If we're starting off an open-source project, we might as well keep it simple. Not as simple as the original SC, of course, but stuff like bendy roads should be secondary to building a solid baseline for a game. If we can manage it or someone gets a muse to create some bendy roads, that's fine, but it shouldn't be a required feature.
Speaking of bases, we should decide if it's going to be built from the ground up or use some sort of free pre-built game engine. There's a few options out there, but Unity seems like the only freebie where we'd be able to do full 3D. Building a game from scratch could be a fairly daunting task for a bunch of hobbyists, but if we manage to not break the entire thing, we'd have a stand-alone system that only includes what we need and what we've built.
Target audience should also be a concern. It's obvious that
we are the target audience, but are we going for more accessibility for lower end computers? What about graphics junkies who demand something that looks nice? What about folks who don't care how it looks, but want meaty background processes running, such as path finding and other calculations? Should we find a balance, or try to please everyone by having more options?
What RTS elements, if any, should we include? It'd be fun to raise an army to fend off enemy forces, but should we be forced to do that? Could it be optional, so that we can expand the player base? This decision will dictate the setting that we'll be using, not the other way around. Game play comes before all, and if something will improve game play, we should make concessions to other things to improve that.
I'm actually liking the idea of a city builder with optional combat. Sort of a futuristic frontier deal, with a large wall or other barrier separating danger from the inner territories. Inner territories would be safe, ideal for production, agriculture, and just about everything else. The only thing it will lack is a wealth of natural resources.
Cities along the border will be built half in- and half outside of the barrier, allowing a degree of safety with richer resources outside of the walls. Traffic through the wall would, obviously, be dangerous, as whatever enemy there is may get in through brute force or subterfuge if you're not careful.
Cities outside the border will be extremely dangerous, but will have the most access to resources. Eventually, with enough supplies, they can construct their own walls, but it'll require a lot of time, money, and effort.
Another thing to think about is scale. Do we want a cartoonishly large, SC-like scale of buildings, where you can see individual details, or do we want a sense that the world is tiny, with smaller looking buildings that show how insignificant the individual parts seem?
I'm actually a little excited about this. If anything, we could come up with a solid idea board for a city builder that someone else could pick up and run with.