Well, let's see. There was another thread around here talking about colonization, and they were discussing how to get the founding fathers. We decided that the founding fathers would just use the tech tree, and that declaring independance would either be a technology, or a national project. The thing is, if I remember correctly, is that you needed your entire population to be at a certain percentage of rebels to declare independance. So, how could we emulate that? Use the culture model in civ4? I think it should be a national project at any rate.
Another unique item in the game is the trading with the mother country. This one has me absolutely stumped. Is this even modable? Do we need the sdk for this? In colonization, you reached the edge of the map and headed off to the motherland. There was a seperate screen for old world trading. Then we have the goods from the new world. Would the goods be units?
Here is my idea. We can create the ore unit. There would be triggers that spawn these ore units. For instance, if your colony has ore in it's radius and someone was working that square. Upon creation, it would have X amount of health, where X would be the amount of ore the ore unit has. In colonization, your colony had certain starting buildings. I do not remember all of them right now, but for instance, I think you started with a blacksmith shop. The thing is you couldn't use the shop unless you had ore in the warehouse. We can make modifiers that would add or subtract from the ore unit depending on what was going on in the colony. The same could be used for muskets/horse/tools whenever you equipped a colonist. Which brings me to my next point...
In colonization, you had your base units, like colonist, statesmen, fishermen or whatever. These guys could be equipped with those items. I guess this wouldn't be too hard if we use the ore idea, for instance, a statesman becoming a dragoon when you equip him with muskets and horses. The game would get rid of the statesman and create a dragoon and subtract 50 from both your musket and horse units. If those units became 0, the game would just get rid of the musket/horse unit. Also, how could we use XP in this game? Keep the XP model, or use it for something else? I haven't made up my mind.
I dunno, all this seems ineffecient, and I don't understand python yet. This was the things I would do for other games I tried to mod, but weren't very mod friendly, so you would have to "hijack", so to speak, their programming language and kind of trick the game into working differently. It probably wouldn't be necassary to do it this way with python. Alright, your turn!