@Vuldacon First of all, any existing Civ3 mod would be openable and playable by C7. I think everyone is agreed on that. So the same tools would work there.
Beyond that, features are probably going to be emergent rather than rigidly designed from day 1. What we're doing now is familiarizing ourselves with what works and what can work at our level. And we'll need to start figuring out what will work for a typical modder.
I'm not familiar with the tools that existing Civ3 modders use and what they would prefer to use if it would work. I know they're constrained to a small set of tools that have to support PCX and FLC, or at the very least palette indexed graphics. I'm hoping to learn soon what tools they'd *like* to use. That knowledge combined with how we can implement the graphics in code will help us start connecting the dots and see if we'll need any built-in converters. Which, since we have have all the code and it's open source, and be easily either bolted on to C7 or released separately as an editor.
More directly, my current vision–which means little and less for the final design of the project–is that modders will be creating 32-bit RGBA art with their choice of software and saving it, hopefully in PNG or WebP format, but we'll see what's available, and maybe it will be possible to use just PSDs and XCFs, but we really haven't even glanced in that direction yet.
(This next part I don't seem to be on the same page as the other coders right now.) The art size won't be pixel-size-constrained. If you want to make a higher-resolution art, make it, and you'll have to put a scaling factor in a metadata file so the game knows what scale to draw it at to match the rest of the art.
The metadata...think of it as the BIQ and/or the unit .INI file. (Both of which C7 can use, but whose formats are unreasonable to extend as they are.) We want to have it in a human-readable format, and JSON seems to be the lowest common denominator there. (Or possibly YAML of which JSON is actually a subset of, but I don't think we've tossed that around much yet. There are several other human-readable open formats, but I won't introduce them if nobody else does.)
That said, modders won't need to know how to make JSON (or whatever). I'm sure we'll have something analogous to the Civ3 editor or Quintillus' editor that could build the BIC-analog and any per-media metadata (analogous to unit .INI).
For scripting, obviously Civ3 doesn't have that, so we'll be making it up. Maybe it's a folder full of .lua (or maybe .py) files, maybe it's one big lua file with handler functions defined, or maybe it's lua snippets stored as strings in the metadata.
For animation...that's still a bit fuzzy. PNG and WebP have animation formats, but last I looked, the animated PNG variant wasn't widely supported, and I really haven't poked WebP at all so far, so I don't know its level of support in creation tools. If nothing else maybe it will just be a static file with a bunch of layers which is how Godot stores an animated sprite in-memory, anyway. Alternately, having all the frames in one image is probably doable, but I haven't messed with Godot sprite animation beyond yanking all the FLC frames out and assigning them to an animated sprite object.
I have further pie-in-the-sky ideas involving optionally allowing modders to use Godot's features to make art, but that would be advanced and optional.
I haven't really considered sound much yet, but I really don't expect problems...I presume any sound can be converted with tools into mp3 or ogg format, or whatever. For composting sound clips I'm imagining more metadata, but maybe there's an audio format that can do that already...don't know yet. A lot of unknown, but I'm not predicting any hard challenges there. Well, aside from figuring out how to read Civ3's .amb files. I briefly poked at that and came up with very little, but I kind of think we can figure it out.
Actually, since
@Flintlock is in there with a disassembler, if you happen at some point to learn anything about how Civ3 uses .amb files, let us know. It is NOT a priority at all. I (and others) think the that it is an orchestrator format to play different external audio files over a period of time, like play "steps" at 0s, "grunt" at 0.5s, and "stick clatter" at 0.75s maybe.
UI graphics...unclear as of yet. We devs seem to favor a responsive/scalable interface. Simply scaling a 1024x768 screen, for example, isn't really going to cut it I think. Most UI screens are borders around rigidly defined boxes. And now that I say that out loud, the obvious direction to go is a tilemap where the modder would design an image with border edges in a tile pattern, and Godot would fill the appropriately-sized area with the tile of a correct orientation.
This is a long video, and I doubt I've seen the whole thing before, but just look at a couple of bits of it. At 19 seconds he drags his mouse to place two blocks of grass tiles. (Imagine instead that the grass is the box background and the surrounding gray is the border you design.) At 7 seconds the tilemap image is briefly shown, and at 2:04 you see the middle of a much larger span featuring the tilemap image with purple gridlines shown. Our UI tile image might look something like the top-left, top-right, and bottom-right square patterns of the attached screenshot, where the borders of grass-to-blank and blank-to-grass are defined. Only it will be defining the UI border pattern and the UI box background pattern.
Ignore the rest of the video if you like. It is aimed at people using tilemaps to design 2d game levels manually. We'd just use the tile feature to make window-scaled UI boxes where appropriate. And the modder would just be making a 32-bit RGBA that looks somewhat like this.