I have an short-term proposition. I'm asking opinion from you before I spend too much time with this. If result is still unusable for you, there's no point in wasting time on this.
I said myself that full-fledged scripting language for scenario scripting might be too much, but that's what we've got. You would be quite happy with just the subset of its functionality - same functionality that civ2 macro language has to offer. Some way to map from civ2 macro language to freeciv scripting language is needed. I already mentioned wrapper layer as one possibility, but that's quite complicated solution and even if we decide to eventually do it, it's not short-term solution.
What I propose as short term solution, is simply example code. For each civ2 action I would write an example script fragment. I don't think this could be taken to the level where you would only need to copypaste fragments to your scenario without understanding how they work, but we should get close to that situation.
I said myself that full-fledged scripting language for scenario scripting might be too much, but that's what we've got. You would be quite happy with just the subset of its functionality - same functionality that civ2 macro language has to offer. Some way to map from civ2 macro language to freeciv scripting language is needed. I already mentioned wrapper layer as one possibility, but that's quite complicated solution and even if we decide to eventually do it, it's not short-term solution.
What I propose as short term solution, is simply example code. For each civ2 action I would write an example script fragment. I don't think this could be taken to the level where you would only need to copypaste fragments to your scenario without understanding how they work, but we should get close to that situation.