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Then you can also leave custom weapons gamemodes for those who still want to play with them.
This would be awesome. I would make several custom campaigns; low tech only, planes only, boats only, etc. You could also design whole enemy fleets with the purpose of playing against them in the campaighn (and I totally would too). Then publish the campaign to the workshop!
Basically you already have the system in place for editing YOUR fleet in the story missions - you would need to be able to do the same for the NPC factions. Set resource growth rates, initial relations to eachother, maybe tier the enemy blueprints by RP or block count, set the fortress designs, etc. As x time passes, the AI sends higher tier ships at you.
You wouldn't need to be able to set the campaign tiles individually if you could give ratios for each NPC faction you want to use - say you want one faction to start with 50% and the rest evenly distributed, for an axis vs allies campaign. Use sliders. Also a random option always keeps replays fresh.
So for example, in a 'low tech campaign' Id make blueprints for several wooden ships, some bigger than others, and assign them to the enemy fleets, which I might name "The French" and "The Dutch" etc. I would probably use the same starting ratios as the current campaign. I would probably go to the trouble of building a unique fortress for each faction too.
Most importantly, I'd need to be able to set limits on what blocks can and cannot be used. Maybe whole categories from the build menu, but preferably each build menu item could be toggled (similer to how you have red and green for positive and negative inputs on the complex controller). This way you could base a campaign around, say, 'sails only' or 'no heatseekers'.
Thats a good start I think. I don't know what else I'd have to change, but it would be nice if you could then name and save the campaign, and export it to the workshop along with any blueprints it needs.