@ Matthewv:

Bloody hell, that's absolutely brilliant! Your cratered terrain is fantastic!
@Haarbal: If we can combine your terrain with Matthewv's we'll have almost a complete set!
I don't know about the forest/jungle skins - I was hoping it'd be possible to remove the trees entirely and have a flat overlay of very white, glittering crate ejecta (look at a photo of the moon and you'll know what I mean)
@Dsquared: welcome aboard! If you give me a basic idea of your modding skills I/we will be able to think of some taks or other for you.
Leaderhead art and XMLs are coming on fine - I ought to have them done by tomorrow (touch wood)
@Woodelf: why not have 'debris' as a barbarian unit? Say:
- it's a one-off attack unit (missile unit in other words)
- it can only move in a straight line
- it has a wide (but not infinite) range
- it leaves some kind of mark when it hits depending on its size
Just a thought. Might be rather hard to implement, though. What's your opinion, Belizan?
@Belizan: by 'which idea is in/out' I assume you mean the ones suggested by Dsquared? I'll answer the question anyway assuming you do:
Okay, looks like we have some very good ideas here.
First bullet point: (Ditch fuel...) I think I would prefer to keep fuel so we can differentiate between fighter- and spaceship- type air units. Also you have already demonstrated that it'll work in-game, so I'd like to keep it.
Second bullet point: (Airfields...) If possible, I'd like to do this, although I think you've already said it'll need the SDK. Also how would we stop these auto-spawned units adversely affecting game play and upkeep?
Third bullet point: (Rebellions...) what sort of rebellions? The worst I ever had was civil disorder. Having colonies secede is already programmed in via culture, but having them break away to form barbarian states might add an extra level of interest. If possible this might be worth looking into...
Fourth bullet point: (Lack of water...) each capital ought to have access to the water body (see Civ2 scenario), although if it must be expanded I don't want it interfering with the already established landmarks. There is actually no water-like terrain on the moon - I included it solely for the sake of variety. Navies are not supposed to be a focal point - in fact I only had four naval units in the civ2 scenario: skimmer (light attack), skiff (galley equivalent), sloop (battleship) and assault ship (carrier/transport).
Fifth bullet point: (SAL Battery) Why not? Units have not been finished yet - the more the merrier. Woodelf, do we have a unit already that is similar? If not can we include it?
Sixth bullet point: (Laser countermeasure techs) Is it possible for techs to alter the strength/promotions of units? If so would it affect the AI? Having new techs make units stronger against obsolete units might be interesting...
Seventh & eighth bullet points (whew!): I don't think so somehow. Otherwise we'd have a major limit on pop'n/units and things would seriously wind down towards the end of the game. I think I managed to include some incentive in the Terrain improvements XML (have I posted that yet?) although ensuring the AI uses it will be welcome. Although I agree with the eighth idea.
Ninth-Eleventh bullet points: (wonders) why not indeed? Woodelf, do we already have these? If not can they be incorporated?
Last bullet point: (EMP weapons). Hmm. They would tend to work against electronic units (so all of them basically

) while leaving buildings/cities/&c standing. Dunno. Might be hard to implement.
I think for the moment we should concentrate on the Alpha. Most/all of this can be added later on in the day. Once the Alpha is up and running we can brainstorm on how it can be expanded and improved.
Once again, Matthewv: I LOVE your terrain graphics!