I like the categories as you’ve laid them out, as they separate kinds of developments in surprising but intuitive ways:
@TheMarshall:
Industry: War bonds, improved shipyards, increased factory production
Ordnance: Heavy bombers, super submarines, radar
Propulsion: Rockets, Long-ranged aircraft, jet fighters
Logistics: Advanced artillery, paratroopers, advanced mech infantry
However, by instituting a logic into these separations, you need to have a story about why a certain development belongs in one category rather than another.
‘Ordnance’, for instance, seems like it could comfortably accomodate Heavy Bombers, Super Subs, Advanced Artillery, Rockets, and Advanced Mech Infantry as a category. (Though I’m not sure why Radar ended up there…)
And so, because your proposal is non-canonical in one sense (the manner in which research ‘points’ accumulate), and the categories that you suggest produce logical inconsistencies and/or power asymmetries, the question then becomes: why not go non-canonical in terms of the kinds of developments with which players are awarded, as well? Then you are free to add new categories, and fill them with novel developments of your own choosing, attempting where possible to ensure that your groupings are relatively well-balanced…
Where you limit this explosion in tech types and categories is up to you as a crafter of house rules; but you can see by snooping around this forum a bit that the tendency around the non-canonical end of the clubhouse is to go deep in terms of inclusiveness and detail. Such is, apparently, the wont of the rule-tinkerer (myself included, at my worst and most self-indulgent).
One of the big questions for me, as a lover of tech, is whether or not to allow the proliferation of new A&A sculpts affect the manner in which tech developments are instituted. Now, many units can have their own ‘standard’ and ‘enhanced’ versions of sculpts.
It always seemed unrealistic to me how – suddenly – all existing subs on the board were now ‘Super Subs’ because somebody rolled a development. Finally, you can say, all NEW subs you build can use the alternate sculpt, and count as having the advantage… the obsolete versions will stay on the field, serving alongside the new models, or return to one of your ICs to receive an upgrade (upon starting the turn at the IC, the old sculpt is removed and a new one put in its place for no extra charge).
[There is a hidden dilemma inherent in this decision on how to use the new sculpts, because once you assign a sculpt to be an ‘enhanced’ unit, you preclude the option of including it as another standard purchasing option from the beginning of the game… which is also a tantalizing alternative.]
But I digress. Back to your proposal, and how I might like to organize its categories along slightly different lines:
1. Industry: Improved Shipyards, Increased Factory Production, Tech Lab
2. Ordnance: Heavy bombers, Super Submarines, Advanced Artillery
3. Propulsion: Rockets, Long-Ranged Aircraft, Jet Fighters
4. Logistics: Tokyo Express, Air Supply, Super Carriers
5. Propanda: War Bonds, Suicide Missions, Fanatical Resistance
6. Doctrine: Paratroopers, Suprise Attack, Tank Salvage
7. Intelligence: Radar, Codebreakers, Resistance Fighters
8. Armour: Advanced Mech Infantry, Heavy Tanks, Super Battleships
Glossary of non-canonical (or semi-canonical) developments:
Tech Lab = You get two free extra tech rolls per turn.
Tokyo Express = Your destroyers can now transport 1 infantry each.
Air Supply = During non-combat, your bombers can be used as transports. All transported units must begin the turn in the same territory as the bombers’ take-off, and end the turn in the same territory as the landing.
Super Carriers = Your new aircraft carriers can accomodate 3 fighters and/or tactical bombers.
Suicide Missions = Your aircraft do not need to plan return routes during combat movement. Aircraft that do not plan return routes must automatically be chosen as casualties at the end of the first round of combat, if they have not already been.
Fanatical Resistance = Your infantry defend at 3 or less if they are behind the casualty line.
Surprise Attack = Once per combat move, you may choose one territory or sea zone and declare a Suprise Attack. Roll 1d6. That number of defending units, selected by the defender, defend at a ‘1’ during the first round of combat.
Tank Salvage = If you win any land battle, roll a die for each enemy tank and mech inf destroyed there. On the result of a ‘1’, you may swap any land unit you own in that territory for a corresponding tank or mech inf from your units.
Codebreakers = Before each defence, roll 1d6. On a result of a 3 or less, you may retreat any number of units in this battle to a friendly territory or sea zone 1 space away (if they are not also under attack; and other normal movement rules permitting).
Resistance Fighters = At the beginning of combat movement, you may take one of your infantry from the mobilization zone and place it directly on the board in any enemy territory containing enemy combat units.
Heavy Tanks = Your new tanks defend at 4, move 1, and roll 1d6 when selected as casualties. On a result of a ‘1’ or ‘2’, place them back on the battle board. (Any additional hits not applied to any other units will be applied to them.)
Super Battleships = Your new battleships can take 3 hits instead of 2, but only move 1 space instead of 2.
Your post has really made me think, obviously. Thanks again for lighting the spark!
Best regards,
MIR