This thread is more work than the programming itself

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I am not saying I want this to be part of the modcomp or anything, but I noticed that (I use Sevopedia) there is a "Minor Nation" flag there. How does that work exactly and how can I turn this into a "Natives" civ if I were so inclined?
I have no idea

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I know this flag, because in the worldbuilder files you can set
but there's no python command for setting it.
I know, that some mods have the option to start as a minor nation, but i don't have an idea, how it's done.
Beyond that though, it is perfectly fine if the barbarian civ and the pirate civ are on the same team or do not attack eachother. It isn't entirely important that they fight one another, the main issue I have here is that it is way too easy to expand overseas during the renaissance era/age of discover/age of ships/whatever you want to call it in this game. Since there is no disease and hardly any native attacks (and barely any semblence of an organized raid. To try and go against this I was hoping to create Pirates that actually attack ships and even attempt to attack colonies. This may not be realistic, but I think it would make it difficult to expand overseas.
You're right, this expansion is quite to easy.
Mmmhh...do you play with raging barbarians? Just because i have no idea, how the "new world" occupated with barbarians with this option.
Are you saying the civ hates everyone else, or everyone else hates the civ? I'd rather have the former start first if this is the route we have to take. Since I don't know how to mod code that well, I can't really tell you what should happen here, whatever works best I suppose.
Can both be done, but i don't see a difference for gameplay (only for the human).
Any argument for one side?
There's nearly no difference for programming that, so i'll just do, what somebody thinks is better.
Yeah, I guess, like I said before I don't really know how to mod so whichever you think is the most balanced/fair/realistic/whatever should probably be the case. I just think it would be cool to have pirates show up. If there is a leader for the pirates (we already have a Henry Morgan LH out there I think) that's fine, if there isn't that's fine too.
Also when the civ is a barbarian civ, it'll have a leader

, you'll just not be able to see him/contact him.
That is fine, I rarely play on Pangea or maps with no islands, is there any way for this to only occur if there are islands or some form of similar condition?
What would be a similar condition?
Technical: Err...no idea.
I don't know really, what "Areas" in civ are, maybe it could be done easily with them. If that doesn't work, the check for an island could become quite huge on a pangaea map.
Hmm, I don't think the reward should be super huge. Maybe just a relations boost or something to that effect.
Any concrete ideas?
That would be awesome actually. But yeah, they don't necessarily have to be these names/tribes/hordes/people/whatever though
-> You should maybe add some events

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The python code for these events is not that complex, and can be changed to the right prerequisites easily.
There are a lot of situations, at least in my games, where I'm just building up a bunch of armies, and basically there is no war unless I go after anyone because my army is so big.
You should try a higher difficulty level

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Wow, that was quick!
EDIT: and by the way I realize this will be a ridiculous amount of work, and I certainly don't expect all of this to happen, or for you to take time to do all of this. Think of it as more of a wish list.
The amount is not that big

, because i have 4 spawning civs in my mod, so i've already done the basics.
Only making it generic needs some work.
And the wishlist is good, normally i'm lacking ideas

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The hardest part is already done.
I've created a function, which will place a civ, which you have to mention, with a leader (can be mentioned, or a random one from the civ) at a point, where a number of civs (has also to be mentioned) has a special technology.
The civ will only appear, if it's not already present ingame.
We've already discussed about the technologies, but i guess, the number of cities should also be variable, and how much units should the civ have? I would say, 1 worker and 5 defense units per city, 2 ships per coastal city.
And how big should be the amount of gold? I suggest just 100 gold per city.
I'm also thinking of making this customizable by XML, because with all the parameters, it'll maybe become a bit confusing in the XML, but i've never dealt with reading XMLs with python, and i don't know, if the python version from civ supports comfort functions for XML (i've asked a fellow student, and he says, that there are XML functions, but he doesn't know, when they were included). -> This will take a moment.