Any help is welcome of course
I have a global vision, some precise ideas, but a lot is still in the design phase. And on the coding side, some things may not be possible until we have DLL access.
As I said, I'm actually looking for feedback on how it plays actually and how some mechanisms may broke (or may be exploited), instability issues (I still have crashes during may autoplay ATM, still linked to city capture I'm afraid) and if the UI is providing enough information.
Discussions on what's planned (and how to implement it) will also help, there is a very rough draft called "concepts.txt" in the mods folder, where I've put ideas, notes about coding and other stuff.
Some are already (and differently) implemented, some won't make it at all, and some will change completely the moment I'll start coding them...
Help on the code itself is also welcome, I'm not a programmer myself, I've learnt by modding since years, and I'm still learning new things every day so I won't get mad if someone told me that parts of my code are dirty hacks
(well, not very mad) or why I've done this instead of that
We'll need artists once we start selecting buildings, units, policies, techs, and other stuff specifics to the mods.
Help on UI design/coding, that's really not my thing.
Help on the Artdefines and how to use them for the mod (alternatively I have plan to try to use the ability to add assets on the map using Lua)
Some possible subject to discuss:
health/diseases : I've started collecting ideas on it in the concepts document, I have a rough vision on how to code it, but nothing's fixed yet
slavery : I'm still pondering how to manage it, war prisoners ancient/classic eras, but after that ? slaver civilization capturing civilian units (or raiding cities) to "sell" them (as another resources in the economic background sim) ? Indentured servants when reaching some era, as a first way to move populations (migrations is also a mechanisms to discuss, could be based on needs - also a big subject of discussion - and ability to pay the travel for a population class) ? That also include the ideas of manpower and in later era energy grid...
economy/budget: getting money from import/export, but paying when actually using the resources to train units or create buildings. sliders for budgets ? effects ?
There is really a tons of ideas that I'd like to put in this, I could spend hours writing about them, but then I wouldn't have any time left to code them. Still, discussing them is a good way to anticipate possible problems when actually adding them in the mod.