I too just read this thread. While I may not be able to contribute (my experience with C++ ended with my creation of a Fahrenheit <=> Celsius converter program), I will definitely support you guys and provide any ideas/contributions that I may make in order to give modders more flexibility.
Belizan, you were completely on target with the statement of your desires of SDK use: giving more choices to modders of XML and Python. This is something this community needs - once we get that, there will be many more great mods out there. Many people have excellent ideas, but they don't have the coding knowledge to make them a reality. This project could actually make it a reality!
Here is something I would like to see, which is kind of an extension of being able to program random events in the XML. I asked TheLopez about this a little while back, but perhaps as the new SDK modding team the Civ4 Community Core Project team can work on this together.
I'de like to see an "Objectives" system, or a "task-and-reward" system. In other words, a system where you have goals to complete in order to gain something useful to you, and/or to win the game. It would provide incentives for human players to play a certain way. Age of Empires, or Empire Earth, might come to mind... RPGs have a similar system as well. Adapted to Civ4, you could set more victory conditions, or just conditions that can raise your score and possibly gain you new technology, units, gold, experience, events, etc. etc.
If barbarian attack break out in Rome, the objective could be to destroy all barbarian leaders. The reward could be destruction of all remaining barbarian units, extra happiness in your cities. Playing as the Ottoman Empire against Europe, an objective could be to capture Constantinople; doing so will give you the technology "Greek Fire" or will give you new army units. Another could be "conquer the Balkans within 50 turns," yielding a prize of a ripe Janissary army.
These objectives could also lead to more, complex objectives; and, the course you take can determine the outcome of history. For example, in a World War II mod/scenario two objectives could be to take out France and to take out Russia. You decide to go Blitzkrieg and conquer France, then move on toward the Soviet Union. Do you split your forces to gain oil in the Caucasus or do you send them all towards Stalingrad?
You have choices A, B, and C. If you complete A, then A1 or A2 will happen. If you complete B, then C2 will happen. If you complete C, then C1 or C2 will happen. I'm not sure if I'm communicating my thoughts clearly, but hopefully some of you have played enough RPGs and Empire Earth II to understand what I'm asking for.
Such a system would have tremendous value for mods; it would make them MUCH more interesting, and actually increase strategy for the human player.
I wish the Civ4CCP team well-being and great luck in this endeavor.
