For instance, why don't you write anything that could be moddable in Python first, rather than adding in that function with something else and backporting the feature in?
Because the Elemental engine was techniciall started way back with GalCiv1, so think of our engine development as iterative, not 'clean slate'. All python functionality at the engine level has to be back ported, which is a huge pain. Using python for the AI and Questing is our first step, then we implement it elsewhere
Most gamers know how big of a plus great modability is to a game, it can greatly increase the time a game stays enjoyable. And while the creation of new races, tiles, equipment, etc (the editors) is already a great feature, the ability to completely change the game's gameplay creates tons of possibilities.
This is why we're focusing on the internal tools ATM...everyone should be able to use them to increase the game's longevity, then as we build in the scripting support, the more advanced modders can take things to the next level.
My experiences with Civ4 indicate that this can add a great deal to the game. I went all out on the map scripting and I've been told many times it's like playing a whole new game.
We'll try and get it in