Just a few random thoughts that popped into my mind.
Wouldn't it be a good idea to let each player start with one Chronicle card? This would prevent a player feeling clueless at the start of the game. Giving them a Chronicle card right away would start the game in the middle of the action, so to speak.
If you want to empasize the difference between the two types of resources a bit more, you could change the resource production action so that a player has to choose which resource he wants to produce; gold or crops, but not both.
Also, streamlining a game does not necessarily mean that it makes the gaming experience less rich. It just means you take out extraneous stuff which does not contribute to the intended experience, or that you simplify subsystems without necessarily changing the experience. Often streamlining actually enhances the experience, because it allows players to focus on the stuff that really matters, instead of on the fiddly, unnessary bits that murk the waters.
The prefect selection is really the basic choice that drives all other choices a player makes in the game. Therefore, I think that you should streamline this mechanic as much as you can, and make it as intuitive as possible. The effects of each prefect choice should be clear immediately. You don't want players spend too much time thinking about the effects of choosing prefect X. Rather you want them to think about whether the effect of prefect X is better than the effect of prefect Y at that particular point in the game. You see what I mean?
I still think the simplified prefect selection mechanic I proposed could work, if the diamond economy is tight enough. Yes, you could choose the production prefect a few times and spend some diamonds to produce more diamonds, but it still costs a valuable action, and it is less effective than producing, doing something else, doing something else and then producing in the next turn again. Also, it costs a few actions to get the diamond production going, so by the time you get it going you have some catching up to do with the other players.
The reason why I compared this game to Goa is because you take your actions in relative isolation, undepended of what actions other players choose. You can still choose prefect X, regardless of what others players do. The prefect selection mechanic provides less "turn angst" than for example the role selection mechanic in Puerto Rico, where you always have to think about how picking a certain role influences other players. It seems that in Sands of Time most of the "turn angst" comes from the combat in the game and whether or not another player will attack you. This is not necessarily a bad thing, just an observation.
- René Wiersma
It's not a bad idea. I think I have currently that the Event at the end of the first game turn is "Receive a Chronicle card", so that has the same impact, albeit one turn later than you're proposing. I do think, though, that the first turn, while giving some options, will be somewhat "a-strategic"; you're just trying to ramp up your production machine and create a stable empire at that point. I think it's possible to do that with a particular strategy in mind, but maybe not essential.
It's worth a thought; perhaps too brutal, though; I'm not sure. It could be a nice answer to the issue of simplifying the production question -- you produce a base of one Resource type, one Diamond lets you produce the other type and then, the second diamond lets you produce Diamonds. Of course, this maxes out this action at 2 diamonds, and requires you to be producing more than 1 diamond for the 2nd to be useful, but anyway, maybe it could work.
I don't disagree at all; it's possible that different people just use the word differently. Some of the responses have sounded to me like they were advocating a much more dramatic simplification of the game; I think I'm looking more at a "pruning" operation, with some more fine-scale changes.
Absolutely, and I agree. I think that while I'm maybe not 100% happy with the Prefect actions, I'm not all that unhappy with them either. The only ones that are a bit unsatisfying are the General (two kinds of actions for 1 ability), the Architect (3 kinds of building operations), Production (no easy way to have an "upgradable" aspect) and Population (again, "upgradable" action is different from base action). It's not perfectly elegant, but I'm not yet sure there's a way to simplify things to the point where there are 8 prefect abilities, each of which can be upgraded. I'm still looking at it, though.
This last is important -- I think that knowing when to go for a city and start diamond production is important, because it can really slow down the early-game ramp up as you give up valuable resources to make the change. I think that my current prefect selection mechanic is actually simpler than the one you proposed, but yours might be a better way to permit upgrading those actions; the trick remains getting the actions into a state where they are easily upgradable.
It's true, the game has you taking your actions pretty much in isolation, but the board gives an element of interaction that PR definitely doesn't have. With only 26 Territories, that's only about 4 per player in a 6 player game, so every territory really matters, and I suspect they'll be hotly contested. Yet, there are enough mechanics that encourage peaceful play that hopefully it won't devolve into a war game. (Nothing wrong with war games, it's just not the focus of this project...)
Thanks again!
-Jeff