Everyone whines about Tech here and there. I have a new approach, learned from my days of custom gaming.
RESEARCH FACILITIES
*Buy a Reasearch Facility piece for $15. For each Facility, at the END of your turn AFTER placement, you get to roll a Tech die.
If you LOSE a research facility, The facility is destroyed, and the conquerer can choose to take a tech from you, if you have one they don’t already have. If no Tech is available to steal, the conqueror can make a tech roll at the end of the conquering turn, as the research facility is removed.
Each nation starts with a facility in their capital. Including France, excluding China. U.K. Calcutta DOES NOT get one.
Everyone now gets a decent chance at research.
Optional
At the start of the game, BEFORE ANY DICE are rolled, every gets one free roll at research.
- One could also PAY an 8 IPC sum to the bank to “keep” a conquered facility.
OTHER
We used to play with economic influx rules, where buying Factories would give you bonuses per nation. For Example
For each complex Russia Had they were + 1 inf
For each complex Japan had they were + 3 IPC’s
for each complex Germany had (20 IPC’s) they recieved 1 sub OR 1 armor.
Now nation specific rules are too complex, but the rule of +3 IPC’s for every minor factory… not so bad. This should be tried out.