Ok, I've implemented my first new action made from scratch, MP compatible.
No plan to implement it for the AI, it's a test, not sure if I'll keep it for balance, we'll see.
I wanted something quite simple for a first try, while still having an usage in the mod. If you've played it, you may have started work on an unit without having enough equipment to finish it (say those bows or swords you've looted in Barbarians encampment in early game)
To prevent you to have an half-build unit staying in the production list with wasted resources until you could get enough equipment for it, I've added a "rush" button (replacing the "buy with gold" button) to immediately spawn an unit that is currently produced (with a lower threshold at 25% production completed), for a few gold relative to the production left.
The unit will spawn with only the equipment already reserved for it's construction, so with less health than a completed unit.
With that done and tested in a local network game for a few turns and lot of half-build units spawn, I can now start looking at more custom actions related to the mod's mechanisms.
For example, here's what I'm trying to implement next, UI almost done.
Micromanagem... naaaan. let's call that freedom of choice instead.
I'd like this to be seen as an option, I'll try to balance the game that way, without a need to use this kind of screen for casual play.
I mean I'm not a minmaxer, but I want to have a logical background simulation, and the option to act on it.
And the way it's implemented I'm afraid that yes, for someone that need to optimize everything, this will lead to micromanagement. On the other hand, the ability to control what's build to prevent high equipment cost or wasting resource was a frequent request, one that I've postponed this long because it required testing new actions without desyncs in MP first.
And the AI ? Well the point of trying to balance things so that this kind of control level stays an option for the human player will help the AI. And that how I'll try to implement other custom actions.
In the end, I think I've already mentioned that, I'll go for asymmetric gameplay anyway, I don't really see how it would be possible to do differently with the level of control we have on the AI, the development time and a project that will implement Historical Spawn Dates at some point.