This topic has been moved to House Rules.
Technology?
-
I just do it so everyone gets a tech die and can buy numbers on it for 5 apiece. This eliminates diminishing returns for spending more than 5 IPCs on tech and makes 30 IPCs a guaranteed tech.
For instance, spending 15 nets you a 50% chance per turn, as opposed to 42%.
A good idea, if you want more tech in your game. I guess lowering the cost to 4 would have a similar effect, but would bring back the diminishing returns.
-
It’s a good thing that developing techs in A&A is simpler than it is in the real world, as we can see here:
http://www.wired.com/images_blogs/dangerroom/2010/09/atl_wall_chart.jpg
I especially like the note in the top right corner which says that there are additional activities not shown in the chart.
-
Thanks for sharing - that was funny. Looks pretty complicated.
-
I haven’t been using my system in the new game, though, because all of the powers have too much money now. I just kept tech tokens around.
-
30% of a Powers total IPC buys 1 roll for random tech (max 1 per turn). I might give that a go. Advantages small countries that may not be able to take advantage of the tech, and stops large powers from going crazy. No diminishing returns. Maybe yanks can’t purchase until at war.
-
30% of a Powers total IPC buys 1 roll for random tech (max 1 per turn). I might give that a go. Advantages small countries that may not be able to take advantage of the tech, and stops large powers from going crazy. No diminishing returns. Maybe yanks can’t purchase until at war.
All powers can buy research from round 1.
I agree, the rule is good because if you use tokens the USA should have every single tech in the game by round 20, and if they’re a little lucky could have all the ones they want by round 10.