The pool is there to restrict, its, kinda its job
However, this is ALSO a mechanic Id like to look at, with changes like 'scaling costs' (The more of one type you buy, the more the next costs) and others.
If you have other suggestions, roll em by me by PM.
Luci I got a suggestion. This is gonna be a long post but it's worth it
Infantry
Elite Infantry: (Ranger Battalion)
3CP - Rangers Lead the Way (Rangers available for purchase)
9CP - Battle Know-how (Rangers gain 10% range and sight range)
18CP - Allied Grit (Rangers gain 15% health)
24CP - Stacked (Rangers upgrades are 60% off)
General Infantry: (General Infantry Battalion)
3CP - Defensive Operations (Riflemen can build sandbags, tanktraps and barbwire)
8CP - Core Beliefs (You lose 50% less exp when losing)
16CP - Brothers in Arms (15% less MP cost for riflemen and rangers)
28CP – Tank Reapers (AT gun damage and penetration increased by 50%)
Command Strength: (Command Infantry Battalion)
5CP - Offensive Operations (All deployment times cut in half)
9CP - Mass Production (25% less munitions cost on snipers, HMGs, AT guns and Mortars)
14CP - Enlistment Surge (10% less MP cost for all infantry)
28CP - Cohesion (Infantry gain 4x% health where x is the number of fielded infantry squads)
Artillery Warfare: (Field Artillery Battalion)
3CP - On-Map Artillery (Howitzers available for purchase)
8CP - Artillery Fortification (Howitzers fire 50% more shots per second and have 15% less cooldown.)
17CP - Off-Map Artillery (Gains the ability, 2 uses, 5 min cooldown)
28CP - Artillery Expertise (Increases Off-map artillery uses to 3 and doubles the number of shots per second)
Airborne
Air Infantry: (Elite Airborne Battalion)
3CP - Eagles (Airborne available for purchase)
5CP - AT Eagles (RR available for purchase)
14CP - Drop Readiness (Airborne troops drop immediately)
26CP - Airborne Elite (Airborne start at vet 1, 15% more health, sight, and range, 50% less drift)
Air Assault: (Airborne Assault Battalion)
4CP - Raid Fortification (Airborne troops can build wire and sandbags)
8CP - Aerial Advantage (You can drop airborne platoons 30s into the game regardless of arrival times)
18CP - Raid (Pop cap increase of 6)
26CP - Raid Assault (Airborne gain 50% damage and health for the first minute after being dropped)
Air Abundance: (General Airborne Battalion)
4CP - Airborne AT (AB AT Gun available for purchase)
9CP - Supply Drop (Gains the ability - HMG, bazooka, and Mortar drop, 1 use)
14CP - Heavy Ordnance (Airborne troops start with grenades and satchels)
28CP –Aerial Brothers (Airborne squads cost 45% less MP)
Air Support: (Airforce Battalion)
2CP - Recon Flight (Gains the ability, 2 uses, 1 min cooldown)
8CP - Strafing Run (Gains the ability, 1 use, 1 min cooldown)
18CP - Air Superiority (Triples uses of Recon Flight and Strafing Run)
27CP - Bombing Run (gains the ability, 3 uses, 1 min cooldown)
Armour
Maintenance: (Mechanized Engineer Battalion)
2CP - Repair Specialization (Engineers repair 50% faster)
6CP - Field Repair (Gains the ability, 2 uses)
16CP - Fuel Efficiency (15% less fuel cost on all vehicles)
26CP - On-Board Mechanics (Vehicles are constantly being repaired)
Production: (Elite Armor Battalion)
4CP - Vehicle Factories (25% decrease in MP cost on all vehicles)
8CP - Tungsten Tipping (Penetration value of all vehicles increased by 20%)
19CP - Assault Tanks (Pershings available for purchase)
24CP - Next Generation vehicles (All vehicles have 50% faster turret rotation rates, 20% less reload time)
Logistics: (Armored Artillery Battalion)
4CP - Mechanized Columns (Platoons with vehicles arrive in battle 30% sooner)
6CP - Artillery Support (Calliopes available for purchase)
12CP - M8 Technology (M8s deal 60% more damage and have 60% more hp)
24CP - Dual Rocket Racks (Calliope cooldown decreased by 50%)
Leadership: (Command Armor Battalion)
4CP - Mobility (M8s and Halftracks can capture territory)
6CP - Scouting (Jeeps have 10% increase sight and 50% increased stealth detection range)
14CP - Tank Command (Every tank that is on the field increases your popcap by 3)
32CP - Superior Command (Pop Cap increased by 30%)
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Defense
Intelligence: (Millitary Intelligence Battalion)
3CP - Advanced Warning (All units gain 5% sight range)
6CP - Millitary Intelligence (Reveals a large portion of the map for 5 seconds, 4 uses, 1 min cooldown)
15CP - Scopes (Volks, Grens and KCH gain 20% range)
22CP - Omniscience (All units gain 50% sight range and double stealth detection - replaces Advance Warning)
Bombardment:
3CP - Flak AT/AA (88mms available for purchase)
7CP - Walking Stuka (walking stuka upgrade available)
14CP - Large Rockets (50% increase damage on the stuka and nebelwerfer)
24CP - Rocket Artillery (gains the ability, 3 uses, 1 min cooldown)
Tenacity:
4CP - Superior Soldiers (All units gain experience 20% faster)
8CP - Extra Training (All units purchased are upgraded to vet 1)
17CP - Elite Soldiers (All units gain experience 80% faster - replaces Superior Soldiers)
32CP - Tenacious Defense (All units gain 10% hp - 30% when defending)
The Fatherland:
3CP - Officer Training (officer available for purchase)
5CP - Fatherland Fortification (When defending, all attackers receive 1 more minutes of deployment time - stacks)
16CP - For the Fatherland (gains the ability, unlimited uses, 10min cooldown)
25CP - Fatherland Faith (Volks and grenadiers cost 45% less MP)
Blitzkrieg
Infantry Assault:
3CP - Code Loyalty (All infantry 10% more resistant to suppression - 15% when attacking)
8CP - Sturm Training (Sturmtruppen available for purchase)
16CP - Battle Hardened (All infantry have -12% incoming accuracy - -18% when attacking)
22CP - Weapon Surplus (mp40s, mp44s, and lmgs are all half price)
Armored Assault:
2CP - Mobile Howitzer (Stuh available for purchase)
7CP - Improved Barrels (All tanks gain 8% range - 12% when attacking)
19CP - Assault Tanks (Tiger available for purchase)
26CP - HEAT rounds (All tanks do 30% more damage)
Blitz Tactics:
7CP - Assault (gains the ability, 1 use per squad)
9CP - Blitzkrieg (Gains the ability, 1 use)
12CP - Territorial Blitzkrieg (Territory caps 3x as fast)
24CP - Conviction (Doubles the uses and duration of Blitzkrieg and removes the negative attributes)
Blitz Core:
4CP - Overpower (Decreased deployment time for team by 60, 35, 25, 20s)
8CP - Overwhelm (Triples the potency of Overpower)
15CP - Joint Operations (Pop cap increased for team by 15%, 8%, 6%, 5%)
27CP - Lightning War (All reinforcements arrive immediately and vehicles move 25% faster)
Terror
Inspiration:
3CP - Inspired Assault (gains the ability, unlimited uses, 20 minute cooldown)
6CP - Zeal (gains the ability)
18CP - Firestorm (gains the ability, 2 uses, 1 min cooldown)
22CP - Ferocity (Inspired Assault is twice as potent, has half the negative effects, and cooldown is 5 minutes)
Ordnance:
4CP - First Aid (Medikits are 50% more potent)
7CP - Basic Supplies (Mines, Medikits and Grenades have 1 extra use each)
14CP - Advanced Munitions (HMGs and Mortars do 20% more damage and suppression)
24CP - Heavy Support (HMGs, Mortars, Snipers, and AT guns have 50% more hp and 25% more range)
Disruption:
5CP - Propaganda (gains the ability, 2 uses)
6CP - Sabotage (one random platoon - except the largest - from the opposition becomes undeployable)
16CP - V1 (Gains the ability, 1 use)
29CP - Subversion (All enemy platoons except the first take an additional 90, 45, 30, 20s to deploy, Propaganda uses increased to 4, Sabotage increased to 3 platoons)
Strength:
4CP - Intensity (All units cause 20% more suppression)
8CP - German Will (All infantry cost 10% less MP)
23CP - Assault Tanks (Tiger ace available for purchase)
35CP - German Steel (All tanks gain 35% health)