Adding a new language
Localization: Adding a new language Localization: Adding a new language
About this mod Machine translation
Localization: Adding a new language 本地化:添加新语言
In the Civilization VI user folder (for example: C:\Users\Merry\Documents\My Games\Sid Meier's Civilization VI) you can add a new empty text folder.
You can create the LocalizationDatabase_Data.sql file in this folder:
code:
INSERT INTO 'Languages' VALUES ('fi_FI', 'Suomi', null, 2,1); INSERT INTO 'DefaultAudioLanguages' VALUES ('fi_FI', 'English(US)'); INSERT INTO 'SteamLanguages' VALUES ('Finnish', 'fi_FI'); INSERT INTO "LanguagePriorities" VALUES('fi_FI','fi_FI',100);INSERT into "LanguagePriorities" VALUES('fi_FI','en_US',90);INSERT INTO "FontStyleSheets" VALUES('fi_FI', 'Civ6_FontStyles_EFIGS.xml', NULL, 'MinionPro-Medium.otf');
The format is similar to that found in the game's Assets/Text folder. You can also check the LocalizationDatabase_Schema.sql file to understand the meaning of each value in the above INSERT rule.
The other files in the folder are localized XML files for the language in this format:
code:
<?xml version =“1.0”encoding =“utf-8”?><GAMEDATA>
<LocalizedText>
<Replace language="fi_FI" Tag="LOC_TUTORIAL_MAP_NAME">
<text>Tutoriaalikartta </text>
</replace>
</ LocalizedText></ GAMEDATA>
Adding languages this way has the following advantages over language packs as Mods:
This language is available as an optional option in the game options.
The game remembers the selected options.
If you reload the game, your text will not reset to English (this is a bug in how the game engine currently handles the localization database).
There are no .modinfo files to maintain. Just an XML file and a single SQL file.
Existing saved games will also be translated.
IMO this seems like the best way to add new languages, although this option is probably unlikely to be available via Steam (like Mods).
The only downside is that there is currently no way to translate some strings that are later completely removed by Expansion1_RemoveText.xml, meaning some Rise & Fall remain untranslated.
In Civilization VI user folder (for example: C:\Users\Merri\Documents\My Games\Sid Meier's Civilization VI) you can add a new empty Text folder.
To this folder you can create a LocalizationDatabase_Data.sql file:
Code:
INSERT INTO "Languages" VALUES('fi_FI','Suomi',null,2,1);
INSERT INTO "DefaultAudioLanguages" VALUES('fi_FI','English(US)');
INSERT INTO "SteamLanguages" VALUES('finnish','fi_FI');
INSERT INTO "LanguagePriorities" VALUES('fi_FI','fi_FI',100);
INSERT INTO "LanguagePriorities" VALUES('fi_FI','en_US',90);
INSERT INTO "FontStyleSheets" VALUES('fi_FI','Civ6_FontStyles_EFIGS.xml', NULL, 'MinionPro-Medium.otf');
The format is similar to what you can find in the game's Assets/Text folder. You can also check the LocalizationDatabase_Schema.sql file to understand the meaning of each of the values in the INSERT rules above.
The other file(s) on the folder are your localized XML files for the language in this format:
Code:
<?xml version="1.0" encoding="utf-8"?>
<GameData>
<LocalizedText>
<Replace Language="fi_FI" Tag="LOC_TUTORIAL_MAP_NAME">
<Text>Tutoriaalikartta</Text>
</Replace>
</LocalizedText>
</GameData>
Adding a language this way has the following benefits over making language pack as a Mod:
IMO this seems like the best way to add a new language, although it is probably highly unlikely this option will be available via Steam (like Mods will be).
The only downside is that currently there is no method for translating some strings that are later removed entirely by Expansion1_RemoveText.xml which means some of Rise & Fall remains untranslated.
The language becomes available as a selectable option in Game Options.
The game remembers the selected option.
If reloading a game your text doesn't reset back to English (this is currently a bug in how localization database is handled by the game engine).
There is no.modinfo file to maintain. Just XML files and a single SQL file.
Existing saved games are translated as well.
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.