Our house rules on tech was it wasn't random and you got the tech you wanted as long as you spent $18 on it. One turn or multiple it didn't make any difference as long as it added up to $18 and there wasn't a $6 minimum. You could spend $1 if you wanted. Basically Germany could buy heavy bombers on round one or Russia could spend $18 on the first round for industrial production, but it didn't take effect immediately, it took effect on the next turn's buy. It really encouraged people to experiment.
The random-ness is part of gaming. Should someone use 18 IBCs to buy tanks? or gamble it all on Tech? Realism wise, sometimes you could be just researching up the wrong tree, e.g., Germany's pursuit of heavy water as a moderator. I'll like a house rule that strides between random-ness and some advantage towards the next turn's research if you fail this round.
@@jim47-XXV We NEVER spent on research except when we first started playing because it rarely paid off. We made it easier to get to change up game play. I can't disagree about some tech. dead ending The German rocket program was almost as bad as their heavy water experiments. The V1s and V2s killed on average one person. per rocket. At $100,000 DMs per rocket that's not a good return on their investment.
TY for the video but some of the "improvements" you give may not please me. The good > Big Map + Factories + AA guns (& rules) The bad > Extra Nations + Technologies Let's keep the game pure and simple!
Our house rules on tech was it wasn't random and you got the tech you wanted as long as you spent $18 on it. One turn or multiple it didn't make any difference as long as it added up to $18 and there wasn't a $6 minimum. You could spend $1 if you wanted. Basically Germany could buy heavy bombers on round one or Russia could spend $18 on the first round for industrial production, but it didn't take effect immediately, it took effect on the next turn's buy. It really encouraged people to experiment.
The random-ness is part of gaming. Should someone use 18 IBCs to buy tanks? or gamble it all on Tech?
Realism wise, sometimes you could be just researching up the wrong tree, e.g., Germany's pursuit of heavy water as a moderator.
I'll like a house rule that strides between random-ness and some advantage towards the next turn's research if you fail this round.
@@jim47-XXV We NEVER spent on research except when we first started playing because it rarely paid off. We made it easier to get to change up game play. I can't disagree about some tech. dead ending The German rocket program was almost as bad as their heavy water experiments. The V1s and V2s killed on average one person. per rocket. At $100,000 DMs per rocket that's not a good return on their investment.
Loved this game as a kid. Nice how they added Italy and China as playable nations.
Super happy you do this video! You are kind of the premiere A&A player. Not sure if I'll buy this, but I now know I want to!
TY for the video but some of the "improvements" you give may not please me.
The good > Big Map + Factories + AA guns (& rules)
The bad > Extra Nations + Technologies
Let's keep the game pure and simple!