I wasn't sure if this should be posted under the mods forum, or here under ideas, but since it's an idea for a new implementation, I'm posting it here:
For modding purposes (item design, etc.), I'd absolutely love to see some new tags, as I'm sure a few others would like as well. If you have your own ideas for tags, feel free to post them here, to let the Stardock guys know what would make our lives easier.
I realize that implementing new tags takes some time/effort, but the more tags/tools us modders have available, the more that everyone can benefit from our ideas!
Without further ado:
<apply stat>
This tag would allow you to apply a stat bonus directly to an item and/or unit. As an example, you want to create a staff of healing, which heals Int/4 in hit points every so often (4 turn cooldown or whatever). Or a Ring Of Regeneration that restores Con/10 in Hit Points every strategic turn. Currently, I haven't found a way outside of spells to calculate stat bonuses, plus calculate involves a few lines of code. A simple <apply stat>Int/3</apply stat> tag would be a clean way to do this.
<requires>
This is something I've seen in GalCivII for techs. The Elemental implementation involves a few lines of code, whilst in GalCivII, all you need to say is <requires>Tech_Propulsion</requires> to accomplish the same thing.
The <requires> tag could be used for other things as well. Say you have an item or spell that affects another item, like an enchantment to a blade which gives it +1. The spell, location, or tome would have <requires>Bladed Weapon</requires> as part of it's code. The effect might be "destroy short sword, replace with +1 short sword" in the code, or "add +1 to ShortSword_Attack" or whatever. The <requires> tag could also trigger a GUI response, i.e. "This Spell requires a Bladed Weapon".
I'm sure others can think of several instances where a simple <requires> tag might be nice.
<cost> (to research)
This is something used in the GalCivII tech trees. Essentially, you can set how many points an item needs to be researched. This allows 'minor' techs with small effects on gameplay to be balanced against 'major' techs that have much more significant gameplay effects. Plus, it can be easily balanced as players give feedback, without requiring an entire rewrite of the tech tree in the process.
As an example, being able to build metal mines is more significant than a 10% bonus to your mining output (i.e. produce 1 metal per turn versus 1.1 metal a turn).
I know I had some other ideas r.e. tags that would be helpful, but I can't think of them at the moment (as I go back to editing .xml files they will come back to me). This should get the discussion rolling at least!