Hi guys,
I would like to give you an idea, how a "perfect" team for a project of the size of
Religion and Revolution could look like.
(This is more or less a dream and reality is that we are still far away from that.)
Generally:
A. Team members must be
reliable and
motivated.
This does not mean that everybody must spend massive hours of work on the project all the time.
(There is always real life and sometimes team members simply need to take a time out.)
But it
does mean that:
1. If somebody promisses to do some work package he will eventually do it.
2. If somebody does a work package, the team can rely that he will do it in decent quality.
3. If the team spends massive time to build up knowledge of a new team member, that person should not be gone again after a few weeks.
4. If somebody needs to take a timeout he must tell that.
B. The team members share a
common vision.
1. Decisions are made in consens and no feature is implemented if even one team member does really not like it.
2. Team members are willing to work on a feature even if they are not totally exited about it, so the project as a whole can advance.
3. Generally the team members agree on most of the features planned.
4. Communication is done in a open but respectful way. Even if you don't like the idea or the work of somebody else, you can tell that politely.
About roles:
1. Architect / Technical Lead:
responsible for:
- a big part of the bugfixing
- giving feedback to new concept from a global technical perspective
- integrating work packages from different members for very large features
- regularly checking the work packages commited
- regularly improving existing features
- regularly improving stability / performance
necessary skills:
- excellent knowledge about the features of the mod
- excellent knowledge about DLL programming
- good overall knowledge about the other aspects of CivCol modding
2. Feature Developer (the more the better but we should have 2 at least)
responsible for:
- creating and discussing new concepts for features
- implementing new features
- part of the bugfixing
necessary skills:
- good conceptual skills
- good knowledge about DLL, Python and XML
specializations that make sense in our project:
- Event Programmer
- UI/Screen Specialist
3. Graphical Developer (the more the better but we should have 2 at least)
responsible for:
- supplying the feature developers with graphics needed (2D or 3D)
- constantly improving graphics (looks and performance)
necessary skills:
- creativity and artistical mind
- good to excellent knowledge about creation of graphics (2D, 3D or best both)
4. Historical Researcher / Writer (we should have 2 at least)
responsible for:
- supplying the feature developers with all historical data needed
- constantly checking and improving the texts of the mod
necessary skills:
- basic understanding of XML
- good writer
- good researcher
5. Translater (one for German, one for French)
responsible for:
- supporting the "Historical Researcher"
- translating the texts into another language (our main focus is German and French)
necessary skills:
- basic understanding of XML
- good writer
- good understanding of English and either Native German or French speaker
6. Quality Manager (should be 2 people)
responsible for:
- answering questions about the mod to community
- first check of bugs reported in community (reproducability)
- supplying savegames for the developers to do deeper analysis of bugs
- organizing our partners that help with testing
- alpha testing for the features
- checking balancing of the features
necessary skills:
- good knowledge about CivCol in general (e.g. Worldbuilder)
- good knowledge about the features of the mod
- basic knowledge about XML
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Other roles like "
Beta Tester" and "
Map Creator" could be handled by Community, especially through our
Partners.
Although the people filling these roles could of course also become team members.
So if you want to be part of this project
and fulfill the required skillset of one of these roles
and are reliable
and motivated
and share our vision,
get into contact with us.

(We will see if it fits and how we could organize everything else then.)
If you want to cooperate with us on a more or less regular basis but without responsibilities of a team membership, we can talk about a "
Partnership".
But if you think "Well, maybe I can just drop by for a few weeks without really working and simply get my ideas implemented."
do not bother us.
If you simply want to share some of your work without taking responsibility of any kind, then simply do your stuff and tell us what you did.
(We could then take a look at it and adapt it into the mod if we like it.)
It is your decision how close you want to get involved.
(Team member, Partner or Community member.)
The biggest difference is of course, how much you will be able to influence the development of the mod and how many of
your ideas we will implement.
The more team members we will get, the better and faster we will be able to develop this mod.
Best regards,
ray