okay, so far I have gathered (correct me if this is wrong)
Yes on starting a new DF from scratch series after the new release.
Yes on collaborating using Google drive and no more single modding turns. ( not a lot of replies about it, but also there was zero pushback on the topic so i'll chalk it up to on of those 'yeah, duh' sort of ideas )
Yes to porting creations from the old version and only the old version.
Here's some more ideas to stir up some discussion.
No halfling race - and to take it even a step further ...
No copyrighted works of fantasy fiction in general as a rule. As in, if it can be found in J.R.R Tolkien's Similarion, or World of Warcraft, or a D&D book, it should be rejected, or at least be given a more unique flavor that fits the tone of the game that we'll eventually sculpt out.
I like this rule because Fantasy is, by it's very characteristic, limitless with ideas. If somebody wants to play with Dwarves & Orcs in a fleshed out stock fantasy setting, there will always be Forlorn Realms and Masterwork DF and of course Vanilla. So, Why do we have to be constrained in the generic fantasy pulp of elves and goblins? This project always shined most when a unique, crazy little idea took center stage or some strange piece of lore entered the mix, so why not always strive for and enforce a unique fantasy universe with lots a cool little things over the already well trodden and established?
Expanding on Lord_Lemonpie's idea
I agree, only one all inclusive race is too small to have fun with, But what about three multiple race inclusive civilizations?
Let distill what typically happens when somebody embarks in vanilla, right? Usually the situation is this; You are allied with your civ, the goblins are hostile to you, and either the elves or humans want to trade or siege you, rarely both at the same time.
Would that experience change much, other than in more variety in trade and sieges, if instead of a dwarf civ and a goblin civ constantly butting heads, There was (stealing some Warcraft here) an 'Alliance' civ and a 'Horde' civ constantly opposed to each other? And for trade, perhaps there could be a third, neutral group that agrees with exactly half of the 'Alliance' civs ethics, and half of the 'Horde' civs ethics, making the neutral civ constantly flip flop between the two with trade deals and pledges of war support at the beginning and during every world gen like an indecisive girlfriend?
This would likely help newer modders, because if they make a cool race creature file but don't really know what to put into the entity file that would be balanced, they can just hook their creature into the coalition that suits their flavor and not have to worry about it.
streamlining the raws
Do we still want to keep the format 'item_username' in the raws? This creates a lot of individual little raw snippets and can be messy to edit, especially if something is game crippling and needs to be bug fixed.
Maybe it would be a better system to just have one file for entities, objects, creatures, ect, but inside the files, segment the token like this;
c_variation
[OBJECT:CREATURE_VARIATION]
### contributor 1 ###
[TOKEN]
[TOKEN]
[TOKEN]
### contributor 2 ###
[TOKEN]
[TOKEN]
[TOKEN]