Here’s what we’ve got so far. The remit for this board has been A&A style technology - techs that improve or modify existing rules and units without increasing the overall complexity too much. Most of them are based off A&A techs from previous games (Aerial Photography is just Advanced Artillery under another name, although Aerial Photography requires Air Supremacy).
E1 - Motorized Transportation - Infantry, Artillery, and Tanks that begin movement in your capital may move 2 spaces, subject to all other movement rules.
E2 - Improved Shipyards - Naval units cost 1 IPC less.
E3 - Increased Production - Tank and Fighter costs are reduced by 1 IPC.
N1 - Super Submarines - During sea combat, super submarines fire before all other ships, whether on attack or defense. Casualties from a super submarine attack are destroyed before they can return fire.
N2 - Battle Cruisers - Cruisers attack at 4 or less, but still defend at 3 or less. Additionally, cruisers may perform offshore bombardment at 3.
N3 - Anti-Submarine Warfare - Your cruisers prevent enemy subs from submerging in combat or moving through them at a 1:1 ratio.
A1 - Anti-Aircraft Guns - Artillery may target fighters before combat begins, hitting at 1, limited to the number of artillery available or the number of fighters present, whichever is smaller.
A2 - Advanced Aviation - Fighters attack and defend at 3 or less.
A3 - Aerial Photography - If you have air supremacy, your artillery can support 2 units instead of one.
L1 - Wireless Communications - During combats where friendly forces are also in the contested zone, roll a die. Up to that many friendly artillery are used to boost your attacking forces on a 1:1 ratio, but may not participate in combat.
L2 - Chemical Warfare - In one attack this turn, roll a die: 1-4 that many infantry do not roll defensively; 5-6: No effect. If used against you, halve the number of immobilized infantry.
L3 - Stormtrooper Tactics - Attacking infantry with artillery support roll at 4 or less.
The current sticking point: Should Anti-Submarine Warfare negate Super Submarines’ first strike capability? Perhaps it should only modify it. Perhaps Anti-Submarine Warfare should read:
Anti-Submarine Warfare - Your cruisers prevent enemy subs from submerging in combat or moving through them at a 1:1 ratio. Super Submarine casualties may return fire before being removed.