@Young:
Just courious Axisplaya, which tech would you modify?
Here are some modifications that come to my mind after a brief thinking.
9.Radar
All interceptors now defend @2
all AAguns should fire @2 also.
14. War Bonds
The cost of all units has decreased by $1.
This one is just way too strong. Used by nations who are likely to build lot of ground units (so Axis to speak clearly), this result in hundreds of IPC swing over the course of a game.
It has to be a version of improved shipyard, maybe extended to planes, but not to all units IMO.
16. Jet Fighters
All fighters now attack @4, and defend @5.
Would like them intercept @2 instead of defenfing @5, and intercept @3 coupled with radar tech.
18. Coastal Guns
Each AA gun may fire 1@1 on enemy surface warships in an adjacent sea zone from which an amphibious assault is being conducted.
Added to the Amphibious assault case, i would also make it a possible combat move during the player’s turn. Targeted surface warships may reply and try to destroy the AAguns (or other units attacking). If the combat involves other attacking units than AAguns, then AAguns can’t be taken as 1st casualties, but as last ones.
Also, the AAgun would fire @2 if coupled with radar tech.
20. Nuclear warfare
Place a bomb marker under one Bomber, than fly that Bomber over 1 hostile territory or sea zone and remove 5 units (defenders choice). Also, if it is a territory, it no longer has any IPC value. If the bomber carrying the bomb is destroyed, so is the bomb.
this one would need some more definition about the rules to intercept such a bmb.
Also, Russia could be rolling for tech as soon as R2 since they can always DOW Japan on 1st round.
Also, to be more in the spirit of the original Global tech system, i would say that if you roll a tech you already have, then the tech is lost (while you keep moving on the ladder) with one exeption : Long Range Aircraft, when you get to select another type of air unit.
Afer all, missing a tech with this is only a loss of 5$…
Stuff like that…