Willem said:
I think alot of people are going to be disappointed when the SDK does come out. Unless you have some programming knowledge, it's really not going to offer anything. It's going to be over the heads of many of the modders who now think it's going to open a zillion doors for them. Though I guess it might give them some incentive to learn a few things in that area.
Excellent assessment. I get the impression that a lot of modding ideas that people want to implement with the SDK can be implemented in Python as well, but people are waiting for the SDK 'because it's more powerful'. Aside from that being a gross underestimation of the power of Python, more powerful is not necessarily better. I've had access to the SDK for going on 2 years now, but I've barely touched it. I do regularly consult it to figure out how a Python function is implemented, and I've once or twice reported bugs and accompanying C++ bug-fixes to Soren or Jesse, but I've never really modded it. If I have a choice between doing something in Python and doing something in C++, I much, much rather do it in Python as it's a lot easier to work with, even if the syntax of the language is sometimes a bit 'special'

(And yes, I do have experience coding C++, and not just silly 20,000-lines-of-code utilities.) It's not that I've deliberatly avoided the SDK, so far I just haven't run into the limits of Python yet (though granted, I haven't had a whole lot of time to spare and my ideas haven't been overly ambitious (but still more ambitious than many of my ideas for other games I've modded)).
I come from the Call to Power II community, and there we've had access to the full source code of the entire game (not just the gameplay and AI part,
everything) for over 2,5 years. We had very ambitious plans on what to do with it when we first got it and several (more or less) experienced C++ coders to implement those ideas, but all that's come out of it are basically a whole slew of bug-fixes and a bunch of new options in the CtP2 equivalent of the XML and Python files. The more ambitious plans proved simply
too ambitious.
Although the Civ4 community is much bigger and much more high-profile than the CtP2 one, I don't think it's realistic to expect a whole lot more for Civ4, certainly in the next 2 years. People will no doubt try, but making a full conversion mod is EXTREMELY HARD and most of those who will attempt it will fail (that's not to say noone will ever succeed, but it's not something many people will be able to pull off). Mods that only introduce one or a few C++ features are easier to do, but if you're not an experienced programmer it's much harder to create copy-paste mods with C++ than it is with XML/Python (if you couldn't even mod XML a few months ago, compiling the DLL is going to be VERY HARD), so combining your favourite single-features into new mods won't be nearly as easy as it is without the SDK (and still I hear someone complaining about how hard that is almost every day). That might be made to work to some extent though, if all the C++ programmers work together on a single master-version of the code, but so far this community has shown little aptitude for communal projects (by that I don't mean project like TAM that involve maybe 10-15 people, I mean projects involving the entire community, or a substantial part of it). It's too big with too many people running around in completely different directions (which I mostly regard as a good thing, but it doesn't help with setting up community projects).
Don't get me wrong, I don't mean to insult anyone's capabilities or to discourage anyone from (trying to) use the SDK once it's available, and I certainly hope that I'm 100% wrong about the community thing (but even if not, given some time that could very well change). All I want to say is that SDK modding is for most people going to be hard, even compared to Python modding, and that I fully agree with the assessment that the SDK is being regarded by many as much more than it really is. It's not the Holy Grail of Civ4 modding.