My apols! Actually, to bring the mod up to 0.90x, I'd pretty much have to rewrite it. This shouldn't be too difficult, as I at least know what ideas work and which ones don't, but it is a fair amount of work and I was putting it off a bit.
I am also interested to see whether I can come up with a "system"that is adaptable to situations other than Sicily, that credibly models a medieval economy, and that yields historically accurate results in a military campaign. I also want to have a mod that actually reflects a campaign more or less historically, rather than the more generic situation depicted in basic BfS. I also want to have an economic system that reflects the seasonal agricultural calendar, as that made a big difference to the planning of a campaign.
Consequently, I was thinking of working for a while on MorgTzu's new Norman/Saxon "Northumbria 1069" mod. I was going to help him get an early version playable, then do a mod of the mod, tentatively called "The Harrowing," which focuses specifically on the winter of 1069 to 1070, when the Norman "pacification" campaign caused massive starvation.
For what I want to accomplish, the situation in Northumbria is a lot easier to model than Sicily. The economy there was much less dependent on long-distance trade, fortifications were much involved, and there was no naval element. To keep things simple, I'll restrict the player to being a Saxon.
Also, the population distribution there was meticulously documented by William in the Domesday book, and there is a fairly short and discrete period of time -- say, from October of 1069 to the harvest in 1070 -- that it would be a real challenge for a Saxon player juist to survive. Exposure and starvation should be as great a danger as the Normans.
I'll borrow a lot from BfS -- including Haupper's NPC so far-unimplemented scripts, if he allows me. If "The Harrowing" works out, then I'll adapt it to the Sicilian setting, and start working on long-delayed Sicily features like ships and such.
One idea that I would like to implement somewhere to have several hundreds of NPCs in play -- not just feudal lords, but merchants, mercenary commanders, itinerant preachers, and maybe even village elders. I would enable player perma-death, but would allow the player to "reincarnate" as one of the other characters. I was inspired to do this partially by Dwarf Fortress, in which the player's colony can die but a very complicated and dynamic world persists, and the player can start a new colony and begin again.