@bugoo:
As far as tech goes I would propose a point system. Assign a point value to each tech. Purchase researchers as normal. Roll as normal for research, but add up the total rolls and apply them toward the selected tech. You could assign different researches to different techs, but cannot change the tech they work on once purchased. Once point value is reached, tech is gained said researchers are lost. For example.
As US I want heavy bombers eventually, they are worth 30 research, so on turn 1 I purchase one heavy bomber researcher. I roll and get a 3. Now I need 27 more research to get heavy bombers. On turn 2 I decide I want super subs, and since that tech isn’t as powerful I only need 15 research to get them. I purchase 2 researchers, both for the subs as I want to sink japan’s navy now. I roll a 2 for my heavy bomber researcher, leaving 25 left, and then roll a 4 and a 5 for my subs, leaving 6 left and with any luck on turn 3 i’ll get my super subs.
This will allow you to slowly work at a tech, rush for it, and choose to go for the good but expensive techs, or take an easier, faster, tech, or all of the above. Now all nations may buy a heavy bomber researcher turn 1, but hey there is nothing wrong with that!
Hello. I am digging up this as the tech lovers/haters discussions have started to heat up.
I re-read your thoughts and am wondering if you ever did anything more with this idea of a tech pointing system. Did you ever come up with point targets for each tech?
The neat thing about this is that it can be easily tweaked with out re-writing the whole process.
Or you could go one step further and adjust the targets by country too. For example, make super subs very low (read affordable) for Russian super subs or something like that, or even harder for the wealthy countries (like extra points for USA for Long Range)