Well i dont mean planning evrything beforehand, but i bet you have some sort of plan going on?
I guess my motivations were quite a bit convoluted. Once I liked the Settlers II game a lot, and had already tried to make a clone some years ago, but I stopped it. I don't remember exactly why. I couldn't find the sources anymore though, so I had to start freshly.
Recently my interest picked up again and I looked for open source Settler remakes - I found two, but both in C++ and I don't like C++ anymore. I tried one of them, and it felt a bit incomplete, still rather good:
http://wl.widelands.org/I was considering to port it to Java, but they program in a style which I don't like, and porting seemed to be about as much work as writing it freshly in Java. So I started coding from scratch. I also considered doing only the code and using their graphics and map data, but I don't like their way to store maps, and I don't like some of their graphics.
Admitted, my own way to save maps is very kludgy, so beyond the "don't like" I have no reason for making a format of my own. And the graphics - I'll make my own ones where I think I can do better, and borrow from theirs where theirs are better.
Widelands is open source and GPLv2, my project is also open source and GPLv2, so it's no problem to share elements between the projects.
Now that I have the basics together (landscape, pathes, carriers, buildings, workers, storage ...) I feel uncertain how to continue. I'm not really a game designer, just a programmer and self-tought graphics artist.
I see that I could go and make my own game from the elements that I have, but my design skills aren't good enough, I guess. I also could try to make an amalgamation of Settlers II and ideas from the Anno series, but since I didn't play any of the Anno games, and don't know much about it, it will be difficult. And I certainly could make a plain Settlers II clone, but I don't want to do that, I'd at least like to expand the concept, and leave out the fighting and military parts, replace them by trading and negotiations.
I have a lot of options right now, and don't know which way to go

I suggest just having pictures of the buildings in small picture tiles. It is easier to recognize images on one full page than it is to see buildings split into different size groups.
I'm not sure if I understand this correctly. The panels show small versions of the buildings, isn't that what you suggest? The grouping by size was due to the assumption, that if there are a lot of buildings, it is easier to switch to a given group (assuming one remembers the buildings size) and have a smaller number of buildings to search till the right one is found.
Sawmill not doing any work yet? It doesn't seem to do anything.
It doesn't produce anything yet. I added it to test the goods distribution code. The sawmill has a higher priority to get trunks than the headqarter/warehouse has. I wanted to see if the priorities work.
Suddenly an extra flag was being drawn a bit right and down from another flag it seemed to be mimicking. Whenever a log was placed at the "real" flag, a log would also be drawn at the mimicking flag. I tried to click the flag with the "?" active, and it asked me if I wanted to remove it. I clicked remove in the box, and the game crashed.
I'd recommend adding the line "pause" to the end of your .bat file, so users have a chance to write down an error message for you. Alternatively, make an errorwriter, which writes errors to a text-file we can send you.
I'll add the pause to the batch file. I have no real ide how you got the duplicate of the flag, but the games structures allow such a bug. I'll keep an eye on it, maybe I find the reason (it must have been registered twice at different locations, but I don#t know what input/event would make that happen.)
Meanwhile I have continued to work on the UI, and this is the current incarnation.
Thanks for all the feedback
