Hey, looks like we have the board! So I've clearly been running off in a particular direction. It was wholly inspired by WildWeazel's proposal but clearly a pretty lone-wolf, uncoordinated effort. My aim is to largely recreate my previous SAV/BIQ/map tools in C#, a language much more appropriate to the purpose and something others in the mod community have experience in. And I'm trying to do it in such a way that the code can be reused either via copy/paste, inclusion, or dll linking. I'm thinking that no matter which direction the project goes in, this code can be useful. I hope. If it's not clear, I personally favor and am most energized by a new clone game using modern tech. But I'm not a very reliably consistent contributor to the community, so I certainly shouldn't be the driving force or big influencer behind the project. In the public thread on the C# SAV/BIQ libraries I'm developing in public, hopefully without prematurely advertising what we're discussing. My history of projects has been all over the place enough that another change of direction and language should be wholly unsurprising from me. I think I've coded stuff in at least four different languages so far. I'm currently working on an intermediate idea "Civ Parade" where users will be able to use Lua scripts to spawn and animate units on screen. Ideally it will read from the BIQ so you could showcase all units of a mod, all animations. As amusing is that is for me, it should go a long way to making pieces useful for a game engine, or if not then my next generation save monitor(s).