There are libraries online where you can grab art for a royalty, but it's a lot cheaper just to make our own stuff. Plus with custom made art we can set our own art style. Just wouldn't look right if we have a cartoon building here and a photo-realistic building there.
For Kickstarter, if a project fails all the money gets refunded to the audience. However, before anyone can even think about doing a kickstarter, the game would have to be in a very late pre-alpha build in order to get a demo started for the display. Then of course the promissory gifts for donations like a t-shirt or digital/physical copy of the game, an alpha/beta key or a signed poster, etc. However, it is possible to do a multi-staged kickstarter. Say we get a video describing the game, get some concept art and animations in there, maybe an inside view on the engine we've created, set a low goal. There's the software licencing costs as well as music costs and money for future ads. Then in late-alpha stage, make a demo video of the game, an in-detail description of the game and some really cool features. Make it a nicely placed goal. There's your developing funds for the birthing company, copyrights as well as publishing money. Use the earlier money for ads on the early beta, get ad revenue and the company would be in full-swing and releasing the product, already conceptualizing patches, DLC or a new game as the game's revenue swing the company into the indie competition. Of course this whole thing would take at least two years if the team works dedicatedly on it every day. Then there's the AAA companies who would take 5 years because they don't have passion but just money telling them what to do.
Keep in mind that as an indie game company, we don't have restraints set by publishing companies for function concepts. Where 2K games limited Firaxis in what they can put in Civ, indie companies can do what they want, when they want. We can make every single unit a multi-faceted AI with no restraints on what it can do where publishing companies would put a lock on them, saying to keep the units a simple AI for example.
@Hyrdomancerx
I would say that art style would be great for conceptualizing what we're building. Where you can make a picture, the entire team inputting their opinion to you, you then change the scene in some way until everyone is in agreement on a scene or a character, etc. and the final picture would go to me where I make 3D asset meshes and textures to put in the game.
@Everyone
If yall would like, I could host a Sourceforge project on this and make everyone on the team admins for the forum. It can sync with SVN and Google Docs/Code/etc. I can put up a Google Docs Game Design Document there for everyone to contribute to.
Jawohl, mein Führer! (I wouldn't have thought that I would ever write that

)
You described the different strategies very insightful.
I'd plea for a double-strategy like the MMO WarThunder has it - the base game is for free and they add stuff like units and maps and other content every day, also for free but if you want some extras like special units you can for pay it, also if you want to have access to special new features like ground warfare instead just aerial fighting (in our case something new like multimaps) that are just developing or you earn your access to it by playtesting etc.
So, basically, the way would to be a hybrid of free base game and "paid for" special developement, maybe even customized content on the players wish. The factory for content, the SVN, as the backbone of the whole machine.
What about creating a "currency" within SVN: on the one side creating content gives you some sort of credit and on the other side you can use it for requesting other stuff, like implementations of all sorts.
Also, you could have a
kickstarter process within the game. Lets say a game designer lays out an interesting idea like multimaps, describes the expected functions, its impact on gameplay and the balancing path. A rich guy sees the idea and wants it in the game asap.
He funds the project with credits he purchased on the website. The original designer of the idea gets some credit if it is funded, the developer, of course, gets some more credit and the rich guy gets the feature.
An other example: lets say a poor guy has made some models someone else requested earlier.
After saving some credits for some of those jobs, he finally also could buy the multi-maps idea feature if no rich guy would show up to order it yet.
Or possibility #3: lets say two betatesters each pay half the credits for the realization of the feature, so they pool funds to have it implemented.
If your request has been implemented, the developer gets some credit from your account which you maybe gained before by making some art for units someone else requested who got his credits for betatesting the initial developers implementation for you...
This system works better for larger communities where not everone knows the body of work of everyone else.
(And a new game would have a bigger community in the end, again, see WarThunder with 5 million players by now.)
Besides, the hotness of features would regulate the price of the items. If someone really likes to play a certain way but the most people don't the price would be higher as the request for it would be lower. But if its implemented and getting popular the original founder of the feature would get some revenue out of it. Statistics of used features could be made and determine the revenue... or something like this.
There could be pools for ideas, if everyone of lets say 1000 people would throw in each like 1 credit of their reserves, a cool feature could be created in no-time and the gamedesigner & coder would also get paid for it quickly - the incentive is there for progress and not just the amateurship we have now (amateur in the french sense of "lover of it").
The more users participate and create stuff and request stuff the more revenue would be generated in the end.
The main money source would not be selling the game itself but selling its customized progress, so to speak. Every once a while there would be updates for the community but the icing on the cake, the spice in the soup would be built and paid for at the same time, so the process of working is paid for.
People could donate content they paid for or they could re-monetarize it. So the next one buying their exclusive feature would still have to pay lets say 90% of the original costs, the next one 80% etc... After the 10th ingame buyer, the feature would become common content In the end,
financing a feature could even pay off and give profit - or the investment amortizes at least!
It also could be waited for lets say a secound buyer and then be donated to the community. The original buyer could set the price for the resale of his item himself. Maybe one wantes to resell it for 50% and then donate. Another one wants the secound to pay 10% credits, the third 9% and the xth each 1% so he wouldn't donate the feature perse unless a certain sum has been accumulated in total. The buyer could speculate on the exlusivenenss of his bought content.
The game would be regulated by the main developers, disallowing certain things and steering the possible mechanisms of trade. (ethical economy)
People developing wouldn't get rich with this but could draw out a special amount of their ingame earned credit into real money after having met certain "developer" conditions (and depending on the total "real" income of the company, aside the user-created credits)
and on the plusside poor people could also participate by "working" for the progress they want to see, much like betatesting, art creating, and all stuff we do right now, but you had a self-sufficient system in place for larger audiences and communities and you could also sell progress to rich guys at the same time - progress that all benefit from in the long term.
So, the strategy could be
semi-monetary. Of course the rest of the path with pre-adding, conceptional designing etc would still work as you described, CivFührer.
The good thing with a system like the one I described above is that progress is nearly infinite. It could very well be that the game at one points stops being a game -- and evolves into (part of) something else, far bigger . Like a universial robotic machine, "simulating" the universe once the universe is equally cool everywhere, creating a singularity and saving our information sets to the other side of time... Remember what Zappara said! (see sig)^^ I really wonder what he's up to these days...