Thalassicus
Bytes and Nibblers
This is the thread for leader design. There's too many leaders to find a consensus on everything, so we just need to make sure we're happy with most of the leaders.
Update: I finalized the list below for the first major release, which should be ready by the end of August. We can alter the list further once we can play this initial plan.
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I believe each leader should fundamentally change gameplay in some interesting and unique way. This is my main goal for leader design. For example, Polynesia can cross oceans from the start of the game, giving them an advantage in trade and alliances. This "exploration" theme dramatically changes Polynesian gameplay.
I believe these 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.
Wall of Text crits you for 9001 damage!
Update: I finalized the list below for the first major release, which should be ready by the end of August. We can alter the list further once we can play this initial plan.
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I believe each leader should fundamentally change gameplay in some interesting and unique way. This is my main goal for leader design. For example, Polynesia can cross oceans from the start of the game, giving them an advantage in trade and alliances. This "exploration" theme dramatically changes Polynesian gameplay.
I believe these are important for good leader design:
- Theme
Does the leader have a common theme unifying their 3 uniques?
. - Uniqueness
Does the leader's theme dramatically change gameplay?
. - History
Do the bonuses represent the most important historical aspects of the civilization?
. - Complexity
Intricate strategies are more fun than simple ones. Gaining +X% gold per luxury creates more complex strategy than a simple +Y% flat gold to the whole economy.
. - Active
Indonesia's free luxuries let us actively participate in earning happiness, which is more fun than a passive +X happiness bonus to some building.
. - Time
We want to use the bonus, so earlier and longer-lasting bonuses are better.
. - Generality
Leaders should be useful for a wide variety of strategies and map types. A leader shouldn't focus too much on one type of terrain.
. - 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.
Spoiler Leaders :
Wall of Text crits you for 9001 damage!
Spoiler Personalities :