This is the wishlist put together on www.gc2builder.com for things modders wanted to do with the xml. I was supposed to clean it up and make it more readable, but for various reason I haven't yet. If any of this needs more explanation please reference the thread at http://www.gc2builder.com/vtopic-82.html or post your question here.
Unsorted:
More robust resource modability. (Adjustable abilities and values. Custom Coloring if possible)
More robust event modability
Negative values for anomalies
Better display of Tech Tree when using Multiple Requirements on Techs
General:
Use tags instead for things that are hardcoded based on internal name. (eg: Starport & Ethics)
Ability to add and modify Governments including what benefits they can have.
Ability to adjust population growth and tax income values.
Mod/Map Debug mode. AI plays each other without a human player in the game (no end of turn). Tester would be able to view all empire details on every race to check if things are working properly. Pause would be needed and variable speeds would be nice.
Maps:
Tag for Planet Texture
Anomaly support
Starbase support with ability to add modules already built
Planet's starting population
Ability to add improvements already built on planets
Scenario:
Individual race starting cash
Individual race starting techs
Ability to specify a custom map for the scenario
Support for Forced/Planned Events
Planetary Improvements:
Planetary and Global Ability Penalties (allow negative numbers)
Multiple Tech requirements for improvements
Tag for (Multiple and/or Numeric count of?) Improvement Requirements on planet/empire/galaxy (eg: You need a factory on the planet before you can build the mod's recycling center on that planet)
Population growth adjustable on a planetary scale (Using improvements on that planet)
Tech Tree:
Tags for tech not stealable, tradeable, and winnable (from invasion)
Race Specific Tech Tags (mutiple race support)
Tech Worth tag (used to help AI determine how much the tech is worth in trading)
Simplified Ability Bonus tags using the Ability number (multiple support)
Alternate Tech Requiements (eg: requires Tech A & B or Tech C) (Multiple Alternates and Multiple Requirements for each Alternate support if possible)
Ship Components:
Ability to add new colony and transport modules. (bug: they don't allow population to load)
Ferry Module (can load population but can't invade or colonize)
HP and Repair Bonus modules (percentage based, ship specific benefits)
Placement Limit (like for imporovements, restricts
UpgradeTarget tag (like for improvements, obsoletes old components)
Multiple types support (like attack and defense on the same component)
Multiple tech requirement support
Race specific tags (mutiple race support)
Alignment specific tags (multiple support)
Hull category specific tags (multiple support)
Negative value support on relevent types (attack, defense, range, speed, related)
StarbaseModules:
Multiple Tech requirement support
Multiple Module requirement support
Multiple Abilities on single module support (ie: ShipAssist Attack, Starbase Defense, and StarbaseSensors all on the same module)
Negative value support (ie: increased defense at the cost of attack)
New Abilities that provide penalties to attack and defense of enemies (Similar to slow enemies)
Ability to modify Starbase's range of effect