Updated the 2nd Post with some updates on the vision for the mod, and what will be required to implement some of it.
1. Stack limits of 10 with stacked combat. DLL Required. Lua/C++ Programmer needed.
2. Sea and Space cities/improvements. Work is being put into some of the space city concepts. Sea cities and new sea improvements will take some additional work.DLL Required. Will need artists and Lua/C++ programmer.
3. Trade Monopolies. The biggest snag in this department as of right now, is the inability to require a building to use 2, 3, or 4 of the same resource found within city limits. How this would work, would be that if you have 3 worked Spices in city limits, then you can build a building that produces substantially more gold than the building that requires 2 Spices. The limit would be 4 Spices in city limits.
The second part of this system is that you get to use up to 4 more Spices found within your empire and send them to the city with the most spices in the city limits. The city that can build a building using up to 8 Spices(up to 4 in city limits, and up to 4 others found throughout the empire), would be a major economic hub of your empire. Now obviously, this method of implementing Trade Monopolies could produce quite a lot of buildings, so it would likely be streamlined down to 4. 1 Building uses 1 local and 1 national resource, 1 uses 2 and 2, 3 and 3, and 4 and 4.
Until then, it is possible that I could create a system that just requires 1 of a local resource and then up to 5 total could be uses in the monopoly buildings. So 1 local plus up to 4 national. 4 buildings total. They would have names such as Alluminum Mill, Alluminum Hub, Alluminum Sector, and Alluminum Capital. It would be a chain of buildings, each requiring the last, and each requiring 1 additional resource.
I would also like for there to be pillageable trade route lines snaking across the map. This could be very tough, even if we had DLL access and a capable C++ Programmer. DLL Required. Need lua and C++ programmer eventually.
4. Ultra Huge Maps. Huge maps in Civ 5 are decent. Gigantic would be better. However, a huge map on Civ 5 taxes even the best of CPU's by late game, so this simply may not be feasible.
5. 32 Civilizations. Halfway there. Given the bonuses that Civilizations get, and the changes to the yield system I have made, I am going to have to do a significant amount of work integrating and updating various Vanilla and User added Civs.
6. Mountain Mining. Need the ability to have workers move on mountains and build mines. I need the cities to be able to draw yields from the mined mountains(currently not doable). And of course we need the mined mountain to be graphically represented.DLL Required. Need Terrain Artist, and a Lua/C++ Programmer.
7. Public works tile improvement system. We don't need the CtP system per se, but there are quite a lot of improvements that need to come over. Airfields, listening posts, radar towers, scaled farms/mines/trading posts, sonar buoys, undersea tunnels, undersea mines, maglev, etc, etc. DLL Required. Need Artists and lua/C++ Programmer.
8. Subversive Units. First, we need the ability to make units invisible, similar to the submarines. Should not be a huge problem. Second, we need our subversives to have special abilities. Siphon production, siphon gold, poison water supplies, destroy buildings, spread plagues, create corporate franchises, create religious footholds, etc. DLL Required. Need Artists and lua/C++ Programmer.
9. Vast 100+ city empires. This is partly tied up with #4 and the fact that larger and larger maps are progressively more unstable. Currently empires of 30-40 seem to be the average large empire, with perhaps an upper limit of 60 cities if you spread cities 3-4 tiles apart instead of 5-6.
10. Uniformity/Diversity slider. Basically this is a slider in the advanced setup menu that would allow you to tweak terrain randomness as desired. Slider on the diversity side of the scale would basically make a map where desert is next to jungle is next to grassland is next to swamp. Slider on the uniform side of the scale would create a map where vast open plains, swamps, mountain ranges, etc would all be found. You might find yourself starting in a swamp that stretches for days. Or maybe in an endless jungle. Or jammed up against a mountain range the size of a duel map.
The slider lets you choose the level of diversity or uniformity, and would allow all kinds of map conditions. Personally, I always played max uniformity as that always seemed to produce enjoyable maps as opposed to jumbled masses of randomized terrain types. If I had to rate Civ 5's map diversity, I would say it would be a 4-5, with 1 being most diverse and 10 being most uniform.Map scripter required.
11. Choice of End Era. While this is technically possible now, it requires a separate mod to be enabled in addition to the CtP Project. What I would like to see is an Advanced Setup option where you can simply select the End Era just as you select the Start Era. Default End Era would be Diamond, with the choice of any era inbetween. Lua/UI Programmer required.
12. The ability to remove any unit/building/wonder from the game in the create game screen. Essentially, this would be an Advanced Setup option that would allow you to turn off any unit or building that you do not want in the game. Nukes for instance. Or Settlers was always a fun one in CtP, but then you could start CtP with 9 settlers if you wanted. I believe this will be similar, yet significantly more difficult than adding the Choice of End Era to the Advanced Setup.Lua/UI Programmer required.
13. Empire wide food, production, and gold sliders. In CtP this was basically setting the workday of your citizens. 6 hours, 8, 10, or 12 hours a day? Or setting how much food they get to eat. Do they eat 5 food a turn, 10, 15, 20? Or setting how much they get paid for their work. 5 gold, 10 gold, 15, 20? If you work your citizens 12 hours a day, they are not going to be happy but you get lots of production out of them. And you can make up for the long hours by feeding(lower city growth rates) or paying them more. DLL might be required. Lua/UI Programmer needed.
15. Awesome city management system. We need the ability to set production on all of our cities at the same time. Also the ability to save Queue's and load them in other cities. I have seen some mods that address this area somewhat, but we need it to go much further. Lua/UI Programmer needed.