Lets not get too complicated with morale for now. Just talk strictly tech.
The major change to the tech system itself I would make however is that research dice cost 1 IPC, you roll them, then are allowed to buy any of the techs you rolled for 5 IPCs.
So if you buy 3 rolls and roll 3,5,6. You can pay 5 IPCs to buy tech #3, #5 or #6
Here is a temporary list of techs, they need refined.
Air/Naval Techs
1. Armed Transports - Your transports may fire defensively at 1
2. Advanced Aeronautics - Your aircraft become 2/2/3
3. Mine Detectors - Roll a die before your ships attack into a minefield: That many of your ships are immune to enemy mines.
4. Observation Balloons - In battles where no aircraft are present, one of your artillery counts as having air support.
5. Advanced Submarines - If you opt to submerge, all enemy ships may only fire at ‘1’ when trying to sink you.
6. Sea Plane Tenders - Your planes may take off and land from transports (as long as they are the only unit it carries)
Land/Economic Techs
1. Tanks - You may build tanks before turn 4, after turn 4 the first tank you buy each turn costs 1 IPC less. (NEEDS REPLACED PROBABLY)
2. War Bonds - At the end of your turn roll two dice, collect the higher number as IPCs
3. Chemical Warfare - Roll a die when attacking a territory, 1-3: remove that many enemy infantry; 4-6: No effect (One Territory Per Turn Only)
4. Conscription - When you buy 3 Infantry, receive a 4th free.
5. Radio Communications - During combats where friendly forces are also in the contested zone, roll a die. That many friendly artillery may also participate in the attack
6. Advanced Locomotives - Roll a die, that many of your infantry may move 3 spaces this turn (amongst friendly territories worth 2 IPCs or more)