@vodot said in [AA50 & AA42.2] Fixed Cost Techs + Tech Expansion:
This is a work in progress, but I’m putting it out here for ideas and feedback if anyone is interested in geeking out on something like this.
This is an expanded list of techs with fixed costs (no more die rolls) that would simply come into effect immediately (unless otherwise specified) for the cost shown. Some of these have a cost of 5 IPCs, with the intention of simply enabling what are essentially house rules/new units (Mechanized Infantry, Cheaper Naval units, rudimentary dogfight rules, etc.) while allowing players with no interest/need for them to ‘opt out’ and save the 5 IPCs. I’ll be using this list for my next solo game and will be making adjustments.
Note: The ‘Turkish Pact’ tech is designed for games where the Turkish Straits begin the game closed (via house rule), but also works for games where the straits start open as per OOB rules (in which case, upon the development of ‘Turkish Pact’ they would cease to be a special case of “Always Open” straits and revert to the normal OOB straits rules (closed to units unfriendly to the controller of Turkey).
Fixed_cost_Tech_v2.xls
SIR, THIS IS PURE GOLD! :)