Yeah, there are four points why I wonj't implement each and every feature:
1) For simplicity. I prefer something which ready to play and easy to understand. Too many features that no one is ever going to use, will overcomplicate matters.
2) Bugs. Any bug can ruin a game. More features is more bugs as all possible combinations of features have to work correctly. It also needs a lot of explanation how these features would interact.
3) My goal is to get this mod to be trusted one day, so it can be used in QM and tournaments. For this to happen, the mod should be easy to use and bug free.
4) I have to write them, and I won't bother to do it if no one is ever going to use an obscure feature. At the moment, the mod has all essential features already.
As for conflict of getting X of N Hills where X<N to win, and 2 players get X on the same turn, and technically 2 players "winning" - nope, WZC has orders within a turn, so only 1 player will ever truly get them "first" even if both do it in the same turn. Look at move order to determine who is the "king" and thus wins. But my best guess is that most games would still require an X of N where X>0.5N (note not X>=0.5N thus breaking any ties) whereby it's moot. But if someone uses for example 10 Hills, and capturing any 1 Hill is a win condition ... sure, that's a valid game if someone wants to do that ... and the first person to do it down to the move order within a turn would be the winner. (Aside: This could even be an interesting game on a huge map with a custom scenario where you're fighting 4-5 players in your general vicinity for the Hill while also racing against all the other players around the map who are also fighting 4-5 players fighting for their Hills.)
This is really messy to code and would require an entire rewrite. And getting hills in custom scenarios is a whole new challenge.
Edited 3/26/2021 13:39:08