@Gargantua:
Also… the research facility cost the same as all the other facilities for simplicity sake (15), not that it’s a huge deal… and they also operated the same (built in AA, up to 6 damage, operable at 2 or less damage).
I think handing out free research facilities at the beginning of the game may make things very tech heavy, but I understand the need to get some of the smaller nations involved. I suggest a price ladder for multiple facilities…
1st Lab = $5
2nd Lab = $10
3rd Lab = $20
4th Lab = $40
5th Lab = $80
6th Lab = $160
This way, 1st Labs are practically free for UK, Russia, Italy, and India, but there is still a small risk for having one. It also makes nations who want more research rolls, to pay accordingly for them. I would still like to see ANZAC, France, and China ineligible, however, I like your idea of an invading nation choosing to steal a tech by destroying the captured facility, or keeping it for themselves, it solves some issues when capturing.
I could be mistaken… but Purchasing TECH, might actually come BEFORE the repair units phase… in which case, a bombed facility, wouldn’t be able to roll for tech - until AFTER repairs, and a turn where it isn’t damaged again.
Don’t we want players to spend for repairs, roll for research, and purchase developed weapons all in the same turn?