Ok - to clarify....
We don't have any problem in principle with people using mods that only provide information that is already available in the game (ie. makes it easier to process) or provides information that can be readily calculated using in-game parameters. An example of this would be the autologger and some mods to the advisor screens etc. Again, some graphics mods are OK as well - blue marble is one such example.
Obviously, we don't allow any mods that provide information that is not available in the 'normal' game.
At the moment, it is difficult to control what mods can and cannot be used. We can lock-out all mods, but this causes more problems than it solves, so is far from the ideal solution.
We expect that the main problems (the 'assets protected' password problem) will be solved in an upcoming patch, and once this has been done, we will try to present a method of working with mods that is hopefully acceptable to the community, whilst still providing some basic form of protection against cheating.
By the way - whilst one goal is obviously to stop malicious cheating, the way the current set-up works, it is possible to accidentally cheat - eg. simply dump a mod into the wrong directory - we want to prevent this as well.
The current favoured option is an all-encompassing mod that takes the best elements out of a number of other mods and puts them into a single mod. It also has the option to turn on or off the various mod components, to allow the user to customise it.
This may be supported in GOTM 04, but it really depends on the patching schedule - unfortunately, who knows when the next patch will be released?
In the meantime:
*Feel free to use blue-marble terrain.
*Feel free to use the autologger.