Technology Research System, any good ideas?

  • '18 '17 '16 '11 Moderator

    I always liked the LL version of tech:

    • No tech attempted
    • Buy 4 dice first round and try for cheap; can buy last 2 dice for success next round
    • Buy 6 dice and guarantee a break through
      Then roll on which ever tree you want.

    My alternative, which I have no idea how to roll out to be historically correct, just something I thought of:
    Roll out specific technologies to specific nations on about the same time as they got that technology in history.


  • Then just make it 1 break thru for every 30 icp’s spent but have to roll for tech tree.

    You could bank the money over the course of turns until you get 30 icps saved. Then use it.


  • You could have 2 tech trees for game. Like on T3 you get 1 roll per country for tech free. Use the revise game National Advantages for the first tech tree. Maybe have 8 to 10 on chart.
    Then use a stronger 2nd tech tree on T6 and each country gets 1 free tech roll.

    Set up were 1 country doesn’t get to powerfull but may help a country that needs some help.

    All kinds of ways to get tech. Have 39 game were you can"t use tech until T6 and you start getting free techs on T9 as the war went on.

    Should post this in the G40 page. This would help spice up the G40 game.

  • '18 '17 '16 '11 Moderator

    SS:

    Yea, that’s partially the idea, you could save up for a tech.  However, if you wanted to try early, you could fire 4 dice for 20 IPCs (it’s either 4 dice, or 6 dice purchase price, no other options) and hope for a 6.  If you fail, you still only need to pay the extra 10 IPC and be assured of a successful breakthrough.


  • I fall into the “Other” Category

    My “extremely house” House Rule for research is simple. Each Major Power receives a Research Facility but must place it at a major city they control. This facility generates 1 Research point per turn, use it or lose it. Then I also have unique Tech Trees for each nation with tiered upgrades for each type of unit. So Tier 1 of Armor gives the player access to an upgraded Armored Unit (they are still able to produce the older stuff as well), and also access to Tier 2 in the armor Tree. The catch is that Tier 2 reqires 2 research points, and since it is a use it or lose it, the research oriented player must buy (15 IPP) more facilities. They can be SBR’d and are also able to be captured.


  • KISS


  • @Talkalots:

    I fall into the “Other” Category

    My “extremely house” House Rule for research is simple. Each Major Power receives a Research Facility but must place it at a major city they control. This facility generates 1 Research point per turn, use it or lose it. Then I also have unique Tech Trees for each nation with tiered upgrades for each type of unit. So Tier 1 of Armor gives the player access to an upgraded Armored Unit (they are still able to produce the older stuff as well), and also access to Tier 2 in the armor Tree. The catch is that Tier 2 reqires 2 research points, and since it is a use it or lose it, the research oriented player must buy (15 IPP) more facilities. They can be SBR’d and are also able to be captured.

    Interesting, a unique take which would work indeed. The risk is the ahistorical factor of technology developement stopping dead in its tracks if a nation has no money to build more research centers and completed tier 1 research. But that shouldn’t be an issue.

    I’ve toyed with the idea of limiting the amount of tech rolls allowed per nation dependent on research stations, with the minimum national limit at 1. This would slow the progress of richer nations somewhat.

    Is there anyway I can have a look at your tech tree? Or tech list? If it’s not too much trouble. I’m still fleshing out mine for good ideas. Thanks!


  • I would post links but I’m limited from doing so, due to my lack of posts. Let me hit you a private message!

    No offense SS, but we are talking about AA Global, its not like we are playing Uno or Phase Ten, a little complexity (as long as it is done right) can improve a simple, but convoluted system.

    For me playing a game like this has to strike the fine balance of being accurate to some extent, but also allow flexibility for the leaders of each nation to enact their own spin on how their empires and nations choose to advance. I’m sure that die-hard re-enactors look at a game like this as a joke. My tech system is designed to help each leader truly explore the "what ifs’ of each nation. What if Hitler had stopped obsessing over heavy armor and scary rockets and allowed jet fighters and effective armored units carry his troops to victory? The only part of the wargame I have not embraced is superweapons, be it toxic gas or atomic weapons. I enjoy the simple battle, and like to live in my own alternate reality where the Los Alamos, V-2’s and Nerve gas all were wretched failures.

  • '18 '17 '16 '11 Moderator

    @SS:

    KISS

    Never on a first date….  :evil:

    Anyway, I didn’t invent the system, that’s just been the low luck system for as long as I have known.


  • @Talkalots:

    I would post links but I’m limited from doing so, due to my lack of posts. Let me hit you a private message!

    Thank you sir!
    Sorry I havn’t responded sooner, I have given it a look (a while back, when you sent it) and I like what you’ve done. I’ve incorporated some aspects into my modifications, though not quite to the extent you have.
    Thank you for sharing!

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