You guys think that stuff is cool? I created an Empire builders version with my play group a few years ago, We had 10 different countries, each one with specific national abilities, in 5 categories ( Air, Land, Sea, Economic, SUPER) Done over many attempts with many lessons learned,
It was actually incredibly balanced, and made for some intense games! We used laminated maps from Napolean at war so we could Color in our Empires with dry-erase markers as we expanded, and often battled it out with 300-400 IPC a turn incomes. What a bloodbath! Absolutely incredible! … But anyways. I thought I would share a few of the Excellent techs/abilites we developed.
Keep in mind these were all country specific, but they could be adapted to TECH.
Here’s a few that I remember
LAND
(CAN) - Crack troops, 5 of your infantry a game round get to roll 2 dice
(CAN) - Volunteers, You can place up to 3 inf on the front line, in a territory you have controlled from the beginning of the game.
(JAP) - Crazed Island Defenders, 1 jap inf always hits on the first round of combat on defense.
NAVAL
(GER) - Really Super Subs - Subs move 3 (These were for convoy use) Became an incredible tool in any game with Convoys.
(UK) - Flagships (British Battleships ALWAYS hit on the first round of naval combat. (Not on Bombard)
AIR
(JAP) - Flaming Glory - fgts lost roll 1d2 to make a kill after taken as a casualty. (Deadly :D)
(GBR) - Ejection seats - if fgt is lost adjacent to friendly territory, place a free inf there.
ECONOMIC
*This seems to be REALLY missing from alot of peoples variants, it really balances the game dynamics.
(JAP) Tech-Factory - All Your current and future factoriers produce 3 IPC’s a turn for you
(RUS) Infantry-Factory - All Your current and future factoriers produce an infantry a turn (As long as there are less then 5 infantry there)
(GER) Tank-Factory - cost 20, makes a free tank a turn for you, and adds the territory value to your production limit for Tanks. (so Germany at 10 IPC’s can now buildup to 10 arm 10 anything else)
(USA) 1 super complex. You can build 1 factory at 1 point in a territory that can produce unlimited prodution.
(USA) Buy Neutral Countries - You can spend 3 IPC’s a turn for a die (1 or 2) to have a Neutral join your side Economically. (est 3 ipc per neutral, they can be captured by the enemy)
SUPER
Anti-air / Anti-tank guns - Your AA Guns can now either choose to shoot at Air or at Armor - This is from the old Xeno Games days.
(JAP) Kamikaze’s - pay 6 IPC’s for each, can place up to 3 under any of your Ind cmplx’s, can choose to pre-emptive attack on yours or your opponents turn, against targets you disern. Roll 1d2.
The gf wants me to go so I gotta jet, but I hope someone else gets some enjoyment out of these.