Warzone 2100
A post-apocalyptic RTS built on component design rather than fixed units: you research bodies, propulsion and turrets, then combine them into your own templates. Eidos released the source and the data under the GPL in 2004, and the community has shipped it continuously ever since.
Warzone 2100 shipped in 1999 as a Pumpkin Studios RTS with an idea most of the genre never copied: units are not a fixed roster. You design them. Research unlocks bodies, propulsion systems and turrets as separate components, and a template is any legal combination of the three. The result is a build space that multiplies out rather than adding up, and a metagame about component economics rather than memorised unit counters.
In 2004, Eidos Interactive permitted the release of the game's source **and its data** under the GNU General Public License. That distinction matters more than it sounds. Most source releases hand over the engine and keep the content proprietary. Warzone 2100's release note covers "everything included (source code and data)," and separately grants permission to use the name, the logos and the texts. Two decades later the project is still shipping releases.
PVPWire serves the game's component tables directly from that GPL release: every weapon, body, propulsion system, structure, research node and stock template, with the mechanics preserved and the presentation fields dropped. Because the components combine, the interesting questions here are compositional. Which body carries a given turret at what speed penalty, what the research path to a component costs, and where the damage type matrices cross over.
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