If you don't mind me asking, how much more work is left to be done before a playable version, Lutefisk?
And will the modmod have all the units used in FfH availiable to make a scenario from (if they can't be spawned, that is)?
I don't mind you asking!
The answer is: lots.
There is still much work to do on the tech tree. I am having some difficulty making a good one, I confess. I can build it just fine, but it is looking very wide and not very deep. I need to improve that somehow!
Religions and guilds haven't even been touched. I also still need to complete the conversion of bonuses to "portable" forms.
I have gotten the "stake a claim" function to work, but need to complement this with an auto linking function for routes. I plan to just wipe the visual aspects of roads, and rename them to "surveyed" or something like that. A tile will automatically become "surveyed" whenever a special unit (Dungeoneer) moves onto it. The Dungeoneer unit will be like a combination of engineer and worker.
The combination of claims and surveying will make it possible for the campsite to get the benefits of non-portable resources that are outside the campsite's cultural zone.
There is also a lot of work to be done in stripping the XML of references to things that aren't being used by the mod. The FfH2 core that I am building off of is rich in details and complexity. This is great for flexibility, but makes it harder to "sanitize."
Finally, it is a given that the AI in this mod will not present a challenge to the player. At least, not in the first release.
As far as FfH2 units: Most of them should stay available through WorldBuilder, even if they do not naturally appear in the game.
Release date: Sorry, can't commit to one right now. If this was a real job for me, I could better predict -- but I only get to work on this in random spurts!