mechaerik
Tuturuu!
He's released the source.
I had both of these same ideas. When I introduced the work camps, I started to design a coalition option where the participating civs would go in with the goal of simply destroying the camps. (Similarly, I thought it might be cool to have a coalition with the goal of destroying all uranium mines in a civ and preventing new ones from being built.) The problems I found were (a) the AI was tricky to program and (b) it was weird to implement from a game-play perspective.
If you're actively at war and bringing other AI civs into a coalition just to liberate tiles, it forces AI civs to commit a lot of resources to something that doesn't provide a lot of benefit (unlike normal war, where they gain territory, cities, xp, a seriously weakened enemy, etc.). Most human players play to win, but to some extent AI players "role-play" their leaderhead traits, putting them at a disadvantage. I want to be careful about options that tie-up AI resources for flavor purposes. There would need to be some kind of special payoff to any participating civs in order for it to be practical (for a crusade, maybe the apostolic church divvies up loot among the member civs when successful). I thought that it might be interesting to have a "cold war" state where you can skirmish without fully declaring war (like privateers) but implementing that seemed a bit daunting as well.
That said, I agree completely; more specific coalitions would be cool. Now that I've released the code, maybe people can find a way to do it properly.
Also I seem to be having an issue with my workers disappearing?? This is really early in the game so I doubt they are kidnapped, it seems to be happening around the same times as the python callback issues but I am not certain. In my current game the 2 workers that I have built have just vanished?