Naming units and buildings in a historical RTS game is essential because it enhances immersion, gameplay clarity, and historical authenticity. Here’s why it matters:
1. Historical Accuracy & Authenticity
Since RTS players often value historical realism, unit and building names should be accurate to the time period and culture they represent.
- Example: Instead of a generic “Spearman,” Age of Empires II uses culturally specific names like “Hoplite” (Greek) or “Samurai” (Japanese).
- Buildings like a “Longhouse” (Viking) or “Yurt” (Mongol) reflect cultural authenticity, making the game world feel more immersive.
2. Gameplay Clarity & Readability
Players must quickly understand what each unit or building does just by its name. The name should hint at its function and role in gameplay.
- Example: Company of Heroes uses names like “Panzer IV” (German Tank) instead of just “Tank,” helping players recognize strengths/weaknesses.
- Buildings like “Barracks” (Infantry Training) and “Foundry” (Advanced Siege Weapons) are intuitive, reducing confusion.
3. Faction & Identity Differentiation
Naming can help distinguish factions and reinforce their unique playstyles.
- Example: In Rise of Nations, the British “Redcoat” Musketeers feel distinct from the French “Voltigeurs” even if both are gunpowder units.
- Buildings like “Dojo” (Samurai training for Japan) versus “Academy” (Knight training for Europe) enhance faction identity.
4. Emotional & Strategic Depth
Names can make units/buildings feel more significant and immersive, adding personality to the game.
- Example: Instead of a bland “Elite Infantry,” a game could use “Praetorian Guard” (Roman Elite Troops) to add depth.
- Special buildings like “Forbidden City” in Age of Empires III give historical weight to game mechanics.
5. SEO & Marketing Appeal
Even in single-player campaigns, memorable names can help with marketing and community discussion.
- Example: Fans remember and discuss “Teutonic Knights” or “Jaguar Warriors” from Age of Empires II, increasing engagement.
6. Franchise & Expansion Potential
If an RTS game plans expansions or sequels, consistent and well-thought-out naming makes future content easier to expand.
- Example: Age of Empires introduced new civilizations and their unique units/buildings, but the naming structure stayed clear and familiar.
On top of that, I guess the wrong naming for some variant civilizations like Zhu Xi legacy/Joan D’Arc or units from upcoming House of Lancaster like “Lord of Lancaster” for a King-like unit or Knights Templar’s “Templar Brother” for a knight is pretty inaccurate and unconventional