I was also thinking about a Wheel of Time mod. I had wondered though about how to make it different than just changing faction looks and the map.
Jordans world was very culture specific. From the Seanchan to Amadicia to Cairheinin to Illianer, on and on. Each different in thier own way. How do you dipict those differences ingame not only through visual but in a game mechanics aspect?
I was thinking the current combat system to be too simplistic for a good representation of Jordans combat world. Some other kind of adaptation on combat is needed. But overall there is alot of info in all those books on the different cultures.
What would the overall theme of the game be? Would you follow the books or would something more open ended be what your looking to achieve?
Well it wouldn't be a small task thats for sure, I think for each race you would have to create a range of items, clothes and weapons to firstly establish the visual distinctness. I think alot of thought would have to put into also creating a unique city tile set for each of them. Obviously these things would establish the different cultures visually.
In terms of mechanics I think unique techs, combat moves, abilities, text and buildings are the way to get accross the variety in cultures. I wouldn't try to tell the story of the books via the game but I think created properly the races would all fit in nicely to the world of elemental and be fun to play against. Also the books provide plenty of great ideas for potential champion units and magical equipment... the Ter'angreal for example could be alot of fun to make and add to the game.
So I think if I get the time to do this, I would begin by making all the factions and races, bringing them alive via new armor, tech trees, city tiles, moves, flavoured text and spells. This could then be the building blocks for a total conversion should the factions prove popular.