First to CWO Marc: What you just laid out was in fact the very first thing I tried. But the problem came in doubling all the territories that had a base value of 2 ipcs or more. :)
It was easy enough to change the 0s to 1s, and the 1s to 2s, but doubling the 2s to 4s and the 3s to 6s, is where it gets all out of whack. This is actually what convinced me that there was some underlying weirdness to the base 0 arrangement in the first place. There is also something kind of magical about that base 3 ipc territory (worth exactly the replacement cost of a single infantry, and desireable as a potential factory location) which you kind of lose by simple doubling.
The next idea we had was to simply add 1 to all territories across the board, effectively raising the printed production numbers by +1. This held up much better, and it comes very close to working. But again the problem was with the factories. This time it was the new factories rather than the starting ones, which become problematic. Because adding 1 directly to the production totals, makes every space at OOB 1, into 2 and thus viable for a factory. (Mainly this was a tank drive issue, esp. for Japan.) There was also an issue with the double dip, where if you added the numbers into normal production/income, you made that double dip even more extreme.
It was at that point we tried separating the bonus cash into a separate phase, and putting it at the beginning of the turn. Using the simple count and add method. Which, much to my surprise, actually worked and rather well. So that’s why I offered it as a viable house option for high economy games on the basic boards.
To Baron:
The only issue I see arising from the “just conquered territory” thing, is that it requires players to track the games history. What I mean is that, at a glance, it might not be so easy to remember who conquered what and when. Especially if there is a break in the game, and you come back to it later. So if you want to do it that way, I think you’ll have a situation where people might get confused about the amount of the bonus. It could work though, it just seems a little more complicated than what I was shooting for.
I also think 5 ipcs per Nation is a bit low to have much impact, since that doesn’t even allow for the purchase of an additional tank in games like 1942. It doesn’t really bring things from Low to High economy. But if the goal is just to lower the overall bonus, then I suppose you could borrow from a game like risk, and divide the total by 1/3 (or maybe 1/2 but I would probably favor thirds since infantry costs 3 so there is a kind of built in 1/3 to the game already), but you’d have to round down in that case not up to find the total if you wanted it.
The only problem I have with that (aside from the additional math) is that it creates a baseline of <1 which is inherently more complicated than just 1. Anytime you work with fractions. And the total of 70 territories is not divisible by 3, so you’d always have a remainder somewhere. 1/2 might work, but again, it disproportionately advantages nations which can hold an even number of territories instead of an odd. I’m also not sure .5 ipcs would make enough of a differences in persuading someone to go for a base zero ipc territory like Caroline Islands or Iceland. Whereas 1 ipc does seem to make enough difference, or at least that has been the experience in every game we’ve tried with this rule in play.
When the bonus gets you into double digits +10, +15 etc it changes the purchasing options in a way that +5 doesn’t. When the totals across the board go up by a third, it effects the overall unit replacement costs, which mitigates the straight-jacket of the OOB starting unit set up somewhat. With the effect that the whole game isn’t tied to it anymore. Now you can do other things, because your purchasing power is increased. Instead the game becomes more about what units are purchased each round, with less emphasis on the starting unit arrangement and the opening round battles. It doesn’t eliminate that starting unit emphasis completely, but it does provide for more flexibility as the game goes on.