OK so let’s tackle this in two phases: first, the model in general and then, second, my stab at applying it a few techs for examples.
1. The Model:
Features I wanted:
1. Tech is selected
2. Achievement timing partially random
3. Different techs have different requirements and different chances of success
4. Adaptable for new techs
I think getting a tech in play should actually involve two processes: Scientific problem-solving that we can call Research, and laborious engineering work that we can call Development.
So we make a chart in the form of a column progressing towards a specific tech, and assigning each tech a number of Research spaces and Development spaces that make up the length of that column.
Each turn (including T1) the player may place a token at the beginning of a new tech for 5 IPCs, or advance token(s) that he already has on the chart. To advance a token one space costs 5 IPCs.
To enter a Development space all you require is spending the 5 IPCs but each token can only enter one Development space each turn.
To enter a Research space from a Research space requires 5 IPCs and a Break-thru roll: one of those Eureka! moments. Chance of success equals rolling higher than the total number of Research spaces in that tech’s column.
If a player fails a Break-thru attempt then he cannot attempt another in the same tech during the same turn. If the player passes the attempt, however, he can continue to advance the token again for 5 IPCs more until he either fails or advances into a Development space.
On the turn that a player reaches the last space in a tech’s column, he may purchase & place that tech during the appropriate phases.
2. Examples:
OK please pretend these examples are actually in pretty, chart form all sitting side-by-side…solid lines separating Rs, dashed lines to cross into Ds… you get the idea.
We advance UP the chart. No roll is required to intially place our token.
Mechanized infantry
DEVELOP
RESEARCH
This tech costs 10 IPC but there’s no chance of failure and you can do this in two turns: place token and next turn advance to that D at the end of column. Now mind you I’d make the mech inf a separate piece you’d now be eligible to purchase and not an instant upgrade to all infantry on the board.
Improved shipyards
DEVELOP
DEVELOP
RESEARCH
This tech would cost 15 IPCs and take an additional turn compared to Mech Inf but be just as assured as Mech inf since your token doesn’t advance into a Research space.
Long range aircraft
DEVELOP
DEVELOP
RESEARCH
RESEARCH
Not only does this tech cost 20 IPCs and take three turns (at least) but the player needs to roll higher than 2 or he’s stuck in that first R space.
A-bomb
DEVELOP
DEVELOP
DEVELOP
DEVELOP
RESEARCH
RESEARCH
RESEARCH
RESEARCH
RESEARCH
So that’s 45 IPCs and at least five turns if the player can roll 6s four times in a row… otherwise for every roll that’s not a 6, he must wait until next turn to try and advance to the next R.
OK, OK it would be better with a chart… but you get the idea. I welcome your two cents either on the general idea or specific examples.