I honestly didn't give bugs much thought. At this point they're hard to foresee. You're probably right about them being the hardest part tho. But of course I won't do all the code for everything, and then test it once at the end. Only to find that nothing works. Instead I'm going to add feature, test, add feature, test, etc. A lot of work will go into testing. I'll see what features work and what don't. Not all them, as you mentioned, are even practical for Civ 4, like the seasons feature.
When I said simplicity is key, I wasn't talking about the number of features. What I meant was that you could have a lot of features, but the features you do have have to be simple enough for the player to understand and enjoy. A feature should still be logical and realistic to an extent, but simple. And it should feel just as much a part of the game as the core vanilla mechanics. It shouldn't feel like a piece poorly glued to the main body of the game. It should be interwoven with the other aspects of the game. So that the features play off each other. For example, I'm planning to make resource depletion and consumption/production interact with each other, and really be two parts of a single whole. Citizen employment also interacts with these features because more factory employment, lets say, increases resource production. Which has an unemployment mini-feature. And electrical power generation/consumption will work mechanically the same as the generation/consumption of any other resource. And the food and fuel unit supply system will interact with the resource production system, because food and fuel need to produced and then delivered to military units at the front by supply units. And I plan to make these supply units only capable of travelling on roads/railroads. For example, freight can only travel on railroads. Btw restricting units to only routes is a little feature you guys already have, but don't use.
I think I side-tracked a little there, but to continue off the simplicity thing, I try to make my features simple by making them work off other features and each other. If I had a whole system just for one feature, which didn't interact with the other parts of the game, then that would be complicated. Also what I meant by simplicity is that the XML parts of the game--the game objects: buildings, units, techs, corps, etc--should be simple. As in more units, buildings, techs, doesn't mean a better game. You should try to minimize the amount of outliers that don't fit into any pattern or tree. The ability for buildings to upgrade to other buildings is great. Take full advantage of that. Split your buildings (this applies to units as well) into categories and make trees out of them. I see you guys have a lot of trees made of only 2 buildings. When you put more buildings into fewer trees, you have only a handful of buildings in effect at one time, because most are being replaced by new ones. This way it becomes easier to balance the game because you don't have to factor in the effects of so many buildings. Looking at all your buildings I have deduced these building categories/trees.
Barracks Tree
Hospital Tree
Shipyard Tree
Harbor Tree
Jail Tree
Walls Tree
Palace Tree
City Council Tree
Arena Tree
Library Tree
Temple Tree
Tailor/Furrier Tree
Monument Tree
Forge Tree
Armourer Tree
Garden Tree
Market Tree
Zoo Tree
Festival Tree
Broadcast Tower Tree
Printer Tree
Lab Tree
Granary Tree
Public Baths Tree
Bank Tree
Stable Tree
Cannery/Food Processing Tree
Theatre Tree
Courthouse
Siege Workshop Tree
Herbalist Tree
Airfield Tree
Artisan’s Tree
Nobility Housing Tree
City Turrets Tree
Counter Intelligence Tree
Horse Racing Tree
Paper Maker’s Tree
Artist’s Studio Tree
Public Transit Tree
Factory Tree
Butchery Tree
Brothel Tree?
Some may be very similar, but each is at least slightly different in an important way. For example, the armourer tree is military based, while the forge tree is production based. Another example is that the Herbalist Tree is focused on medicine (healing/preventing disease), while the hospital tree is focused on healing already physically damaged units.
As for credits, of course I'll credit you guys. However, if the game is only really playable in a certain way, as in hot-seat only because the AI is broken, I might not make it public.
And I will suggest specific changes in the tech tree, buildings and units in the correct forum thread when I have time.
As for Sogroon's criticism of the seasons system. You're totally right, I was thinking the same thing. I was thinking of maybe instead of switching from summer to winter every turn, it cycles through all four seasons. So you have at least a few more turns to prepare for winter. But that's not the best solution either. I honestly don't know how to make seasons really work, without going crazy and changing core game mechanics.
You were also curious about some features I mentioned. And admittedly some, like the food and fuel system, lacked a lot of detail. The food supply system, as of now, will work like this: Each unit requires a certain amount of bread loafs (the food yield) a turn to survive. For simplicity's sake, while a unit is in a city or within cultural borders they don't consume food. But when a unit is outside culturally borders, they consume food in 2 ways.
They either get food from the land they're standing on or they get supplied food by a supply unit. The amount of food they're supplied by land is equivalent to the tile's food yield. So if a unit consumes 1 food a turn and the tile they're on is a farm and has a food yield of 4, then that tile can supply up to 4 units indefinitely. The unit doesn't remove the yield from the land because then you'd run out of food fast and that would not be practical. However, if you have more than 4 units on that farm, the rest start to starve. Starving removes a % of health and eventually kills the unit. This makes the scorched earth tactic a thing in Civ.
Another way of supplying the unit is through a supply unit. Supply units can range from trucks, to convoys, to freight, to cargo planes. So for moving large stacks through enemy territory, land isn't enough and supply units are needed. How supply units will work is that they'll have cargo space for a certain amount of food. So you'll potentially need to use multiple supply units per stack, if the stack is large enough.
Your cities supply these supply units with the food, taken from the city granary. Then these supply units travel to a stack of units and supply your stack with a certain amount of food. Each of your military units can store a small amount of food, similar to how a supply unit can store food. But a supply unit can't consume food, they can only give it, and can carry a lot more food. That way your supply unit doesn't have to follow your units everywhere. Your units can supply themselves for a limited amount, until their reserves run out. And you can just set up a fort where your stacks can go to get resupplied.
Same general idea for fuel. Same supply system, but only certain units need fuel and fuel is consumed per movement taken, not by a set amount per turn. And the penalty for running out of fuel is not damage, but rather just not being able to move. Effectively making your tanks useless. And fuel is also important for supplying these supply units. So if you run out of fuel, your planes stop working, your tanks stop moving, and you can't supply your units. Fuel is also generated by cities, based on how many oil resources you have, how many citizens are employed in your refineries and the techs you have. Tech is important because with higher tech comes more efficient ways of producing fuel. For example, an early process of making fuel was Thermal Cracking. Now more modern approaches include Fluid Catalytic Cracking.
Hope that wasn't too confusing and that I explained it well enough. As for emigration/immigration see:
http://forums.civfanatics.com/showthread.php?t=365768
http://forums.civfanatics.com/downloads.php?do=file&id=3557
For mercenary system, I would like it to be like the mercenary system in Rome TW (the first one) or Medieval II TW.
For client states, you might be interested in this:
http://forums.civfanatics.com/downloads.php?do=file&id=21826
Resource Depletion will work like this: Non-renewable resources have a set of amount of resource stored. Lets say a 100 units of oil. Based on your tech, you can extract the oil faster. So instead of extracting 1 unit of oil a turn, it would be 5. But once you've extracted all 100 units of oil, the resource disappears. You could also have an oil resource on one tile, start out will 500 units of oil, while another oil resource on another tile, start out with 100. So you can get lucky or not.
As for resource consumption/production see this:
http://forums.civfanatics.com/showpost.php?p=12851573&postcount=874
Just like that, but buildings generate the manufactured resources and consume raw resources that actual resources generate. And the amount of resources generated by a building is dependent on the amount of citizens employed.
Another long post, Oops.