I think taking existing maps as an argument is not a so-valid argument.
Widelands has always tried to be backwards compatible. For build 20 we had to break this for some reason but this was a major pity for all.
(Maybe I am too much in the thought-mode of "Return to the Roots", where all changes are options which the player can select in the options menu, and as such even make old maps not unplayable since the option simple can be left un-selected.)
Making new building and features switchable is very difficult because the tribes need to be balanced in both modes then. And balancing them in the current mode is hard enough to do.
Well, that's a good point.
If one chooses to play one game with all players the same tribe this is not a problem, though. So, switchable options which impair balancing are still OK I think because it is the user's choice, and when he chooses he should know about the consequences and e.g. also choose to have all players playing the same tribe. (Or, intentionally, taking the side effect of making the balancing different, to add or remove challenge.) A note about this can be displayed in a small text beside those options.
What I can think of instead would be a tribe that has perhaps a more industrial economy and in return to having higher productivity will have to deal with a waste problem. For me that sounds much better cause a complete tribe around this theme would add a lot of new variety to the game.
Much better idea!
from a feature perspective there are much more important changes still to be implemented ( most important from my viewpoint is the possibility to attack an enemy port from sea).
For me there is a problem of defining waste. Examples for empire:
- Do Smelting works produce ashes as waste?
- Do Stonemasons produce stone pieces as waste?
- Do Woodcutters produce small pieces of wood (twigs) as waste?
- Do all Buildings which consume fish produce fish bones as waste?
- Do Donkey farms produce donkey shit as waste?
As it is a game and not a reality simulation: There is just one kind of waste. (If wanted, they could be named and drawn differently, but technically all the same.)
I have a development branch that uses waste. [...]
Can you give a link to the dev branch?
-- Machen ist wie wollen, nur krasser.