Thanks for the praise everybody, glad you like it
I don't yet know what will be next, I now have integrated everything I thought of originally. I will of course continue to add more unit graphics, the rest remains to be seen.
There are three things I will take a look at (no promises about integrating any of them, but they go from most likely to least likely).
A more expanded gameplay (which I basically started with by integrating Next War), along the lines of
Extra, which is adding much of the additional units etc. from the various official (i.e. included with CIV, Warlords and BtS) mods to the main game.
In this regard I might also start to add a few units and technologies which are not included in any official mod if I think they are worth adding. I am not a follower of bigger is better, so I won't be adding 50 civs, 20 religions and 30 new resources just because they are out there (imo 20 new religions would actually ruin the religion related diplomacy options, the other two are simply pointless). There isn't really much I am thinking about in this regard yet, I am thinking about adding Dreadnoughts (the ship class, not the Next War tank) and maybe some future units and techs (i.e. expand on Next War).
I might also adjust Next War somewhat (revert some things back to the regular definitions or at least get closer to them again).
Introducing unit formations along the lines of
Regiments. I am not sure whether this actually is a good idea (performance wise) and how easy they would be to unplug (or how much effort it would be to integrate them in the first place).
And finally I like the idea of
Influence Driven War, I am not at all sure whether I will add this though. I set myself a limitation of not changing any game dlls in my mod (only xml and minor changes to Python) and I believe this mod does so (haven't taken a look yet). If it does, it won't get added, if it doesn't, it is worth taking a closer look.
I won't be including changed dlls for several reasons
- they introduce major changes (exposing new functions to Python or introducing additional tags) which in turn get reflected in major xml and / or Python changes
- they are not unpluggable (either they get used in xml or Python or they don't, but you have to change both if you want to unplug them again, so I would need two sets of files, one with the new functionality / tags and one without, which would be a major pain)
- I cannot fix anything that might be wrong in the dll
- I cannot integrate different dll changes (unless I do so at the C/C++ source code level, which I certainly won't), so I would have to pick one over all others to base my mod on (unlike Python and xml)
- I no longer am in full control of my mod (e.g. I could not have released an update for 3.13 without having an updated dll first)
- I would not be compatible with a new patch until the dll is updated (0.50 was compatible, it just didn't reflect some of the changes - where I had different definitions in my xml)
So anything requiring a different dll is out, everything requiring large Python changes is out (my Python skills are nonexistant). Anything requiring xml changes 'only' is potentially in, but there is nothing which I already know I will add.
Phew, long response without actually giving much of an answer