Hello, I am Australian and very interested in your mod. I have migrated from TWC forums to express my thoughts on the development of this mod.
First and foremost, I think getting all the unit stats ready for a campaign release is a priority. Most gamers are campaign only gamers and without something they can play, they will quickly lose interest in this mod, which would be a shame. Additionally, with less community interest it is easier for everyone involved to just chuck it in, and I don't think too many people want that to happen.
Secondly, I don't think there is too much point working on a napoleonic specific mod. I feel reasonably confident in saying that the expansion pack will be based on napoleon, and the amount of work involved, and the amount of time it would take to produce something playable, it is very likely the mod would not be even close to finished when the expansion was released and in all likelyhood people would lose hope and give up at it's mere announcement.
If any changes are to be made to the date, I suggest the decision is made to use less arbitrary dates than 1700 and 1800. Perhaps start in 1688 or 1689, and run through to pre-revolutionary or pre-napoleonic times. Then when the expansion is released, this mod will likely be polished to the point where it can be put asside, and work can shift to grognardifying the expansion.
Finally, my list of suggestions from the TWC forum:
1. I have been planning to work on a proper 4 seasons mod, as we have
not seen since the days of shogun probably, maybe mtw had it but rome
sure didnt. However my time is limited and it's entirely possible
someone else will beat me to it.
2. Recruitment. I take issue with the recruitment system of the TW
series having persisted into this latest game. It is ridiculous that
the only ships available at the start of the game are basically brigs,
sloops and galleys. My recommendation would be to allow ALL shipyards
the ability to build ALL (well maybe not obviously technologically
limited ones, like rocket ships) ships, from the beginning, and make
the building of a larger shipyard non-technology dependant, but tied to
the province in some way. A small shipyard may only have one
recruitment slot at a time, whilst the largest might have 3, or 5, or
something. I recommend making RECRUITMENT TIME the primarly limiter on
naval recruitment, not technological development. So a galley might
take 6 months, a brig/sloop a year, a 5th rate 2, a 1st rate might take
5, 6, or even 10 years, who knows. Atleast this way people will
appreciate the value of their ships more. What with the unit
limitations on elite units, and a possible AOR system, something
similar could be implimented for land units, although clearly there
should be some development in terms of unit availability as time goes
on, I don't think it should necessarily be tied to what particular
building you have in a region as it is now. Food for thought anyway.
3. Clearly I think a reskin is in order. I don't think 100% percent
nitpicky historical accuracy to the point where you have to start
inventing mostly similar (statistically) units simply to give them a
different skin. It would be nice to have MOSTLY accurate armies though.
I can appreciate WHY CA skin their armies in generic, national colours
but for me, atmosphere comes from a degree of authenticity and it is
worth it.
4. Technology Rework/Reorder. There are probably already people working on this, I'm sure for the most part it's fine as it is.
Thanks everybody
Oh and I apologise, but I can only speak english, in my country their is no great need or purpose for learning another language, so people mostly do it only out of interest, and I have never gotten around to it.