Names, eh? You ask me for a name! You do not yet realize your mistake! You never ask ME for a name! So let's have some names:
Smarter Orcs
AID&D
The Smartalfar Mod (if in doubt, go for the pun)
Brains Fell From Heaven
Actually, really, don't ask me for names
Very quickly about flavour changes and the AI's tech selection, because I've played extensively with those as well (in the process extending the VB functions of the editor a good bit, before capitulating and admitting to myself that if I want to keep introducing new flavour types I'd be much better off just digging into the XML itself) (I have some ideas how to make the editor more flexible if introducing new stuff that pushes things down into lower rows becomes a regular activity--but that's rather OT). Essentially, you can actually use flavour to add flavour to the game (imagine my surprise!)--my Ljosafar actually did favour archery and scout, my khazad ended up building lots of cannons etc. The thing is that through flavours all you can do is help the AI to the things that will tend to be smarter in standard situations. It does nothing for contextual decisions (there's no bronze or iron anywhere--maybe I should not go for melee) (not so bad in 2021 anymore, but still a major factor), which means that in most all situations where good decision-making is a make or break factor for the AI's game, the flavours don't help.
Having said that, I enjoyed the hell out of a few games where I helped the AI with flavours. Subjectively they performed a lot better, and especially "difficult" races for the AI like the Calabim were suddenly real enemies (they actually rushed vampires). This is a decision we'll have to take at some point during our mini-mod: do we only want to boost the actual performance of the AI or do we want to look into these things that make the AI feel like they're performing better? I'll definitely have a look at what maniac did with his flavours in RoM. I've actually added 23 flavour types in my current version of FFH (one for most races, and one for each combat unit type--siege, disciple, melee etc)
Okay, back to our topic. Xanaqui, do you know how much Better AI improved the AI's decision making in selecting techs? Because the things you listed do make a lot of sense and I'd be surprised if Better AI doesn't address that at all.
Concerning this:
5) Improve this to the extent that there's little need for the various forces that are performed in the python code.
There are only minimal forces, and that's mostly racial stuff (Ljosafar and Khazad hurrying their respective religions, everyone hurrying exploration for whatever reasons), and it can already be addressed with flavours (simply give the religion techs very high flavours for those races).
Xanaqui, do you have an SVN server installed there at an easily reachable PC? (dyndns or somesuch?) We have multiple options concerning SVN, but I'd propose we simply get ourselves a sourceforge account and use that. If you need more control for some reason, I can poke around the svn server I have installed on my root server. I've only used it locally (coding through putty, wee), but it won't be very hard to enable remote access via apache 2 and webdav. (actually I just figured out that it won't be very easy to do that after all with apache 1.x, which we're running, so let's just go for sf.net) I volunteer for managing the sf.net project.
1) Stable version (empty except for a warning that there is none yet)
2) Current version (everything at the moment; eventually just the distributed files)
3) Features
4) Planned Features
I can do that topic. Basically, I'd do it like this:
<state very concisely what our aim and our current status is>
Stable Version: point out that there is none, right now
Current Version: link to sourceforge I'd say. I don't know how big a file we can upload to civfanatics itself, and I don't expect very big files (cvgamecore will hardly grow beyond 5mb, no?), but you never know, and it'd make sense to keep everything in one place.
Features. Basically a list of stuff we've got working. Maybe this will also be a good point to mention that we've basically merged Better AI with the FFH source, and link to Better AI. Once we move beyond Better AI, we list the basic points that we've tried to change here. I don't think we should get too bogged down with a very detailed changelog. If you employ a consistent and informative commenting style we can pull some stuff straight out of your comments.
Planned features: I'm not sure we need this at all. Maybe there can be a more general "about this project" section here, where we describe what the weaknesses we perceive are and what our ideas are for fixing them.
Should we post that topic before we have any files to put up? I'd say we wait until you have a first version, no matter how pre-alpha it will be, that people can download and play with. Having a topic with a great mod idea but nothing to download is such a, uhm, rooster-tease.