Here is a new draft for consideration.
RESEARCH FACILITIES:
During the “purchase new units phase”, Any nation who is at war, who holds their own capital, and has an eligible territory, may purchase “research facilities” for $15 each. During the “place new units phase”, research facilities must be placed on an originally owned territory (only one per territory) with an IPC value of 3 or more.
During the “research and development phase”, each operational research facility may roll 1d6 for an opportunity to roll a 6 (only research facilities that were on the board prior to the research and development phase may make research rolls). If a facility rolls a 6 during research, they have made a technological breakthrough (regardless of how may 6s are rolled, a nation may only make 1 breakthrough per round).
When a breakthrough has been achieved, that technology is available immediately. However, 1 research facility must be flipped for one full round making it unopperational, and unable to roll a research dice for 1 full round. The facility may be flipped back during the repair phase of the following turn, making it operational again (regardless of how many 6s are rolled, a nation need flip only 1 research facility of their choice per breakthrough).
During a strategic bombing raid, research facilities (flipped or not) follow all the same damage, interceptor and repair rules as a minor complex, including built in AA Guns, and being vulnerable to strategic bombers only. If a research facility (opperational or other wise) is captured by an enemy nation, the invading player may choose to keep the facility for themselves, or have the facility destroyed in order to steal one technology from the conquered nation. If an enemy technology doesn’t exist, the invading Nation may roll one research dice before destroying the facility.
All Nations (not China) may roll 1 free research dice during the research and development phase of the first round only.
New Turn Sequence
1. Repair Units
2. Research & Development
3. Purchase New Units
4. Combat Movement
5. Conduct Combat
6. Non-Combat Movement
7. Place New Units
8. Collect New Income