I'm glad you've raised this question. I thought about this for a long time, and whilst you are obviously right - synonyms do not transfer perfectly, verb/noun/adjective/etc order differs, etc - I had to weigh two logics against each other.
Firstly, to make realistic languages, they would have to differ in this way. I could make them differ in word length (easy) but varying word order, whilst still preserving the meaning of the sentence, would be immensely hard without a way for the game to detect verbs/nouns etc, and then reorder them. Equally, you'd also have to have the generator detect possessives, cases, etc, and that would be damned difficult as well. However, I recognize you are right, and that this would be more realistic.
Secondly, to make languages the player could actually translate. According to your skills, who you talk to, what books you read, etc, your language knowledge will go up and you will be able to translate more words. However, I also want you to be able to make informed guesses at words, and test them out by checking it against a book, or talking to someone and using the word you think you've figured out. If you get it right, then that new word the player has actively worked out is added to your dictionary. If words are a 1:1 equivalent to English, that becomes doable - if they aren't, and orders differ, then unless one knows a lot about translation, it borders on the impossible.
*Crucially*, I don't think the difference between the two types of language will be noticeable to the player just looking at them, even someone who knows their linguistics. But, the second provides for far superior gameplay, I think, in that the player can actively figure out potential words. Obviously it's not 100% true to life, but not all alphabets in URR are Latin... but I'm not going to say anything else about that just yet
. That adds a lot of variation, too, and some languages include 'connectors' like ', -, or !, which adds variety. I do intend to give different languages as well different preferences for the kind of English equivalents they'll use (basic words, obscure words?), whether they say long sentences or short sentences, which again will add distinctions between the languages. How does this sound? As I say, you are right, but I think gameplay/design need to be balanced carefully here, and I can't think of any other game that's ever tried something like this, and I do want it to be a workable part of gameplay, not just some... flair?