Hail
Satan's minion
Why invent a new scripting language? All you will do is introduce another possible source for bugs while not gaining anything in functionality that couldn't be done with proper bindings. Keeping with python will benefit the institutional memory of the civ4 modders and make more advanced civ 5 mods out the door quicker.

STL is part of the C++ Standard for over nine or ten yearsSTL simply isn't a workable solution for amateurs. Seasoned engineers have enough trouble with it. I can use it when necessary, but I'd rather use this
Code:units = [] for eUnit ... if ... units.append(eUnit) for eUnit in units: # use eUnit
Than the STL equivalent. Manually dealing with iterators is so 1990.
As for standardized C data structures, I'm not familiar with them. I'm sure plenty of people have written good libraries, but none are standard as the STL is.

Code:
for eUnit in units:
# use eUnit
for the sake of arguement let's suppose it is not:
let's eUnit be of some STL container type unit_t.
iteration:
Code:
for(unit_t::iterator it = eUnit.begin(); it != eUnit.end(); ++it)
it->do_something();


really strangeBut it doesn't matter, even in the SDK code that could make use of the STL they avoided it almost entirely. They used Vector in a few places and probably used the STL's hashtable for the info type map (string => int). Otherwise it's all arrays and looping where sets and maps could be used to good effect. If paid Firaxis developers aren't going to use the advanced tools available, you can't possibly expect amateurs to do so.

actually i expect amateurs to think for themselves

STL does simplify your life. i cannot think of any reason to not use STL

I don't get why they used arrays. Vectors are so much easier!
