So if you’ve made it through 41 pages of this thread and are still hungry for G40 redesign ideas that might be classified as “radical”? Here’s another massive thread from a while back that contains many…
http://www.axisandallies.org/forums/index.php?topic=34111.0
The basic subjects explored there were, a Commonwealth Nation, a single UK economy, and a new production profile for the factory unit (with 3 tiers, Minor, Mid, and Major.)
Although now basically defunct (I don’t know that anyone is still playing), it’s another good example of a broad ranging redraft of G40, with lots of back and forth discussions.
Now that G40b (aka Balanced Mod) is established, and YG has finalized and summarized his own house rules in the Cliffside Bunker sticky, I’m thinking that the main purpose of this thread should basically be the continued exploration of radical redesign ideas, that go beyond or builds yet further on the sort of stuff covered in those ruleset.
For me the ultimate G40 adaptation has yet to be realized, but the board and boxed materials provide an excellent foundation to build on.
Among the major goals I still have…
A game with more variation in the starting conditions, ie. Variable starting unit placement, variable starting income, position in the turn order sequence, optional start dates etc.
A game that doesn’t involve so many nation-specific or one off rules, that need to be memorized.
More money introduced through universal objectives, as opposed to just national ones.
A political system that allows more freedom to explore things like non aggression pacts or changes in alignment, using cash incentives and disincentives, rather than strict prohibitions or round based restrictions.
A convoy system that creates a naval economy that is more independent/separate from the land economy (ie. One that focuses on giving value to sea lanes, beyond just those adjacent to land territory tiles.) as way to make the naval game more dynamic.
A way to give each territory tile (specifically the zero IPC tiles) an in game value that can be easily quantified.
An alternative method of determining victory, that goes beyond capital capture/concession.
A unit roster where every unit has a unique function, with a specific place in the game and a price point that matches their usefullness.
That’s still pretty broad, granted, but it’s where I’m at with this thing. Still hunting for perfection.
Still kicking ideas around until we get there, or the sun explodes.
:-D