I have been trying to think of a rule that might work universally to replace the capital capture, stealing cash dynamic.
What if the cash capture thing was attached to factories rather than cities? For example, here’s an idea I was just toying around with…
Factory Capture rule
Any time a factory is captured, the vanquished player must relinquish part of their IPCs to the conqueror. The total number of ipcs awarded = the total number of IPCS of the territory, and in territories directly adjacent to the captured factory, which the vanquished player controlled before the combat round in which it was conquered.
This would mean the whole purse is never taken all at once, and players can collect so long as they still have 1 factory under their control. This rule puts the emphasis on Factories and territories which border several other territories, and not so much on Capital cities.
Here are some rough numbers, based on adjacent territory control…
These are for Global 1940, though a similar concept might be applicable on other boards.
South Africa, up to 4 ipcs captured
Quebec, up to 5 ipcs captured
Sydney, up to 6 ipcs captured
India up to 6 ipcs captured
France up to 8 ipcs captured
UK up to 8 ipcs captured
Germany up to 19 ipcs captured
W. Germany up to 23 ipcs captured
Novgorod up to 6 ipcs captured
Ukraine up to 7 ipcs captured
Volgograd up to 9 ipcs captured
Moscow up to 8 ipcs captured
Northern Italy up to 16 ipcs captured
Southern Italy up to 7 ipcs captured
Western US up to 24 ipcs captured
Eastern US up to 32 ipcs captured
Central US up to 45 ipcs captured
Japan up to 8 ipcs captured
Or the same thing for any new factories that might be purchased. You can see with the adjacent production idea, that some territories are actually worth a lot more in terms of capture potential under this system. Other crush capital strategies might become weaker. Might be a long shot, but thought I’d share the idea.
Another approach, perhaps even simpler might be to just award a set value in IPCs captured, if you take a factory of a given size. Minors worth X, Majors worth Y. This money could be taken from the vanquished enemy.
I see either system as something that might work as an alternative to Capital capture rules.
Does anyone have any alternative rules to work in a Cash capture way? Short of just eliminating this feature of the game altogether? I think capturing cash is a game driver, and good for game resolution, but stealing all the cash, all at once, and only if you take a capital, seems like it might be overkill.
I am curious if a more method that preserves the “target cash” idea, but with a bit more gradation, might be`workable?