So I'm working on my strategy board game and one of the design goals I had from the beginning was to implement systems that encourages replayability. It's a space-themed strategy game where the edges and vertexes of a hex-board are where the action takes place (The picture is a PowerPoint mockup of the real thing which doesn't line up perfectly yet, I do realize the irregular board isn't the best thing for production but what's a guy to do?).
I have a design theory question: where should the line be between replayability and simplicity? I can make the game more customizable but that will make the setup process longer and more cumbersome. I can also completely fixing everything but then I feel like I'm giving up customizability (Note: Axis & Allies has a fixed beginning and it's still a cumbersome process). This applies to many games (possibly not card games) and I think is a worthwhile discussion.
Currently, my game is setup in 4 steps. Each is done in a pre-determined order that is opposite of turn order.
Step 1: I have designed my game with 4 board pieces (one for each player) with the same shape but a unique layout of systems (See the attached image) The blue dots represent systems controllable by players. The idea is that you connect one piece for each player playing.
Step 2: After the board is together, players each draw a terrain piece (I haven't thought of a better name for black holes, asteroid fields and the like). They are the 3-pronged things next to the board in the picture, each color refers to a different terrain type. They place this piece on one of the systems so that it covers the system vertex and the 3 adjacent vertexes. The terrain pieces change the shape of the board by speeding up movement, slowing down movement, or blocking off movement.
Step 3: Players place colony tokens until all systems are claimed, this results in 5 systems per player. (6 per board piece minus the terrain placement).
Step 4: Players get a set number of ships and divide them into 3 fleets. They place their 3 fleet tokens on systems they own in order.
I've tested it and it's pretty quick in a two player game (just 2 board pieces and 2 terrain pieces) and only takes about 8 minutes including ship dividing and fleet placement. I haven't tested 4 players with this exact design.
What do you think? Should I have terrain integrated into the board so that placing the board pieces determines the effect that terrain has? Should I make the board pieces all together because random systems and terrain makes it diverse enough?
More importantly: For any game, where do you think the line should be between customizability and simplicity? I don't think there's a right answer but I'd still like to hear your thoughts.