–Production–
1,2 New IC’s can produce 2(or 3?) additional unit(s)
Aimed at the japanese market primarily? In mid game (when countries are likely to have spare money to afford techs) Jap will have 1, maybe 2 new IC’s, and nobody else will have any. (Indian IC is non-viable in the medium to long term).
3,4 Revised Industrial Tech (similar to existing)
5,6 Future Research is somehow discounted
Okay.
–Ground–
1,2 One Rocket Per AA gun per turn
If I were germany and got this technology, I could fire WEU, GER, and SEU’s AA guns at britain. Result = Britain is out of the game.
3,4 Super Tanks - Defend at 3 (Okay)
5,6 Personnel Carriers - one INF can travel with a matching ARM for a blitz or attack
(Nice, presumably not limited to 1 per turn?)
–Naval–
1,2 Lint Trap(HA!)
1,2 Sonar- Enemy Subs don’t have first strike or submerging ability
In games I’ve played, submarines are rarely used as lone submarines, but rather as cheap fodder for a sizeable battle fleet. Therefore, I’m not sure you need a tech specifically to take them out.
3,4 Super(useful) Subs- attack at 3, can shoot down planes, and choose casualty from deadly first shot attack
Shoot at planes at a 3? Nice idea - bear in mind that they only cost 8 IPC’s each.
Would you like them to carry troops as well, do onshore bombardments and fly? (joke).
5,6 Coastal Defense- Roll one die for every attacking SURFACE ship(TRN,BB,AC) in an amphibious assault.
Ac’s aren’t involved in amphib assaults.
(possible substitutions include heavy TRN, heavy AC, increased AC attack)
This might be a more interesting tech tree - A slight imprvement in units:
Level 1 TRN carry 2 INF, Def 1
Level 2 TRN carry 3 INF, Def 1
Level 3 TRN carry 3 INF, Def 2
and so on…
I would suggest a level system - similar to Civilisation or RPG’s.
To promote a unit to lvl 2 - cost = (cost of unit or 5IPC’s whichever is higher). Chance of success = 50%, and only 1 roll per unit type per turn.
Unit increments would be similar to above - minor and gradual.
For BMB’s:
Lvl 1: range 6 attack 4 def 1
Lvl 2: range 6 attack 4 def 2
Lvl 3: range 8 attack 4 def 2
Lvl 4: range 6 attack 4x2 def 2
…
So to get 2 dice HB’s, it costs 45IPC’s - not cheap, but not the 180IPC’s it costs to guarantee getting HB’s in normal AA.
This schedule also allows people to see what is coming - ie Japan upgrades BMB’s over a few turns, and the allies have a time to respond before HB’s are acheived.
Other ideas might be to purchase Heavy bombers over say 4 turns - Total cost = 60IPC’s paid in equal installments.
Say japan starts the research programme. This means that for the next 4 turns Japan is down by 15 IPC’s per turn doing research. Thus, the allies have a chance of attacking Japan to force it to abandon it’s research program and be left with nothing.
Thus, the person paying pays a fixed cost over a set number of turns, and the opponents can see what is being researched, and thus can respond.
Techs similar to AA, and some extra ones, but with different research time/cost.
What do you think?