Modders aren't peasants sweating to reduce the developers workload, they have their own goals and creative freedom from TW's design constraints and professional standards.
That peasant thing was a quip on my part but besides, it is pretty much common sense that modders would rather have total freedom in shaping their work than not but we are talking about the promise of having real impact on the game and I'm pretty sure that means a lot to a good number of the community, and they would jump on that opportunity, even if, say, some rudimentary lore like for instance "there's a river that meanders in this direction, or a hill up there, or a cultural landmark there" or something was to be established. Those restrictions seem arbitrary when contrasted with the possibility that your efforts will be showcased to thousands of players. It is a bizarre generalisation that modders always refuse to work under any conditions short of utter freedom. Even in mods developed by groups of modders, when the campaign map editors decide on a settlement location, the scene makers are confined to their decision. Even if the percentage of candidates who would adequately adhere to the standards firmly predefined by TW is as low as you suggest, well then we'd have to estimate how many would partake, if a somewhat conservative estimate is around 100, and ten percent of the proposals are to the developers' liking, that's ten very decent options TW has — with little to no effort on their end.
I'm also certain that professional developers would prefer to make their own scenes from scratch as opposed to salvaging those submitted by hobby sceners.
Again, who wouldn't? But then it's a question of efficiency, as I mentioned in the first post. Unless there's a division of scene makers in TW specialised in mass producing perfectly adequate maps in record time (then, well, where are they?) but since there clearly isn't one, it can hardly get any less productive from here. Makes me wonder all the more what exactly you're trying to defend or prevent here.
There are no subliminal messages here. TW want to support modding.
If you're referring to my point about a direct collaboration with the modders being a message towards larger community involvement, then the existence of modding tools alone doesn't exactly fulfill the same purpose.
Most modders want to create something other than vanilla Calradia.
Going off a wild assumption to claim they would be at least as enthused to directly partake in the state of the end product. Hopefully this will be the last time I'll bring up this point.
TW can and will reject player suggestions outside @armagan 's vision or too complicated for low spec PCs or consoles. Modders will happily build their own vision, ignoring contrary player views and TW's commitment to a console port.
And this is likely supposed to be an admission to settling with mediocrity. There is no point then, is there?