Well, the Tech Trees actually happened because I had expanded the units to make things more interesting. So kind of a three prong trident. I switched to using D-20’s to help with the similarities between units and made units less effective against all types of units. So Heavy Battleships are the rulers of the sea, strategic bombers are the bane of facilities and unprotected land units, heavy tanks and self propelled artillery and the masters of the land, but each of those respective "Rulers must be supported and by the right supporting cast, and with a simple approach those units can even be negated, I gave cruisers an ability to function as a AA gun ( at the loss of that unit as a seaborne combatant) I’m using a pre combat round of air superiority to help decide the effectiveness of fighters and tac bombers. (Against units with no air support, fighters and tac bombers are a free pass to a win. I removed land units ability to attack air units, ships still can hit air units) Honestly the biggest struggle has been how ineffective and frustrating infantry is, because they roll so low, its a struggle to keep them effective. I’m also using the three headed power system (Democracy/Monarchy, Fascism, Communism) which allows the Russians to get free of the “Allies” and if they desire, hammer out a secret peace with the fascists to advance the greater goals of communism.
The simple idea I’ve had for the Victory Conditions is simple, the game is declared to end when one major power system falls. So the US/UK Commonwealth/France for the Democracy/Monarchy, Germany/Italy/Japan for the Fascists, and Russia/Chinese Communists for the Communists.
Each Faction has simple goals, with each one being a little different.
D/M want to liberate occupied countries, push back the tide of Fascism and keep Communism within borders
CCP want to control the homeland, spread communist influence, and gain control of strategic resources.
Axis want to dominate their hemisphere, eradicate old rivals, reestablish ancient empires.
So, the way it ends up working, is The Axis want to grab land and are rewarded for controlling large swathes of territory. The Allies want to fight the Axis into submission, all while keeping a weather eye of the subtle movements of communism. If the Allies and the Axis get over involved in the war with each other then the Communists will be able to snatch a win easily. The Axis must grab land, defend against the Allies and cut the head off the Communist dragon, the allies need to regain land, cut the head off of the Fascist dragon, and the Communists need the Fascists and the Democrats to maim each other.
my sample for the axis looks like this
10 VP - Greater Roman Empire (Control of all Territories bordering the Mediterranean)
7 VP - Unified Europe (Control of all mainland European Territories, minus Spain, Greece, Turkey, and any Russian territory)
5 VP - Fascist Spain (If Spain is controlled by either Fascist Spaniards, or occupied by Axis forces)
5 VP - Ukraine (Western, Eastern, Kiev, Taurida, Bessarabia)
16 VP - Eliminated Rivals (8 per defeated Communist Nation)
7 VP - Resource Control (Dutch East Indies)
5 VP - Rising Sun (Control of Chinese coastline)
1 VP - Influence (1 for every non original Major City, marked in red, and Capital controlled by the Fascists, total of 29 VP’s)
84-Total Possible VP’s
9 VP - Chinese Motherland (Control of all of mainland China, including Korea)
5 VP - Polish Serfs (Control of all 5 Polish territories)
8 VP - Greater Russian Empire (Control of Western Europe, minus north of the Baltic, and Spain)
1/2 of a VP - Strategic Resource Control ( 1 VP for every two Middle Eastern or East Indian Territory the Communists Control, total of 11 VP’s)
6 VP - Communist Spain
1/2 of a VP - Red Dawn (1 VP for every two North American Territories controlled, total of 15 VP’s)
1 VP - Communist Influence (1 for every non original Major City, marked in red, or Capital controlled by the Communists, total of 27 VP’s)
77 - Total of Possible VP’s
So once either the Communists fall, or the Democrats, then you would total the scores of the remaining powers to decide a victor.