It seems that many of you are held up on the idea of keeping the game turns in line chronologically with the actual events of the war. I would like, therefore, to introduce you to a concept that doesn’t change my game at all, but has helped me accept some of the seemingly more difficult problems revolving around the progression of time. I think of it as “elastic time.” What this means is that basically, a turn might represent a variable span of time, depending on what is accomplished during it. The first turn of my game, for example, might represent nearly a whole year, while the third turn might represent possibly only a month or two. Now you may reject this concept, thinking that if the time span varies, then so would the IPC output. But as we all know, the IPC output of the game is turn-based instead of the continuous stream that it would have been in real life. Therefore, it is only an approximation to begin with, and we may allow ourselves to think of the relatively large outputs during the “short” turns as the result of a buildup of military industry, or the relatively low output during the “long” turns as the result of a somehow sluggish or exhausted economy.
Ultimately, I think of time in Axis and Allies in this way because in my view it is not so important to keep the game’s events running on a strict timeline. Yes, it is important to keep things roughly within a time constraint - I would not brook the idea of thinking of a single turn as only a day or as much as three years - but so long as I can see a progression of events within the gameplay that were either actually done at the time or feasible at the time (to the best of our knowledge), then I am happy.
You might look at it another way - simply put, that it is not so important how much time has elapsed, but whether the order of events has maintained its integrity.