They who dare arms race
An arms race where the two sides only design things for the air force starting in the rise of flight (1915). The game has three phases and at the start of each turn (which is a half of a season) they get a certain amount of dice to spend and production points as well. The designs cost 3 dice and result in 6 rolls, 3 judging how much time, progress, and how expensive the project is and 3 judging the effectiveness, cost, and how buggy the final result will be. Designs then are worked on by paying some pp and dice to continue getting closer to finishing it, and you get a prototype enough for one squadron once you reach the half way point. More dice can be added to the start of a design so you have a better chance at a good roll as the highest one is taken for wherever said extra dice is applied.
Revisions only cost dice and only roll one. The production phase is the last phase and where the players assign their squadrons new stuff, buy new squadrons, and tell those squadrons what to do. Each squadron will also have their pilots tracked and they will fight against other tracked pilots in something known to me the gm as dice hell once there are over two hundred pilots until by some miracle one of the players makes a program so I don't have to suffer as much.
The goal of the game isn't just beat your enemy but to make your side as prestigious as possible to get more funding and have the airforce seen as more important, with the game ending when one sides airforce has their leadership replaced or the war ends in one sides victory. Additionally there will be events that happen every few turns that the players can take advantage of, and there will be a third faction there to help with said events.
A quick rundown of the game will also be posted on a April fools joke arms race about making arms races in a vain attempt to gain more players.