STATUS: Coding...
.
The listings are more or less up to date at this point. I will be tweaking some of the features with additional comments as it occurs to me to do so
. Also, I will be adding in a few other suggestions that have been made since this list was compiled.
This is the Python coding thread for the Colonization of the Moon mod by JBG et al. Here I am accumulating a list of all the suggestions made so far that might require python coding for discussion about how we might want to implement them, and which, if any implementation we want to use.
And so I have... and so I have...
I must apologize in advance, due to the heavy requirements for editting, many of the suggestions and comments for various features may be orphaned from their original authors. sorry
.
Also included on this thread will be a sysnopsis of where each of these features is in coding status. Each feature will be given a codified feature code for easy identification and indexed here for status and, potentially, author, in the event I do not end up coding them all personally.
Key
Status:
Unconfirmed -- The idea has been discussed but no decision has been made about its inclusion.
Under Investigation -- Further investigation of the idea or feature has been requested to determine feasibility
Passed Over -- This feature was passed over as undesirable or unworkable.
v2 -- This feature is being delayed until a later version
SDK -- This feature has been delayed until the availability of the SDK
Confirmed -- This feature is slated for inclusion in the mod
State:
Unspecified -- This idea has only been talked about, without a discrete discussion of the how it would work or method of implementation determined. In other words, I don't have a very good feel for how this feature is anticipated to be realized in the mod.
Pending Feedback/Confirmation -- Work on this feature is pending feedback on the understanding of the feature, or confirmation from JBG that it is in fact desired for the mod.
Research Required -- Further research is required to determine how this feature might be implemented.
Not Coded -- A plan for how to implement the feature (and what the feature is) has been discussed, but no code has been written.
Review Pending -- A demo of the feature has been created, and is awaiting feedback.
Implemented -- The feature is considered complete and the code ready for inclusion into the mod.
Under Review -- Bugs have been discovered in the implementation of the feature which are being investigated.
(More as necessary--like Under AI Testing
)
Python-based Features
1) Random Events
1.1(Confirmed|Unspecified) Digging too deep and causing an earthquake that would have an ICBM's effect minus the fallout
1.2(Confirmed|Unspecified) Dust storm that would kill settlers and workers?
1.3(Unconfirmed|Unspecified) Periodic solar storms are definitely a consideration.
1.4(Confirmed|Unspecified) Also, every year, the Terran system (Earth and Luna) passes through the paths of a number of comets. Comets leave dust trails behind them that enter the Terran atmoshpere as shooting stars. On Luna, they would hit the surface at speeds in excess of 100 kilometres per second. Periodic, annual meteorite showers might add more flavour, n'est ce pas?
1.5(Confirmed|Unspecified) The occasional impact with something reasonably big might be intersting too. It is estimated that over 1000 tons of material lands on Luna every year!
1.6(Confirmed|Unspecified) Also, moonquakes have been detected as Luna cools down. So deep mines could be occasionally destroyed by moonquakes and need repairing.
2) Improvements/Features with Special Features
2.1(Confirmed|Unspecified) Biodomes
2.2(Unconfirmed|Unspecified) Underground Railroad
2.3(Confirmed|Implemented) Radar Tower
2.4(Confirmed|Implemented) Outposts/Air Fields
2.5(Confirmed|Unspecified) Improvement Requirements
2.6(Confirmed|Unspecified) Glasshouse
2.7(Confirmed|Unspecified) Solar Panels
2.8(Confirmed|Unspecified) SATs/AT-SATs (This should move to 5, huh? )
3) Meta-Civilization Effects
3.1(Unconfirmed|Unspecified) New Civilizations join the Colonization race as the game progresses.
3.2(Confirmed|Unspecified) Rebellion
4) Special Buildings, Projects and Wonders
4.1(Confirmed|Implemented) City Architecture (Mega-"Improvements" -- Bunkers and Biodomes)
4.1.1(Confirmed|Research Required) Mega-Improvement-based city displays
4.2(Confirmed|Implemented) He3 Exchange
4.2.1(Under Investigation|Research Required) He3 Exchange production display
5) New Unit Abilities/Special Units
5.1(Under Investigation|Not Coded) Fuel
5.2(Confirmed|Implemented) Artillery
5.3(Confirmed|Unspecified) Self-Propelling Shells/Civ2 style missile weapons
5.4(Under Investigation|Unspecified) Computer Virus Weapons that cause units to lose their turns
5.5(Confirmed|Unspecified) Unit special abilities based system
5.6(Unconfirmed|Unspecified) Mind Control
5.7(Confirmed|Unspecified) March of the Hackers
5.8(Confirmed|Implemented) Turrets
5.9(Confirmed|Implemented) Lancer
5.10(Confirmed|Implemented) Tech-based Global Unit strength modifiers
5.11(Under Investigation|Unspecified) The EMP Nuke
6) Barbarians
6.1(Under Investigation|Unspecified) Earth-based Anti-Independents
6.2(Passed Over|Unspecified) Organisms
6.3(Under Investigation|Unspecified) Debris
7) Merge Technologies
7.1(Under Investigation|Not Coded) Religion Research Mod (niffweed17)
7.2(Under Investigation|Not Coded) Military Bases Mod (TheLopez)
7.3(Under Investigation|Not Coded) Cultural Decay Mod (Bhruic)
7.4(Unconfirmed|Not Coded) Lost Units Mod (frontbrecher)
7.5(Under Investigation|Not Coded) Settler Religion Mod (Bhruic)
7.6(Unconfirmed|Not Coded) Larger map sizes (dlordmagic)
7.7(Under Investigation|Not Coded) Random Events Mod (DireAussies)
8) Civics
8.1(Under Investigation|Unspecified) Foreign Policy Civics
8.1.1(Unconfirmed|Unspecified) Isolationism
8.2(Confirmed|Implemented) Civics Selection Screen Display issues
8.3(Under Investigation|Unspecified) Other Civics
9) Great People & Specialists
9.1(Confirmed|Implemented) Great Artist (as normal)
9.2(Confirmed|Implemented) Great Engineer (as normal)
9.3(Confirmed|Implemented) Great Merchant (as normal - possibly can be changed)
9.4(Confirmed|Implemented) Great Scientist (as normal)
9.5(Confirmed|Implemented) Great General (created randomly when an experienced unit enters combat)
9.5.1(Confirmed|Implemented) Great Generals are spawned from experienced units winning battles.
9.5.2(Unconfirmed|Unspecified) give a complete promotion line (say, all garrison promotions, or all city raider promotions) to a unit.
9.5.3(Unconfirmed|Unspecified) give one promotion to each unit in a stack.
9.5.4(Unconfirmed|Unspecified) lead a unit to certain victory.
9.5.5(Unconfirmed|Not Coded) upgrade all instances of a certain unit for free.
9.5.6(Confirmed|Implemented) fortify a colony granting a massive defensive bonus plus an experience bonus for units garrisoned in the city.
9.5.7(Confirmed|Implemented) set up a military academy that incurs a smaller defensive bonus and a massive experience bonus for any unit built in the city.
9.6(Confirmed|Implemented) Great AI (sort-of great prophet, but more powerful (and rarer)
9.6.1(v2|Research Required) Limit spawning based on civic/religion/technology
9.6.2(Confirmed|Implemented) enter a city's networks as a super specialist, providing massive commerce and science benefits
9.6.3(Confirmed|Implemented) enter a city's networks as a permanent resident, helping protect against spies and viruses, incurring a defensive bonus, reducing corruption/maintenance and increasing the science of the city
9.6.4(Unconfirmed|Research Required) Enter another civ's networks as a secret agent for only a few turns, granting access to that civ's LOS and cities.
9.7(v2|Unspecified) Great Statesman (? tentative - only add if possible to add new great people)
10) Leadership Traits
10.1(Confirmed|Implemented) Scientific
10.1.1(Confirmed|Implemented) +50% chance of generating great scientist
10.1.2(Confirmed|Implemented) Can access scientific-type units
10.1.3(Confirmed|Implemented) Scientific improvements generate happiness
10.1.4(Confirmed|Implemented) Large numbers of military units generate unhappiness
10.1.5(Confirmed|Implemented) Cannot access more advanced military units
10.2(Confirmed|Implemented) Economic
10.2.1(Confirmed|Implemented) +50% chance of generating great merchant
10.2.2(Confirmed|Implemented) Can access trade units; 1 free trader unit
10.2.3(Confirmed|Implemented) Commercial improvements generate happiness
10.2.4(Confirmed|Implemented) Happiness improvements are less effective
10.2.5(Confirmed|Implemented) Cannot access more advanced scientific units
10.2.6(Confirmed|Implemented) +1 upkeep for scientific units
10.3(Confirmed|Implemented) Independent
10.3.1(Confirmed|Implemented) 2 free military units per colony
10.3.2(Confirmed|Implemented) +50% chance of generating great general
10.3.3(Confirmed|Implemented) Military improvements generate happiness
10.3.4(Confirmed|Implemented) Scientific improvements are less effective
10.3.5(Confirmed|Implemented) Cannot access more advanced commercial units
10.3.6(Confirmed|Implemented) +1 upkeep for commercial units
The Bible
There are a lot of technologies, buildings, improvements, etc. listed in the bible. Without personally attempting to implement them all in XML I'm not entirely certain which ones require Python support. This is an area where woodelf and others should post requests for help implementing bible elements that are proving difficult to capture in XML.

The listings are more or less up to date at this point. I will be tweaking some of the features with additional comments as it occurs to me to do so

This is the Python coding thread for the Colonization of the Moon mod by JBG et al. Here I am accumulating a list of all the suggestions made so far that might require python coding for discussion about how we might want to implement them, and which, if any implementation we want to use.
JBG said:Well.... uh.... um.... what actually does need coding atm? What have you done so far?
Belizan, try looking back through the posts... But do tell me what you've got so far.
And so I have... and so I have...
I must apologize in advance, due to the heavy requirements for editting, many of the suggestions and comments for various features may be orphaned from their original authors. sorry

Also included on this thread will be a sysnopsis of where each of these features is in coding status. Each feature will be given a codified feature code for easy identification and indexed here for status and, potentially, author, in the event I do not end up coding them all personally.
Key
Status:
Unconfirmed -- The idea has been discussed but no decision has been made about its inclusion.
Under Investigation -- Further investigation of the idea or feature has been requested to determine feasibility
Passed Over -- This feature was passed over as undesirable or unworkable.
v2 -- This feature is being delayed until a later version
SDK -- This feature has been delayed until the availability of the SDK
Confirmed -- This feature is slated for inclusion in the mod
State:
Unspecified -- This idea has only been talked about, without a discrete discussion of the how it would work or method of implementation determined. In other words, I don't have a very good feel for how this feature is anticipated to be realized in the mod.
Pending Feedback/Confirmation -- Work on this feature is pending feedback on the understanding of the feature, or confirmation from JBG that it is in fact desired for the mod.
Research Required -- Further research is required to determine how this feature might be implemented.
Not Coded -- A plan for how to implement the feature (and what the feature is) has been discussed, but no code has been written.
Review Pending -- A demo of the feature has been created, and is awaiting feedback.
Implemented -- The feature is considered complete and the code ready for inclusion into the mod.
Under Review -- Bugs have been discovered in the implementation of the feature which are being investigated.
(More as necessary--like Under AI Testing

Python-based Features
Spoiler Feature Status :
1) Random Events
1.1(Confirmed|Unspecified) Digging too deep and causing an earthquake that would have an ICBM's effect minus the fallout
1.2(Confirmed|Unspecified) Dust storm that would kill settlers and workers?
1.3(Unconfirmed|Unspecified) Periodic solar storms are definitely a consideration.
1.4(Confirmed|Unspecified) Also, every year, the Terran system (Earth and Luna) passes through the paths of a number of comets. Comets leave dust trails behind them that enter the Terran atmoshpere as shooting stars. On Luna, they would hit the surface at speeds in excess of 100 kilometres per second. Periodic, annual meteorite showers might add more flavour, n'est ce pas?
1.5(Confirmed|Unspecified) The occasional impact with something reasonably big might be intersting too. It is estimated that over 1000 tons of material lands on Luna every year!
1.6(Confirmed|Unspecified) Also, moonquakes have been detected as Luna cools down. So deep mines could be occasionally destroyed by moonquakes and need repairing.
2) Improvements/Features with Special Features
2.1(Confirmed|Unspecified) Biodomes
2.2(Unconfirmed|Unspecified) Underground Railroad
2.3(Confirmed|Implemented) Radar Tower
2.4(Confirmed|Implemented) Outposts/Air Fields
2.5(Confirmed|Unspecified) Improvement Requirements
2.6(Confirmed|Unspecified) Glasshouse
2.7(Confirmed|Unspecified) Solar Panels
2.8(Confirmed|Unspecified) SATs/AT-SATs (This should move to 5, huh? )
3) Meta-Civilization Effects
3.1(Unconfirmed|Unspecified) New Civilizations join the Colonization race as the game progresses.
3.2(Confirmed|Unspecified) Rebellion
4) Special Buildings, Projects and Wonders
4.1(Confirmed|Implemented) City Architecture (Mega-"Improvements" -- Bunkers and Biodomes)
4.1.1(Confirmed|Research Required) Mega-Improvement-based city displays
4.2(Confirmed|Implemented) He3 Exchange
4.2.1(Under Investigation|Research Required) He3 Exchange production display
5) New Unit Abilities/Special Units
5.1(Under Investigation|Not Coded) Fuel
5.2(Confirmed|Implemented) Artillery
5.3(Confirmed|Unspecified) Self-Propelling Shells/Civ2 style missile weapons
5.4(Under Investigation|Unspecified) Computer Virus Weapons that cause units to lose their turns
5.5(Confirmed|Unspecified) Unit special abilities based system
5.6(Unconfirmed|Unspecified) Mind Control
5.7(Confirmed|Unspecified) March of the Hackers
5.8(Confirmed|Implemented) Turrets
5.9(Confirmed|Implemented) Lancer
5.10(Confirmed|Implemented) Tech-based Global Unit strength modifiers
5.11(Under Investigation|Unspecified) The EMP Nuke
6) Barbarians
6.1(Under Investigation|Unspecified) Earth-based Anti-Independents
6.2(Passed Over|Unspecified) Organisms
6.3(Under Investigation|Unspecified) Debris
7) Merge Technologies
7.1(Under Investigation|Not Coded) Religion Research Mod (niffweed17)
7.2(Under Investigation|Not Coded) Military Bases Mod (TheLopez)
7.3(Under Investigation|Not Coded) Cultural Decay Mod (Bhruic)
7.4(Unconfirmed|Not Coded) Lost Units Mod (frontbrecher)
7.5(Under Investigation|Not Coded) Settler Religion Mod (Bhruic)
7.6(Unconfirmed|Not Coded) Larger map sizes (dlordmagic)
7.7(Under Investigation|Not Coded) Random Events Mod (DireAussies)
8) Civics
8.1(Under Investigation|Unspecified) Foreign Policy Civics
8.1.1(Unconfirmed|Unspecified) Isolationism
8.2(Confirmed|Implemented) Civics Selection Screen Display issues
8.3(Under Investigation|Unspecified) Other Civics
9) Great People & Specialists
9.1(Confirmed|Implemented) Great Artist (as normal)
9.2(Confirmed|Implemented) Great Engineer (as normal)
9.3(Confirmed|Implemented) Great Merchant (as normal - possibly can be changed)
9.4(Confirmed|Implemented) Great Scientist (as normal)
9.5(Confirmed|Implemented) Great General (created randomly when an experienced unit enters combat)
9.5.1(Confirmed|Implemented) Great Generals are spawned from experienced units winning battles.
9.5.2(Unconfirmed|Unspecified) give a complete promotion line (say, all garrison promotions, or all city raider promotions) to a unit.
9.5.3(Unconfirmed|Unspecified) give one promotion to each unit in a stack.
9.5.4(Unconfirmed|Unspecified) lead a unit to certain victory.
9.5.5(Unconfirmed|Not Coded) upgrade all instances of a certain unit for free.
9.5.6(Confirmed|Implemented) fortify a colony granting a massive defensive bonus plus an experience bonus for units garrisoned in the city.
9.5.7(Confirmed|Implemented) set up a military academy that incurs a smaller defensive bonus and a massive experience bonus for any unit built in the city.
9.6(Confirmed|Implemented) Great AI (sort-of great prophet, but more powerful (and rarer)
9.6.1(v2|Research Required) Limit spawning based on civic/religion/technology
9.6.2(Confirmed|Implemented) enter a city's networks as a super specialist, providing massive commerce and science benefits
9.6.3(Confirmed|Implemented) enter a city's networks as a permanent resident, helping protect against spies and viruses, incurring a defensive bonus, reducing corruption/maintenance and increasing the science of the city
9.6.4(Unconfirmed|Research Required) Enter another civ's networks as a secret agent for only a few turns, granting access to that civ's LOS and cities.
9.7(v2|Unspecified) Great Statesman (? tentative - only add if possible to add new great people)
10) Leadership Traits
10.1(Confirmed|Implemented) Scientific
10.1.1(Confirmed|Implemented) +50% chance of generating great scientist
10.1.2(Confirmed|Implemented) Can access scientific-type units
10.1.3(Confirmed|Implemented) Scientific improvements generate happiness
10.1.4(Confirmed|Implemented) Large numbers of military units generate unhappiness
10.1.5(Confirmed|Implemented) Cannot access more advanced military units
10.2(Confirmed|Implemented) Economic
10.2.1(Confirmed|Implemented) +50% chance of generating great merchant
10.2.2(Confirmed|Implemented) Can access trade units; 1 free trader unit
10.2.3(Confirmed|Implemented) Commercial improvements generate happiness
10.2.4(Confirmed|Implemented) Happiness improvements are less effective
10.2.5(Confirmed|Implemented) Cannot access more advanced scientific units
10.2.6(Confirmed|Implemented) +1 upkeep for scientific units
10.3(Confirmed|Implemented) Independent
10.3.1(Confirmed|Implemented) 2 free military units per colony
10.3.2(Confirmed|Implemented) +50% chance of generating great general
10.3.3(Confirmed|Implemented) Military improvements generate happiness
10.3.4(Confirmed|Implemented) Scientific improvements are less effective
10.3.5(Confirmed|Implemented) Cannot access more advanced commercial units
10.3.6(Confirmed|Implemented) +1 upkeep for commercial units
The Bible
There are a lot of technologies, buildings, improvements, etc. listed in the bible. Without personally attempting to implement them all in XML I'm not entirely certain which ones require Python support. This is an area where woodelf and others should post requests for help implementing bible elements that are proving difficult to capture in XML.