i realize now that i have been using the mod with an incompatible version "would explain why all swordsmen look like spearmen" and i do not have G&K (yet). i just really like the mod.
and about the offer... well when i say concept i literally mean concept, i have codding experience but it was one high school computer coding class and i was not good at it. what i am good at however is spotting where things can be improved and redone on almost any game. for example let's take the very game we're all fans of, CIV5.
*this is only to show were i come into play in a modding community without any codding skills
---game play---
---AI
- there needs to be more clear reasons the AI feels a certain way about the player and allow the player to explain their actions. similar to CIV4 in that there is a leveled rating, (allies to genocidal)
- AI feel too aggressive, feels as though they will take any chance to start a war
---combat
-AI has little to no concept of formations and will frequently send scattered armies that cannot hope to defeat their target, recommend have a few pre-programmed formations for it to use and have a list of requirements that it must fulfill before engaging an enemy (things like having enough troops to take over a city ect)
-AI will start wars very arbitrarily, even if they gave a reason (your lands are rightfully ours! or "you have denounced the people of ---- for far too long" or even "we want to kill you so that we may grow stronger) anything besides just declaring war
-lack of air combat support, things like there being almost no variety in air units or lack of airfields to stage air combat deep in enemy territory
---diplomacy
-lack of options, recommend more variety in options (things like ask for assistance, praise, offer military support and so on)
-AI can turn on a dime between friendly and hostile, recommend more options and variance (things like genocidal, optimistic, desperate, as well as ways to improve relations beyond bribes, things like offering to pay for damages during war, returning stolen settlers or giving the cities they spawned or simply money similar to the Germans repaying Britain after WW1 and WW2
-lack of official alliances, would be interesting to be able to make alliances, similar to defense pacts and declaration of friendship but with more options
---features (new ideas to the game as made up by me)
-nations slowly forgive each other over time, the more that is done however the longer it takes
- ability to put units in reserve, they garrison inside a city but require a turn to activate. this way civs on a budget can still have a defense force.
- when a city is captured the player will receive a random bonus (science, money, culture)
- over time units can cross water far faster, (that way it doesn't take five in game years to cross the Atlantic
- inside the player CIV there are different factions that will demand different things (religious factions will want more culture, science groups, military, populists, merchants etc) they will grant bonuses for a short time if their suggestion is picked or mission accepted
-trade routes: when a civ creates an offshore colony there is a visual trade route that represents the route it takes to get to the nearest port (will change as a faster route shows itself) it can go off and back onto water if necessary (would require a building such as a port which can be built outside of territory) and if occupied by a barbarian or enemy ship will give a part of the income to the enemy faction
i hope this clarifies what i mean by concept designer. i simply create things in my head. i know that is a ridiculously difficult list that would require a large team to do something with it but it was mostly just a presentation. thank you for reading