" surnames or not, it matters little, but they commonly were used to help identify an individual and thus certainly count as a name. The Wikipedia page on patronymics lists many cultures worldwide that historically have used them . . . it doesn't specify peasantry (or give many dates), but if such names are "common", they're clearly not limited to the nobility.

The complicated thing here that we have official and unofficial surnames.  While lots of people had surnames, only nobility have surnames that were official and those were the names of their HOUSES, *not* the names of their families.  Why do we talk about House Lannister, House Targaryen and House Stark, rather than family whatever.  That is because those things are claims made to membership in a property holding unit, which originally meant just the premises of someone's home.  Why we don't end with thousands of people called that surname is because belonging to a house is a double-edged sword, you get more rights but you are also obligated to the leadership of the house, such that you cannot do certain things (like marry) without the permission of the  head of the house.  Once you have set up your own independent household, you adopt a new surname rather than using the surname of your old household and doing otherwise would compromise your independence. 

Now that is how things work in a Feudal system.  A tribal system (or clan system) does not have official surnames or any need for them.  That is because the original purpose of official surnames is to distinguish those who are *of* the House from the various minions that are merely *in* the house (literally or in the sense of on their land).  In a tribe (nearly) everyone that lives in the tribe's territory is considered to be of the tribe, so there is no need for the whole House of X concept.

I myself have never suggested random surnames, or "arbitrarily" adopting a new one, in fact my views are quite the contrary. I think the only exact example I gave was of the historical dwarf in question not affecting her OWN name, but only the names of her children born after the fact. I also suggested that any preexisting children of hers might (or might not) change their own names to match, to keep the new clan united under its founder.

If they simply 'choose' to do it, given this is not real-life that is exactly the same as saying they do so randomly. 

I think some cultures should care more about the original dwarves, other cultures shouldn't--and their different naming systems should reflect that.

The original dwarves had parents in reality did they not?  They are just a game-mechanic unless we want to go into the original dwarves of what?.

None, comrade.

This is what happens when we don't quote what we are replying too.  Nobody knows what we are responding to nor to whom.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Bumber on May 03, 2018, 08:03:51 am
Searching by name frequently takes a little while even when we do it.  To have the computer have to do thousands of searches constantly in order to make sure every character does not share a name with an existing living character, that is pretty much going to be a major resource drain.  My idea works better because it is just a set of random numbers that are generated based on the seed without any need to 'look back'.
This is what hash tables are for.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Dorsidwarf on May 03, 2018, 07:59:59 pm
Searching by name frequently takes a little while even when we do it.  To have the computer have to do thousands of searches constantly in order to make sure every character does not share a name with an existing living character, that is pretty much going to be a major resource drain.  My idea works better because it is just a set of random numbers that are generated based on the seed without any need to 'look back'.
This is what hash tables are for.
Also, dwarves aren’t born/migrate that often... it’s not like characters change their names every few seconds
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on May 04, 2018, 04:16:11 am
The naming systems are based upon the values of the civ, basically the names record information for the player that the civilisations consider relevant. . . . Over time as the values of those in power shift, naming systems can be changed as a historical event and as a result the 'true name' of the creatures as we see them change accordingly, but with no actual change in the underlying data.
I'm generally in agreement, but the more I think about the issue, the more I can see how Toady might not consider it worth it. Even if a civ's naming convention is extremely short and they care nothing for past generations, a member of that culture might marry into a society that considers history very important, and they demand to know short-name dwarf's ancestors at least 3 generations back. So ideally, the game would make every dwarf's internal true name contain every possible thing that any external naming system might need to know. But, seriously. Consider the odds that
a) an intercultural marriage even happens,
b) the naming systems would be so egregiously different, and
c) the player actually double-checks to see if short-name dwarf's newly lengthened name is in fact historically accurate.
All in all, that's a kinda flimsy reason to keep everyone's entire family tree stored in memory, just in case they should happen to marry someone who cares about it. I mean, yeah, I'm pretty sure that's what the game already does (it does it for historical figures, at least), but on the whole, I'd rather have my game Load and Save faster.

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This is quite the can of worms we open up by talking about the definitions of these mixed-up things.  Yes, clans are not a form of government, they are a form of state with various government forms ruling over them.  So they are states not governments, as in they are thing over which a government rules (State) and the means by which they do so but not the actual thing making the decisions (Government).
Well, when one of the supporting documents opens with the difference between "family" and "progeny", you just know some hairs are going to be split. :) As for the nature of clans, I myself would say they're more often a society than a state, because they usually didn't exist in isolation, there was more than one family sharing influence over an area. Only when a single clan rose to dominance could they be called a state, and of course the more closely they approached 100% of the population (as some of the Scottish clans may have done), the more they both performed the duties of local government, and were themselves the governed. Whether you (or I) want to cast this in a tribal-system or feudal-system light doesn't much matter: One exerted control militarily, the other more economically, it made little difference to the ruled.

Quote
Even in a fort with 90% visitors, Civ/site first names would still be a definite liability for just about every purpose. The only time they'd make sense would be in a separate list that organized everybody by their civilization and site--in which case there would still be no reason to directly include these aspects in a person's name.
It is more convenient to know something at a glance than is to have to interrupt your gameplay by using a special search function for that specific purpose.  In any case, in certain cases we simply won't be able to see that information in any case because the society in the game did not consider it important and will have to use a less quick means of doing so.
It would be even more convenient to NOT have a big chunk of an entity's visible name be taken up by a fact that, 99.9% of the time, a player couldn't care less about. Why do you insist on defending this notion? Especially when the example I already gave (a menu specifically for listing creatures by their civ/site attributes) precisely overrides the counter-argument you just made (some cultures won't include the civ/site in people's names)? Regardless, it is a bad idea for ANY culture to make its civilization and/or site name be a default, integral part of the average citizen's name. It is a bad idea. The idea is bad.

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The clan chiefs are not going to object to tenant farmers assuming their surname, because they are not allocating their 'own' land, they are allocating the clan's land.  Both they and the farmers are equally members of the exact same clan, the latter are as much 'real' clan members as the former, the former just happen to be part of the clan's government while the latter are not.
Your first statement makes no applicable sense that I can discern. Your second is analogous to saying that doctors would not object if hospital janitors claimed that they should be allowed to call themselves "doctors" as well, because both groups of people are equally employed by hospitals, the former just happen to have medical degrees while the latter do not.

Quote
The complicated thing here that we have official and unofficial surnames.  While lots of people had surnames, only nobility have surnames that were official and those were the names of their HOUSES, *not* the names of their families.  Why do we talk about House Lannister, House Targaryen and House Stark, rather than family whatever.
GoblinCookie, you are very clearly intelligent. But you are not as intelligent as you are stubborn, at times leading you to let your stubbornness take control. I think you would do well to bring those traits into a more harmonious alignment. Your choice of Game of Thrones does not provide a good example for the point you are trying to make--indeed, it provides a much better example of the Dunning-Kruger effect.

But let me respond to what you could have said. In real life, the "official and unofficial surnames" you mention are termed titles and surnames--every noble has one of each. Queen Elizabeth II is her title, while her actual name is Elizabeth Windsor, of the House of Windsor--and yes, the family does own Windsor Castle (among others). This would well support your argument--IF it were a typical case. Sadly, it's not, as the family is named after the castle not because it was a key part of their ancestral holdings, but because her grandfather deliberately changed the family's name (from Saxe-Coburg and Gotha), during a wave of public anti-German sentiment.
     To nail down what is more usual, I went here (https://en.wikipedia.org/wiki/List_of_family_seats_of_English_nobility) and looked for some name commonalities. Here's what I found:
TITLE NAME FAMILY SEAT
Duke of NorfolkEdward Fitzalan-HowardArundel Castle
Marquess of Lansdowne Charles Petty-FitzMaurice Bowood House
Earl of Oxford Aubrey de Vere Castle Hedingham
Viscount Hardinge Thomas Henry de Montarville Hardinge Broadmere House
Etc., etc.
Now, mind you, there ARE some cases where the Title and Surname do match, and even some matches between the Title and Seat . . . but I didn't see any between Surname and Seat. Feel free to have a look for yourself, if you wish, I didn't try very hard.

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I myself have never suggested random surnames, or "arbitrarily" adopting a new one, . . . . I also suggested that any preexisting children of hers might (or might not) change their own names to match, to keep the new clan united under its founder.
If they simply 'choose' to do it, given this is not real-life that is exactly the same as saying they do so randomly.
There's a BIG difference between deciding which of 2 names to use, and picking truly at random from a pool of thousands. Besides, if each dwarf's "choice" is based on their own personal values, ethics, and affinity for any existing family members of each of the two names, that can hardly be called random at all.

Quote
I think some cultures should care more about the original dwarves, other cultures shouldn't--and their different naming systems should reflect that.
The original dwarves had parents in reality did they not?  They are just a game-mechanic unless we want to go into the original dwarves of what?.
Yeah, when I said "the original dwarves" I meant precisely that, those who had no parents because they were the first of their kind.

Quote
None, comrade.
This is what happens when we don't quote what we are replying too.  Nobody knows what we are responding to nor to whom.
Shazbot was addressing me--and apparently didn't feel like quoting because I was the last person to address him.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 05, 2018, 07:11:48 am
I'm generally in agreement, but the more I think about the issue, the more I can see how Toady might not consider it worth it. Even if a civ's naming convention is extremely short and they care nothing for past generations, a member of that culture might marry into a society that considers history very important, and they demand to know short-name dwarf's ancestors at least 3 generations back. So ideally, the game would make every dwarf's internal true name contain every possible thing that any external naming system might need to know. But, seriously. Consider the odds that
a) an intercultural marriage even happens,
b) the naming systems would be so egregiously different, and
c) the player actually double-checks to see if short-name dwarf's newly lengthened name is in fact historically accurate.
All in all, that's a kinda flimsy reason to keep everyone's entire family tree stored in memory, just in case they should happen to marry someone who cares about it. I mean, yeah, I'm pretty sure that's what the game already does (it does it for historical figures, at least), but on the whole, I'd rather have my game Load and Save faster.

It is not really a big deal since all the names are really just a list of numbers that are only actually turned into actual names when we see them.  The latter process is controlled by the cultural context, so basically only some of them get turned into names we actually see.

How often things happens is supposed to be no longer as predictable in the future as it is now, in any case it still applies at present.  I was talking about a system where a civilization changed it's naming system to add new words, say a civilization in a massive world, with loads of sites and very few civilizations, in which an adventurer has spoken to every single non-historical person in said civilizations.  Now we have tens-of-thousands of named individuals, all needing new names but the player is currently lagging on the FPS due to having built too many walls in their fortress, so the game then just crashes. 

Well, when one of the supporting documents opens with the difference between "family" and "progeny", you just know some hairs are going to be split. :) As for the nature of clans, I myself would say they're more often a society than a state, because they usually didn't exist in isolation, there was more than one family sharing influence over an area. Only when a single clan rose to dominance could they be called a state, and of course the more closely they approached 100% of the population (as some of the Scottish clans may have done), the more they both performed the duties of local government, and were themselves the governed. Whether you (or I) want to cast this in a tribal-system or feudal-system light doesn't much matter: One exerted control militarily, the other more economically, it made little difference to the ruled.

A society either is the same thing as a state or at least implies the existence of one.  If we say otherwise we end up using arbitrary category groups, so we basically making the same error in reasoning as a racist uses.  A bunch of individual independently pursuing their ends, cooperating and conflicting with each-other according to their personal wills does not constitute a 'thing' in the Ship of Theseus sense (https://en.wikipedia.org/wiki/Ship_of_Theseus), simply because all the individuals have a single trait in common, that they all have the same great-great-great granddaddy.  You could equally say that they are all a thing because they all have white skin or whatever, hence the logical relationship between the idea of a society existing without a state and racism.

It would be even more convenient to NOT have a big chunk of an entity's visible name be taken up by a fact that, 99.9% of the time, a player couldn't care less about. Why do you insist on defending this notion? Especially when the example I already gave (a menu specifically for listing creatures by their civ/site attributes) precisely overrides the counter-argument you just made (some cultures won't include the civ/site in people's names)? Regardless, it is a bad idea for ANY culture to make its civilization and/or site name be a default, integral part of the average citizen's name. It is a bad idea. The idea is bad.

Nobody said we had to even display that information is fortress mode, for our own dwarves.  In fortress mode that part of the name can be not mentioned, except when they are visitors.  Similar to how racial information is not displayed for your own race. 

Your first statement makes no applicable sense that I can discern. Your second is analogous to saying that doctors would not object if hospital janitors claimed that they should be allowed to call themselves "doctors" as well, because both groups of people are equally employed by hospitals, the former just happen to have medical degrees while the latter do not.

Yes your hospital analogy is pretty much how a clan works.  Hospital janitors and doctors are both part of the hospital as the clan *is* the hospital and not the doctors in charge of it.

GoblinCookie, you are very clearly intelligent. But you are not as intelligent as you are stubborn, at times leading you to let your stubbornness take control. I think you would do well to bring those traits into a more harmonious alignment. Your choice of Game of Thrones does not provide a good example for the point you are trying to make--indeed, it provides a much better example of the Dunning-Kruger effect.

But let me respond to what you could have said. In real life, the "official and unofficial surnames" you mention are termed titles and surnames--every noble has one of each. Queen Elizabeth II is her title, while her actual name is Elizabeth Windsor, of the House of Windsor--and yes, the family does own Windsor Castle (among others). This would well support your argument--IF it were a typical case. Sadly, it's not, as the family is named after the castle not because it was a key part of their ancestral holdings, but because her grandfather deliberately changed the family's name (from Saxe-Coburg and Gotha), during a wave of public anti-German sentiment.
     To nail down what is more usual, I went here (https://en.wikipedia.org/wiki/List_of_family_seats_of_English_nobility) and looked for some name commonalities. Here's what I found:
TITLE NAME FAMILY SEAT
Duke of NorfolkEdward Fitzalan-HowardArundel Castle
Marquess of Lansdowne Charles Petty-FitzMaurice Bowood House
Earl of Oxford Aubrey de Vere Castle Hedingham
Viscount Hardinge Thomas Henry de Montarville Hardinge Broadmere House
Etc., etc.
Now, mind you, there ARE some cases where the Title and Surname do match, and even some matches between the Title and Seat . . . but I didn't see any between Surname and Seat. Feel free to have a look for yourself, if you wish, I didn't try very hard.

My stubbornness is not taking control,  I was just applying your own logic concerning clans and families to a system you are more familiar with, the Feudal one; the logic is wrong but it was not my logic but yours. 

Firstly we are *not* talking about the modern world, so any examples after say the 1600s or so are not relevant to the case, since Capitalism thinks differently about these things.  Secondly we were talking about the etymology of the words in order to deal with your confusion over families and clans.  Of course they knew the difference between House of X and just a regular house, but one of these words derived from the other.  To say that clans are simply families because the word means 'offspring' is basically akin to arguing that House of X is simply the same as some peasant cottage somewhere. 

Originally the clan is a family, just as originally the House of X is just a house.  In both cases it outgrows the original concept, while the name remains related to the thing that it originally *was* it does not mean that it remains literally the same thing. 

Think of yourself and your family having a house in the middle of the wilderness, with no external governments or states ruling over you.  That part is easy, but then add a garden to your house.  How big is your garden going to be?  This is almost a trick question since your garden is in effect as large as you want it to be, up to the point that you encroach on some other independent entities land claims and then are strong enough to defend those claims.  Now one way or another the population increases and some other people turn up in 'your garden' to set up their own houses, if you turf them out then in this is a dead end since you are better off with more people around and you will ultimately lose control of your land to someone else with larger numbers if you do that. 

There are two functional arrangements you can adopt here.  The first is the Feudal arrangement, this means that you allow the other houses to exist independantly provided that they pay you for the privilege of being there, according to what allows you enrich yourself and defend.  The second is that you merge together with the other houses, to form a larger 'thing' over which you may or may not have some kind of leadership, this is the Tribal arrangement. 

In the Feudal system then what matters is which of the households you belong to.  So we end up the nobles being the House of X, because the House of X is originally the name of the first household of the place.  In the Tribal system what matters is clans, as in progeny; that is because they houses that got there afterwards are the 'progeny' of the first house, a relationship that may well be entirely literal or may well be metaphorical in the sense that they 'came after' the first family to arrive; the important thing is that the distinction between family and progeny makes sense when we are talking about families *as* progeny rather than individuals.  In both cases we start with a single literal family household and then we end up becoming something more but the etymology traces back to what they originally were. 

This situation creates more problems for Feudalism than for Tribalism, because in effect the former system did not really accept the transition on an ideological level.  Once we are now some castle with hundreds of unrelated guards and servants rather than some humble household, a crisis emerges a to the question of who is 'really part of the household' and that anxiety is where surnames come from.  The unrelated minions that might happen to live in the household have to be distinguished clearly from the real members of the household when in fact the distinction is in reality rather blurrier than it was to begin with. 

There's a BIG difference between deciding which of 2 names to use, and picking truly at random from a pool of thousands. Besides, if each dwarf's "choice" is based on their own personal values, ethics, and affinity for any existing family members of each of the two names, that can hardly be called random at all.

All those things are determined randomly to all intents and purposes.   

Yeah, when I said "the original dwarves" I meant precisely that, those who had no parents because they were the first of their kind.

And come the myth generator there will be a time and events previous to Yr0. 
Title: Re: Family Units and Lineage-Based Last Names
Post by: Bumber on May 05, 2018, 11:57:03 pm
Take the clan stuff to PMs or another thread, guys.

I was talking about a system where a civilization changed it's naming system to add new words, say a civilization in a massive world, with loads of sites and very few civilizations, in which an adventurer has spoken to every single non-historical person in said civilizations.  Now we have tens-of-thousands of named individuals, all needing new names but the player is currently lagging on the FPS due to having built too many walls in their fortress, so the game then just crashes.
This looks like a flimsy argument to me.
1. You suppose the player has talked to every single non-historical figure in a civ.
2. You suppose (I'm guessing) that they must have historical children.
3. You suppose that these children are being born simultaneously.
4. You suppose the naming system is the straw that breaks the camel's back.

It's really just an argument against everyone being a historical figure.
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on May 06, 2018, 05:54:02 am
Take the clan stuff to PMs or another thread, guys.
Agreed, it seems that my attempts at being a good influence are having precisely the opposite effect. So, dropping everything from recent posts except constructive suggestions about naming systems . . .


Factors that we largely seem to agree on:
1.     Multiple possible naming conventions, procedurally chosen during worldgen at the civilization level. Civ ethics (http://dwarffortresswiki.org/index.php/DF2014:Ethic) would ideally be expanded to include some overlap with traits (http://dwarffortresswiki.org/index.php/DF2014:Personality_trait), (imposing positive or negative modifiers on certain traits of all citizens raised within that civ), and each civ would choose a naming system that basically fits their cultural values (especially FAMILY and TRADITION).
2.     SOME form of name inheritance, from parent(s) to child, would be an improvement, especially if it also allows the easy identification of siblings.
3.     Different castes within a society could have shorter/longer names than others. Nobles, and those high in the order of succession to become nobles, could have longer names indicating their illustrious lineage. Orphans, foundlings, bastards, and the disowned would not be able/allowed to use family-based name elements. Name elements could be stripped from criminals as a punitive measure. Certain name elements might not be used unless a dwarf marries. Dwarves kidnapped as babies would not even remember their names. Males could have longer names than females, or vice versa. Any or all of these would promote cultural flavor, as well as storytelling in general.
4.     Barring a UI improvement that increases the amount of displayable space in most lists, names should be kept relatively short to avoid the issue of names being edited to the point of illegibility.
5.     Some dwarves should be able to change their surnames, prompted by important life events. This should be a rare event, predicated only by truly noteworthy circumstances, but the rate of name increase created by starting new clans must be at least equal to the rate of name decrease caused by families dying off from voluntary sterility.
6.     Duplicate names should be avoided as much as feasible, except where it is actually intended for the purpose of indicating a familial bond. In general, first (given) names should no longer be truly random: At birth, the RNG picks a name element that is NOT currently being used by any citizen of the fort, and NOT being used by any member of the newborn's family (whether they're in the fort or not).
7.     In the event that a new name duplicates that of a dead dwarf from the same civ, ordinal numbering may be used. A dwarf might be named Likot Dustcastle III, after her great-uncle Likot Dustcastle II.
8.     Naming conventions would control only a dwarf's displayed, "external" name. Each dwarf's true, "internal" name would be far longer, as it contains ALL of the information required by all of the various naming systems, including that dwarf's complete ancestry. This would also include any possible aliases, used by vampires and/or criminals.

Any others?
Title: Re: Family Units and Lineage-Based Last Names
Post by: Su on May 06, 2018, 03:33:54 pm
I am really not a fan of gender-specific length since it implies one is less important than the other(s) and I'm pretty sure discrimination is something toady has said he wants to avoid

ordinal numbering should only happen in bloodlines, not on an entire civ level. you shouldn't be able to call yourself "famous person the 2nd" if you're not directly related to them

wouldn't a "true name" be unnecessary? surely it would be possible to do a one-time calculation from the data we already have when the current name format changes, since it's not like they're going to be changing it often if at all
Title: Re: Family Units and Lineage-Based Last Names
Post by: Shazbot on May 06, 2018, 06:11:10 pm
Castes, not genders.
Title: Re: Family Units and Lineage-Based Last Names
Post by: KittyTac on May 06, 2018, 09:10:13 pm
and I'm pretty sure discrimination is something toady has said he wants to avoid
He said somewhere that he does not care.
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on May 08, 2018, 04:23:44 am
I am really not a fan of gender-specific length since it implies one is less important than the other(s)
If it's so rare that it sticks out as noticeably unusual, then it serves the purpose of adding flavor while subtly reminding the player how foolish sexism is. Speaking of discrimination, aren't all elven societies completely matriarchal? There should probably be racial modifiers that influence the cultural modifiers that influence the individual traits.

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ordinal numbering should only happen in bloodlines, not on an entire civ level. you shouldn't be able to call yourself "famous person the 2nd" if you're not directly related to them
Well, if you're not related to them (you could theoretically be a distant cousin), then the odds of your having the same surname should be zero. Even if somebody "earns" a name that a lot of dwarves would qualify for (e.g., "Goblinslayer"), each civ should probably prevent anyone changing their name to one that's already been taken. But, then again, there could be exceptions: Suppose a dwarf forges an artifact adamantine axe and then decapitates a hydra with it. Centuries later, after her bloodline has died out, another dwarf accomplishes the exact same feat, and is publicly acclaimed as Ingiz Azureblade of the Seven Chops reborn. Personally, I think that if any potential game mechanic allows for a cool story, that's an argument for its inclusion.

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wouldn't a "true name" be unnecessary? surely it would be possible to do a one-time calculation from the data we already have when the current name format changes, since it's not like they're going to be changing it often if at all
It's just an expression for what the game knows but doesn't show us. Agreed, Toady might decide it's completely useless (except for aliases), but it's at least an idea worth considering.


Other name-convention thoughts:
All names fall into one of three categories--Given names, Event names, and Surnames. All cultures need Event names at the very least, and usually Given plus at least one Surname.
     Given names date from birth, and have 3 styles: random, limited, and guided. Random is just that: A word grabbed from the pool of names, with no regard for duplication. Limited avoids duplicates, as I described in my previous post. Guided is based on either the hopes of the parent(s) (usually something auspicious, like Tower or Empire), or the baby's traits/personality. Individuals may have more than one Given name, including names of different variations (although dwarves using a Random with limitations name will only need the one).
     Event names are triggered by events such as: becoming a child, becoming an adult, reaching a certain rank in a skill, getting married, becoming a parent, becoming the head of a family (no living ancestors, elder siblings, or elder spouse, must have living younger siblings and/or children), making an artifact, becoming a noble, or killing a significant number of enemies in combat. The styles of names themselves are, ideally, highly dependent on the variation of event: A dwarf who gets married might take his spouse's Given name as his Event name. A dwarf becoming a Professional Carpenter might be given a random or guided name, either by a superior Carpenter or by the general public. A culture might have its own special title meaning "head of household". Etc.
     Surnames are determined by parentage, and point to specific slots in the name of one or more ancestors. Many possible variations exist: Surnames can point to a 2nd Given name, a 1st Event name, a 2nd Surname, etc. The ancestor specified might be the male or the female, the older parent or the younger, or the superior gender (if the culture has that distinction) or the inferior. The ancestor might be 1st-generation (parent), 2nd generation (grandparent), etc.


0.     Dwarf Fortress's current naming system is "Ber Dustgirdle the Twinkling Notch, baron consort", for which the shorthand is:
1[Gr] 2[Gr]3[Gr] the 4[E9r] (of) 5[E9r], ( 6[E8] 7[E4] / 6[E3] )
Which all means--name elements 1, 2, & 3 are of the Given type, random style. Elements 4 & 5 are the Event type, 9th variation (combat kills), random style. And Element 6 can be either Event type, 3rd variation (skill rank), or Event type, 8th variation (nobility), with a special-case for Event type, 4th variation (marriage) to someone who is [E8] (noble).


I.     My own pet system is gender-specific: Boys get
1[Gl] 2[S<+¹1>] ( 3[S<♂¹3>] / if <♂¹3>=null then 3[S<♂²1>] ), which means:
Element 1 = Given type, limited style.
Element 2 = Surname type, pointing at the elder (+) parent's (¹) first (1) name element.
Element 3 = Surname, pointing at either the male (♂) parent's third name element, or (fires only if the father has no third name) the paternal grandfather's first name element.
Meanwhile, girls get the female-lineage version: 1[Gl] 2[S<+¹1>] ( 3[S<¹3>] / if <¹3>=null then 3[S<²1>] ).
Dwarves of both sexes would also get the same titles based on profession, combat kills, and/or noble title that the game currently uses. So an individual dwarf's name would look the same as the current system, but all of their ancestors/descendants of their gender would have the same 3rd name, while all siblings would share a common 2nd name with each other.


II.     GoblinCookie's system:
1[Gr]2[Gr] 3[S<☺Civ1>]4[S<☺SiteGov2>] 5[Gr]6[E4<♥5>] 7[S<+¹5>]8[S<-¹5>] 9[S<♀¹7>]10[S<♀¹8>] 11[S<♂¹7>]12[S<♂¹8>]
"Olondeler Treatycandles Bershorast Vucarurist Asenezum Cogstinthad"
1 = Given name, random style.
2 = Given name, random style.
3 = First word of the individual's home civilization's name
4 = Second word of the individual's home settlement's government's name
5 = Given name, random style. When combined with [6], creates the individual's "marriage two-string". Can be left null until marriage.
6 = Event type, 4th variation (marriage), pointing at the spouse's 5th name element. If the dwarf has no spouse, this name is null.
7 & 8 = The marriage names of the dwarf's parents, older one first.
9 & 10 = The marriage names of the dwarf's maternal grandparents.
11 & 12 = The marriage names of the dwarf's paternal grandparents.
Plus, I assume, the game's current profession / combat nickname / noble rank titles.
Of course, that's with the level of generational tracking set to 2. If it's increased to 3, these additional names are tacked on:
13[S<♂¹9>]14[S<♂¹10>] 15[S<♂¹11>]16[S<♂¹12>] 17[S<♀¹9>]18[S<♀¹10>] 19[S<♀¹11>]20[S<♀¹12>]
13 & 14 = the marriage names of the dwarf's father's maternal grandparents.
15 & 16 = the marriage names of the dwarf's father's paternal grandparents.
17 & 18 = the marriage names of the dwarf's mother's maternal grandparents.
19 & 20 = the marriage names of the dwarf's mother's paternal grandparents.
After the dwarf's profession/rank and possible combat titles are included, you're looking at a name about 24 words long. If the generational level is set to 4, the name increases to be 40 elements, and cranking the generations up to 5 (the highest that's been non-sarcastically mentioned) results in a name a staggering seventy-two words long. Truly the dwarven version of Johann Gambolputty.


III.     In contrast, the shortest name system that I consider plausible:
"Litast Mason"
1[E1l] 2[E3]
1 = Event name, 1st variation (becoming a child), limited style.
2 = Event name, 3rd variation (attaining an appreciable rank in a given skill).
This suggests a culture that uses the names for nothing but identification: They don't even bother to name you until you've proved that you're healthy enough to survive your first year, and then the only other thing people care about is what kind of work you do. No noble rank, no combat nicknames. Just the bare bones.


IV.     A hypothetical matriarchal / militarist society:
"Udib Bomrek Ingot" becomes "Udib the High Dagger of Trumpets"
1[Gl] ( 2[S<♀¹1>]3[S<♀¹3>] / the 2[E9l] 3[E9l] of 4[E9l] )
1 = Given name, limited style.
2 = Your mother's given name, the same as all your siblings.
3 = Your mother's family name . . . until you manage to get some combat kills, at which point your family names are stripped away & replaced with your battle title. The only way to escape your mothers--you belong to the army now, and any children you bear (IF you're female, of course) will carry part of your blood name for as long as your line endures, or until they replace it with their own. There is no mention of any father, or even marriage--the males in this society could conceivably be nothing more than sperm donors.


V.     A more vanilla setup, but playing with the order:
"Oar of Tragedy the Macedwarf, Theaterlobster Mafol"
( 1[E9l] of 2[E9l] the 3[E3] / 3[E3] ), 4[S<♀¹4>]5[S<♂¹5>] 6[Gl]
1, 2, & 3 = combat title and combat profession, if applicable
3 = civilian profession, if not
4 = mother's family name
5 = father's family name
6 = personal given name
In this society, what you do (especially if you do it well) is announced before your own name: Your reputation literally precedes you. Your family comes first as well, respecting the fact that you are an offshoot of them.


VI.     An oddly-ordered patrilineal system:
"Muthkat Bembul, Carpenter, of Shorast (Udib)"
1[Gr] 2[Gr], 3[E3], of 4[S<♂¹4>] (5[S<♀¹4])
1 & 2 = Given name, random style.
3 = Event name, profession.
4 = Father's (and dwarf's) surname.
5 = Mother's surname.
The parentheses around the mother's surname denotes its secondary importance. This would work well in a male-dominated culture, where the only reason to carry the mother's name at all is so that if your uncle dies leaving no sons, you could still inherit through your mother.


VII.     A gender-balanced double-barreled surname, proposed by Thundercraft:
"Likot Cogdatan"
1[Gl] ( 2[S<♂¹2>] / if <♂¹2>=null then 2[S<¹2>] ) 3[S<¹3>]
Element 1 = Given type, limited style.
Element 2 = Surname type, pointing at the male (♂) parent's (¹) second (2) name element.
Element 3 = Surname type, pointing at the female (♀) parent's (¹) third (3) name element.
Similar to the previous one, but with two equally-weighted lineage names; males (that have kids) will pass down their second name, and females will likewise pass on their third. A nice feature of this setup is that bastard children are easily handled: If the father's surname is unknown, the child simply inherits both of the mother's surnames.


Possibilities abound for procedurally-generated name formats. Given names, Event names, and Surnames can be placed in any order. Think up some more and I'll add them to this post, unless Shazbot thinks moving them to the start of the thread would be more appropriate.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 08, 2018, 06:53:22 am
Take the clan stuff to PMs or another thread, guys.

I'm sorry Bumber but we cannot enter into discussions about the naming system without discussions about the family and it's role in the wider society.  To do so would be pure ignorance. 

This looks like a flimsy argument to me.
1. You suppose the player has talked to every single non-historical figure in a civ.
2. You suppose (I'm guessing) that they must have historical children.
3. You suppose that these children are being born simultaneously.
4. You suppose the naming system is the straw that breaks the camel's back.

It's really just an argument against everyone being a historical figure.

The civilisation changed their naming system.  That is why everyone is having to change their names simultaneously.  So not a flimsy argument in context.  You also have to think about the various possible outcomes in the game, it does not do to just take the most common situation.

and I'm pretty sure discrimination is something toady has said he wants to avoid
He said somewhere that he does not care.

He is largely against adding in racial prejudices into the game, or at least that was the general response given on Future of the Fortress to the proposal that they be added in.  There was a bit of *on the other hand* but that was about it, it is not something that he is enthusiastic about in any case. 

GoblinCookie's system is something fairly close to this:
1[S<Civ1>]2[S<Fort2>] 3[Gr]4[E4<♥3>] 5[S<+¹3]6[S<-¹3] 7[S<♀¹5]8[S<♀¹6] 9[S<♂¹5]10[S<♂¹6]
1 = First word of home civilization's name
2 = Second word of home settlement's name
3 = Given name, random style. Used to distinguish from among siblings.
4 = Event type, 4th variation (marriage), pointing at the spouse's 3rd name element. If the dwarf has no spouse, this name is null.
5 = The 3rd name of the dwarf's elder parent.
6 = The 3rd name of the dwarf's younger parent.
7 & 8 = The 3rd names of the dwarf's maternal grandparents.
9 & 10 = The 3rd names of the dwarf's paternal grandparents.
Plus, I assume, the game's current profession / combat nickname / noble rank titles.

Possibilities abound for procedurally-generated name formats. Given names, Event names, and Surnames can be placed in any order. Think up some more and I'll add them to this post, unless Shazbot thinks moving them to the start of the thread would be more appropriate.

It goes like this, yes you got it mostly or entirely right but it is not very readable.  The system I advocate currently stands as follows.

[Personal Two-Strings]+[Civilization First String+Site Government Last String]+[Own Marraige Two-Strings]+[Parent's Marraige Two-Strings]+[Paternal Grandparent Two-Strings]+[Maternal Grandparents Two-Strings]+(further generations of grandparents up to the maximum allowable number in the entity file).

Because we don't see the marriage-name of unmarried couples we can assign a single string at birth to fill that 'slot'.  Then we can simply scramble the two strings to form a marriage name FROM the strings of both characters that marry.  That means that multiple marraiges of the same character will have the same theme, in addition it saves on having to actually calculate a new marriage string every time a marriage happens.

The two issues I can think of is what order the names of the male-line grandparents and the female-line grandparents will take.  However this is solved by having different arrangements for different civilisations, as the actual order in the file does not matter.  The other issue is what happens if, when our dwarves are less well-behaved we end up with illegitimate children?

I reckon that in the case of illegitimate children, the data of the mother's personal name (the first slot) should be used to fill the fourth slot for the parent's marriage.  This won't cause identity confusion because the child has a personal name of their own and because what is *in* the slots does not really matter to a computer it is entirely combatable with future generations of legitimate children.  They will just end up using what was originally the personal name of the mother *as* a grandparental family name, alongside other legitimate family names.

The same arrangement can also be used for pathogenic reproduction, when that is a thing.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Bumber on May 09, 2018, 07:18:52 am
I'm sorry Bumber but we cannot enter into discussions about the naming system without discussions about the family and it's role in the wider society.  To do so would be pure ignorance.
The semantics of what defines a clan, state, or society has nothing to do with the inheritance of names. It's a tangent. The parts actually relating to the handling of names and titles are fine.

The civilisation changed their naming system.  That is why everyone is having to change their names simultaneously.  So not a flimsy argument in context.  You also have to think about the various possible outcomes in the game, it does not do to just take the most common situation.
If we're bothering to simulate a change in naming systems, there's no reason to have that change propagate faster than light. It can spread using the rumors system.

You at least have to be reasonable about your worst case scenarios. If the player does something extreme, like a 16x16 embark, then they must bear the performance issues.
Title: Re: Family Units and Lineage-Based Last Names
Post by: dragdeler on May 09, 2018, 11:51:57 am
Yes we don't need to display all the name information, actually the player should allways be able to choose which parts to show in menus. What about vampires? Well can a fake identity actually carry information such as age, gender, origin? Can you see the persons toughts? You see what I'm getting at: if there is no insight into toughts or if they are fake, show the fake identity, if not allways show the real name in menus, obviously. But we can add more flavor to conversations, if creatures refer to eachother differently according to their personal preferences, knowledge of the person they're mentioning etc.

But I'm against accumulative names, we don't need to substitute the whole legends mode with naming conventions. Hence I propose to keep our 5 string system, that should be plenty. Especially if you apply different naming conventions according to civ. For example: family names are very useless for goblins so they should be referred to by their titles oftentimes. Of course it's DF so there will allways be a useful exception to that kind of rule, able to enrich the game. And while everybody knows and agrees on that granularity, we (y'all  :P) keep assuming that the other side is arguing for that single omnipresent system. I don't see why historical accuracy should matter when we're trying to build a "everything (fantasy) simulator"; the more different concepts that are drawn from reality (or real inspirations  :P), the better it will be. I can not imagine how this helps to bring across our suggestion, surely Toady will know what to apply where, so that the thing actually spits out cool worlds that kind of work, even if it takes goblins to never starve or die of old age... you know that kind of thing. Yet we are discussing his moral views as if they needed to be translated to the game. If he considers himself an artist he is free to do that, but if I imagine myself in his shoes: I would have a hard time not to insta X the tab the second I read that kind of stuff. Anyway...

Please consider predefined prefixes and suffixes. Different civs could apply theirs to the two last strings in conversations. It's easy to imagine how they could use them pejoratively or laudatively according to immersive story telling elements. So no, I'm against granting more importance to the nobles by giving them more "space" to choose their names. Just define a syllabe you stick to the string to have that kind of important meaning (or meaningful importance  :P?). As allways according to civ, personality preference, what the entity knows, and in the case of what the player sees in the menus: well, that what he is supposed to know.



Another piece of trivia that might help to bring across my point (because seriously I feel a bit mute): I've made myself an HTML document that contains thousands of songs, with their waveforms, artist, album, year, and direct access hyperlink to my drive. Thanks to my naming conventions which is "Artist - Song.mp3" I can garantuee you that I'll be able to hit any song with a combination of " - " or ".mp3" and less than 6 caracters via ctrl+f.
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on May 10, 2018, 02:39:51 am
I've updated my "naming conventions shorthand" with a couple more examples. Hey, you know, when I said you guys should all suggest alternative naming patterns, I actually meant it. :)


Take the clan stuff to PMs or another thread, guys.
I'm sorry Bumber but we cannot enter into discussions about the naming system without discussions about the family and it's role in the wider society.  To do so would be pure ignorance.
As long as you grudgingly admitted (again) that clans are not governments, I'm good with that. Clans are, first and foremost, large families that share a name, and I shall continue to refer to them as such. And that's all I'll say about the issue in this thread.

Quote
He [Toady] is largely against adding in racial prejudices into the game, or at least that was the general response given on Future of the Fortress to the proposal that they be added in.  There was a bit of *on the other hand* but that was about it, it is not something that he is enthusiastic about in any case.
I think it's an interesting way of adding flavor, but I definitely think it shouldn't be common, and when it does occur it should show equal-opportunity bias.

Quote
GoblinCookie's system is something fairly close to this:
It goes like this, yes you got it mostly or entirely right but it is not very readable.  The system I advocate currently stands as follows.
The shorthand isn't supposed to be reader-friendly, it's for computers. :) You get the text description. I've updated my post to match your specs (I think), and included a preview of what happens when you adjust "the maximum allowable number in the entity file".

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The other issue is what happens if, when our dwarves are less well-behaved we end up with illegitimate children?
Expect the name algorithm to come back with a lot of "null"s where there should be males, or along both lines if the kid is a foundling or whatever. The longer the names, the longer the child and its descendants are going to be bearing the mark of bastardy.

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The same arrangement can also be used for pathogenic reproduction, when that is a thing.
Wait--do you mean parthenogenesis? As in, dwarf females spontaneously impregnating themselves with their own clones? This is certainly the first that I've heard of such a suggestion, especially considering that it doesn't happen among mammals. Although it would solve the "dwarves die out because they don't get married" problem . . .


Yes we don't need to display all the name information, actually the player should allways be able to choose which parts to show in menus. What about vampires? Well can a fake identity actually carry information such as age, gender, origin? Can you see the persons toughts?
The fake identity doesn't carry any information at all, because it doesn't actually exist: the real identity simply carries the fake name, and hides the real one. The creature's thoughts, preferences, etc., will all be true, except where the creature remembers to lie. He will say his name is "fake name" instead of "real name", and that he prefers to drink "swamp whiskey" instead of "dwarf blood".

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But I'm against accumulative names, we don't need to substitute the whole legends mode with naming conventions. Hence I propose to keep our 5 string system, that should be plenty.
Yeah, I personally am firmly opposed to personal names being longer than 5 elements or so (apart from rare exceptions like royalty, or truly great heroes). Vanilla DF names have a hard maximum of 8 elements (and to reach that, you'd need to be a "consort" & get a 3-word combat title).

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Please consider predefined prefixes and suffixes. Different civs could apply theirs to the two last strings in conversations. It's easy to imagine how they could use them pejoratively or laudatively according to immersive story telling elements. . . . Just define a syllabe you stick to the string to have that kind of important meaning (or meaningful importance  :P?).
Well, you say you've been feeling mute, why don't YOU take charge of collecting all the prefixes & suffixes you think would be appropriate for names? :)
Title: Re: Family Units and Lineage-Based Last Names
Post by: KittyTac on May 10, 2018, 03:41:35 am
Re: Prejudice

I read somewhere that DF is getting a more complicated modding system, something akin to an actual programming language, that would allow us to basically do anything that modifying the source would do, but easier. So yeah, you could implement prejudice if you wanted to, at the time of release. I'd do that because that was very common pre-1400.
Title: Re: Family Units and Lineage-Based Last Names
Post by: dragdeler on May 10, 2018, 04:26:35 am
Well, you say you've been feeling mute, why don't YOU take charge of collecting all the prefixes & suffixes you think would be appropriate for names? :)

Because I fear I'll not be able to create an extensive list, and forget half, but okay let's give it a try.

-Comes from "location".
-Killed "creature".
-Wounded "creature".
-Tamed "creature".
-Related to "famous creature".
-Formerly related to "entity".
-Rules of over "entity".
-Priest of "diety".
-Encountered "diety.
-Prisoner of "entity".
-Survivor of "rampage or battle"
-Winner of "world gen event".
-First to climb "mountain peak"
-Abused body of "creature".
-Devourer of "creature".
-Created "artform"
-Created "artifact".
-Inheritor of "artifact".
-Thief of "artifact".
-Lost "artifact".
-Razed "structure".
-Took over "site".
-Forced tribute from "site".

These are quite a lot actually, so how do we manage with only a few strings (really 8? it's true that demon masters have long names... so if you're right that's pretty perspicacious; I suggest we leave the strings players can't access in adventurer creation to the ruling class then). I think we will need to link at least one title to the life goal, then have personality facets define the thresholds of how fast a creature settles with a title. If there are strings left they should be reserved to what creatures are most known for, so they would most likely require a check of the relations; and a keep track of how famous somebody or something is, so most likely the number of events attached to it defines the treshold.

I personally think that if you detach the process of gaining a title from the actual event it is related to, we should be able to bypass the title changing problem by setting thresholds prohibitively high, so that titles are kind of rare in order to save precious computation power and grant them more importance and meaningfulness. (We could actually create an event for gaining a title to come up with some cool stuff: imagine Urist being known as dragonslayer since the day Kulet made that awesome poem about it, that got really famous. But that might be a pipedream or only doable in rare situations.)

But now that I have kind of an extensive list I notice that these causal links are not perspective dependant, so the whole "bullying the guy we beat the shit out by calling him mean nicknames, or sucking up to authority figures" has no basis in this system as far as I can see. Which makes me sad but maybe it's for the best: it would have been confusing to see the prefixes and suffixes change in conversations. And ultimatively it would only have been some joke/ immersion / fifth wall thing that would have been spammed all day long.

There is some last thing which I would like to mention, which is the english translations of that gibberish and how they're used in the UI. See I allways found it very confusing when and how the game applies which language. Building in translations so that we don't need to know all the gibberish grammar when following conversations should be fairly easy. But maybe it's time to reconsider the "what language where" from a comprehensive design perspective, or just make it completly customizable? I don't know, do you guys also get confused by this sometimes? Sometimes I can't get by a translation app on my smartphone, just to be able to find somebody in third party tools...

Once I tried to replace all gibberish with english and if I remember well I kind of had it working with dwarven firstnames and only english after, but then the very save manipulation that allowed this feat, started to create redundancies and the LNP kept confusing me and I was new to DF and you know ... I quit ;D
Title: Re: Family Units and Lineage-Based Last Names
Post by: Bumber on May 10, 2018, 04:33:03 am
The fake identity doesn't carry any information at all, because it doesn't actually exist: the real identity simply carries the fake name, and hides the real one. The creature's thoughts, preferences, etc., will all be true, except where the creature remembers to lie. He will say his name is "fake name" instead of "real name", and that he prefers to drink "swamp whiskey" instead of "dwarf blood".
Information pertaining to the current identity needs to remain distinct from any previous ones until cover is blown, however. Not sure how the new secret identities system maintains this. Does legends mode spoil things, or does info get filtered out by name?

Name changes:
-Mastered skill / profession
-Caused a war
-Brokered peace treaty
-Discovered knowledge
Title: Re: Family Units and Lineage-Based Last Names
Post by: dragdeler on May 10, 2018, 05:56:57 am
-Discovered knowledge

Yes!
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 10, 2018, 06:46:36 am
The semantics of what defines a clan, state, or society has nothing to do with the inheritance of names. It's a tangent. The parts actually relating to the handling of names and titles are fine.

My idea was to figure out how to implement clans in the game, but Six of Spades did not really cooperate.  Clans are pretty much a standard dwarfy thing for most fantasy settings afterall.   

If we're bothering to simulate a change in naming systems, there's no reason to have that change propagate faster than light. It can spread using the rumors system.

You at least have to be reasonable about your worst case scenarios. If the player does something extreme, like a 16x16 embark, then they must bear the performance issues.

The player is not intentionally doing anything, he just chose to have few civilizations, a lot of sites and then played adventure mode long enough to have spoken to most everyone before setting up a fortress and getting maximum population.  I do not claim to know the inner working of Dwarf Fortress, none but Toady One does, however the rumours system is not likely to make things worse, actually it is possible that it would be harder for it to do things than to just calculate everything in an instant. 

The reason is that rumours are exponential.  One person tells ten people, who tell 100 people, who tell 1000 people.  At the end of the chain we end up with a lot of calculations for rumours, on top of the number of calcuations themselves.  In any case, it is not the case that we *need* to create the problem in the first place, simply because we can make it less bad. 

As long as you grudgingly admitted (again) that clans are not governments, I'm good with that. Clans are, first and foremost, large families that share a name, and I shall continue to refer to them as such. And that's all I'll say about the issue in this thread.

It is fine to think that, as long as you don't go around saying clan when you just mean a large family.  Saying clan implies other things are the case, so when you mean family just say family.

I think it's an interesting way of adding flavor, but I definitely think it shouldn't be common, and when it does occur it should show equal-opportunity bias.

An equal-opportunity bias implies that it is all somehow random.  Prejudices come about for a reason, they are not just created out of nothing by the RNG to fill some prejudice quota.  Prejudices if they exist should be based upon the ultimately semi-random events in the game and in mythology, rather than simply arbitrarily conjured up. 

The shorthand isn't supposed to be reader-friendly, it's for computers. :) You get the text description. I've updated my post to match your specs (I think), and included a preview of what happens when you adjust "the maximum allowable number in the entity file".

You are writing your post to be read by computers!  :D :D :D

You do end up with enormously long 'true' names, which is fine because the majority of should not be seen in most contexts and it's really just raw numbers which modern computers can store a staggering number of.  It does seem I do need a hard limit on the number of supportable generations, 5 is a fine number since it is too ridiculously large a number of names that nobody would ever want to mod in more. 

Expect the name algorithm to come back with a lot of "null"s where there should be males, or along both lines if the kid is a foundling or whatever. The longer the names, the longer the child and its descendants are going to be bearing the mark of bastardy.

Nobody can tell at a glance using my system that anyone is illegitimate, they would have to know the relevant mother or grandmother's personal name first and then they can see if it is the same as that of their child; you could say this system both hides and acknowledges illegitimacy.  I think there are no nulls involved, since the personal name of the mother is taking up the whole slot that would normally be taken up by the marriage-name of the mother AND father. 

Foundlings however are not a problem since they can just be given the full marriage name of their adopted family, or the personal name of their adopted parent, which could be a male I supposed.  The interesting question here is whether illegitimate children should adopt an ordinary marriage name if their parents THEN get married?

Wait--do you mean parthenogenesis? As in, dwarf females spontaneously impregnating themselves with their own clones? This is certainly the first that I've heard of such a suggestion, especially considering that it doesn't happen among mammals. Although it would solve the "dwarves die out because they don't get married" problem . . .

I was obviously not talking about dwarves.  There are afterall other creatures in the world with names and families. 
Title: Re: Family Units and Lineage-Based Last Names
Post by: Bumber on May 10, 2018, 07:36:19 pm
The player is not intentionally doing anything, he just chose to have few civilizations, a lot of sites and then played adventure mode long enough to have spoken to most everyone before setting up a fortress and getting maximum population.  I do not claim to know the inner working of Dwarf Fortress, none but Toady One does, however the rumours system is not likely to make things worse, actually it is possible that it would be harder for it to do things than to just calculate everything in an instant. 

The reason is that rumours are exponential.  One person tells ten people, who tell 100 people, who tell 1000 people.  At the end of the chain we end up with a lot of calculations for rumours, on top of the number of calcuations themselves.  In any case, it is not the case that we *need* to create the problem in the first place, simply because we can make it less bad.
Speaking to everyone in a civ is an undertaking (pun not intended) more difficult than killing everyone in a civ. (The primary roadblock is that not everyone can be loaded simultaneously, and hist-figs take priority.) The issue correlates to an absurd time investment, and exists inevitably by the creation of too many historical figures regardless.

What I meant about the rumors system is that it can be used as a trigger to divide the workload to a handful of sites at a time, as they learn about the new policy. We know the system performs adequately right now. However, you may be correct that this won't help much if it is the case that rumors simply enter a shared global pool once they leave the site of origin.

There doesn't exist a flawless solution. The only way to avoid creating problems is to avoid adding features. Not that I particularly care if name systems can change, but simulating such things is well within DF's scope.

Granted, I'm not entirely sure I understand what you mean by needing new names. Am I correct in assuming you're talking about adding an additional segment onto each person's name? If you want them to be unique, you merely have to hand them out in order. If you want them to have meaning, you don't expect everyone to figure it out simultaneously.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 11, 2018, 03:45:13 pm
Speaking to everyone in a civ is an undertaking (pun not intended) more difficult than killing everyone in a civ. (The primary roadblock is that not everyone can be loaded simultaneously, and hist-figs take priority.) The issue correlates to an absurd time investment, and exists inevitably by the creation of too many historical figures regardless.

I regularly go around the place talking to various random folks and asking them questions about the surrounding area.  It is really a matter of time before I would end up talking to everyone, point in any case is hyperbole; I was really talking about how the total number of historical characters tends to go up over time.   You cannot take for granted that there are only a small number of historical characters since the ultimate state of the game is for everyone to be historical if played long enough in both modes.

What I meant about the rumors system is that it can be used as a trigger to divide the workload to a handful of sites at a time, as they learn about the new policy. We know the system performs adequately right now. However, you may be correct that this won't help much if it is the case that rumors simply enter a shared global pool once they leave the site of origin.

Doing this by rumors system is quite possibly more difficult than simply having them instantaneously recalculate thousands of names.

There doesn't exist a flawless solution. The only way to avoid creating problems is to avoid adding features. Not that I particularly care if name systems can change, but simulating such things is well within DF's scope.

Granted, I'm not entirely sure I understand what you mean by needing new names. Am I correct in assuming you're talking about adding an additional segment onto each person's name? If you want them to be unique, you merely have to hand them out in order. If you want them to have meaning, you don't expect everyone to figure it out simultaneously.

No Bumber, a lot of times the problem does not have to exist in the first place, because there is a better way of doing it than the way that you are thinking of.  This happens a lot, people come up with a flawed idea, there are better ideas about and the person comes up with elaborate solutions that rectify the problems with their original idea, rather than simply coming up with a better idea that does not cause the problem to begin with. 

The better idea is to have all the different systems of naming be reducible to a single naming system which the player does not see, the differences between civilizations are simply a list of instructions to convert that universal single naming system into what people actually see.  That way if the system suddenly changes, there is no load on the system since because nobody is seeing the *actual* names at all, there is no need to actually change them. 
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on May 12, 2018, 06:59:23 pm
-Killed "creature".
-Priest of "deity".
-Winner of "world gen event".
-First to climb "mountain peak"
-Created "artifact".
If we're going to be adding specific names, especially creature names, onto other names, then the added names must be designated as titles, not actual names. Otherwise, you could get a near-infinite chain of "Bob who killed Tom who killed Sally who killed Albert who killed . . . " etc. Also, each of these achievements are going to need different "prestige" ratings associated with them, so a dwarf who has accomplished 2 or more noteworthy things can judge which one to add to their name.
Honestly, I'd rather be happier if the combat titles were tweaked so they were actually relevant to the manner in which they were earned. Something about who was killed (goblins, bandits, etc.), what kind of weapon their slayer used, the big-picture result of the victory, etc. Specific names seem less important, unless it was a truly legendary kill . . . which, again, involves prestige.

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I think we will need to link at least one title to the life goal,
Eh, depends on what the goal is. I don't think a dwarf who "dreams of raising a family" should be honored for accomplishing that feat with an additional name; to me, that sounds more like a cultural distinction--in a given civilization, everyone who has children has a 'parent' string added to their name, whether that was their dream or not. But that may just be my personal preference: I believe that dwarves having their own kids should be much more common, so honoring them for this "distinction" seems a bit silly to me.

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I personally think that if you detach the process of gaining a title from the actual event it is related to, . . . .  imagine Urist being known as dragonslayer since the day Kulet made that awesome poem about it, that got really famous.
I agree, that's a nice touch, but adding that extra "publicity" layer of realism is non-essential. Sure, it can be done: 'Dragonslayer' gets added to Urist's true name, and the rumors system propagates the news of his deed and Kulet's poem, and Urist's Self-Importance and Modesty traits influence how aggressively he self-promotes his title. The game can then use all of that to calculate whether 'dragonslayer' catches on a part of Urist's external name. But all told, I think the CPU cycles would be better spent elsewhere.

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. . . we should be able to bypass the title changing problem by setting thresholds prohibitively high, so that titles are kind of rare in order to save precious computation power and grant them more importance and meaningfulness.
Agreed. If I see a dwarf with a combat title, I don't know if that means "I've tanked dragons, hydras and bronze colossi by myself", or "Nine of my heavily armed friends and I beat the shit out of a bunch of naked, starving goblins, one by one".

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There is some last thing which I would like to mention, which is the english translations of that gibberish and how they're used in the UI. See I allways found it very confusing when and how the game applies which language. Building in translations so that we don't need to know all the gibberish grammar when following conversations should be fairly easy. But maybe it's time to reconsider the "what language where" from a comprehensive design perspective, or just make it completly customizable?
I don't play Adventurer mode, so I'm not sure if you're referencing that. Is there part of the game that actually tries to translate dwarven (or any other of the DF languages) into English? I doubt that's possible, as the in-game vocabularies are very incomplete, missing tons of words necessary to create a complete sentence. They're fine for their current purposes (just the names of people, cities, landforms, etc), but you can't actually say anything in them.


Information pertaining to the current identity needs to remain distinct from any previous ones until cover is blown, however. Not sure how the new secret identities system maintains this. Does legends mode spoil things, or does info get filtered out by name?
I believe vampires don't simply make up a fake name, they actually assume the identity of one of their victims. So their fake name should also include a pointer to the real (dead) dwarf's background, so they can lie convincingly without requiring any additional memory space. (Of course, how well the vampire succeeds at this is for another thread.)
As for aliases other than vampires, I lack sufficient knowledge of examples to say how they might be handled.


My idea was to figure out how to implement clans in the game, but Six of Spades did not really cooperate.  Clans are pretty much a standard dwarfy thing for most fantasy settings afterall.
A clan is a family of related people who value the surname that unites them. This entire thread is about how best to give related dwarves family-based surnames. And literally the very first reply on this thread is you stating that family names are a waste, and random names are the way to go. As for my 'lack' of cooperation with implementing clans, who's the one compiling example name structures?

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I think [discrimination] is an interesting way of adding flavor, but I definitely think it shouldn't be common, and when it does occur it should show equal-opportunity bias.
An equal-opportunity bias implies that it is all somehow random.  Prejudices come about for a reason, they are not just created out of nothing by the RNG to fill some prejudice quota.  Prejudices if they exist should be based upon the ultimately semi-random events in the game and in mythology, rather than simply arbitrarily conjured up.
Whether there's an actual worldgen event where the founders of a culture have reasons to sit down & literally decide "Okay, we're going to oppress X caste of our citizens", or whether Toady just simulates that with a much simpler dice roll, is largely invisible (and likely quite insignificant) to the player.

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The shorthand isn't supposed to be reader-friendly, it's for computers. :) You get the text description. I've updated my post to match your specs (I think), and included a preview of what happens when you adjust "the maximum allowable number in the entity file".
You are writing your post to be read by computers!  :D :D :D
Is that . . . scorn? You're aware that we're discussing improvements to a computer game, yet when I reduce descriptions of text strings to a representation of abstract data that more closely approximates code, you express . . . surprise? that I should do such a thing?  ???

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Nobody can tell at a glance using my system that anyone is illegitimate, they would have to know the relevant mother or grandmother's personal name first and then they can see if it is the same as that of their child; you could say this system both hides and acknowledges illegitimacy.  I think there are no nulls involved, since the personal name of the mother is taking up the whole slot that would normally be taken up by the marriage-name of the mother AND father.
Ehh, maybe. The way I've got your system described right now, dwarves have three names all their own: 1[] and 2[] are their given names (random, the way you like it), and 5[] is their half of the "marriage name", also random. Which of those, precisely, are you calling your dwarf's "personal name"? Regardless, in the current description, 5[] isn't (necessarily) used until the dwarf marries--each one then takes their spouse's 5[] name as their 6[]. This means that, if there's no dad, then mom isn't going to have a 6[] to append to her 5[], and the bastard child is going to be missing the names of ALL of his paternal ancestors (unless the mother just writes her own name in there, over & over).

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Foundlings however are not a problem since they can just be given the full marriage name of their adopted family, or the personal name of their adopted parent, which could be a male I supposed.  The interesting question here is whether illegitimate children should adopt an ordinary marriage name if their parents THEN get married?
All answers are possible, and indeed desirable, for increased cultural variation.

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Wait--do you mean parthenogenesis? As in, dwarf females spontaneously impregnating themselves with their own clones? This is certainly the first that I've heard of such a suggestion, especially considering that it doesn't happen among mammals. Although it would solve the "dwarves die out because they don't get married" problem . . .
I was obviously not talking about dwarves.  There are afterall other creatures in the world with names and families.
If some user comes on the forums and starts talking about bizarre stuff like "I can't wait until Toady finally implements flight, and shapeshifting," then yes, I would automatically give that user the benefit of the doubt and assume that they must be talking about some creatures other than dwarves, because otherwise the suggestion would be absurd.
But when that user is you, GoblinCookie? I'm sorry, but at this point I just can't take anything for granted.
Title: Re: Family Units and Lineage-Based Last Names
Post by: dragdeler on May 13, 2018, 02:51:14 am
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If we're going to be adding specific names, especially creature names, onto other names, then the added names must be designated as titles, not actual names.

I'm not suggesting that their string is the same than the event it relates to. For example Urist Familyname has gained the title "Nokzambibam-" (battleball) "-zora" (killer of) for defeating the megabeast Ithi Questbreaches. It's just an arbitrary random string. As I said earlier, Imagine them obscure references that don't translate well into english. Whether you have one or two strings, constituting one or two titles, could be balanced by civ preferences, or by the importance of a title. I'm just using two in the example above for the ring of it.



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Dragdeler: I think we will need to link at least one title to the life goal,

Six Of Spades: Eh, depends on what the goal is. I don't think a dwarf who "dreams of raising a family" should be honored for accomplishing that feat with an additional name; to me, that sounds more like a cultural distinction--in a given civilization, everyone who has children has a 'parent' string added to their name, whether that was their dream or not. But that may just be my personal preference: I believe that dwarves having their own kids should be much more common, so honoring them for this "distinction" seems a bit silly to me.

Everybody having historical figures as parents would carry a familyname, but creatures would reference to eachother according to civilisation preferences. The player could choose to show or cull any part of a name as he pleases. Those who dream of founding a family are kind of the lame duck cases to me because of precisely that.

The solution that pops up to my mind: a creature dreaming of founding a family, will only gain a title for something else, under the condition that he has enough children, of which a sufficient amount have a grown old enough.



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Dragdeler: I personally think that if you detach the process of gaining a title from the actual event it is related to, . . . .  imagine Urist being known as dragonslayer since the day Kulet made that awesome poem about it, that got really famous.


Six Of Spades: I agree, that's a nice touch, but adding that extra "publicity" layer of realism is non-essential. Sure, it can be done: 'Dragonslayer' gets added to Urist's true name, and the rumors system propagates the news of his deed and Kulet's poem, and Urist's Self-Importance and Modesty traits influence how aggressively he self-promotes his title. The game can then use all of that to calculate whether 'dragonslayer' catches on a part of Urist's external name. But all told, I think the CPU cycles would be better spent elsewhere.

My theory is that the name giving event would allow us to reduce to number of checks, to the number of naming events actually happening within a tick, instead of all the events happening in that tick. The rumor system isn't my first concern, I guess it should be able to pass on reputations causing changes in what strings creatures are most referred by other creatures... but I would not "freak out" if names propagated in lightspeed; that was somebody else. To be honest the fake identity and rumor system confuse me more than anything else, so I failed at getting my point across: if the game can really simulate fakeness it should, but else it's no drama if the player is in the same position as a movie viewer (you know the killer is behind the curtains but no matter how loud you scream the actor won't hear you).



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I don't play Adventurer mode, so I'm not sure if you're referencing that. Is there part of the game that actually tries to translate dwarven (or any other of the DF languages) into English? I doubt that's possible, as the in-game vocabularies are very incomplete, missing tons of words necessary to create a complete sentence. They're fine for their current purposes (just the names of people, cities, landforms, etc), but you can't actually say anything in them.

Legendsviewer and Legendsbrowser only reference Urist Battleball, while the game oftentimes only shows me Nokzambibar and I don't necessarely want to go look at his name trough another menu.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 13, 2018, 08:50:37 am
A clan is a family of related people who value the surname that unites them. This entire thread is about how best to give related dwarves family-based surnames. And literally the very first reply on this thread is you stating that family names are a waste, and random names are the way to go. As for my 'lack' of cooperation with implementing clans, who's the one compiling example name structures?

Yet clans have *nothing* to do with surnames.  As we discussed earlier, surnames were first used by Feudal houses, the purpose being to distinguish those who are the true members of the household from those who are simply living in the household.  Surnames were then extended to common folk, in Europe at least this happened after the period this game is based off. 

So if we are going to go all historical about it, surnames 'worked' initially because each household of importance had a surname and because whenever new households were set up the surnames changed accordingly we did not get the proliferation of a few surnames throughout society.  Once surnames became truly hereditary outside of the context of the household, so the children of Smith are called Smith even if they go off to form their own independent household, then whole system stops working because it no longer reveals information to anyone that you did not already know. 

Whether there's an actual worldgen event where the founders of a culture have reasons to sit down & literally decide "Okay, we're going to oppress X caste of our citizens", or whether Toady just simulates that with a much simpler dice roll, is largely invisible (and likely quite insignificant) to the player.

None of it is ever insignificant, unless the player is quite the heartless psychopathic bastard, which he may well be.  If we want things to be fixed and unchanging, then what you say is basically true, we can just have things set randomly to begin with and then be forced to live with it.  It is when we have new oppressions emerging and/or old one's being overcome then the "folks getting round a table deciding to oppress Group X" starts to verge on the ridiculous. 

Is that . . . scorn? You're aware that we're discussing improvements to a computer game, yet when I reduce descriptions of text strings to a representation of abstract data that more closely approximates code, you express . . . surprise? that I should do such a thing?  ???

It is odd to talk in French in England, even if the folks could theoretically go learn to speak French. 

Ehh, maybe. The way I've got your system described right now, dwarves have three names all their own: 1[] and 2[] are their given names (random, the way you like it), and 5[] is their half of the "marriage name", also random. Which of those, precisely, are you calling your dwarf's "personal name"? Regardless, in the current description, 5[] isn't (necessarily) used until the dwarf marries--each one then takes their spouse's 5[] name as their 6[]. This means that, if there's no dad, then mom isn't going to have a 6[] to append to her 5[], and the bastard child is going to be missing the names of ALL of his paternal ancestors (unless the mother just writes her own name in there, over & over).

I don't blame you for not understanding this bit, it is a bit confusing even to me sometimes.  The thing is that you don't inherit the family name of your parents, you inherit the marriage name of your parent and all the other generations are marriage names also.  The 'family name' is simply the marriage name of your parents, appearing after your own marriage name in order so we can still tell whose children we are dealing with should those children get married. 

To put it another way, it never happens that anyone inherit the family names of either of their parents, this is how I avoid the issue of gender.  You inherit the marriage name created when your parents married and also inherit the marriage names created when your each pair of grandparents married, you do not inherit the family names of your parents (which are the marriage name of their lines grandparents). 

The personal name is the present last name system, which has now replaced the first names we presently use, the cultural functionality of the first names having been replaced with a Civ+Site name where applicable.  In cases of illegitimacy, we take the mother's personal name (or for foundlings potentially the father's) and use that *as* the absent marriage name.

Hence there will never be the gaps you refer to in the lineage, since all that happens is that we fill the slot that would normally be filled by the marriage name with that of the mother. 

All answers are possible, and indeed desirable, for increased cultural variation.

The key concern however is to avoid the situation ever arising where potentially thousands of names will have to be redone in an instant because the culture changed it's naming system.  To a certain extent we also want to keep down the size of files as well, so we don't want absolutely enormous names for every eventuality even if nobody ever sees them. 

If some user comes on the forums and starts talking about bizarre stuff like "I can't wait until Toady finally implements flight, and shapeshifting," then yes, I would automatically give that user the benefit of the doubt and assume that they must be talking about some creatures other than dwarves, because otherwise the suggestion would be absurd.
But when that user is you, GoblinCookie? I'm sorry, but at this point I just can't take anything for granted.

I am not sure I should take the final point as a compliment or as an insult.  ;) >:(

I am sure the general plan is to have creatures other than dwarves become citizens of our fortress and also to develop systems of reproduction beyond everyone being either a placental mammal or a chicken.  There are rather few creatures that reproduce parthagenetically in DF, ants are one of them since male ants oddly do not have fathers (but female ones do), but ant people living in your fortress is I would hope ultimately on the cards.  On their own it would not be a problem since we would not use family names for ant-people anyway, but if ant people become 'dwarves' culturally then it gets interesting since the male ant people do not have fathers. 

My system deals with this fairly well, since our ant person queen is married to a ant person male and their children regardless of whether the male one's have fathers will be called by the marriage name of their mother OR the personal name of the mother, as with illegitimate children either would work.  The really hard part is when we have creatures that reproduce impersonally, as certain fish do in which the females will deposit the eggs and the males will then fertilize the eggs without ever meeting the mother than laid them.  The same also applies to plump helmet men presumably, in this case the reproduction is presumably that they shed spores which turn into baby plump helmet men. 

But we can use the system for foundlings there, the adopted parent of the impersonally reproduced creature imparts their own personal name as the family name of their adopted child.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Bumber on May 13, 2018, 02:16:48 pm
I believe vampires don't simply make up a fake name, they actually assume the identity of one of their victims. So their fake name should also include a pointer to the real (dead) dwarf's background, so they can lie convincingly without requiring any additional memory space. (Of course, how well the vampire succeeds at this is for another thread.)
As for aliases other than vampires, I lack sufficient knowledge of examples to say how they might be handled.
"Rumors of my death at the hand of a vampire were greatly exaggerated!"

I'll have to look into the new aliases when I get the chance.

[...] if the game can really simulate fakeness it should, but else it's no drama if the player is in the same position as a movie viewer (you know the killer is behind the curtains but no matter how loud you scream the actor won't hear you).
Unfortunately for the killer, the overseer can, in fact, orchestrate their demise.
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on May 14, 2018, 06:29:37 am
I'm not suggesting that their string is the same than the event it relates to. For example Urist Familyname has gained the title "Nokzambibam-" (battleball) "-zora" (killer of) for defeating the megabeast Ithi Questbreaches. It's just an arbitrary random string. As I said earlier, Imagine them obscure references that don't translate well into english.
I really can't agree with it being some random string. If I kill a dragon named Albert Trapfurnace Funnywalk, I can see taking the name Albertkiller, or Furnacekiller, or most likely Dragonkiller . . . but not Bucketkiller, or Cloisterkiller, or Inkkiller, whether the words are translated or not. If the title is going to be limited to just 1 or 2 words (with or without a suffix), then it would best say the correct type of creature, rather than attempt to name the precise one.


"Rumors of my death at the hand of a vampire were greatly exaggerated!"
Just about the dumbest thing a vampire could do is to assume the identity of one of their victims, and then emigrate to a fort that houses a friend or family member of the dwarf they're impersonating. If they're smart enough to avoid that particular pitfall (and they are . . . aren't they?), then they should also be smart enough to avoid taking the name of someone they failed to kill. (Then again, should it really matter? The safest way to avoid family members would be to travel a long distance, ideally into a different civilization, each time you changed your identity. If someone in a completely different country just "happened" to have your name, it's not likely you'd even hear about it, let alone do anything.)


Yet clans have *nothing* to do with surnames.
Clans have pretty much everything to do with surnames. Stop it.

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Whether there's an actual worldgen event where the founders of a culture have reasons to sit down & literally decide "Okay, we're going to oppress X caste of our citizens", or whether Toady just simulates that with a much simpler dice roll, is largely invisible (and likely quite insignificant) to the player.
None of it is ever insignificant, unless the player is quite the heartless psychopathic bastard, which he may well be.  If we want things to be fixed and unchanging, then what you say is basically true, we can just have things set randomly to begin with and then be forced to live with it.  It is when we have new oppressions emerging and/or old one's being overcome then the "folks getting round a table deciding to oppress Group X" starts to verge on the ridiculous.
I agree with the first part of that, whether Toady creates a "Social Bias" type of civ-level event or not will make little difference to the player, if the only time it ever gets used is just after worldgen. But, if it can be used more often (especially if it's witnessed or even caused by the player), what's so "ridiculous" about simulating events such as Europe's Catholic/Protestant spasms, or America's Civil Rights Era? But still, as this issue isn't really relevant to names, I won't dwell on it.

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I am not sure I should take the final point as a compliment or as an insult.
To put it bluntly, it was an insult. It meant that I have seen you argue too many points that I found ludicrous for me to have any remaining faith in your powers of judgement. But despite this, I am still trying to represent your naming system as accurately as I can, because I feel that ideas deserve to be approved or rejected on their own merits, not those of their creator(s). So I'll keep asking questions about your convention until I'm sure it's the way you want it. (Or, until you tell me not to, you'd rather handle it yourself--you certainly have that right.)

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I don't blame you for not understanding this bit, it is a bit confusing even to me sometimes.  The thing is that you don't inherit the family name of your parents, you inherit the marriage name of your parent and all the other generations are marriage names also.  The 'family name' is simply the marriage name of your parents, appearing after your own marriage name in order so we can still tell whose children we are dealing with should those children get married.   

To put it another way, it never happens that anyone inherit the family names of either of their parents, this is how I avoid the issue of gender.  You inherit the marriage name created when your parents married and also inherit the marriage names created when your each pair of grandparents married, you do not inherit the family names of your parents (which are the marriage name of their lines grandparents).
I can't find how my transcription of your system (with generation tracking level = 2) deviates from that in any way. Copied from Page 5:
1 = Given name, random style.
2 = Given name, random style.
3 = First word of the individual's home civilization's name
4 = Second word of the individual's home settlement's government's name
5 = Given name, random style. When combined with [6], creates the individual's "marriage two-string". Can be left null until marriage.
6 = Event type, 4th variation (marriage), pointing at the spouse's 5th name element. If the dwarf has no spouse, this name is null.
7 & 8 = The marriage names of the dwarf's parents, older one first.
9 & 10 = The marriage names of the dwarf's maternal grandparents.
11 & 12 = The marriage names of the dwarf's paternal grandparents.
All inherited names are marriage names. The marriage name of your parents appears after your own (and your spouse's) marriage name. You also inherit the marriage names created when each pair of your grandparents married, but not (with generations set to 2) your parents' grandparents. As far as I can tell, this system matches your specifications. Which is why it confuses me when you say
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In cases of illegitimacy, we take the mother's personal name (or for foundlings potentially the father's) and use that *as* the absent marriage name. . . . Hence there will never be the gaps you refer to in the lineage, since all that happens is that we fill the slot that would normally be filled by the marriage name with that of the mother.
Using one of the mother's given names (1 or 2) would be all right to fill the empty slot 6 left by an unknown father. But what about slots 11 and 12, the marriage names of the absent father's parents? Since you say there will be no gaps, where precisely should the computer look for names to fill those slots? Sure, you can use the mother's 1 and 2 as a stopgap . . . but what if the generational level is raised to 3, and society expects you to be able to mention your father's grandparents as well? That's 4 more name elements for mommy to fill in . . . what does she write, there?

Quote
The key concern however is to avoid the situation ever arising where potentially thousands of names will have to be redone in an instant because the culture changed it's naming system.  To a certain extent we also want to keep down the size of files as well, so we don't want absolutely enormous names for every eventuality even if nobody ever sees them.
Realistically, in most cases there's no need for most people's names to change at all. Suppose the change came from the top down--either the ruling Chinese dynasty was replaced with a Mongol one, or the Pharaoh decided there was actually only one god and changed his name accordingly, or whatever. In such cases, the only people to actually change their names would be those with (relatively) direct contact with the ruler(s)--mostly in order to curry favor and show deference to his whims. Everybody else, meanwhile, would simply name their babies in the new style, while the old one gradually died out. The game can easily keep pace with a civ-wide name change taking place over the span of an entire generation.
Title: Re: Family Units and Lineage-Based Last Names
Post by: dragdeler on May 14, 2018, 06:49:31 am
I really can't agree with it being some random string. If I kill a dragon named Albert Trapfurnace Funnywalk, I can see taking the name Albertkiller, or Furnacekiller, or most likely Dragonkiller . . . but not Bucketkiller, or Cloisterkiller, or Inkkiller, whether the words are translated or not. If the title is going to be limited to just 1 or 2 words (with or without a suffix), then it would best say the correct type of creature, rather than attempt to name the precise one.


Yes we could fiddle with spheres, or try to match at least one string, it could be very nice, but I think in the long run names are going to be very repetetive that way. On the other hand: if we had a dictionnary worth of vocabulary, that would be very different.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Bumber on May 14, 2018, 02:45:30 pm
"Rumors of my death at the hand of a vampire were greatly exaggerated!"
Just about the dumbest thing a vampire could do is to assume the identity of one of their victims, and then emigrate to a fort that houses a friend or family member of the dwarf they're impersonating. If they're smart enough to avoid that particular pitfall (and they are . . . aren't they?), then they should also be smart enough to avoid taking the name of someone they failed to kill. (Then again, should it really matter? The safest way to avoid family members would be to travel a long distance, ideally into a different civilization, each time you changed your identity. If someone in a completely different country just "happened" to have your name, it's not likely you'd even hear about it, let alone do anything.)
The implication was more like:
Urist McCitizen: Tell me about yourself.
Urist McMayor: One year ago, Urist McVampire killed me.
Urist McCitizen: It was inevitab-- Wait a second...
Urist McMayor: Uhhh... I got better?
Urist McCitizen: Works for me!

It needn't be the vampire that blows the cover. Basically anyone talking about them could bring up the rumor. I guess vampires would need to chose aliases of victims nobody saw die.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 15, 2018, 06:45:42 am
Clans have pretty much everything to do with surnames. Stop it.

I have already explained that clans did not widely use surnames at all for most of their history and when they did it was imposed from outside by another forms of society.  You have so far made no attempt to establish any relationship between the two things, but just stamp your feet and declare it so. 

I agree with the first part of that, whether Toady creates a "Social Bias" type of civ-level event or not will make little difference to the player, if the only time it ever gets used is just after worldgen. But, if it can be used more often (especially if it's witnessed or even caused by the player), what's so "ridiculous" about simulating events such as Europe's Catholic/Protestant spasms, or America's Civil Rights Era? But still, as this issue isn't really relevant to names, I won't dwell on it.

Because those two events are not the same.  There is a difference between an internal conflict between Protestants and Catholics, which are two rival groups competing for power and a situation like the racist laws and policies of the Civil Rights era.  Both are quite difficult to replicate in DF, but they are quite different.  The problem with religious conflict along the lines of the Reformation is basically the same as that of simulating rebellions in general, why doesn't the rebellion just get swiftly crushed or effortlessly sweep away the old order?

Racism is quite different to that because the Catholics do not want there to be Protestants and vice versa.  Racists on the other hand are quite insistent on maintaining in existence of separate races, hence why they are so threatened by racial intermarriage (and made it illegal).  The problem with racism is why as a powerful person invent a permanently discontented underclass that will perpetually threaten your power when you can give everyone equal status as *your* lowly minions?

But no, it is very much relevant to the question of surnames, because the origin and original purpose of surnames is very much related to class. 

To put it bluntly, it was an insult. It meant that I have seen you argue too many points that I found ludicrous for me to have any remaining faith in your powers of judgement. But despite this, I am still trying to represent your naming system as accurately as I can, because I feel that ideas deserve to be approved or rejected on their own merits, not those of their creator(s). So I'll keep asking questions about your convention until I'm sure it's the way you want it. (Or, until you tell me not to, you'd rather handle it yourself--you certainly have that right.)

Well, that's charming  >:( and also against the forum rules.  You also seem to think that the merits of the creation can somehow be separated from the merits of the creator, that people can legitimately steal all my ideas and still disparage my 'intellectual judgement' all the same.

I can't find how my transcription of your system (with generation tracking level = 2) deviates from that in any way. Copied from Page 5:
1 = Given name, random style.
2 = Given name, random style.
3 = First word of the individual's home civilization's name
4 = Second word of the individual's home settlement's government's name
5 = Given name, random style. When combined with [6], creates the individual's "marriage two-string". Can be left null until marriage.
6 = Event type, 4th variation (marriage), pointing at the spouse's 5th name element. If the dwarf has no spouse, this name is null.
7 & 8 = The marriage names of the dwarf's parents, older one first.
9 & 10 = The marriage names of the dwarf's maternal grandparents.
11 & 12 = The marriage names of the dwarf's paternal grandparents.
All inherited names are marriage names. The marriage name of your parents appears after your own (and your spouse's) marriage name. You also inherit the marriage names created when each pair of your grandparents married, but not (with generations set to 2) your parents' grandparents. As far as I can tell, this system matches your specifications. Which is why it confuses me when you say

Quote
In cases of illegitimacy, we take the mother's personal name (or for foundlings potentially the father's) and use that *as* the absent marriage name. . . . Hence there will never be the gaps you refer to in the lineage, since all that happens is that we fill the slot that would normally be filled by the marriage name with that of the mother.
Using one of the mother's given names (1 or 2) would be all right to fill the empty slot 6 left by an unknown father. But what about slots 11 and 12, the marriage names of the absent father's parents? Since you say there will be no gaps, where precisely should the computer look for names to fill those slots? Sure, you can use the mother's 1 and 2 as a stopgap . . . but what if the generational level is raised to 3, and society expects you to be able to mention your father's grandparents as well? That's 4 more name elements for mommy to fill in . . . what does she write, there?

I see the confusion now. 

The mother has a full set of grandparents already.  We are only replacing a singular name slot (one that which would normally be filled by the name created when the parents marriage) with that of the mother in this case.  That would mean that the illegitimate child's paternal grandparents will be those of their mother, not their own.  The point is however that no nulls end up in the system, but we instead end up with a paternal lineage by which the absent real father is treated as though he were the half-brother of the mother, so that the babies parental line follows that of his grandfather but not his grandmother. 

Realistically, in most cases there's no need for most people's names to change at all. Suppose the change came from the top down--either the ruling Chinese dynasty was replaced with a Mongol one, or the Pharaoh decided there was actually only one god and changed his name accordingly, or whatever. In such cases, the only people to actually change their names would be those with (relatively) direct contact with the ruler(s)--mostly in order to curry favor and show deference to his whims. Everybody else, meanwhile, would simply name their babies in the new style, while the old one gradually died out. The game can easily keep pace with a civ-wide name change taking place over the span of an entire generation.

That is an idea that would generally work, except for immortal elves and other creatures that are very long-lived; the realism of such a model however is lacking.  Any change carried out from the top is typically uniform in nature, the present surnames we have now were imposed from the top and were uniformly adopted instantaneously, with some crossover with whatever names people were informally using in various contexts before. 

I guess what you are saying only works if it begins at the top but is not deliberately imposed on everyone else as real-life surnames were.  In that situation what you are describing might be realistic in real-life, but in DF it is not.  That is because there are not many layers between the ruler and the people, everyone in the ruler's site is going to wish to 'show deference to his whims', (even though it isn't his explicit will at all), since everyone who lives in the rulers site has 'known the person since they were born' or 'known the person all their life' (I am quoting adventure mode here). 

Your system is sitting on a knife-edge between compulsory and voluntary, it works if it is somehow neither.  But most things will realistically either be compulsory (everyone adopts it at the same time) or will be voluntary (in which case things are adopted exponentially) and both potentially lead to us having to make lots of calculations in a short time frame. 
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on May 16, 2018, 08:19:44 am
. . . If the title is going to be limited to just 1 or 2 words (with or without a suffix), then it would best say the correct type of creature, rather than attempt to name the precise one.
Yes we could fiddle with spheres, or try to match at least one string, it could be very nice, but I think in the long run names are going to be very repetetive that way. On the other hand: if we had a dictionnary worth of vocabulary, that would be very different.
Well, if we make titles far more difficult to achieve, the repetition potential goes down considerably. As for the vocabulary: Things are happening. That's all I'll say.  ;D


It needn't be the vampire that blows the cover. Basically anyone talking about them could bring up the rumor. I guess vampires would need to chose aliases of victims nobody saw die.
More importantly, victims with very few people who could recognize them. If you kill & impersonate some reclusive hermit who lives out in the woods, nobody's going to say, "Hey, wait . . . YOU'RE not that guy I've never seen before who never comes into town!" In any event, the vampire would still be very prudent to relocate a considerable distance away, to outrun rumor.


Well, that's charming  >:( and also against the forum rules.
Quote
You have so far made no attempt to establish any relationship between the two things, but just stamp your feet and declare it so.
It can hardly be a violation of the rules, or indeed even etiquette, to state that I listen carefully to what you say, and try to give every point just as much recognition as it merits. It is also not uncivil of me to say that I consider your credibility on this forum to be greatly diminished. As far as my disregarding your claims is concerned, it's not that I don't need to prove my points--it's that I don't need to prove my points, to you, personally. I have seen you cheerfully derail several threads with your off-topic tangents, and I decline to waste more of the forum's attention on such pursuits. This is not to say that I find you unintelligent--far from it. I freely admit that you usually raise valid concerns that deserve at least consideration. You use the language well, often with fair arguments . . . it's what you argue for that I sometimes find exasperating, and even inexplicable.

Quote
You also seem to think that the merits of the creation can somehow be separated from the merits of the creator, that people can legitimately steal all my ideas and still disparage my 'intellectual judgement' all the same.
Intellectual property theft is pretty much the opposite of what I do. I assure you, I have absolutely NO intention of associating my name with your naming convention.

Quote
That would mean that the illegitimate child's paternal grandparents will be those of their mother, not their own.
Okay, I interpret that to mean that the child lists the mother's paternal grandparents as if they were the child's own paternal grandparents. Is that exactly what you meant? Because I can make that work (provided that Generations =2, at least), but it conflicts with what you said next:

Quote
The point is however that no nulls end up in the system, but we instead end up with a paternal lineage by which the absent real father is treated as though he were the half-brother of the mother, so that the babies parental line follows that of his grandfather but not his grandmother.
In the previous quote, the mother reached up (to her own grandparents' names) and pulled them down to be her child's grandparents. But in this one, you say the father is treated as the same generation as the mother--meaning, the grandparents' names stay where they are. And why would the baby's "parental" line ignore his grandmother, when it's his father who is presumably anonymous?

But regardless, please, just fill this out. Given an unknown father, and an unwed mother whose name is:
Mebzul Dodok TreatyLobster Ezum ItonStakud DatanBer CogLolor
What, precisely, is the child's name? I'm only 100% sure about this much:
random random TreatyLobster random6[null until marriage] 7[Ezum]8[  ?  ] 9[Iton]10[Stakud] 11[  ?  ]12[  ?  ]
(I'm assuming a single parent takes the "older parent" position of Slot 7 by default.) I will convert your answer into an additional "Illegitimacy" variation in the list of naming systems.

Quote
The game can easily keep pace with a civ-wide name change taking place over the span of an entire generation.
That is an idea that would generally work, except for immortal elves and other creatures that are very long-lived;
That's true, I overlooked the immortals. Well, it's still a reasonable option for the short-lived races, at least . . . the elves & goblins will have to choose other means. Or, potentially, not change at all: Tolkien's elves, at least, are portrayed as being very resistant to change, and the very nature of (near-)immortality lends itself well to the idea of being a staunch traditionalist, not apt to change one's name at the drop of a hat.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Starver on May 16, 2018, 12:26:12 pm
In any event, the vampire would still be very prudent to relocate a considerable distance away, to outrun rumor.

Reminds me of:
Quote from: Night Watch, by Terry Pratchett
[...] 'Are you really from Genua?'

'Are you really from Pseudopolis?' Madam smiled at him. 'I find, personally that it pays never to be from somewhere close at hand. It makes life so much easier. [...]'

The first voice being of someone actually assuming a dead person's identity (though they hadn't actually done the killing), and the second is of someone who is probably not a vampire (canon doesn't definitively say, but certainly no more a vampire than John Not-A-Vampire-At-All Smith and that's good enough for me!), and we certainly can't trust surnames when it comes to aliased people, so this is a definite foray off-topic.


Speaking of which,  once we're arguing about how we're arguing, it probably puts the cherry on the top of the circular arguments that aren't going to help anybody, least of all the main characters in the Toady And ThreeToe Show who might well be discouraged from implementing any version of this whole idea, on the basis that there's plenty of vocal opinion that would consider any direction they went as being utterly wrong.

Can I suggest that there's not many more arguments/counter-arguments/counter-counter-arguments left that haven't yet been said, at least in passing. Even the meta-arguments are getting stale, IMO, but whether you take the same view or not I leave up to you.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 17, 2018, 07:52:12 am
It can hardly be a violation of the rules, or indeed even etiquette, to state that I listen carefully to what you say, and try to give every point just as much recognition as it merits. It is also not uncivil of me to say that I consider your credibility on this forum to be greatly diminished. As far as my disregarding your claims is concerned, it's not that I don't need to prove my points--it's that I don't need to prove my points, to you, personally. I have seen you cheerfully derail several threads with your off-topic tangents, and I decline to waste more of the forum's attention on such pursuits. This is not to say that I find you unintelligent--far from it. I freely admit that you usually raise valid concerns that deserve at least consideration. You use the language well, often with fair arguments . . . it's what you argue for that I sometimes find exasperating, and even inexplicable.

What you said earlier.

Quote
To put it bluntly, it was an insult. It meant that I have seen you argue too many points that I found ludicrous for me to have any remaining faith in your powers of judgement. But despite this, I am still trying to represent your naming system as accurately as I can, because I feel that ideas deserve to be approved or rejected on their own merits, not those of their creator(s). So I'll keep asking questions about your convention until I'm sure it's the way you want it. (Or, until you tell me not to, you'd rather handle it yourself--you certainly have that right.)

Insulting people in a wordy officious fashion is no less insulting people and against the forum rules than doing so crudely.  The effect is quite the same, even if the means is less obvious.  Saying "I don't have to prove myself to the likes of *you*" when that is the person you are talking too is a pretty vicious insult and one that pretty much sums up half of what you are saying in the above quotes in fewer words.  Naturally it is better to leave it there on this point, since further discussion is now both seriously unwise and off-topic. 

As for the other half, I don't go around deliberately derailing threads.  It just happens to be the case that people tend to like to make specific suggestions and pretty much all suggestions are really about a few general issues about the DF economy and society.  Folks however don't like to think about that kind of stuff, they would rather just stamp their feet and demand that Feature X be implemented because They Say So and are only looking for as many more foot stampers to back them up as possible, so they prefer to complain about So and So ruining their party by actually revealing what the specific subject is really about than actually coming up with new ideas and hence looping things back from the general to the specific. 

They just want to shout I WANT THAT! as loudly as possible.

Intellectual property theft is pretty much the opposite of what I do. I assure you, I have absolutely NO intention of associating my name with your naming convention.

I never said that you were intending to do it, only that it legitimately follows from what you were saying.   ;) ;)

Okay, I interpret that to mean that the child lists the mother's paternal grandparents as if they were the child's own paternal grandparents. Is that exactly what you meant? Because I can make that work (provided that Generations =2, at least), but it conflicts with what you said next:

Quote
The point is however that no nulls end up in the system, but we instead end up with a paternal lineage by which the absent real father is treated as though he were the half-brother of the mother, so that the babies parental line follows that of his grandfather but not his grandmother.

In the previous quote, the mother reached up (to her own grandparents' names) and pulled them down to be her child's grandparents. But in this one, you say the father is treated as the same generation as the mother--meaning, the grandparents' names stay where they are. And why would the baby's "parental" line ignore his grandmother, when it's his father who is presumably anonymous?

The system follows the female grandparental lineage which is known and skips back to the first known male ancestor.  This is why I said that it is in effect the same as what would happen if somebody incestuously reproduced with their half-brother, specifically somebody that shared the same father but different mothers. 

There are no nulls in the system just as I said, since we don't have to worry about the male and female line until we end up with the grandparents.  The illegitimacy part however happens in the present generation, it involves swapping the marriage name which is normally created upon the parents marriage, with the personal name of the mother.  The main issue here is the point that if the father's name is not known how can we know who the paternal grandparents are, that is solved by simply treating the paternal grandparents of the mother as those of the baby. 

But regardless, please, just fill this out. Given an unknown father, and an unwed mother whose name is:
Mebzul Dodok TreatyLobster Ezum ItonStakud DatanBer CogLolor
What, precisely, is the child's name? I'm only 100% sure about this much:
random random TreatyLobster random6[null until marriage] 7[Ezum]8[  ?  ] 9[Iton]10[Stakud] 11[  ?  ]12[  ?  ]
(I'm assuming a single parent takes the "older parent" position of Slot 7 by default.) I will convert your answer into an additional "Illegitimacy" variation in the list of naming systems.

You have not indicated which of the above words fill which slot, also you have translated the third word into English but none of the other words, but that does not really matter.  I will impose the following order onto what you wrote.

1. Personal Name: Mebzul.
[Entity surname value 1]
2. Own Marriage Name: Dodok
3. Parents Marriage Name: TreatyLobster
[Entity surname value 2]
4. Paternal Grandparents Marriage Name: Ezum
5. Maternal Grandparents Marraige Name: ItonStakud
[Not relevant]
6. Name of Site Government+Civilization: DatenBer
7. Name of something else: CogLolor

The last two don't matter here, so our mother is Mebzul Dodok TreatyLobster Ezum ItonStakud.  She decides to name her illegitimate baby Kinzul, that is it's personal name.  The baby then ends up being called Kinzul Mebzul Ezum ItonStakud, as Mebzul is the mother's name.  Now to explain how things fit back together again, Kinzul marries a woman called Yoplin Yellowpage Ipolkin Loinclan.  The happy couple adopt GoblinSpade as their marraige name. 

1. Personal Name: Yoplin.
[Entity surname value 1]
2. Own Marriage Name: GoblinSpade
3. Parents Marriage Name: Yellowpage
[Entity surname value 2]
4. Paternal Grandparents Marriage Name: Ipolkin
5. Maternal Grandparents Marriage Name: Loinclan

So we end up with Kinzul GoblinSpade Mebzul Ezum ItonStakud and Yoplin GoblinSpade Yellowpage Ipolkin Loinclan, we fill the empty second slot with the newly created marraige name.  Now let's just have DatenBer increase their Entity surname value to 3, so we now have 7 family related names and have them produce a (legitimate) daughter called Ulop.  We end up with the following name. 

1. Personal Name: Ulop.
[Entity surname value 1]
2. Own Marriage Name:
3. Parents Marriage Name: GoblinSpade
[Entity surname value 2]
4. Paternal Grandparents Marriage Name: Mebzul
5. Maternal Grandparents Marriage Name: Yellowpage
[Entity surname value 3]
4. 1st Paternal Great-grandparents Marriage Name: Ezum (actually great-great-grandparents)
5. 1st Maternal Great-grandparents Marriage Name: ItonStakud
6. 2nd Paternal Great-grandparents Marriage Name: Ipolkin 
7. 2nd Maternal Great-grandparents Marriage Name: Loinclan

The baby is therefore called Ulop GoblinSpade Mebzul Yellowpage Ezum ItonStakud Ipolkin Loinclan.  The whole system works with only a small bit of deception, Ezum is actually the marriage name of the great-great grandparents rather than the great-grandparents, because we don't know who the grandfather of Ulop actually is.  Also, because nobody can tell at a glance that Mebzul is the name of her grandmother rather than a marraige name, the whole thing hides the illegitimacy while still allowing us to trace lineage backwards.

That's true, I overlooked the immortals. Well, it's still a reasonable option for the short-lived races, at least . . . the elves & goblins will have to choose other means. Or, potentially, not change at all: Tolkien's elves, at least, are portrayed as being very resistant to change, and the very nature of (near-)immortality lends itself well to the idea of being a staunch traditionalist, not apt to change one's name at the drop of a hat.

Well Tolkien is a great one for implementing cool stuff while seemingly not realising the practical implications of what he just did.  I want dwarves to live in cool underground fortress called Erebor, but why don't they just suffocate?  I want my elves to naturally live forever, but doesn't that mean that there are elves about the place with thousands of children+grandchildren?  Why don't we read about the ventilation shafts of Erebor and Galadriel's thousands of grandchildren?

Does living forever actually have those consequences?  To the oldest elves things like tradition are effectively meaningless because they were around when the traditions were newly invented and hence were not traditions yet.  Being resistance to change is also basically suicidal if you live forever, the world of baby-Galadriel is afterall going to so be completely different to the world she presently lives in that to wax on about how the "world is changing" as she does in the movie is actually funny.
Title: Re: Family Units and Lineage-Based Last Names
Post by: dragdeler on May 17, 2018, 12:21:44 pm
Now I kind of get it... Except, why? I mean like, whyyyyyyyyy (sorry)

Atm there are no such things as illegitimate children, and DF's definition of incest is very narrow. And I think if we amend the fact that widows don't remarry, and also make some races/civ's polygamous, and/or detach procreation from marriage, that's fine. Don't we exclude cultural differences if we settle on that kind of system? Please don't tell me you have at least one of those for each race, or that nuances are expressed by something that would require to check the name and the sex of every ancestor.
You can just as easily signify illegitmacy by not giving a child the name it's supposed to have in it's culture. As in: it's a stigma or an honour or whatever, to not carry the familyname of your mom/dad as everybody else does around you. In fact, if you just pick the name of any ancestor by the same naming convention (patriarchal civ's, matriarchal civ's), it doesn't even matter if they're married; but you'd still have the possibility to simply pick a new familyname to signify more nuances (such as bastard).

If you're just bothered by the unoriginality of this father, mothername thing we could also add closest relative (like a caretaker), designated master (slaves, students), particular constellations combining 2 out of the 4 strings of the parents familynames etc. But I just don't see why it would be more practical to not put that kind of information into titles, and leave familynames be. In fact. I can't imagine how drowning the player with that kind of information allows to bypass the help of third party tools, or a glance at legends mode, in a practical and intuitive way... at all.

Also if the supposed merit of the system is to be less arbitrary and or more reliable, interesting, relevant (whatever; you name it) than our real world inspirations, why did we discuss historical accuracy? Because I can't see how that would solve the whole fake ID thing, which is the only reason I can come up with.
Atm we create completly fake personas, I think vampires and other NPC do the same tough I'm not sure.  It would be cool to impersonate someone specific, but just... it wouldn't matter how both names, real and fake, "sound". Only which one it "shows" would matter. And as a sidenote flavor could be added by differenciating which parts of a name creatures use to refer to eachother.

Is that 12 strings I'm counting? Dude. why?
Title: Re: Family Units and Lineage-Based Last Names
Post by: KittyTac on May 17, 2018, 08:58:51 pm
Yeah, it's GC. He chooses words very well, but what he argues for is, to put it bluntly, bullshit. :P
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 19, 2018, 05:21:50 am
Now I kind of get it... Except, why? I mean like, whyyyyyyyyy (sorry)

You kind of get it, well that was 2 hours well spent then.   8) ;)

There are a lot of why's here.  There is the first why which is why do we have surnames at all, the only actual reason I can think of is to allow us to quickly group folks from a large list together by using a search string, without having to go into some kind of seperate window and then entering the name of whatever; it's not like the actual creatures really care what they are called, since they are just numbers in a database.

There is the second why which is why use this particular system rather than lifting some real-life system?  The reason is that all the real-life systems would work extremely poorly in DF and do generally work poorly in real-life.  This system is designed to ensure pinpoint accuracy on the search function, since we can just enter someone's family name and get all their children+grandchildren up to a point. 

Atm there are no such things as illegitimate children, and DF's definition of incest is very narrow. And I think if we amend the fact that widows don't remarry, and also make some races/civ's polygamous, and/or detach procreation from marriage, that's fine. Don't we exclude cultural differences if we settle on that kind of system? Please don't tell me you have at least one of those for each race, or that nuances are expressed by something that would require to check the name and the sex of every ancestor.
You can just as easily signify illegitmacy by not giving a child the name it's supposed to have in it's culture. As in: it's a stigma or an honour or whatever, to not carry the familyname of your mom/dad as everybody else does around you. In fact, if you just pick the name of any ancestor by the same naming convention (patriarchal civ's, matriarchal civ's), it doesn't even matter if they're married; but you'd still have the possibility to simply pick a new familyname to signify more nuances (such as bastard).

Cultural differences can quite easily be dealt with by having the family-name slots be filled in differently in different cultures in cases of illegitimacy, it is not particularly important that it be filled with the mother's personal name, it is just the first idea that came into my head.  The tricky part was always the paternal grandparents.

If you're just bothered by the unoriginality of this father, mothername thing we could also add closest relative (like a caretaker), designated master (slaves, students), particular constellations combining 2 out of the 4 strings of the parents familynames etc. But I just don't see why it would be more practical to not put that kind of information into titles, and leave familynames be. In fact. I can't imagine how drowning the player with that kind of information allows to bypass the help of third party tools, or a glance at legends mode, in a practical and intuitive way... at all.

We can add in as many names as we like, only limitation being that we don't want too many of them simply because it takes up space in the files and in memory.  Replacing existing slots for things that are irrelevant to the culture with the closest equivalent is a better way to go.   

Also if the supposed merit of the system is to be less arbitrary and or more reliable, interesting, relevant (whatever; you name it) than our real world inspirations, why did we discuss historical accuracy? Because I can't see how that would solve the whole fake ID thing, which is the only reason I can come up with.
Atm we create completly fake personas, I think vampires and other NPC do the same tough I'm not sure.  It would be cool to impersonate someone specific, but just... it wouldn't matter how both names, real and fake, "sound". Only which one it "shows" would matter. And as a sidenote flavor could be added by differenciating which parts of a name creatures use to refer to eachother.

Historical accuracy is a funny thing in DF.  It is less what historically happened or was the case than what would realistically follow if a certain state of affairs was the case, which makes it a very controversial thing as that requires an agreement as to 'how the world works' in the first place, which ends up in a lot of arguments and thread derailment. 

Yes, the key thing here is that we create the illusion of different naming systems by creating a single universal (and rather long) name and then hiding everything that the culture does not use.  Then we add a second filter to remove everything that is not relevant in context, so the site+civilization name is not used for your own dwarves in your own fortress.  So in effect if the culture does not use a name it will never appear but even if they do it will not be used if it is irrelevant to the context. 

Is that 12 strings I'm counting? Dude. why?

Because there are lot of grandparents.   :)

Yeah, it's GC. He chooses words very well, but what he argues for is, to put it bluntly, bullshit. :P

Bullshit translates here to anything KittyTac does not agree with.  That being so, my not being KittyTac means that I will inevitably argue for something that KittyTac does not agree with.  This means that KittyTac has rather skillfully managed to appear to say something while actually saying nothing at all. 
Title: Re: Family Units and Lineage-Based Last Names
Post by: KittyTac on May 19, 2018, 05:28:47 am
I meant by "bullshit" anything that does not make sense to most people.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 19, 2018, 05:40:34 am
I meant by "bullshit" anything that does not make sense to most people.

I had no idea that you were most people.  I thought you were a mere individual much like myself.
Title: Re: Family Units and Lineage-Based Last Names
Post by: KittyTac on May 19, 2018, 07:15:14 am
I meant by "bullshit" anything that does not make sense to most people.

I had no idea that you were most people.  I thought you were a mere individual much like myself.
Many people disagreed with your ideas, not just me. Stop trying to dodge (deserved) criticism.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 19, 2018, 10:24:29 am
Many people disagreed with your ideas, not just me. Stop trying to dodge (deserved) criticism.

Is this some other GoblinCookie you are referring too? Since when did I dodge criticism?  It sounds like something that KittyTac, the master of the one-liner would do.  Also, when did the topic of the thread come to be all about me?
Title: Re: Family Units and Lineage-Based Last Names
Post by: KittyTac on May 19, 2018, 10:58:29 am
Many people disagreed with your ideas, not just me. Stop trying to dodge (deserved) criticism.

Is this some other GoblinCookie you are referring too? Since when did I dodge criticism?  It sounds like something that KittyTac, the master of the one-liner would do.  Also, when did the topic of the thread come to be all about me?
You literally tried to do so 3 posts ago. That sounds like something that GoblinCookie, the master of derp philosophy would do. Fine, you may continue to argue with dragdeler. I won't stop you. Just remember that you're not the only normal person in a forum full of "crypto-fascists".
Title: Re: Family Units and Lineage-Based Last Names
Post by: dragdeler on May 19, 2018, 11:36:52 am
If we cull shit in a smart way then my only remaining criticism is that I'd find it hm... stale. As I understand it, the system only considers family links and no other historical link. I shriek at the tought of adding even more not family related strings. And it would feel like a database anchor, rather than some arcane language the things on my screen actually use. Maybe you're underestimating how much the fact that, everybody has trained reflexes in accordance to conventional "real life" (short!) naming conventions, plays in favor of the latter. And from the moment some name actually pokes my interest and I take time to check the links, I'm allready in some other window. Not to mention it might actually cull the name that interests me. (Or I simply don't notice it because I sure as shit don't read everything, I mean I got a whole announcement window with conversations going on... next to my browser)


Also I'd like to take the opportunity to point out two things:

1. Concerning defining actual preferences that will define entities (so lore building), I consider Threetoe the highest authority.

2. And guys not even considering the suffix/prefix thing, is a missed opportunity to take an actual step in the direction of making dwarvish a (more) functional language. Heck if we get some verbs after that we could allready say a lot of stuff. And maybe, just maybe the game could start making use of meaning. And be it only to lock some endgame stuff behind a random string (so a password/riddles from the gamers perspective), tough I'm sure we can come up with better.
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on May 19, 2018, 01:24:51 pm
     Okay, well last night I sent GoblinCookie a long PM, politely explaining why I thought the thread (and the larger forum in general) seemed to have turned against him, and why I felt justified in flat-out ignoring certain of his arguments without rebuttal. I reminded him of several times over the past year where he has posted and/or defended ideas that either lack historical basis, would be unworkable in DF, would likely be unpopular among players, or were just plain wrong. I urged him to take these lessons to heart, to learn from his mistakes, to remember what I'd said about his powers of judgement. I told him that I knew his argumentative nature would urge him to fight me on this matter, to insist that he'd been right all along. I cautioned him not to do so, this was not the right time to follow that particular path. I reminded him that his upcoming mod release would go a long way towards restoring his standing among the forum.

     Unfortunately, he did not respond as I'd hoped, debating every point, voicing pleasure in having driven people away, and calling people names. And then I log on to the forum, and see this. Ah, well. I think we might as well declare this thread officially over.

I shriek at the tought of adding even more not family related strings.
Well, I agree with you on the "more" part, I think one of the most important qualities of a name is that it be short. But one type of non-family name that we've overlooked in this thread is physical appearance, especially when it's unusual: "Urist Sevenfinger" or "Momoz Halfsee" (who's blind in one eye), or "Ingish Darkhair".

Quote
And guys not even considering the suffix/prefix thing, is a missed opportunity to take an actual step in the direction of making dwarvish a (more) functional language.
Take heart. In the next few days, you WILL get your wish . . . or at least the very strong beginnings of it. Your name prefixes/suffixes won't be in it, yet, as I'm questioning whether names should have their own system (as opposed to an integrated one).
Title: Re: Family Units and Lineage-Based Last Names
Post by: dragdeler on May 19, 2018, 05:13:22 pm
I'm very curious and kinda hoping the result will sound very caveman'ish (tbh my suggestion can only constitute a style of manner in this hypothetic language). When I was writing the other thing today I tought about how a language could be with these few elements: proper nouns, proper names, verbs and my thingys. So to keep it very simple but also unlike human languages (or should I say modern indo-european languages) I tought that you should have possibilities to differenciante between the names and the nouns which are homophones, such as uppercases or commas. That'd look something like "Urist PickAxe (ruler of civ X), kill hammer, Smunstu VictimBlood (thief of artifact Y), floor abbey SpiralShafts." Declination and conjugation should be avoided at all cost (it's horror for search function), but prefix and suffix can substitute that stuff, creating something odd unlike any language I speak. So for example the suffixes for king and mountainclimber could signify "over" if used as prefix on a lowercase string... That sort of stuff which is weird, because in my imagination I can't get around the word order out of the language I'm translating to dwarvish from, it remains so relevant kind of diminishing dwarvish as it's own entity.

I'm rambling but yeah this thread has become unreadable a long time ago  ;D.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Shazbot on May 21, 2018, 08:50:17 am
This thread can live on. Who wants to talk about the economy?
Title: Re: Family Units and Lineage-Based Last Names
Post by: KittyTac on May 21, 2018, 10:17:38 am
I guess we can keep talking now that we have dogpiled GoblinCookie. ;)
Title: Re: Family Units and Lineage-Based Last Names
Post by: Bumber on May 22, 2018, 01:00:34 am
This thread can live on. Who wants to talk about the economy?
We can't even begin talking about the economy before we discuss the historical reasons behind it. Hunter-gatherer societies used a form of primitive communism.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 22, 2018, 06:58:26 am
You literally tried to do so 3 posts ago. That sounds like something that GoblinCookie, the master of derp philosophy would do. Fine, you may continue to argue with dragdeler. I won't stop you. Just remember that you're not the only normal person in a forum full of "crypto-fascists".

It is not full of them, it just has them in it.  This latest whispering campaign of "everyone hates GoblinCookie" goes back to this thread (http://www.bay12forums.com/smf/index.php?topic=167633.150), on which you posted.  I spent a number of pages criticising certain folks sociobiological delusions and said folks immediately went about slandering me to everybody, in a number of posts which the devs then deleted.  You see one of the key strategies of covert-far-right-elements  ;), is to Never Play Defense (https://www.youtube.com/watch?v=wmVkJvieaOA); so rather than continue the discussion and defend their notions which I would have found rather interesting, they instead went on the attack.  The thing is though, that as long as you are personally involved you are yourself vulnrable to counter-attack, so the trick as they themselves openly teach (https://www.youtube.com/watch?v=dc61cwWLBc8), is to attack a person's reputation.  That way your enemies are constantly on the defensive against your proxies, but they cannot attack you because you are no longer in the fight.

If we cull shit in a smart way then my only remaining criticism is that I'd find it hm... stale. As I understand it, the system only considers family links and no other historical link. I shriek at the tought of adding even more not family related strings. And it would feel like a database anchor, rather than some arcane language the things on my screen actually use. Maybe you're underestimating how much the fact that, everybody has trained reflexes in accordance to conventional "real life" (short!) naming conventions, plays in favor of the latter. And from the moment some name actually pokes my interest and I take time to check the links, I'm allready in some other window. Not to mention it might actually cull the name that interests me. (Or I simply don't notice it because I sure as shit don't read everything, I mean I got a whole announcement window with conversations going on... next to my browser)


Also I'd like to take the opportunity to point out two things:

1. Concerning defining actual preferences that will define entities (so lore building), I consider Threetoe the highest authority.

2. And guys not even considering the suffix/prefix thing, is a missed opportunity to take an actual step in the direction of making dwarvish a (more) functional language. Heck if we get some verbs after that we could allready say a lot of stuff. And maybe, just maybe the game could start making use of meaning. And be it only to lock some endgame stuff behind a random string (so a password/riddles from the gamers perspective), tough I'm sure we can come up with better.

I don't really understand this response very well, seems rambling.  The idea was to have a compound word that combines the first name of the civilization with the last name of the site government, or the other way around in order both to reflect more clan based naming systems and to allow us to quickly group characters from the same place together.  It is families that create the main word explosion in my idea because of the number of grandparents we have, although I cut their number in half effectively there are still a lot of them.

The combat names currently are pretty long and don't provide any useful information at all.  So it is not like long names are not in the game already.

     Okay, well last night I sent GoblinCookie a long PM, politely explaining why I thought the thread (and the larger forum in general) seemed to have turned against him, and why I felt justified in flat-out ignoring certain of his arguments without rebuttal. I reminded him of several times over the past year where he has posted and/or defended ideas that either lack historical basis, would be unworkable in DF, would likely be unpopular among players, or were just plain wrong. I urged him to take these lessons to heart, to learn from his mistakes, to remember what I'd said about his powers of judgement. I told him that I knew his argumentative nature would urge him to fight me on this matter, to insist that he'd been right all along. I cautioned him not to do so, this was not the right time to follow that particular path. I reminded him that his upcoming mod release would go a long way towards restoring his standing among the forum.

     Unfortunately, he did not respond as I'd hoped, debating every point, voicing pleasure in having driven people away, and calling people names. And then I log on to the forum, and see this. Ah, well. I think we might as well declare this thread officially over.

So you did respond afterall SixOfSpades, even though you said you wouldn't? 

Flat out ignoring arguments without rebuttal does not make you look smart, it just it look like you were just blustering and have nothing actually to say to back anything up.  You make a good number of claims, none of which you back up with anything at all, you simply declare stuff wrong/unpopular/unworkable and expect me to simply capitulate simply because you loudly declared it to be so. 

Also, there is nothing at all constructive about lecturing a person who already pissed off with you as though you are some kind of all-wise teacher and they the ignorant student.  The vast majority of people would dig in their heels in response to such pretentiousness, so it is not exactly notable that I did so.

I guess we can keep talking now that we have dogpiled GoblinCookie. ;)

I was just taking a few days off to calm down :). That and to play Dragon Age 2, work on the next version of my mod and look up on the finer points of covert far-right strategies on Youtube.  In other words, not spending hours on end posting detailed descriptions and arguments and having no time to do anything else.
Title: Re: Family Units and Lineage-Based Last Names
Post by: KittyTac on May 22, 2018, 07:35:20 am
Should we just ignore him and carry on discussing? Because it leads to nothing productive. At all.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 23, 2018, 05:32:48 am
Should we just ignore him and carry on discussing? Because it leads to nothing productive. At all.

I doubt this thread would have reached it's 7th page without my help. 
Title: Re: Family Units and Lineage-Based Last Names
Post by: KittyTac on May 23, 2018, 05:53:39 am
Should we just ignore him and carry on discussing? Because it leads to nothing productive. At all.

I doubt this thread would have reached it's 7th page without my help.
Most of that was pointlessly exchanging passive-aggressive arguments, mind.
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on May 23, 2018, 06:00:07 am
This latest whispering campaign of "everyone hates GoblinCookie" goes back to this thread (http://www.bay12forums.com/smf/index.php?topic=167633.150), on which you posted.  I spent a number of pages criticising certain folks sociobiological delusions and said folks immediately went about slandering me to everybody . . .
While we're on the subject, I'd like to mention another thread, just a couple of weeks later, on which you posted this little nugget:
. . . You [Manveru Taurënér] have a group of people, it is never one person and it is seldom more than three, but let's call them the trio for the sake of argument.  The trio see things in more or less exactly the same way and as a result there is exists a 'cosy consensus', which to everyone else is effectively a form of censorship.  The thread is quite harmonious and on-track, in the sense that the train goes round and around to nowhere.  Because people do not want to upset the cosy consensus and dislike conflict, most people carefully keep things within the 'brackets' that the trio have initially set by their own internal consensus and intellectual blind-spots; this is how the trio effectively censor the discussion.  But if someone who is fundamentally unalike the trio in their thinking comes along then they have to crack down, because they like how the thread is defined entirely by their limitations of their own thinking.
You see, GoblinCookie, when you spend "a number of pages" publicly criticizing people's "delusions," you can be sure that those people are going to have, well, opinions about you, and you shouldn't be surprised when they voice those opinions. And yet, when they inevitably did, you managed to draw the conclusion that there must be a covert conspiracy organized specifically against you. Gee, I wonder what could have polarized them to make them behave in such a fashion.

I'm sure you've noted that I have repeatedly called you intelligent. What I believe you've missed, however, is that I never once said you were more intelligent than myself--nor do I expect to ever have reason to. From your response to my most recent PM and your remarks on the forum in general, you seem VERY assured that your own intellectual superiority is a foregone conclusion . . . let me assure you that it is anything but.

Also: Disagreement is not censorship, not even "effectively". If you can't deal with the fact that other people commonly have views differing from yours, maybe an Internet forum isn't the best place for you to hang out.

Quote
So you did respond afterall SixOfSpades, even though you said you wouldn't?
If you think my message said that I wan't going to reply to you at all, GoblinCookie, then maybe you should go back and read it more clearly. Perhaps then you might notice that in your reply, you actually argued against one of your own quotes.

Quote
Flat out ignoring arguments without rebuttal does not make you look smart, it just it look like you were just blustering and have nothing actually to say to back anything up.
In most circumstances, yes. But for you? You're a special case, deserving of special treatment. You see, when I read something that is patently ridiculous, I can either
a) Respond to the person who wrote it, and try to help them realize their error,
b) Ridicule it, or
c) Ignore it.
Naturally, I tried the most proactive option first. Many times. At length. And it clearly had next to no effect. So as that path has proved to be a dead end, I refuse to accept blame for choosing the nicer of my two remaining options. As I said, if / when I choose to negate your points without bothering to rebut them, it will be because I have judged them to not merit rebuttal.

Quote
. . . you simply declare stuff wrong/unpopular/unworkable and expect me to simply capitulate simply because you loudly declared it to be so.
Actually, I'd hardly even care if you capitulated or not. You have shown yourself to have poor judgement, bad manners, and a lousy attitude. As a direct result of these character flaws, I now feel your opinions, and indeed even your presence, to be all but irrelevant.

Quote
Also, there is nothing at all constructive about lecturing a person who already pissed off with you as though you are some kind of all-wise teacher and they the ignorant student.
My message repeatedly and explicitly stated that it was written without malice, which it actually was. I knew full well you were angry, I expressed my sympathy for your position, and tried to help you deal with it. I mentioned your vocabulary mod as both an excellent outlet for your emotions, and a way to restore your reputation. I exhorted you to accept my message in the spirit of good faith. I extended a hand to try to heal the breach, and you slapped it away. Very well--you've made your choice.

Quote
The vast majority of people would dig in their heels in response to such pretentiousness, so it is not exactly notable that I did so.
The vast majority of people would steal a $5 bill if they were sure they could get away with it. Does that make it morally okay to do so? Aristotle once said, "We are what we do repeatedly." What do you do here, GoblinCookie? What is it that you are known for?

There are experiences that change who you are. And there are experiences that reveal who you are. I gave you an experience, hoping to help you change. But I now consider you revealed.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 23, 2018, 06:54:31 am
Most of that was pointlessly exchanging passive-aggressive arguments, mind.

All of which still counts for keeping the thread high up on the list.  The thing about internet forums is that numbers matter and crap still counts as numbers!  I suppose it is the internet forum corollary to "all publicity is good publicity"  ;D.

Quote from: myself on February 22
. . . You [Manveru Taurënér] have a group of people, it is never one person and it is seldom more than three, but let's call them the trio for the sake of argument.  The trio see things in more or less exactly the same way and as a result there is exists a 'cosy consensus', which to everyone else is effectively a form of censorship.  The thread is quite harmonious and on-track, in the sense that the train goes round and around to nowhere.  Because people do not want to upset the cosy consensus and dislike conflict, most people carefully keep things within the 'brackets' that the trio have initially set by their own internal consensus and intellectual blind-spots; this is how the trio effectively censor the discussion.  But if someone who is fundamentally unalike the trio in their thinking comes along then they have to crack down, because they like how the thread is defined entirely by their limitations of their own thinking.
You see, GoblinCookie, when you spend "a number of pages" publicly criticizing people's "delusions," you can be sure that those people are going to have, well, opinions about you, and you shouldn't be surprised when they voice those opinions. And yet, when they inevitably did, you managed to draw the conclusion that there must be a covert conspiracy organized specifically against you. Gee, I wonder what could have polarized them to make them behave in such a fashion.

I'm sure you've noted that I have repeatedly called you intelligent. What I believe you've missed, however, is that I never once said you were more intelligent than myself--nor do I expect to ever have reason to. From your response to my most recent PM and your remarks on the forum in general, you seem VERY assured that your own intellectual superiority is a foregone conclusion . . . let me assure you that it is anything but.

Also: Disagreement is not censorship, not even "effectively". If you can't deal with the fact that other people commonly have views differing from yours, maybe an Internet forum isn't the best place for you to hang out.

The thread about the trios is a different but related topic.  It is a 'defensive' version of the situation I am talking about, the aim is to keep discussion within the brackets, it does resemble a conspiracy in a way but those involved are likely not aware of what they are doing, it is more of a dynamic than an intentional choice.  It is not about directly hurting the persons reputation, it is about derailing threads whenever discussion passes outside of the field that encompasses what the trios think should be discussed. 

But what I am talking about now is a different situation.  This is an offensive situation, the offending party bails out of the thread in a huff, similar to the way that you did so.  But rather than returning to the thread and you have done the offending party goes about telling everybody on other threads how bad the target is, without revealing the real reason for the enmity.  What actually happened is that at least one of the people whose delusions I argued against, then went about telling everyone about how bad I was on different threads, their posts were then deleted by the devs, a fact which they used to complain about me further in even more posts which were then deleted also; but people still read the posts. 

This is related to the more general situation in that over time the trios get rather annoyed at people who don't keep things within the 'acceptable' parameters of debate they have decided.  Then when any person goes around spreading slander against that person, they provide a ready audience to form an attack mob.  Once the size of the mob has reached a certain minimal size it becomes self-perpetuating, since if a person gets lots of personal criticism, folks are inclined to think there must be something wrong with the person because otherwise there would not be so much of it. 

The strategy is invincible unless people are made aware of what is actually going on.  The more I defend myself, the guiltier I look and hence the more people attack me. 

If you think my message said that I wan't going to reply to you at all, GoblinCookie, then maybe you should go back and read it more clearly. Perhaps then you might notice that in your reply, you actually argued against one of your own quotes.

That I argued against my one of my own points is not surprising, given they were from the past and my ideas may well have developed since then.  This is however what you said.
Quote
     I know that you want to argue with me on some, or even all, of these points. I know that you most likely WILL argue them--that's your nature. And I also know that it doesn't matter at all, because I simply won't respond. Yes,  you're right to think that that sounds both arrogant and cowardly of me, but I'm right to do it and I'll tell you why.  You have made a common practice of finding new threads started by less experienced forum members, and shooting down their suggestions with non-constructive criticism . . . sometimes followed up with an idea of your own that is actually far worse than the original. Strip away the veneer of intelligentsia, and that behavior is only a step or two removed from outright trolling. And what do we do with trolls? We don't feed them.

So you specifically said that you would not respond because I am like a troll.

In most circumstances, yes. But for you? You're a special case, deserving of special treatment. You see, when I read something that is patently ridiculous, I can either
a) Respond to the person who wrote it, and try to help them realize their error,
b) Ridicule it, or
c) Ignore it.
Naturally, I tried the most proactive option first. Many times. At length. And it clearly had next to no effect. So as that path has proved to be a dead end, I refuse to accept blame for choosing the nicer of my two remaining options. As I said, if / when I choose to negate your points without bothering to rebut them, it will be because I have judged them to not merit rebuttal.

Why do you care so much about the nature of clans and feudal houses?  It is like I have hit some ideological nerve, you can't agree with me but yet you can't seem to muster a decent counterargument, so you just stomp off and come with reasons to dismiss my opinions. 

Actually, I'd hardly even care if you capitulated or not. You have shown yourself to have poor judgement, bad manners, and a lousy attitude. As a direct result of these character flaws, I now feel your opinions, and indeed even your presence, to be all but irrelevant.

Yet my perceived attitude does not change anything about the facts of anything.  Clans are more than just big families and so it is misleading to call the latter the former, that fact remains whatever my attitude is. 

My message repeatedly and explicitly stated that it was written without malice, which it actually was. I knew full well you were angry, I expressed my sympathy for your position, and tried to help you deal with it. I mentioned your vocabulary mod as both an excellent outlet for your emotions, and a way to restore your reputation. I exhorted you to accept my message in the spirit of good faith. I extended a hand to try to heal the breach, and you slapped it away. Very well--you've made your choice.

The message reads pretty maliciously, even now I have cooled down.  In any case, you are trying to advise me on diplomacy but yet you seem to have not had the diplomatic sense not to talk down to a person who is likely angry with you.  Your expertise in the matter then seems lacking, which does not enhance your pedagogical skills. 

The vast majority of people would steal a $5 bill if they were sure they could get away with it. Does that make it morally okay to do so? Aristotle once said, "We are what we do repeatedly." What do you do here, GoblinCookie? What is it that you are known for?

There are experiences that change who you are. And there are experiences that reveal who you are. I gave you an experience, hoping to help you change. But I now consider you revealed.

No, the majority of people would not steal a $5 bill if they were sure they could get away with it; the whole of human society functions at all because of that fact.  What I do is contribute new ideas to threads, typically one's that other people have not yet thought of; except now I am waylaid arguing about nonsense.  What I also do is mod computer games and write books, time spent arguing about nonsense distracts from this. 
Title: Re: Family Units and Lineage-Based Last Names
Post by: KittyTac on May 23, 2018, 07:19:07 am
Most of that was pointlessly exchanging passive-aggressive arguments, mind.

All of which still counts for keeping the thread high up on the list.  The thing about internet forums is that numbers matter and crap still counts as numbers!  I suppose it is the internet forum corollary to "all publicity is good publicity"  ;D.
Geez, I see now why your reputation is thin on the ground. And yet you are complaining about it being bad. You are, in effect, a troll.
Title: Re: Family Units and Lineage-Based Last Names
Post by: dragdeler on May 23, 2018, 02:52:01 pm
The second part of you quoting me, wasn't specifically adressed at you GoblinCookie; maybe that's what throwing you off... lol  :P ;).


I was basing that reply on this.
Spoiler (click to show/hide)

If the name is inherited, I consider it not related to the location it designates. To change that we'd have to solve all possible cases concerning the frequent namechanges. Loads of workhours, arbitrary decisions to take, computation power to dedicate, all for what? Names that are way too long, to not make any "normal" person loose interest immediatly. You suggested to cull unnecessary information, if we do that there is no way to ensure the player allways receives the information he's most interested by. I add that we leave the game no room to instill some sort of personality that might attract interest, into the names; it's immersion breaking. And from a search function view point it's not so cool either in worlds where people have many descendants, these strings will be spammed all over the place forcing you to type more words. It's too hard to know which strings are most relevant. At least with family names as we know them you can tell at once glance: "oh I bet these are related" and choose to dedicate your interest accordingly. Also the system wastes a lot of strings and screen space to indicate only familylinks (that are vaguely related to their origin, I'll give you that). I tried to demonstrate that with less strings you can show familyinformation and add other infos in a way that paints how we perceive the creatures on our screens.

If the point was just to conciliate this overflowing name system with the general idea of clans, I can witness for my self that it was not the impression that it gave. Anyway I don't consider the idea of clans nearly as important, and easily subsumable into a less rigid system with additional means of expression at it's disposal.

Now to the witchhunt: I find you more stimulating than the predictably consensual. So usually I'll give it a try, even tough you like to act like I don't make any sense when I presumably annoy you. What I don't understand is why people grant so much attention to the parts that are honestly not worth it. When it's much more effective and easy to get bored and overfly them with a diminished attention span.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Starver on May 23, 2018, 04:15:03 pm
Imma gonna quote myself, as either you all missed it the first time or you don't care and could do with another chance to ignore me for shitzngiggles. I won't do it again, so enjoy this time as much as you can.

Speaking of which,  once we're arguing about how we're arguing, it probably puts the cherry on the top of the circular arguments that aren't going to help anybody, least of all the main characters in the Toady And ThreeToe Show who might well be discouraged from implementing any version of this whole idea, on the basis that there's plenty of vocal opinion that would consider any direction they went as being utterly wrong.

Can I suggest that there's not many more arguments/counter-arguments/counter-counter-arguments left that haven't yet been said, at least in passing. Even the meta-arguments are getting stale, IMO, but whether you take the same view or not I leave up to you.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 24, 2018, 06:27:53 am
Geez, I see now why your reputation is thin on the ground. And yet you are complaining about it being bad. You are, in effect, a troll.

I didn't realise I was advocating having pointless off-topic mud-slinging matches, I was just pointing out that ironically such a pointless mud-slinging match may well actually cause a proposal to rise up the lists faster than a constructive, civil and on-topic debates.  If you are OP make sure to promote mayhem on your thread, as long as it does not actually get your thread locked.

The second part of you quoting me, wasn't specifically adressed at you GoblinCookie; maybe that's what throwing you off... lol  :P ;).


I was basing that reply on this.
Spoiler (click to show/hide)

If the name is inherited, I consider it not related to the location it designates. To change that we'd have to solve all possible cases concerning the frequent namechanges. Loads of workhours, arbitrary decisions to take, computation power to dedicate, all for what? Names that are way too long, to not make any "normal" person loose interest immediatly. You suggested to cull unnecessary information, if we do that there is no way to ensure the player allways receives the information he's most interested by. I add that we leave the game no room to instill some sort of personality that might attract interest, into the names; it's immersion breaking. And from a search function view point it's not so cool either in worlds where people have many descendants, these strings will be spammed all over the place forcing you to type more words. It's too hard to know which strings are most relevant. At least with family names as we know them you can tell at once glance: "oh I bet these are related" and choose to dedicate your interest accordingly. Also the system wastes a lot of strings and screen space to indicate only familylinks (that are vaguely related to their origin, I'll give you that). I tried to demonstrate that with less strings you can show familyinformation and add other infos in a way that paints how we perceive the creatures on our screens.

If the point was just to conciliate this overflowing name system with the general idea of clans, I can witness for my self that it was not the impression that it gave. Anyway I don't consider the idea of clans nearly as important, and easily subsumable into a less rigid system with additional means of expression at it's disposal.

Now to the witchhunt: I find you more stimulating than the predictably consensual. So usually I'll give it a try, even tough you like to act like I don't make any sense when I presumably annoy you. What I don't understand is why people grant so much attention to the parts that are honestly not worth it. When it's much more effective and easy to get bored and overfly them with a diminished attention span.

The focus of that post was specifically on the question of how family names are inherited.  The system I used actually halves the number of family names, if we have a name for each ancestor then we would end up with even longer names than I end up with, having a lot of names is pretty much an inevitable consequence of having multiple generations in the system.  However the situation you are referring to about having to type lots of strings in order to search for a person won't happen, the reason being that if I want to locate a specific individual, I simply type in their personal name, if I want to locate a person's family instead I type in their family names (without their personal name). 

The culling works as it does at the moment, we don't see stuff that is irrelevant to the context.  For instance we don't see the family names of our close family members in adventure mode because their relationship can be designated in a simpler fashion, they will simply be referred to as Mother [PERSONAL_NAME] or Father [PERSONAL_NAME] or Brother [PERSONAL_NAME].  When we meet strangers which are not closely related then they will introduce themselves using their full name, but in casual conversation should probably just use their personal name only, unless prompted to use their full name. 

There could even be "what is your full name" prompt in adventure mode.  You could also have a "show full name" setting in fortress mode.  In both situations we get the full name as it appears in legends mode, but we don't see stuff that the culture does not use for naming purposes. 

Aside from the family stuff I envisage two other names.  One of them is the first string of the civilization's name combined with the second string of the site government's name, in the case of an independant site or an orphaned civilization member we can use both strings of the name instead.  This name is not used in fortress mode for your own dwarves, but only for visitors, neither is it used in adventure mode for other members of site governments or civilizations you belong to. 
Title: Re: Family Units and Lineage-Based Last Names
Post by: KittyTac on May 24, 2018, 07:03:54 am
Geez, I see now why your reputation is thin on the ground. And yet you are complaining about it being bad. You are, in effect, a troll.

I didn't realise I was advocating having pointless off-topic mud-slinging matches, I was just pointing out that ironically such a pointless mud-slinging match may well actually cause a proposal to rise up the lists faster than a constructive, civil and on-topic debates.  If you are OP make sure to promote mayhem on your thread, as long as it does not actually get your thread locked.
That's VERY, VERY bad netiquette. Really. And it might cause Toady to not implement the proposal, seeing it as divisive.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 26, 2018, 10:30:39 am
That's VERY, VERY bad netiquette. Really. And it might cause Toady to not implement the proposal, seeing it as divisive.

Obviously.
Title: Re: Family Units and Lineage-Based Last Names
Post by: KittyTac on May 26, 2018, 10:31:36 am
That's VERY, VERY bad netiquette. Really. And it might cause Toady to not implement the proposal, seeing it as divisive.

Obviously.
So you are intentionally trying to make suggestions not get implemented?
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 26, 2018, 10:33:42 am
So you are intentionally trying to make suggestions not get implemented?

Your ability to twist even a single word is amazing.  I was agreeing with you and saying that everything you said was obvious. 
Title: Re: Family Units and Lineage-Based Last Names
Post by: KittyTac on May 26, 2018, 10:46:47 am
Well, then you're not just a troll, you're a proud troll. :P
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on May 26, 2018, 11:10:28 am
Well, then you're not just a troll, you're a proud troll. :P

Take a look at yourself KittyTac, what are you doing with this pointless dialogue we are having?
Title: Re: Family Units and Lineage-Based Last Names
Post by: KittyTac on May 26, 2018, 11:14:35 am
Well, then you're not just a troll, you're a proud troll. :P

Take a look at yourself KittyTac, what are you doing with this pointless dialogue we are having?
You are the one who tried to derail the thread first, actually. This one dialogue was me retaliating. Let's end this, shall we?
Title: Re: Family Units and Lineage-Based Last Names
Post by: Starver on May 26, 2018, 11:19:26 am
Hey look! A dead duck!

/me theatrically points towards the sky
Title: Re: Family Units and Lineage-Based Last Names
Post by: Bumber on May 26, 2018, 11:39:28 pm
I think now's a good time to update the OP with some of the proposed models.

Hey look! A dead duck!

/me theatrically points towards the sky
https://youtu.be/PdydtDuj3VU?t=49s
Title: Re: Family Units and Lineage-Based Last Names
Post by: KittyTac on June 01, 2018, 09:36:09 pm
Disregard.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Thundercraft on June 03, 2018, 02:27:27 am
My suggestion:

Instead of having children inherit the last name of just one parent (be it father or mother), I'd really like to see them inherit a last name that is conjugated or blended - e.g., a portmanteau or combination of the last names of both the father and the mother. One possibility is the Double-barrelled name (https://en.wikipedia.org/wiki/Double-barrelled_name), of which there exists some different variations and cultural traditions in different parts of the world. One way is to combine the surnames of each parent - or part of each surname - with a hyphen. But there are other traditions, such as the Hispanic-American naming custom. (See the Compound surnames (https://en.wikipedia.org/wiki/Surname#Compound_surnames) section of the Wikipedia article on Surnames for details.)

Of note, it may be worthwhile to check out this ABC News Australia article:
The six options for choosing your baby's surname divide opinion (http://www.abc.net.au/news/2017-12-18/choosing-a-surname-for-your-child/9200800)

It gives a good example of a modern naming convention, too:
Quote
"Our surnames are Wortsman and Waite — I use Vashti, my middle name, as a pen name — and we have given both our kids the last name of Waitsman," she said.

The primary reason that I suggest either a blended or a double-barrelled naming system is that it would make it relatively easy to keep track of both the father's side and mother's side of a child's lineage. That way, one could track lineages with a simple glance at names. In my mind, this is much preferable to installing and then inputting names of game characters into genealogy software, such as Family Tree Builder (https://www.myheritage.com/family-tree-builder).

P.S.: Surnames for characters at world gen would still be randomized, of course. And, after several generations, I suppose we'd start to see some identical surname combinations. That could seem weird, especially in that it would imply them to be closely related when they may actually be several generations removed. Perhaps a blended or double-barreled surname convention should have a way to introduce a bit of "drift", such that the Fraternal and Maternal parts each gets altered slightly over generations. It should still be close enough to identify the family lines, though. Perhaps randomize the last consonant?

P.S.S.; To continue my argument for an easy way to track a child's lineage: A good reason to implement some sort of naming convention that indicates or suggests family relationships is that it should help with information overload. I'm reminded of this post:
...Like I want to get invested in my world, but when the human liaison comes and gives me news of the world that consists of pages and pages of text -- that mainly seem to consist of some place being conquered and dozens and dozens of refugees naming themselves something like the undulating sponges -- my eyes just glaze over and I skip it after reading a couple lines.

And then all my dwarves have their own likes and dislikes and relations and dreams and everything, but I've got like 150 of the little buggers, I can't even remember their names let alone that Bomrek Eribbasen is married to Deler Othdukingish has 3 kids, a bunch of various family members, is BFFs with Athel Eliseshtan...[snip]
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on June 05, 2018, 06:48:28 am
My suggestion:

Instead of having children inherit the last name of just one parent (be it father or mother), I'd really like to see them inherit a last name that is conjugated or blended - e.g., a portmanteau or combination of the last names of both the father and the mother. One possibility is the Double-barrelled name (https://en.wikipedia.org/wiki/Double-barrelled_name), of which there exists some different variations and cultural traditions in different parts of the world. One way is to combine the surnames of each parent - or part of each surname - with a hyphen. But there are other traditions, such as the Hispanic-American naming custom. (See the Compound surnames (https://en.wikipedia.org/wiki/Surname#Compound_surnames) section of the Wikipedia article on Surnames for details.)

Isn't that basically my proposal really? 
Title: Re: Family Units and Lineage-Based Last Names
Post by: Bumber on June 05, 2018, 12:36:22 pm
My suggestion:

Instead of having children inherit the last name of just one parent (be it father or mother), I'd really like to see them inherit a last name that is conjugated or blended - e.g., a portmanteau or combination of the last names of both the father and the mother. One possibility is the Double-barrelled name (https://en.wikipedia.org/wiki/Double-barrelled_name), of which there exists some different variations and cultural traditions in different parts of the world. One way is to combine the surnames of each parent - or part of each surname - with a hyphen. But there are other traditions, such as the Hispanic-American naming custom. (See the Compound surnames (https://en.wikipedia.org/wiki/Surname#Compound_surnames) section of the Wikipedia article on Surnames for details.)

Isn't that basically my proposal really?
I thought yours worked on some kind of hidden, random marriage name?
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on June 05, 2018, 06:41:05 pm
. . . I'd really like to see them inherit a last name that is conjugated or blended - e.g., a portmanteau or combination of the last names of both the father and the mother.
Isn't that basically my proposal really?
I thought yours worked on some kind of hidden, random marriage name?
GoblinCookie's convention wasn't random, it was one name per ancestor, arranged in a strict order. But that itself is very different from what Thundercraft mentioned, which is essentially each dwarf carrying two lineage names: One the same as (one of) their father's, and the other the same as (one of) their mother's.
Title: Re: Family Units and Lineage-Based Last Names
Post by: dragdeler on June 05, 2018, 11:53:07 pm
I say they're very much alike in that you try to have everybody "everything" eleminating the chance to implement more cultural identity and lore. Because which of the lastnames have been chosen is barely indcative if you don't know the parents or the naming conventions. But if we keep it to allways 3 strings (firstname familynameA+B) I can live with it. And giggle at those odd case that might appear to indicate circular linearity if the strings and circumstances fit. We could have nice variations of recurring names tough to spice it up.
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on June 07, 2018, 06:25:36 am
. . . I'd really like to see them inherit a last name that is conjugated or blended - e.g., a portmanteau or combination of the last names of both the father and the mother.
Isn't that basically my proposal really?
I thought yours worked on some kind of hidden, random marriage name?
GoblinCookie's convention wasn't random, it was one name per ancestor, arranged in a strict order. But that itself is very different from what Thundercraft mentioned, which is essentially each dwarf carrying two lineage names: One the same as (one of) their father's, and the other the same as (one of) their mother's.

It was one name per ancestral couple, not ancestor.  That is why they are similar, my system works in a similar way but it uses half the names that Thundercraft's would use, since it is one name per ancestral couple rather than one name per individual ancestor.
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on June 07, 2018, 04:51:17 pm
GoblinCookie's convention wasn't random, it was one name per ancestor, arranged in a strict order.
It was one name per ancestral couple, not ancestor.
Actually, no, you had one name per ancestor. "Melbildatan" is two name elements; whether or not there's a space between them is irrelevant.

Quote
That is why they are similar, my system works in a similar way but it uses half the names that Thundercraft's would use . . .
I say they're very much alike in that you try to have everybody "everything" . . .
As Thundercraft didn't give any specifics, I can't speak as to what his actual plan was, but the examples he cited were quite short, far shorter than GoblinCookie's convention. If I were to guess what precisely Thundercraft was suggesting, I'd say it would look something like this:
1[Gl] 2[S<♂¹2>]3[S<♀¹3>]
Element 1 = Given type, limited style.
Element 2 = Surname type, pointing at the male (♂) parent's (¹) second (2) name element.
Element 3 = Surname type, pointing at the female (♀) parent's (¹) third (3) name element.
So each dwarf carries two lineage names; males will pass down their second (assuming they have kids) and females will likewise pass on their third. There should probably also be a 4th name element as well, ideally based on one of the parents' first names, to identify siblings.

The convention of having two lineage names adds another wrinkle to the concept of dwarves changing their family names, raising the possibility of a dwarf changing one name but deciding to keep the other, or even deciding to change both.
Title: Re: Family Units and Lineage-Based Last Names
Post by: Thundercraft on June 07, 2018, 05:42:42 pm
Isn't that basically my proposal really?
I thought yours worked on some kind of hidden, random marriage name?
GoblinCookie's convention wasn't random, it was one name per ancestor, arranged in a strict order...
It was one name per ancestral couple, not ancestor...

In hindsight, I can see how my proposal may have been a bit hard to follow, especially since I was not explicit about what I wanted. (It was more like offering a few suggestions.) Long-winded posts, like mine, and complex proposals can be hard to follow, too.

I was not clear on GoblinCookie's proposal, myself. But I could not manage to read through all 9 pages of this topic. I wanted to... I started to read through posts, going backwards. But I gave up after reading several pages of mostly bickering and off-topic comments. (My attention span isn't what it used to be.)

I say they're very much alike in that you try to have everybody "everything" eleminating the chance to implement more cultural identity and lore.

My proposal, at least, is based on real-world naming conventions. Double-barrelled surnames may seem uncommon, but they do exist as an inherent part of different cultures from around the world. That is, they're part of the identity of the cultures of British, Spanish, Portuguese, Hispanic American, German, Scandinavian, Polish, Russian and Turkish traditions. Though, while similar, they're not all alike. Some don't use hyphens ("-"), for example.

Using naming conventions to simulate greater cultural variety would require having more than one naming system used for different cultures - i.e., potentially different systems for dwarves, elves, humans, etc. However, that would require more work for Toady. More than two or three different naming conventions for DF seems excessive. I think most players would agree that there are higher priorities. Some of us, at least, find that the current surname naming convention for dwarves leaves a lot to be desired and I think nearly anything would be better than what we currently have.

That said, it should not be too difficult to rearrange the order of names for, say, elves (for example). Perhaps elves should have their surname(s) listed first, followed by their given name, like the Japanese do? Or, would this tradition make more sense for dwarves?

Because which of the lastnames have been chosen is barely indcative if you don't know the parents or the naming conventions. But if we keep it to allways 3 strings (firstname familynameA+B) I can live with it.

Making a name convention always stick to a 3 string, Firstname + (Familyname A) + (Familyname B) is fine by me. It is, essentially, the basis with what I was going for with my proposal.

I'm not picky, so long as the convention makes it much easier to keep track of lineages. I want to be able to tell who is related to who with just a glance, at least within a single family and between cousins, aunts and uncles. But making it easy to trace lineages back over many generations would be much better, in my book.

Granted, if the surname of one or both parents is unknown, that could cause complications. If one parent is unknown, the child could inherit the surname of the known parent. If the surname of both parents are unknown, that would be a good excuse to create a random new name. Alternatively, the child could be assigned a last name later in life based on profession or something he or she likes (blacksmith or cheese, for example).

...And giggle at those odd case that might appear to indicate circular linearity if the strings and circumstances fit. We could have nice variations of recurring names tough to spice it up.

I would welcome some variation of recurring names... so long as the variations do no blurr the name so much as to make following lineages difficult.

It was one name per ancestral couple, not ancestor.  That is why they are similar, my system works in a similar way but it uses half the names that Thundercraft's would use, since it is one name per ancestral couple rather than one name per individual ancestor.

From what I've read, GoblinCookie's proposal sounds good to me. I could definitely see myself supporting it, so long as it's not deemed too complex for the average player or difficult for Toady to implement.
Title: Re: Family Units and Lineage-Based Last Names
Post by: SixOfSpades on June 08, 2018, 03:58:41 am
. . . I could not manage to read through all 9 pages of this topic.
And I don't think anyone blames you. Personally I'd be okay with this thread dying, as inherited names is one of those ideas that always comes back in new threads. But at least this one is back on topic (for now?).

However, I do suggest you take a peek at Page 5, I've collected some examples of possible naming conventions there (along with what they might imply about the societies that use them), and I'll add your proposal to the list momentarily.

Quote
Using naming conventions to simulate greater cultural variety would require having more than one naming system used for different cultures - i.e., potentially different systems for dwarves, elves, humans, etc. However, that would require more work for Toady. More than two or three different naming conventions for DF seems excessive.
I think most users are in disagreement with you there--from what I've seen, a lot of people want to see a lot more variety in dwarf (and human, elf, etc.,) societies: Procedurally randomized foods, styles of dress, marriage laws, social hierarchy, religious ceremonies, music and entertainment, standards of ethical behavior, what have you--and names would be part of that. The trick, for Toady, is coding a name-convention writer, and telling it what types of names best reflect certain societal values.

Quote
Perhaps elves should have their surname(s) listed first, followed by their given name, like the Japanese do? Or, would this tradition make more sense for dwarves?
Speaking of societal values, a surname-first setup would imply that the culture places more emphasis on the reputation of the family as a whole, rather than the deeds of an individual.

Quote
If one parent is unknown, the child could inherit the surname of the known parent.
The problem of bastard and foundling children has come up earlier in this thread, and as you say, it can be quite a tricky issue. I have to say, the bastard inheriting both surnames from the known parent is the most concise solution we've seen yet, and a strong argument for double surnames.

Quote
From what I've read, GoblinCookie's proposal sounds good to me. I could definitely see myself supporting it, so long as it's not deemed too complex for the average player or difficult for Toady to implement.
See Page 5 of this thread, halfway down the page. It's listed there.
Title: Re: Family Units and Lineage-Based Last Names
Post by: dragdeler on June 08, 2018, 05:19:16 am
I'd like to see them all, mothername, fathername, compoundname; as "legobricks" that are attributed to each race via entity default raw leaving the possibility to define multiple. And I'd like them to be no longer than 3 strings (including firstname).
Title: Re: Family Units and Lineage-Based Last Names
Post by: Shazbot on June 11, 2018, 11:55:13 am
So long as one lego brick I can choose is "father's last name", I'm set.
Title: Re: Family Units and Lineage-Based Last Names
Post by: JezaGaia on June 15, 2018, 03:37:08 pm
I've mostly read all pages but I'll admit it was not in much detail so forgive me if I state something already said.

I came to this thread because being able to know how my dwarves are related is important to me but I also would be very interested in being able to know of their family line without having to spend hours in legends and having family based last names is how we do it in real life so it seemed logical to use the same in DF.

However from what I read I understand hos it wouldn't work very well having too many duplicates for one and also too few last names from the worldgen and as such very few generations removed we would have only a couple last names remaining defeating the purpose of having them inn the first place.

So I would like to add my vote to these two ideas I picked in the previous pages : 

1-Having a clerck that keeps track of lineage and being able to check it on a specific screen in fortress mode. If it was also added to legends it would be great of course but the point is being able to see it by staying in fortress mode.
Ideally you would have a way to know if a dwarf in said lineage is alive or dead or undead (if it's known) but also his or her actual location (if ti's known).

2- Having some kind of lastname convention found that prevents having only very few of them still alive after a couple of generations.
Being part Latin American and part Spanish my vote goes to Double-barrelled surnames like described below

At worldgen each dwarf gets Firstname Lastname at random just like it's already done.
Say Urist1 A and Urist2 B marry , they become Urist1 A and Urist2 B of A (short for spouse of A). When they have kids they'll be LittleUrist A B
If you go 1 more generation LittleUrist A B marries OtherUrist C D and they become LittleUrist  A B and OtherUrist C of A and their kids will be AnotherUrist A C and so on and so forth.


Whose last name is predominant in real life is of course the father's but in DF it could be  chosen on the following criteria in order :

-One is noble and not the other, noble takes precedence.
-Both are nobles then the highest rank is chosen
-Same rank (nobles or not) then the highest family prestige (will elaborate further down)
-Same rank (nobles or not) and same prestige  : does one care about lineage more than the other. OF course that implies a new trait for dwarves regarding lineage.
-Lastly if no factor can be determined, at random.


Prestige : it could be a weight attached to every lastname that would be increased or decreased every time something significant happens to someone wearing it.

Adding points in increasing order when :

Creating mastercrafts
Being grandmaster in a skill
Being a Noble the higher the rank the more points
Writing a book
Creating an artifact (books excluded)
Defeating ennemies , a tiny bonus for killing a giant bat , bigger if said bat has a name and then in order named ennemies during raids/sieges, megabeasts (the more famous the more points), forgotten beasts (the more famous the more points), demons
Any other idea welcome

Removing points in increasing order when

punished in the justice system for minor crimes (brawls, vandalims etc), the bigger the crime/punishment the more points removed
Killing a pet
Killing a civilian
Killing a noble to usurp a lawfully given title
Being cursed
Becoming a necromancer
Any other idea welcome

Based on prestige only in my naming convention examples A would have more prestige than B at the time of the marriage and same with C having more than D. It may happen than by the time AB and CD marry B or D have become way more prestigious that wouldn't be taken into consideration as it's only A and C that will be passed on to the progeny as such it's the "primary" lastname that should get the prestige increase or decrease as it's the one that will be propagated.

So say AB does something grand  A will get a bonus but if BA is the one doing the deed it's B that is impacted.


Hope this was not too convoluted and that I manged to explain it clearly. It's not always easy as English is not my first language (or even the second :p  )
Title: Re: Family Units and Lineage-Based Last Names
Post by: GoblinCookie on June 21, 2018, 06:42:45 am
I've mostly read all pages but I'll admit it was not in much detail so forgive me if I state something already said.

I came to this thread because being able to know how my dwarves are related is important to me but I also would be very interested in being able to know of their family line without having to spend hours in legends and having family based last names is how we do it in real life so it seemed logical to use the same in DF.

However from what I read I understand hos it wouldn't work very well having too many duplicates for one and also too few last names from the worldgen and as such very few generations removed we would have only a couple last names remaining defeating the purpose of having them inn the first place.

So I would like to add my vote to these two ideas I picked in the previous pages : 

1-Having a clerck that keeps track of lineage and being able to check it on a specific screen in fortress mode. If it was also added to legends it would be great of course but the point is being able to see it by staying in fortress mode.
Ideally you would have a way to know if a dwarf in said lineage is alive or dead or undead (if it's known) but also his or her actual location (if ti's known).

2- Having some kind of lastname convention found that prevents having only very few of them still alive after a couple of generations.
Being part Latin American and part Spanish my vote goes to Double-barrelled surnames like described below

At worldgen each dwarf gets Firstname Lastname at random just like it's already done.
Say Urist1 A and Urist2 B marry , they become Urist1 A and Urist2 B of A (short for spouse of A). When they have kids they'll be LittleUrist A B
If you go 1 more generation LittleUrist A B marries OtherUrist C D and they become LittleUrist  A B and OtherUrist C of A and their kids will be AnotherUrist A C and so on and so forth.


Whose last name is predominant in real life is of course the father's but in DF it could be  chosen on the following criteria in order :

-One is noble and not the other, noble takes precedence.
-Both are nobles then the highest rank is chosen
-Same rank (nobles or not) then the highest family prestige (will elaborate further down)
-Same rank (nobles or not) and same prestige  : does one care about lineage more than the other. OF course that implies a new trait for dwarves regarding lineage.
-Lastly if no factor can be determined, at random.


Prestige : it could be a weight attached to every lastname that would be increased or decreased every time something significant happens to someone wearing it.

Adding points in increasing order when :

Creating mastercrafts
Being grandmaster in a skill
Being a Noble the higher the rank the more points
Writing a book
Creating an artifact (books excluded)
Defeating ennemies , a tiny bonus for killing a giant bat , bigger if said bat has a name and then in order named ennemies during raids/sieges, megabeasts (the more famous the more points), forgotten beasts (the more famous the more points), demons
Any other idea welcome

Removing points in increasing order when

punished in the justice system for minor crimes (brawls, vandalims etc), the bigger the crime/punishment the more points removed
Killing a pet
Killing a civilian
Killing a noble to usurp a lawfully given title
Being cursed
Becoming a necromancer
Any other idea welcome

Based on prestige only in my naming convention examples A would have more prestige than B at the time of the marriage and same with C having more than D. It may happen than by the time AB and CD marry B or D have become way more prestigious that wouldn't be taken into consideration as it's only A and C that will be passed on to the progeny as such it's the "primary" lastname that should get the prestige increase or decrease as it's the one that will be propagated.

So say AB does something grand  A will get a bonus but if BA is the one doing the deed it's B that is impacted.


Hope this was not too convoluted and that I manged to explain it clearly. It's not always easy as English is not my first language (or even the second :p  )

The problem with all of these point based systems, is the lack of objectivity in what increases the weight of a given name.  How do we decide whether someone who writes a book is more valuable than the bookkeeper of some place.  What about the difference between a famous book and an obscure one, or the difference between the bookkeeper of some minor hillocks against the bookkeeper of the civilization capital?