@Baron:
I was wondering, does anyone ever worked on a different way to collect IPCs from territory?
As following the rules, the more a territory is fight over and exchange during a turn of play, the more cash every power getting over it. Usually, it worth double value: (USSR gets a 2 from Germany, Germany takes it, then UK retakes the 2).
In an extreme example, it can even be 4 times with an exchange between Russia, Germany, UK and Japan.
But if a Power keeps a country for an entire turn without any fight over it, it worth only its face value.
Isn’t strange, that a more unstable and crippled by war territory bring more IPCs during a turn?
For example: France can give 6 IPCs to Germany and also 6 IPCs to UK in the same turn. Thus raising the sum of all Powers incomes up to 6 IPCs.
It is quite counter-intuitive, even a non-sense.
To change this anomaly:
1- the collect income should be at the start of a turn. It will usually reduce the IPCs flows to undisputed “at peace” territory for 1 turn.
Or, (what I prefer)
2- after the first turn, after a territory is conquered, the ex-owner have to return back about half the territory’s value to the bank (minimum 1 IPC for 1, 2, 3 IPCs territory / 2 IPCs for a 4 territory/ 3 IPCs for a 6 / 4 IPCs for an 8 / 5 IPCs for a 10 / etc.).
Thus, you received half reward for a lost conquered territory and the sum of the IPCs allocates during a turn never exceed the total every Powers would have if all have kept their original territories.
If the balance of the game requires that USRR and Germany has more IPCs in hand because of this constant exchange of European territories, maybe we can allocate an extra 4-6 IPCs bonus to both and only two (as a citizen war effort campaign/ labor camp/ and conscripts men-women/soldier)
Is it changing 4 quarters for 1 buck?
Or does it worth the change?
Just to add a follow-up thread on this problem.
I think this game mechanics can fix somehow but not entirely the problem of not rewarding uncontested territory vs lost ones during a whole turn:
http://www.axisandallies.org/forums/index.php?topic=31978.0
@Black_Elk:
This is a general rule that is very easy to implement in most A&A games.
It’s called The territory income Bonus or the Boost and it works like this…
+1 ipc for each territory your nation controls at the start of your turn. It is added in during the purchase unit phase. Each player counts up all the spaces they control and announces the number. So like…
“Russia +10” added to 24 in revised. Or “Russia +11” added to 24 in 1942.2
“Germany +9” or “G+10” etc
“UK +X”
“Japan +Y”"
“USA +Z”
and so on. Very simple. Just count and add to the total, at the beginning of the turn. The counting is quick, it takes all of 10 seconds each turn. Just count the territories (markers or cardboard chips) and add. Easy rule, but adds quite a lot to the game.
The rule is in place from the first round, and in effect for the duration of the game.
Because this income is counted at the start of the turn, it has the effect of giving an incentive to attack and defend territory. Either to gain the +1 on the boost, or deny it to your opponent. Even territories with no value are now at least worth +1 on the boost (or -1 from your enemy, if you can take it before their turn). But the normal collect income rules apply as well, as normal, so the effect is not totally distorting, but just complements the mechanics already in play.
Adds in a little more cash for everyone, to make unit purchasing more exciting, and breathes new life into the older maps.
Limits somewhat the effect of sbr. Encourages more conflict across the board. Is just a lot of fun in general.
options*
VC boost: It is also possible to add in a boost for VCs, where any VC territory gives a total boost of +2 ipcs (one for the territory, and one for the city). Has the effect of making VCs more valuable, and more hotly contested.
Capital Boost: there are a lot of different A&A games, and some are balanced in a more one-sided way at the start than others, at least as concerns total territories controlled. If there is a player/nation which starts in a dramatically nerfed position on a particular board, it is possible to include a base boost for the capital of that nation. For example, if Germany is in a particularly weak starting position on a particular A&A board, you could do a “Berlin boost” of +5, or +10 on top of the normal territory income boost. On the idea that G in the older games was designed to fold into just a tiny core, and then fight out of it. So as long as you hold the capital you get something for it, a modest amount added along with the normal boost, during the purchase units phase. Or you could do the same for Moscow, or perhaps Tokyo in some of the newer games. Giving you some flexibility to incorporate this with other house rules, or with National Objectives in the case of AA50. On the whole though the normal boost, and the VC boost do go a long way in balancing out across most maps. Everyone gets a boost, everyone has something to look forward to, and a reason to fight on to the last.
Basically, the rule seems to hold up well in all the core A&A games I’ve tried so far, and most players I’ve gamed with seem to enjoy the effect it has on the play. A slightly higher economy, not too distorted relative to everything else, but just offering a bit more entertainment value in the overall conflict patterns.
If anyone gets the chance to play using this rule, I would love to hear how it worked in your game