Thalassicus
Bytes and Nibblers
I've created a new menu at the top of the website, and all details of the mod components have been consolidated into that one place for easy reference. This thread is now just for feedback on the Leaders component.
Website: civmodding.wordpress.com
These are some of my main criteria for improving leaders:
Website: civmodding.wordpress.com
These are some of my main criteria for improving leaders:
- Novelty
Does the leader dramatically change gameplay?
. - Active
Active bonuses are generally more exciting than passive effects.
. - Theme
Do the leader's unique characteristics fit a cohesive theme?
. - Uniqueness
Are the leader's bonuses different from anything else we can get in the game?
. - Realism
Does it fit the leader and civilization historically?
. - Time
Early effects are more enjoyable than late ones, since we can use them more. Late effects therefore need to be more powerful than early ones.
. - Persistence
Bonuses like strength and movement speed are short term, while promotions that persist when upgraded are long term. Buildings are also long term.
. - Generality
When a leader is better than everyone on a particular map script, and not good on other maps, it's not really a choice at all.
. - Ease of implementation
Most things fall into two distinct categories of hours to complete (writing new code) or minutes to complete (changing a few numbers).