Gents,
I just purchased/dl-ed a paper on crowd sourcing games (“Crowdsourcing in Video Games: The Motivational Factors of the Crowd” - Springer Science+Business Media.)
The two highest motivations for contributions are, in order, “$” (compensation for, e.g., some of the games on Steam) and participation, which could help solve many, many, “challenges.”
So, for a moment, let’s take a slightly different POV, that of pitching a startup to VC.
Item (1) is, simply, a name for the project. I think will all know how much aggressive, and successful, litigation there has been against games simply using the word Civilization in a game’s title. Accordingly, let’s - just for the moment - go with, From Stone Age To Space Age (“From S2S.”)
Item (2) For startups, is something called the, “Elevator Pitch.” - How you might describe, in one sentence, what the project is, while riding with a potential investor in an elevator. And I, for one, have no idea what that pitch might be. Is it something along the lines of, “From S2S” is a complete remake*, of one of the most successful Civilization games, using a Godot framework”, with the “*” possibly being, “without copyright infringement.”
If you chaps can do that, then we can try the Crowdsourcing route, as its cost would be, effectively, nothing.
We plainly cannot offer monetary compensation, but we can “offer” design and coding participation. Towards that end, we NEED a well designed, common “API” to allow some TBD number of coders, who just might want this on their resumes, to join in.
- So (and kindly forgive the profanity) WTH are we doing, and how are separate components being defined/delineated, and “isolated,” into plug-compatible function/coding modules?
Also: how about finding a volunteer to take all of the many Feature Requests and, in some meaningful way, collating and organizing them.
Thus endeth the sermon.
I just purchased/dl-ed a paper on crowd sourcing games (“Crowdsourcing in Video Games: The Motivational Factors of the Crowd” - Springer Science+Business Media.)
The two highest motivations for contributions are, in order, “$” (compensation for, e.g., some of the games on Steam) and participation, which could help solve many, many, “challenges.”
So, for a moment, let’s take a slightly different POV, that of pitching a startup to VC.
Item (1) is, simply, a name for the project. I think will all know how much aggressive, and successful, litigation there has been against games simply using the word Civilization in a game’s title. Accordingly, let’s - just for the moment - go with, From Stone Age To Space Age (“From S2S.”)
Item (2) For startups, is something called the, “Elevator Pitch.” - How you might describe, in one sentence, what the project is, while riding with a potential investor in an elevator. And I, for one, have no idea what that pitch might be. Is it something along the lines of, “From S2S” is a complete remake*, of one of the most successful Civilization games, using a Godot framework”, with the “*” possibly being, “without copyright infringement.”
If you chaps can do that, then we can try the Crowdsourcing route, as its cost would be, effectively, nothing.
We plainly cannot offer monetary compensation, but we can “offer” design and coding participation. Towards that end, we NEED a well designed, common “API” to allow some TBD number of coders, who just might want this on their resumes, to join in.
- So (and kindly forgive the profanity) WTH are we doing, and how are separate components being defined/delineated, and “isolated,” into plug-compatible function/coding modules?
Also: how about finding a volunteer to take all of the many Feature Requests and, in some meaningful way, collating and organizing them.
Thus endeth the sermon.
) Nonetheless, without the multiple temptations of crowd sourced participation hands-on help" (fun; resume; both) the entire idea is moot - Also, if pitched correctly, the "resume" bit wouldn't necessarily be limited to coders, but also to coders/etc. who would like to have something along the way of, "Developing a historical model of the developments of human history. Despite decades of academically (I actually took two classes on the History Of War) and otherwise studying history, it was only after about playing Civ 3 that I finally understood the importance of population density throughout all of history.
What I've put together is a gross simplification of 25 motivating factors listed, which I've re-combined, simplified, and re-categorized. I'll start with the "$," implicit and explicit, just to get them out of the way. (Note that my personal belief is that, for a project like this, the "Enjoyments" would far outweigh the "$" items, in every way, even though there are arguably, some cross-overs.) I've put the ones which I believe most important to us in bold letters.

The gut instinct I've had was in the ballpark of 3-5 years of continuous development. I think that's a realistic best case; it'd be hard to compress that much without a full-time team. The long tail could easily resemble something like Dwarf Fortress...
) but "1" is certainly good enough for me.