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.
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.
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.
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:
. . . 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.
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.
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.
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.
--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.
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.
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?