Hi All,
you all know, there are plenty alternatives to DF (Towns, Gnomoria, RimWorld, TimberAndStone, etc.), which are trying to have a piece of this big "complex-manager-god-sim"-pie. But I think all their efforts are totally useless, because they will just run out of money eventually (buy-once model will not work for such long-development projects) and will never reach depth and complexy of DF.
...
Once some initial playable stage is achieved (I'd say something on goblin-camp level), we launch a funding campaign and distribute the money between main contributors and project managers slowly in time. Then, try to establish a donation model to continue development.
Avoiding the questionable morality of choosing to copy someone else's game for monetary gain, which others have covered:
1) If, as you claim, one of the problems with other DF-inspired games is that they'll run out of money because a "buy-once" model won't sustain them, why would a donation-based model be any more successful, particularly if your donors will be paying for something they can acquire for free (or for an equivalent donation) elsewhere i.e. DF itself?
2) If the projects you've mentioned will "NEVER" reach the complexity of DF, what makes your proposed project different? What is it about this project that makes you think it will have a better level of complexity than its competitors - particularly since you've said that you find some features of DF are "too deep"?
3) Basically, what do you want the project to be? Is it a straight DF-clone, community-built and donation funded? Is it DF but with some complexity stripped out? What, to use marketing speak, is your Unique Selling Point for this project?
That's ignoring the multiple, manager-level questions that then open up e.g. how do you set your scope, how do you handle the inevitable playerbase fragmentation, etc.
I'm going to have to echo the sentiments of some other posters in this thread - it's unclear why this project would be a positive thing for the community, and a worthwhile investment of time/effort.
(From a personal perspective, I also find the idea of "this guy's ideas are good, I'm going to hire a bunch of people to copy them and then sell them" rather distasteful - which is how your plan is coming across.)