the problem with researcher’s failing is that you can spend a lot of i.p.c. trying to get tech,
an idea that can be used is that for each researcher token that you buy, you have 1 more number that can be hit by rolling the dice, i.e. buy, 3 researcher token’s, you get a breakthrough if you roll a 4 -6, if you buy 4 token’s roll 2 dice individually, 1-3 on the first dice = no breakthrough, 6 on the second dice = a breakthrough, for each 3 token’s that you buy, you can roll a 4-6 on 1 dice to get a breakthrough
i know that most new tech that was developed during world war 2 was new technology that came from new idea’s, and required a lot of work and development, the idea of a researcher making a breakthrough and developing tech from that breakthrough is a great idea, however i think that tech is portrayed as too random, tech could be a lot more targeted,
i.e the tech chart could be divided into group’s of 2 or 3, and when a breakthrough is made, the player could roll for a more targeted tech, there could be tech that is developed from the idea of greater industry, or new weaponry mechanism’s, or a breakthrough from aircraft or fuel engineering
another option would be that a player could roll 2 dice when they roll a breakthrough dice, and choose the best option for that time of the game,