The idea of being able to modify some parts of the game without needing programming knowledge is already fantastic honestly. Reminds me of those Paradox games like CK2 with their events. Or Dwarf Fortress, to give a more "local" example
Data Driven Development. The easier and safer it is to add features, the more people can add features. My favorite part of LCS, the flavor, the humor, it's predominately plaintext, and as such should be some of the easiest parts to modify, but since it's hardcoded, it's easier to find a zombie mod than a few new pickup lines. Multiple save files, multiple cities, the Stalinist Crimesquad, these are excellent features and I have the utmost respect for the people who added them, but C++ sucks! I don't want to force anyone to learn it. LCS lives and dies by its mods, and with all the craziness in the past ten years, there has got
to be all sorts of ideas floating around, and I don't want C++ to be standing in the way of all that creative content.
Any code change that implements an added feature, that goes against the core rationale of why this project would exist.
I couldn't have said it better myself.
That said I am working on something new. A mod folder, to allow switching between data-only mods without multiple copies of the executable. Apart from the risk of screwing up save files if loaded with an incompatible mod, it seems surprisingly simple.
The reason this is happening - on my end, at least - is that I have a number of features that I'm trying to add to the game and doing that requires coding. The features that I am adding will eventually be text-moddable with a set of instructions, but first the features need to exist before I can make them user-friendly. At least the TV mod is playable.
Aye. I have long fantasized of such an LCS. I hope my efforts make the transition easier, or at least not more difficult.