No, my calculations are correct, you are misunderstanding how I derived them.
Assuming a clean slate, no one has technology yet.
You have a 1 in 3 chance of playing the correct nation that needs the technology at the time you roll a 6 on the die.
You have a 1 in 6 chance of rolling a 6 on the die
You have a 1 in 6 chance of getting the technology you want on the chart.
1/3 * 1/6 * 1/6 = 0.9% or 1 in 108 tries to get the technology on the correct nation, out of the box. That’s a really slim shot at getting it when you need it with the nation you need it for.
You have to divide it by all nations on that side (axis or allies) because you cannot be sure that Germany won’t get Super Submarines when trying for Heavy Bombers while Italy will get Jet Fighters and Japan will get Radar instead of the Super Submarines it wanted. Just because one of your nations rolls a 6 for chart two and gets super submarines does not mean it was on the nation you wanted to get it. That’s why you divide it by all nations on that team. Who cares if Germany gets super submarines if they have no submarines? It’s not broken then. :P
If it was instant like in Enhanced, then the tech becomes broken because you can plan on definitely having it when you need it, instead of randomness. It’s like saying your AA Gun automatically gets to shoot down 6 aircraft per game and the owner of the gun gets to determine what battles the fighters and bombers get shot down instead of letting the dice do it randomly. That would be broken too.
The fix was removing Super Submarines (the one that became broken when switching to the revised system) and replacing it with Super Destroyers. This changed the cost/benefit scale of the technology while maintaining the integrity of the system. Remember, AAR submarines are virtually identical to AA50 destroyers now (with the exception that destroyers don’t get sneak shots like submarines did in AAR.)
I didn’t answer the testing procedures specifically because I thought everyone was aware, through multiple replies, of how it went.
1) 6 of us got together and made a first draft of the Anniversary Enhanced Rules by virtually (not literally) dragging and dropping the AARe rules onto the AA50 rules. (This is supposed to illicit a picture of someone copying the contents of a folder and dropping it into another folder and then selecting the “overwrite” command so that duplicates will default to the “new” file.)
2) We then took it to the community that spent 2-3 weeks testing it and getting back to us with results. (I.e. problems.)
3) We then hosted a chat session at the end and allowed everyone time to chat for a few hours on Saturday night. The chat log was printed and edited to erase bickering and non-topic centered comments (i.e. “did you like CSI last night?” etc) and changes that seemed to be acceptable to the group were implemented.
4) Second draft was released and tested followed by another chat session.
5) Third draft was approved as being as close to revised enhanced as possible while using the anniversary units, map and rules without any unbalance being introduced.
Axis:
I did misunderstand. Yes, only the Super Submarines tech came up “broken” when shifting to enhanced style technology rules.
It’s cost, ability, upgrade strength and assurance of getting it that did it. No other technology had that combo of benefits that made it almost impossible to win without getting the technology. So we had to change it. At least a destroyer could be sunk by a fighter attacking it, a submarine could not (fighters cannot attack submarines without a destroyer present.) At least a destroyer cost 8 IPC like all the previous incarnations of submarines did when the original idea of super submarines was first implemented (and each incarnation after that: Second Edition, Revised, Enhanced, etc.)
Super Destroyers technology shifted the combo of benefits away from over powering to just a nice boost. It also gave us a method of improving the detectability of submarines, which was lacking. (Submarines with Super Submarine tech were originally able to achieve -1 detection values, meaning that even a 0 was too high to find them. Now they can achieve 0, but the enemy can also achieve a 6 resulting in a game where no matter what, the opportunity to detect enemy submarines exists and the opportunity to prevent auto detection of all submarines exists. Balance, harmony, bliss.)