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I posted this same info on another thread. Here is what I think the tech chart should be for the combined (europe and Pacific) 1940 version of the game. I have not play tested any of these and just wanted to throw this up the flagpole for others to see. Edit and use freely as you wish like always. After reading here I like the radar Idea's better than industrial tech's that I have listed. (note: $=IPC)
Here are the 6 tech, each with two levels, new units, and some a new base.
I (new units, new base, not retro fit) Subs level 1: 3 Movements without naval base Subs level 2: 3 Attack.
New subs must be created at a new sub naval base earned when level 1 is achieved. Sub port has 3 hits just like a naval base. Additional sub basses cost 6$ Additional basses cost 6$ 3 supper subs can be created per turn at 6$ each. Sub base cannot repair capital ships. Sub base must be placed with existing port.
II (new units, new base, not retro fit) Jets 1: 5 defense Jets 2: 5 attack
New planes must be created at new jet air base, this also acts as standard airbase. Like the subs, one free jet airbase is awarded when jet1 is achieved. 3 jets per turn can be created per base at 12$ each. Additional airbasses cost 17$
III (retro fit) Rockets V1: ½ dice(1-3) damage per AA gun to damage opponents IC’s (limited to one per IC) Rockets V2: like rockets are now on game table on line.
IV (retro fit) Long range 1: 1 additional movement for aircraft Long range 2: 2 additional movement for aircraft
V (new units, new base, not retro fit) Heavy bombers 1: No gain, give base that allows continued research for heavy bombers. Nuclear research base is now placed on the board anywhere except capital. Base has 3 hits. Each remaining point of that base allows that many dice to research heavy bombers 2 on a later turn. If base is reduced to 0, it is removed. Only one facility of this type per country per game is allowed to be created.
Heavy bombers 2: The Nuclear research base can create one heavy bomber per turn at a cost of 12$ per bomber. Bomber attacks with two dice, or two 5’s.
VI Industry 1: Trains- 5 Infantry gets one additional non combat movement if both moves are within your continental allied original borders) Industry 2: Production tech- each units that costs 6$ or more is reduced in cost by 1.
Limits on tech spending: Only 25% of your IPC may be used on research. The tech you wish to research can be chosen. If you research the same tech in consecutive turns, you have 1 better chance each consecutive turn to win the tech for a single dice.
Example: USA wants heavy bombers and they have a production larger than 50. they spend two dice per turn (10 IPC). Turn one fail (no 6’s). On turn two they need a 5 or 6 on one dice, and a 6 on the other to gain heavy 1. if they failed on turn two, it’s a 4,5,6 on one dice, and a six on the other to get the tech. Lets say they have heavy 1 on turn 3. They then build a nuclear research location. On turn 4 they can try for heavy bombers II. Again they spend 10 IPC for a chance at a 6 and fail. On the next turn they try again, its now one dice at a 5 or 6, and the other dice at a 6. eventually they will get heavy II.
The basic Idea here is that tech is slow but sure (if coninous). If you only spent 5/turn in 12 consecutive turns, you would be 100% sure of winning the tech.
Also the setup of half of the techs do not “retro fit” existing units creating fast swings in the game.
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