Some feedback I received after a pitch meeting was that I should consider more interesting event cards.
My game is a war themed game that is primarily a resource management game. It also has a timeline of events, dice combat, and a spy mechanism.
My events are generally immediate effects of a generally static nature--once they recent a certain space on the event timeline they have a finite effect with little choice. They generally consist of move some troops, lose/gain some troops/resources, gain/lose money, manipulate supplies, manipulate the timeline, etc.
I don't how to interpret "more interesting" for my game. I know that games like Scythe have some "events with choices" and maybe I need to go more in that direction. Any thoughts from the wisdom of the crowd on what could constitute "more interesting?"
Thanks so much for the ideas. Just to explain a bit further, my game is cooperative, so the events affect all the players collectively, or at least that is how I envision it at this time. The events are fortunes or misfortunes, with the effects being beneficial or hindering, respectively. The timeline reveals an event in the space just prior to its taking effect--basically, the players have a single turn of action to do something-- that is, unless they have deployed one or more spies to previous timeline locations. But to go further up the timeline cost more spies. The events are also intermixed with Battles, it is the Battles that serve as the timeclock...the players play out the battles until they have more wins than losses, or vice versa.
After writing the post last night, I did have some afterthought that my events do take a fairly instant consequence approach and maybe that is where I can consider improvement. I agree with the idea that maybe the effect is a standing effect for the round. As with the one example, inclement weather would movement to be reduced by one for the entire round, or maybe supplies cost more or exports generate more income for the turn. I think that could be fairly easy direction to try AND give more choice to players. If they want to do X action, but that effect is causing them to consider something else, then that would be "more interesting" in my book.
Thank you all again for the ideas and examples.