There’s the tiniest bit of hopium about a chance of a patch with Steam indicators hinting at work being done. But realistically, survival is going to depend on mods. So if there is going to be a circling back for a final send off any features that can enhance modability will have a tremendous impact.
To start off with, Kaeto Santos recently made a discord post with some very solid requests. I’ve also added a few of my own suggestions that I think could be useful.
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The ability to add new civtypes
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The ability to create new new resources (like Influence, Export, etc) and associate them with the civtypes
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The ability to define the animations for circular and other paths like it is possible for static anims (i.e. Community Plaza)
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Additional actions that scale by contained units
- Modifying gather actions would be hugely useful and would allow features such a barn that generates resources when livestock are garrisoned or a fisherman that could improve the gather rate of ships when put inside
- Modifying conversion resistance and conversion delay could be very useful for a ship capturing mechanic
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More supported KBStats for tech effects (i.e. totalMinedResources, totalHuntedResources, etc)
- Resource gathered stats such as totalResources (with resource parameter), totalChoppedResources, totalFishedResources, totalFarmedResources, totalPickedResources, totalShrineTrickleIncome (with resource parameter), totalTorpResources (with resource parameter), etc would be very helpful.
- Units/buildings killed/lost/trained with a unit type parameter (ie. how many cavalry trained, military buildings destroyed, trees chopped down, etc)
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Other?
- Wiser folks than I probably have better ideas of some modding limitations that could be fixed by the devs. Please suggest them.
Nice to have:
- Model import functionality like AoM
- Better multiplayer modding compatibility (better visibility in matchmaking even by those who don’t have the same mods enabled)
- Including more work in process or cut content assets in the game even if not fully implemented. The more stuff to work with the better.