EmperorFool
Deity
By default, all the WoC modules are disabled, so you'd really be "turning it on if you want it", not being forced to use it.
Ah, I thought the goal was to have a vanilla WoC engine with no mods and then mod authors would convert mods so that they would install into the WoC engine, in a sense. Rather, it sounds like WoC would be like BUG: the team choose mods to convert and then the user chooses which to enable.
In an ideal situation, you'd be able to have the disparate snippets of Python code stored in the Modules folder and have them enabled/disabled by moving the folder itself.
Yes, but this is where my description above about editing prose comes into play. If you have only one mod change each file, it's easy to do. Once multiple mods touch the same file, all bets are off. You could create all combinations by hand, but wow what an ugly and error-prone job that would be.

Zebra 9's zModular Python doesn't support screens, so unfortunately that isn't an option.
I think 99% of BUG involves screen mods.

- Autologger
- Civ4lerts
- Reminders
- Unit Naming
If you could point me in the right direction as to how I might do it (perhaps one example?) I could see if I can make it work.
I see that CyGobalContext has these three methods:
PHP:
float getDefineFLOAT(string szName)
int getDefineINT(string szName)
string getDefineSTRING(string szName)
It looks like these grab the values out of GlobalDefines.xml. The easiest conversion is to modify the BugOptions subclass access methods. For example, for Reminders make these changes in BugAlertsOptions.py:
PHP:
...
from CvPythonExtensions import *
gc = CyGlobalContext()
...
def isShowReminders(self):
#return self.getBoolean('Alert_Reminders')
return gc.getGlobalINT("ENABLE_REMINDERS") != 0