Thalassicus
Bytes and Nibblers
I believe each leader should fundamentally change gameplay in some interesting and unique way. This is my main goal for leader design. For example, Suleiman starts with a melee ship, and his melee ships can capture other ships. This "ship capture" theme dramatically changes Ottoman gameplay.
Here are other things I believe are important for good leader design:
Here are the leaders, themes, and bonuses, with ideas for ways to improve the leaders marked with ► arrows. Completed ideas are marked with a ✓ checkmark. Should we change some themes? How can we improve the leader uniques to fit their theme? What does each bonus represent from history?
Wall of Text crits you for 9001 damage.
Here are other things I believe are important for good leader design:
- Theme
Does the leader have a coherent theme which adds new ways of playing the game?
. - History
Do the bonuses represent the most important historical points of the civilization?
. - Complexity
Intricate strategies are more fun than simple ones.
. - Active
Active bonuses are more exciting than passive effects.
. - Uniqueness
Are the bonuses different from other things we can get in the game?
. - Time
How early does the bonus appear, and how long does it last?
. - Generality
Leaders should be useful for a wide variety of strategies and map types.
. - Ease of implementation
Most things require either hours to complete (creating new effects) or minutes to complete (copying & tweaking existing effects).
Here are the leaders, themes, and bonuses, with ideas for ways to improve the leaders marked with ► arrows. Completed ideas are marked with a ✓ checkmark. Should we change some themes? How can we improve the leader uniques to fit their theme? What does each bonus represent from history?
Spoiler Leaders :
Wall of Text crits you for 9001 damage.
Spoiler Personalities :