Here are some tech ideas to work with. Quite a bit to digest though.
Research dice cost 5 IPCs
Roll and consult the following chart:
6: Breakthrough Point
2-5: Tech Token
1: Research fails
Tokens are saved for next turn and award a free research roll.
The player now allocates any breakthrough points they earned in the following manner:
For each breakthrough you earned, you must allocate it to a tech tree, Land, Air, Naval or Economic. Then select a Tier. You must already have at least one tech in the tier below to allocate breakthrough points to a tier above.
If you allocated 1 breakthrough point in a tier, roll a die; on 1-3 you are awarded the first tech, on 4-6 you are awarded the second tech.
If you allocate 2 breakthrough points to a tier you receive both techs
Land Technology:
Tier #1
• Paratroopers - Friendly airbases may now launch up to two of your infantry up to three spaces as a combat move, the territory must also be under attack by either your land forces or amphibious forces
• Mobile Warfare Doctrine- Your Mechanized infantry attack at ‘2’ when paired with a Tank
Tier #2
• Tank Destroyers - During combat, rolls of ‘1’ to hit with your tanks may be assigned to enemy tanks by you.
• Prepared Defenses- Artillery defend on 3 during the first round of combat, and also defend at 3 during all rounds during amphibious invasions
Tier #3
• Heavy Tanks - Tanks attack at ‘4’ on the first round of combat
• Panzerfaust/Bazookas - For each two attacking enemy tanks, one of your infantry defends at ‘3’.
Tier #4: Future Tech
• Composite Armor - Tanks defend on a ‘4’, but now cost 7 IPCs
• Assault Rifles - Half your infantry in combat attack at ‘2’ (round down)
Sea Technology:
Tier #1
• Improved Depth Charges - Your destroyers attack on ‘3’ for each enemy sub present
• Cruiser Flak Guns: If your Cruisers roll a one during combat, the hit may be allocated against an enemy air unit.
Tier #2
• Sonar - Cruisers gain all ASW abilities
• Super Subs- Your subs now attack at 3 and defend at 2
Tier #3
• Improved Carriers - Your Carriers can now hold one plane when damaged.
• Super Battleships - Your Battleships attack and defend at ‘5’ on the first round
Tier #4: Future Tech
• Nuclear Reactors - Carriers and Battleships may repair without the need for a port, during the purchase units and repair phase.
• Super Carriers - Your carriers can now hold three planes and defend at ‘3’.
Air Technology:
Tier #1
• Drop-Tanks - Fighters have +2 movement when only while escorting bombers
• Long Rang Aircraft- All aircraft move one extra space
Tier #2
• Strategic Rockets- Your Airbases now serve as rocket launchers. During the strategic bombing raid step of your Conduct Combat phase each turn, each of your airbases may make a single rocket attack against an enemy industrial complex within 3 spaces of it. The attack deals one die roll of damage.
• Airborne Rockets - Tactical bombers may attack industrial complexes.
Tier #3
• Advanced Bomb Sights - Your bombers may reroll misses during the first round, and may reroll their damage die during strategic attacks
• Torpedo/Dive Bombers- Tactical bombers may assign their hit if they roll a ‘1’ in combat.
Tier #4: Future Tech
• Jet Fighters - The attack value of your fighters is now 4 and defense is now 5. During dogfights they hit on ‘3’ or less
• Guided Missiles - Rolls of a 1 to hit with fighters may be allocated as a casualty on an enemy air unit or tank if available.
Production Technology:
Tier #1
• War Bonds- Collect three IPCs for each victory city you control
• Lend Lease- You may choose a friendly power and they get a free Artillery in one of their original territories that does not border enemy controlled territory.
Tier #2
• Hardened factories- 2 Points of Strategic bombing damage is repaired for every 1 IPC spent to do so.
• Radar - Your AA guns hit on ‘2’ or less
Tier #3
• Shipyards - subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
• Mass production - If you buy two land or air units, then the third is half price. (excluding infantry)
Tier #4: Future Tech
• Academic Grants - You get a free breakthrough every turn
• Atomic Bomb - (Prerequisite - at least 2 Techs from each tech tree) One of your bombers may make a strategic attack and roll four dice for damage, and allocate the damage as you wish across any and all facilities in the territory.