Sounds like you'll be busy then Gandalf

. I look forward to any works you may have on the matter.
Existing games don't seem to have any sort of check of whether the mods themselves get modded. I just renamed Unwise's Flag mod to LI.dm in my existing test game and started up the game, and lo and behold all the flags changed and militia no longer cost 999 resources.
Although the "you must quit the game for mod changes to occur" is a little bit of a hinderance. I wonder if there could be a way to have the game refresh mod files during the turn generation process or to have the game auto-quit/restart. But I guess you can't have everything you want lol.
If the mod commands could include some of the map-commands that would be a nice bonus too. Such as the ability to add monsters on a specific province (like the barbarian invasion random event), or change province ownership, or randomly add forts on random provinces to help the AI out, all during the middle of the game could make for some creative scripted scenarios. Although all of the above are 'random events' of the game, so they already happen mid-game and implementation of them into mod commands would not be too far-fetched. I don't know if said features already exist as mod-commands, but they aren't documented if they do.
edit : typo corrections
[ May 13, 2004, 22:17: Message edited by: delacroix ]