The language strings in adventure mode goes stale, because it's the same repetitive sentences uses in all sites. Everybody greats you in the same way "It is good to see you."
The sentences are very good, tít just doesn't work to me that everybody sounds the same.
This could be fixed by adding prodecurally generated expessions that could, I think, pretty easily be made using data from the civ file of the speaker. The sentences are modelled the same with key words being taken from the civ file, this they will be somehwhat different.
The expression should be generated in the beginning of a civ, say in year 30, so it also has a historical value.
Wild animals should be taken from the animals and plants in the biome surrounding the civ's original site.
This, the expressions used by speakers from this civ will then forever onwards reflect the life situation in year 30 of the civ, no matter of situations have drastically changed since. This will generate these interesting cases where you note your dwarves using like zebras in their talking with no zebras around. And in adv mode, you could have fun sort of noticing on the fly that some humans in a southern desert keep mentioning polar bears and other cold biome stuff - if their civ started in a cold plae and then moved to the south.
I think this reflects a lot how language works with a lot of expressions having a long-forgotten root. (Mind you, it would be possible to add new expression to the pool every 50 years a civ existed but I think it would be overkill to bother.)
Examples:
Greeting: "Seeing you is as sweet as a [most common food of civ]. So you get like "Seeing you is as sweet as a plump helmet" and so on.
Overcoming fear: Am I a [race of speaker] or a [most common domestic biird of civ]? I must press on!". Then you get like "Am I a dwarf or a peacock? I Must press on!
Or "I am shaking like the leaves of the [most common tree]. But no! I must press on!"
Or "My heart is frozen as a [most common fish]. I must press on!"
Any book with lists of metaphors and expression will yield a lot of stuff that can be pilfered. Animals, plants, famous people, furniture, rocks, tools it's stuff in the files and it's stuff commonly used to make expressions.
More examples:
"This story was as boring as watching a block of [most common mineral] dry."
"This story made my heart soar like a [most common birn in biome surronding original site of civ]"
"This poet has the skill of a [most common domestic animal]."
"This poet's words was [most valuable mineral found on site]."
- Ideally you would keep the original sentence in use now and also add the procedurally generated expression, so the game-people have more possibilities to express their thought, which should make them sound less like a clone army.
- It's possible to create as many metahpors as you want for any given sentence. There could be 43 different ways of insulting a poet for instance. IDK how many there should be.
- It's possible that some of the game's messages could be procedurally generated an thus reflect the site. In English there is for instance "Has kicked the bucket" which could become "Has kicked the [most numerous tool of site after 1 year]." So instead of always saying "Urist has been found dead" the game would sometimes say, say "Urist has kicked the wheelbarrow." In the same way, many game messages could become proceduralized.
- What I like about this is that people would TALK differently in different sites, and there would be some obvious differences between dwarves, humans and elves. And there would be differences between civs in different biomes, because the expression that used wild animals/plants would be different. The language strings would become a reflection of the world the various people live in.