U. Soldier:
Perhaps you are not thinking critically enough.
Good players will account for the odds their opponents will get the technology to give them an edge. What goes into those odds includes more than just the dice.
a) Your opponent may not have a history of rolling for technology in this game. So the odds of them getting that technology is significantly lower than normal.
b) Your opponent may not have a history of rolling for technology in any game. So the odds of them getting that technology is virtually zero.
c) Your opponent may already have 6 researchers on staff and 5 of the six technologies, so the odds of them getting the last one is virtually guaranteed.
d) Your opponent may have a few of the technologies and no researchers on staff, so the odds of them getting the one s/he needs is significantly higher than normal.
It’s more than just 1 in 36. 1 in 36 is the odds of getting any technology assuming you have not gotten any on that chart and are only rolling one die. It’s significant to note, but it’s not the entire calculation a GOOD player will account for.
Bad players, the ones who complain about technology usually, do not account for their opponents playing habits when it comes to technology nor the impact of the technology.
I’m sorry, I just cannot feel sorry for someone who puts their fleet in range of a dozen bombers when their opponent has 5 of the 6 technologies on their chart and gets the last one, Heavy Bombers, and sinks their fleet. It’s not the technology’s fault, it’s not the fault of getting the technology immediately instead of next round, it’s the fleet owner’s fault for being stupid enough to move their fleet in range without accounting for the significantly high chance their opponent would get the tech needed.
I can feel a little sorry for the guy who leaves his capitol undefended and his opponent gets Paratroopers taking it without loss when he had no technologies at all.
But let’s remember, tech cuts both ways. Good players can work this to their advantage, bad players whine about not having a full game turn to evade a technology and thereby basically eliminate it as a useful tool.