Time to show something

.
It's not finished yet, but this should illustrate the concept well. And will explain why I cannot make an editor that works both for CivIII and for my game.
The example here is a bit silly, it's just to show how it works. The value used have no real meaning.
First, this is the part of the editor where you can add/remove or edit land terrain.
You can notice that you can have an editor name, and a usual name, and they could be different. Here the use is not obvious, but imagine in the editor "German_Paratrooper_WWII", and in game "Fallschirmjaeger". It make it easier to identify and organize in the editor, while showing a nice and clean name in game.
Then, if you select the first terrain, and click on the edit button, you can get edit the terrain. Here, you see the "single attributes" page. For the moment it's empty.
I want to modify the combat bonus...
So I click on the "add attribute" button (left).
Now, in the "add attribute" window, I can select a category (comlat) and an attribute (melee combat). The list of categories and attributes can of course vary with the type of objects (different for a unit, a terrain or a building). However, the interface will always be the same.
Here, I decide to give a 10 bonus to artic in melee combat.
When I save, the new attribute appears in the list. Of course, I could also cancel. The important point here is that only the attributes which are interested are listed. In that case, I have a combat bonus for melee. But not for range. And if I don't want to add one, I have nothing to do. In other words, you set only the important values. Everything else is just ignored.
Now, if I do some drag and drop in my terrain list, I can maje an object
inherit from another.
Here, the plain inherits from grassland which inherits from Artic. What is the interest? By default, Grassland has all the attributes of the Tundra. So, it has how 10, and I don't need to set it one terrain by one terrain if I don't want to.
but there is more! If I edit my grassland, and try to add the Melee combat attribute, I see it already exist! There is base value of 10 coming from the parent (arctic).
I could replace the value, so grassland has a new absolute value. But I can also use a modify, with +5. And so the final value is 15.
If I save and edit plain, with the same attribute, I see it already has 15 (10 from artic + 5 from grassland), and for specific value I decide to make in a %: the final value will be 3.75 in that case.
Every attribute for every object will work this way, and every object can inherits from other.
And obviously, if I later want to increase the base value for Artic from 10 to 12, then the value for Grassland will automatically become 17 (12+5), I don't need to edit individually all the objects to rebalance a mod.
Compare that with civ... Where you have an A/D of 3/2 for all 20 flavour units swordsmen, one of each civ, and for balance you want to make it 4/3... You'd have to edit 20 units! Here, just edit the "swordsman" unit, which have 20 flavour units as child.
Another beauty of the system is I can easily add new attributes. You want to have a new attributes "chance to find water for travelling unit" in the terrain? No problem!
And this will need no rework of the interface (as the attributes are in list, not in fixed fields as you can find in CivIII editor). And no impact on file format!
You could load your old mods. You'll just have to add the attribute to the terrain that
need it. By default, it will just be considered absent (ie can't find water in that terrain).