Hmmm, Indeed. That's kind of a hard one to form a strong opinion on for me. Again, as already discussed multiple options are the key. As a side note, with all these options, some simple option of being able skip through the option selection area either randomly or using previously set 'default' options is needed.
Anyway, I don't really know what kind of "ruler environment" I would like to use until I try them out, so as previously states allowing lots of them is the best idea.
And I just love those 2 multiplayer ideas: I hadn't really thought along those lines, but they are great ideas... If your going to have certain forms of 'delayed reaction gaming' (a server where players take a certain number of turns a day or such) you'll have to come up with some sort of side game mechanic with delayed interactions--Just something to keep in mind.
BTW, in the government model, the link to Part 2 is typed in wrong--it links to part 1 instead (simple HTML edit needed)
Anyway, I don't really know what kind of "ruler environment" I would like to use until I try them out, so as previously states allowing lots of them is the best idea.
And I just love those 2 multiplayer ideas: I hadn't really thought along those lines, but they are great ideas... If your going to have certain forms of 'delayed reaction gaming' (a server where players take a certain number of turns a day or such) you'll have to come up with some sort of side game mechanic with delayed interactions--Just something to keep in mind.
BTW, in the government model, the link to Part 2 is typed in wrong--it links to part 1 instead (simple HTML edit needed)
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