DiM wrote:on the left/right display you have some techs encased in a box. each box has 2 suchs techs in it with an arrow connecting them. that makes a tech pair that gives +2 troops.
The confusion stems from which two territory names you chose as an example.

HT1.4 and HT2.8 are not connected on the map, so this makes me wonder why you chose those values. (Especially since 2.8 is 1.4 squared).
I think it would be clearer if you simplified your example to an actual pair on the map:

DiM wrote:tech lvl 1 bombards non important terits on the map. those are the very terits that are divided amongst each player at the start of the game.
imagine you're in an assassin game. would you rather go through 10 terits to get you your target's final one, or would you take tech lvl 1 and bombard him wherever he is?
Fair point. I don't play much assassin, so that didn't occur to me. Still, I think allowing them to attack non-important territs makes things more interesting. There are no bonuses for those territs, so they won't be well guarded once gameplay advances, but if you use Tech level 1 as a way to maneuver your armies on the map, the layout will be less of an issue.
As to the terminology, what about something like "evacuation zone" for the non-important territories?
Another idea would be something along the lines of "resupply" or "shipment". You do, after all, still need natural resources to make use of all your technological advancements and because these 'non-important' territories are actually important in how you move on the map, it would be akin to a naval or land blockade when your opponent bombards or attacks them.
$.02