@midnight_reaper that’s a cool idea and I might have to try it. However I don’t like the idea of getting advancements for free, which is why I like some sort of facility to buy. Since the G40 R&D board seems to have the better advances on one side I’d say you have to roll a 1-4 to get the 1 column, and 5-6 to get the second. Maybe even through in an added cost to get 1-3 & 4-6. But again with that, I think countries should have to build the facilities in their capitol instead of anywhere and starting with them.
Laboratories & Research Facilities
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Sorry for the misunderstanding IL,
Did I answer your question? is there anything about the proposed rule that you think is good or bad?
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Its fine. A one time investment of $12 makes everyone go for it.
Don’t think China should get Tech, they were a 6th rate nation in those days. Heck they still binded women’s feet back then and that’s medieval. China has no pieces anyway except infantry.
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@Imperious:
Its fine. A one time investment of $12 makes everyone go for it.
Don’t think China should get Tech, they were a 6th rate nation in those days. Heck they still binded women’s feet back then and that’s medieval. China has no pieces anyway except infantry.
Yes, historically China was under developed, but for game play, allowing China that option would avoid an exception to the rule, and it would make Japan think twice about evacuating the entire coast. As for breakthroughs that could help Chinese infantry, who knows what people will invent for their own charts.
I’m ok with restricting China if it becomes a sticky point.
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I think a better and simpler solution would be to make research facilities a major IC upgrade for $12. Tech can only be rolled if the IC is not damaged during the PURCHASE/REPAIR phase. Just place the AA50 tech token under the major IC.
By default this simpler rule would hav the following benifits without writing any new rules:
No turn 1 tech suprises
Facilities can only be built on 3+ Ipc locations (but would have to be original powers territory)
Research facilities aren’t capture able since Major ICs are downgraded upon capture.
Facility can still be damaged.
Facility has built in AA.
ANZAC/china/France would likely never be able to research tech.
I don’t believe any country would ever likely be rolling more than 3 dice a turn. And most would likely roll 1 or 2. -
I think a better and simpler solution would be to make research facilities a major IC upgrade for $12. Tech can only be rolled if the IC is not damaged during the PURCHASE/REPAIR phase. Just place the AA50 tech token under the major IC.
By default this simpler rule would hav the following benifits without writing any new rules:
No turn 1 tech suprises
Facilities can only be built on 3+ Ipc locations (but would have to be original powers territory)
Research facilities aren’t capture able since Major ICs are downgraded upon capture.
Facility can still be damaged.
Facility has built in AA.
ANZAC/china/France would likely never be able to research tech.
I don’t believe any country would ever likely be rolling more than 3 dice a turn. And most would likely roll 1 or 2.What if a player wishes to pay for multiple chances to aquire tech, they would need to purchase a $30 unit they don’t want, and than spend another $12 just to upgrade it into the facility they wanted in the first place, is that what you meant by upgrading a new major into a lab, or do you mean that only original majors can be upgraded?
Yes… My rule interpitation seems complicated due to my need to articulate details. However, upon closer examination, it’s quite simple.
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What research is going to help china anyways?
Jet Fighters - Long Range Aircraft… wow… alot of money to upgrade 1 fighter.
War Bonds
Improved Artillery (if/when the road isn’t closed)You can LOL @
Shipyards
Radar
Increased Factory Production
Improved Mechanized Inf
Heavy Bombers
Super Subs
Airborne Forces (lol unless Japan builds China an Airbase…)
Rockets -
What research is going to help china anyways?
Jet Fighters - Long Range Aircraft… wow… alot of money to upgrade 1 fighter.
War Bonds
Improved Artillery (if/when the road isn’t closed)You can LOL @
Shipyards
Radar
Increased Factory Production
Improved Mechanized Inf
Heavy Bombers
Super Subs
Airborne Forces (lol unless Japan builds China an Airbase…)
RocketsSo instead of making an exception to the rule, logic will prevail. Just because China can build up to two research facilities, doesn’t mean they should.
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Also, they seldom get to 12IPC ( except turn 1), they should just get dropped off the tech list.
Can you imagine them saving this money and not buying infantry instead?
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@Imperious:
Also, they seldom get to 12IPC ( except turn 1), they should just get dropped off the tech list.
Can you imagine them saving this money and not buying infantry instead?
LOL Awesome.
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Acually, disallowing China from using the research & development phase whouldn’t be an exception from the rule, seeing as the rule requires a nation to have control of its own capital. The fact that China has no capital makes it an ineligible nation to purchase research facilities.
SOLVED!
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Also the fact that they are restricted to building ONLY infantry, and sometimes artillery…
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Gargantua,
You have spent some time reviewing “Lab house rules” in the past, am I missing anything in my rule proposal?
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The only thing I added, was that each nation started with one facility. (So that countries like Italy/Anzac/India actually got a chance).
Then I also had the caveat, that if you captured an enemy facility, you could either steal a tecnology they had (At the cost of destroying the facility), Destroy the Facility, or -keep- the facility and roll for yourself. 1 facility = 1 roll.
What this does, is give germany an early -techboost-, until the Yankee’s get going, at which time they’re probably facing off a tech-upgraded America.
This balances out the fact that India/UK get facilities, which if EITHER score an upgrade, both countries share.
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Also… the research facility cost the same as all the other facilities for simplicity sake (15), not that it’s a huge deal… and they also operated the same (built in AA, up to 6 damage, operable at 2 or less damage).
I could be mistaken… but Purchasing TECH, might actually come BEFORE the repair units phase… in which case, a bombed facility, wouldn’t be able to roll for tech - until AFTER repairs, and a turn where it isn’t damaged again.
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@Young:
I think a better and simpler solution would be to make research facilities a major IC upgrade for $12. Tech can only be rolled if the IC is not damaged during the PURCHASE/REPAIR phase. Just place the AA50 tech token under the major IC.
By default this simpler rule would hav the following benifits without writing any new rules:
No turn 1 tech suprises
Facilities can only be built on 3+ Ipc locations (but would have to be original powers territory)
Research facilities aren’t capture able since Major ICs are downgraded upon capture.
Facility can still be damaged.
Facility has built in AA.
ANZAC/china/France would likely never be able to research tech.
I don’t believe any country would ever likely be rolling more than 3 dice a turn. And most would likely roll 1 or 2.What if a player wishes to pay for multiple chances to aquire tech, they would need to purchase a $30 unit they don’t want, and than spend another $12 just to upgrade it into the facility they wanted in the first place, is that what you meant by upgrading a new major into a lab, or do you mean that only original majors can be upgraded?
Yes… My rule interpitation seems complicated due to my need to articulate details. However, upon closer examination, it’s quite simple.
Your interpretation is correct. However all major nations already have major industrial complexes. So they could upgrade their starting ICs. True building new research would be expensive if you didn’t have a major or minor already, but how often would you be willing to buy a research in a territory without a complex already.
I think the currently presented system is overly complicated.
However the group seems to be moving in another direction. So I think I’ll refrain from entertaining my hypothetical system as to not detract from the current system.
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Also… the research facility cost the same as all the other facilities for simplicity sake (15), not that it’s a huge deal… and they also operated the same (built in AA, up to 6 damage, operable at 2 or less damage).
I think handing out free research facilities at the beginning of the game may make things very tech heavy, but I understand the need to get some of the smaller nations involved. I suggest a price ladder for multiple facilities…
1st Lab = $5
2nd Lab = $10
3rd Lab = $20
4th Lab = $40
5th Lab = $80
6th Lab = $160This way, 1st Labs are practically free for UK, Russia, Italy, and India, but there is still a small risk for having one. It also makes nations who want more research rolls, to pay accordingly for them. I would still like to see ANZAC, France, and China ineligible, however, I like your idea of an invading nation choosing to steal a tech by destroying the captured facility, or keeping it for themselves, it solves some issues when capturing.
I could be mistaken… but Purchasing TECH, might actually come BEFORE the repair units phase… in which case, a bombed facility, wouldn’t be able to roll for tech - until AFTER repairs, and a turn where it isn’t damaged again.
Don’t we want players to spend for repairs, roll for research, and purchase developed weapons all in the same turn?