Without an SDK, the mods we will see will be on par with current Civ3 mods. Civ3 mods pale in comparison to Civ4 mods. I would go as far to say that there aren't really any Civ3 mods so much as there are Civ3 game tweaks.
Have you actually played top-notch Civ3 mods recently? Sure, there are limitations such as not being able to mod the AI, and not being able to seed events, and these are problems (although the no event scripting one may not be insurmountable). But to call them all merely "tweaks" - not only is it disrespectful to the modders, but if you'd actually some of the really good ones, you'd realize they're a whole lot more than merely "tweaks".
Maybe limitations when using the editors, but if there is still access to the raw files then it would be win-win if they release a user-friendly editor.
Agreed. And it seems Takhisis does as well (see below).
You don't grasp the concept of logic then

You say
anyone can learn, I said I know someone who couldn't, so there's at least one person who can't, so your
anyone is wrong, but you dismiss it nonetheless. I may of course not grasp the difference between anyone and everyone, not being a native English speaker but I think you're just ignoring arguments that prove you wrong.
LDiCesare does use logic correctly. He's logically disproven Afforess here.
I'm glad to see that sanity is being restored.
What about my third option: both. Have an editor for casual modder dummies (e.g. me) but still allow for manually editing the game with XML editors/notepad/whatever you prefer. I still think that a map maker would at least be useful.
For what it's worth, if you start checking in the civ3 utility programs section you'll find that terrain files can be edited manually using hex editors. So terrain types that you can't put together in the game editor, such as Sea tiles just alongside the coast, are feasible.
I think this would be an excellent option. There's a lot to be said for a "simple" editor for "basic" modders who just want a "tweak" of the game, and don't want to learn programming. And there's also a lot to be said for a lack of limits for those who do have the "15" minutes to learn programming.
at first i laughed cause i thought the OP was trolling... but it appears hes serious.
@Afforess: just because you are an exceptional modder that doesn't need tools, that doesn't mean the rest of the modding community doesn't want (or need) them. for a lot of people modding is scary business, with such tools it will expand the modding community hugely (which is a good thing).
i actually find it kind of offensive that you would include me (and the rest of CFC) in your rant. as the second poster said: There is no We in your argument. i think very small minority of people would support this.
that all said, im not denying you your opinion, just giving you mine.
carry on then. as you were.
I agree. It was arrogant to use "we" in the opening post, having not first established even a plurality by legitimate means. I'd suspect more people would support decent modding tools than be opposed to them in general. But rather than do research to discover if this is the case or not, you supposed that "we" all agreed with your position.
I, despite being a student nearing a computing degree, find the modding tools in Civ3 quite useful. Sure, I know how to program, but not in every language (I've never used XML or Python, for instance), and it takes more than 15 minutes to learn a language for all but supergeniuses like yourself, and even then I'm sure some knowledge of similar languages helps. And sometimes, when all you do want to do is really a tweak, a nice handy editor is really convenient. Yeah, I can program in C or Prolog, and can program without a GUI. But that doesn't mean such tools aren't convenient.
Does it take time to develop these tools? Yeah, of course. But it's nowhere near as complex as developing the entire game. And, as someone said in this thread, the tools can then be used by Firaxis themselves to speed up scenario creation (if you really want to edit maps manually in files, that's pretty ridiculous. I've done it before, and much prefer the Civ3 editor or the Civ4 WorldBuilder). They'll also introduce many people to modding who may well have not gone into modding had such tools not existed, and increase the value of the game. Some of those who start with the editor will graduate to programming, increasing the number of "programmer" modders. And the editor will provide a relatively "safe" harbor for new modders, increasing the stability of their "tweaks" - from what I've played of Total War mods, the lack of an easy-to-use editor can result in much less stability than would be desired.
It's certainly in part your tone that's irked me, but in the end I'd trust Firaxis on this. They've set the precedent high for modding, and I don't think they want to pull a Call of Duty Modern Warfare 2 on modding for Civ5, so significant limitations are unlikely. And if it really took that much time to develop an editor, I doubt they'd do so. And having played around a good amount in Civ editor creation myself, I'm sure a full-time team at Firaxis that knows the program better than the back of their hands could make a decent one without delaying the game by more than two or three months

.