Hi !
Life is busy, finishing a thesis and working on a saas project, and with the conflict getting a little bit complex geopolitically and longer than one could have imagined, it's indeed a slow but longer plan.
For instance, I initially planned on releasing a list of units that would make sense, but by the time my unit list seemed okay, new equipment appears on both sides. You also have Iran and America, the shahed drones initially just given to Russia now actually made more in Russia (licensed). Stuff like that which I'm monitoring. At the time when I started the project, there were tanks in both sides. Now it's not really the main thing, artillery and drones and defensive lines have taken a stronger role.
Also to follow as much as possible a realistic mid-game: since we do not know the end, I do not know if it should force or at least push the two sides to easily end up with a front line at similar strategic areas as in real life (maybe helped or hard coded if Lua scripting.
As for my position: the scenario would be neutral in the sense that I'm not taking a political stance at all. My plan was to, for example, have each nation or entity have their own regular update with text events either time related, or local victory or loss related, which are neutral in tone. News from either side, trying to balance the propaganda sources I can find from both sides, so that it remains apolitical if that makes sense. Fun fact, when I started the scenario, I was dating a Russian woman, and of all people, I'm not dating a Ukrainian!
A big development is on a personal level I have increase my productivity in the dev world (I mean, development overal) with claude code and was thinking it might be the saviour for Lua scripting of slightly more complex behaviour needed for the scenario. For example: logistics is key, so maybe Lua scripts would regen units only if close to a logistics unit or FOB. Also, the artillery game: maybe now I can make a script to scan the map or the visible map for the AI, and it can drop shells on you, just like you can drop shells on any tile (and it bring the recon game: if you wanna be sure to hit, use a recon unit). Also, dealing with the swarm of drones: I don't want a turn to be full of light units going in all directions and meaning a turn is minutes long to watch unfold. And if scripting is easier now with my claude code knowledge, without going too far, it might be possible to do a few things I wanted to do but would have taken me forever (for ex, building a FOB might not need to build a "city" anymore if I can script something around a tile improvement. Or having regular rights to scan an area to simulate using satellite intel, stuff like that which seemed complex to me years ago).
Also I need to test the basic AI on the map I had in mind (biggest possible= is it even working).
So yes, do consider this as a scenario which would take some time. Also I'm likely going to use it as a testbed of a few ideas because I'm not discarding adding to my main saas software idea the possibility to develop the core system of a 4x gave with iso view which would be a civ II/III like core game, moddable, multiplayer, and iOS/android/Mac/windows compatible and future proof. The Ai is the hardest pard actually. But I have this scenario in mind because I had put a lot of thought into it in the shadows a couple years ago. It's not abandoned, just back to the drawing board.
Like someone wisely said above, I'm also hoping the conflict stops, for personal reasons of course, but since we are here, to also have a final timeline to be able to wrap up what at least we know officially and build something of quality. I hope you understand.
EDIT : and yes I'm considering making a simple version of it with basic units, basic coding, calling it an alpha. Then adding more layers, testing the latest which could be the beta. And if I'm near happy with it, push for the final version. That way, I'd at least produce a simple but interesting map and scenario set up or two before trying my hand at the final project.