Terrance888
Discord Reigns
I agree with both erez87 and Azale.
For Tech, if you wish to avoid a tech tree, have research projects that have variable funding. I.E. every X amount of spending gives a chance of success, with the final price you give "going all out" with perfect chance of success or failure (i.e. dead line) on a certain project. So Monoplanes would be 0/100, with each EP representing 1% chance of success. Paying all 100 exhausts the study and the researchers might say "we look on all sides of this issue from the X perspective and it is impossible". Of course, a player can then attempt again from another perspective. They might also say "we've corrected all the problems with the design and it is now ready to be fielded"
I don't know the intent of the ruleset, but it does seem to focus a lot on war and fighting at this moment.I want to perfect a n upkeep system, some minor rule changes, and ultimately work on a decent tech, and UU system. So any suggestions or ideas are appreciated.
For Tech, if you wish to avoid a tech tree, have research projects that have variable funding. I.E. every X amount of spending gives a chance of success, with the final price you give "going all out" with perfect chance of success or failure (i.e. dead line) on a certain project. So Monoplanes would be 0/100, with each EP representing 1% chance of success. Paying all 100 exhausts the study and the researchers might say "we look on all sides of this issue from the X perspective and it is impossible". Of course, a player can then attempt again from another perspective. They might also say "we've corrected all the problems with the design and it is now ready to be fielded"