@Epiphany:
That all sounds blood awesome! You clearly spent a lot of time working out the details and they sound really cool.
At the end of your post you were mentioning that British ships can get higher anti-aircraft tech than Soviet or Axis ships. Does each nation have specific tech limits for all technologies available? And are there land-based anti-aircraft technologies? If so, how does Germany stack up? You mentioned in previous posts about the “big deal” that aircraft represent in the game, so having or not having technology related to shooting stuff down seems important.
How do aircraft carriers work? Do they come with their own assigned aircraft, or can you field upgraded naval air units? Or would that merely upgrade the aircraft carrier itself? So many games, the aircraft carrier, and all ships in general, are just simple units with simple stats. Are there light carriers, escort carriers and fleet carriers with varying stats for each country? Can any country build them? Could Germany for instance, field a massive carrier fleet?
You said China produces no EU’s for the first 5 turns. Does this mean China only has what it starts the game with for five turns? Or does it still have PU’s to build units with? Also, do you have to spend everything every round or can you accumulate EU’s or PU’s and spend them when you want to?
I’m glad you like what you’ve heard! :)
In answer to your question, there’s a general tech tree, and there are nation-specific techs. Each nation has a list of the techs from the general tech tree it’s allowed to research. For example, Germany can research higher up the infantry part of the tech tree than anyone else; Britain and the U.S. can research higher up the artillery part of the tech tree, and so on.
In answer to your question about China: its lack of EUs means it cannot research or industrialize early in the game. But it starts with an income of 12 PUs and 10 MPs. Its light infantry cost 1 MP each, so it can buy 10 light infantry a turn, plus 12 PUs a turn of artillery or fighters. In answer to your other question: you don’t have to spend everything every round. Unspent resources get carried over to the next round.
The primary way to defend against enemy aircraft is with fighter aircraft of your own. Fighters are specialized for one role, and one role only: shooting down enemy planes. Their anti-naval and anti-ground combat values are very limited. If you were engaged in a carrier war, for example, some of the planes on your carriers would probably be fighters (to shoot down enemy aircraft), and some would be torpedo bombers (decent at shooting down enemy aircraft, great at sinking enemy ships). You’d use your fighters to destroy enemy torpedo bombers before they could take out your ships! Or you could use your fighters against the enemy’s fighters, in an effort to protect your own torpedo bomber force.
You build aircraft separately from aircraft carriers. You can land up to two planes on a normal aircraft carrier, and up to four planes on a fleet carrier. Upgrading your carrier fleet from regular carriers to fleet carriers is relatively straightforward from a technological perspective. However, fleet carriers cost 28 PUs, compared to just 18 for regular carriers. Fighters, dive bombers, and torpedo bombers can land on regular carriers. Fleet carriers can handle these planes as well. In addition, jet fighters and jet fighter-bombers can land on fleet carriers. Strategic bombers and jet flying wings cannot land on any kind of carrier.
The rules set does not currently contain AA guns as separate playing pieces; though I’m half tempted to add them in. Currently, advances in artillery technology improve the land combat value of your artillery, and give your artillery anti-air combat value as well. If I were to include AA guns, they would be like regular artillery, except with a weaker anti-land combat value, and a better AA value. Unlike Britain and the U.S., Germany cannot research advanced proximity fuse. This means its artillery will not have the same anti-ground or anti-air values that American and British artillery have. But even though Germany’s artillery ceiling is third-best, that ceiling is still good and high.
Speaking of Germany, below is more of the list I’d promised.
Germany
Blood and Iron. German infantry have three hitpoints. (As opposed to two hitpoints for most other nations’ infantry.)
Blitzkrieg. If Germany is engaged in a land battle, and if its opponent decides to withdraw its land force from that land battle, Germany gets to multiply the land combat value of its tanks and planes by a factor of two when firing on that land force.
Crush communism. During the collect income phase of each turn, Germany receives a free manpower point for each formerly Soviet territory it controls. (Limit 4 MPs per turn.)
Fortress Europe. Blockhouses have 4 hitpoints, receive +1 to their land combat value, and cost 3 PUs each.
Bismarck. Your battleships receive +7 to hitpoints and +2 to their naval combat value.
Heavy artillery. Your artillery receive +1 to their land combat value.
Speer’s industrialization. During the industrialize phase, Germany may upgrade seven of its cities for free. In addition, Germany receives one free advancement in Industrial Technology each turn. Speer’s industrialization ceases to provide additional benefits to Germany after the first five turns of the game.
Goettingen laboratory. Germany has a research center in Hanover. This research center provides 10 EUs a turn, has 40 hitpoints, and may not be targeted unless Hanover has been destroyed.
Custom technology available for research
Panther tank (may not be researched before round 2). Researching this tech causes the following to happen. 1) You automatically receive the techs battle tanks level 1 - level 5, even if you do not have the prerequisites for that tech. 2) your battle tanks receive +1 to hitpoints. 3) Each additional battle tank tech costs one less EU to research. Cost: 7 EUs.
King tiger. (You must have previously researched battle tanks level 7.) Researching this technology causes you to receive the techs heavy tanks level 1 - level 3, even if you do not have the prerequisites. Cost: 4 EUs.
E-series tanks (may not be researched before round 8.) Medium tanks (E-25s) now cost 4 PUs, battle tanks (E-50s) cost 7 PUs to build, and heavy tanks (E-75s) cost 11 PUs to build. Heavy tanks receive +2 to hitpoints and +1 to land combat value. Cost: 7 EUs.
Me 262. (May not be researched before round 3.) Researching this technology causes you to receive jet engines levels 1 - 4, jet fighters levels 1 - 7, and jet fighter-bombers levels 1 - 2, even if you lack the prerequisites for these technologies. Cost: 9 EUs.
Underground factories: it takes 50 hits to reduce one of your cities by one size. Cost: 3 EUs.
Improved optics (may not be researched before round 7.) Adds +0.5 to the land combat value of German infantry, +1 to the land combat value of German artillery and medium tanks, +2 to the land combat value of German battle tanks, and +4 to the land combat value of German heavy tanks. Cost: 5 EUs.
Infrared illumination and targeting. (May not be researched before round 8.) Adds +0.5 to the land combat value of German infantry, +1 to the land combat value of German artillery and medium tanks, +2 to the land combat value of German battle tanks, and +4 to the land combat value of German heavy tanks. Cost: 7 EUs.