OK, it’s been 8 months since this idea was first discussed and presented in my FTF player group.
We have at least 15+ games using these tech rules and there have been several modifications along the way through this game play to make them more balanced and strategic.
I am attaching the latest version of the ideas and points (and a nice way of keeping track of the tech rolls as well)
Feedback is appreciated
The attached Word document is much nicer format, but wanted to show the point values and rules without requiring people to d/l the document.
TECH via a POINT SYSTEM v2.2 revised Dec 2010
Each tech has a point value. Purchased researchers have the same cost, but are targeted for only one tech. Roll as normal for research, but add up the total rolls and apply them toward the selected tech. Once point value is reached, tech is gained (said researchers are lost/not needed). Techs achieved on the first try come into play at the end of non-combat moves (yes, war bonds are ‘instant’). This may result in achieving multiple tech per turn. This is legal under these tech rules.
Number of Researchers restriction: Only 2 tech researchers are allowed per tech. Both can be bought in one round.
Tech points assignments:
Tech Value
Chart 1:
Advanced Artillery: 12
Rockets: 20
Paratrooper: 30
IFP: 20
War bonds: 10
Mech Inf: 25
Chart 2:
Supersubs: 15
Jet Fighters: 18
Shipyards: 15
Radar: 15
Long Range: 38
Heavy Bombers: 25
TECH via a POINT SYSTEM v2.2-97.doc