From Hubert:
I thought about it some more and came up with the following tech areas:
- Infantry Weapons
- Anti-Tank Weapons
- Heavy Tanks
- Mechanization
- Anti Aircraft Radar
- Long Range Aircraft
- Jets
- Heavy Bombers
- Naval Bombers
- Anti-Submarine Warfare
- Advanced Subs
- Gun Laying Radar
- Strategic Rockets
- Intelligence
- Amphibious Warfare
- Infrastructure
- Production Technology
Dave brought up a good point for Naval Bombers and it should play out well for any Pacific campaigns. After thinking about it some more I think the counter balance will be for the opposing player to provide sufficient air cover to prevent the naval bombers from getting/hitting their targets, i.e. carriers, or land based AF [air fleets]. I think this will work out well actually.
I’ve also gone with the idea of various level cost research items by basically allowing the cost of each research item to be editable.
What’s Editable (for each major country, for each research type):
- Current Research Level [0, 5]
- Max Research Level [0, 5]
- Current chits applied [0, 5]
- Max chits applicable [0, 5]
- Cost [0, 1000]
Also Editable:
- Production increment (%) [5, 25]
- Maximum MPP for research [0, 10000]
By setting the ’Maximum MPP’ = 0 for each major you effectively have a non-research game mod if that would be desirable.