Also, perhaps when the combined allies/axis is greater than X over the combined allies/axis, they generate one VP?
This would solve the turtle issue forcing whichever side to come out and fight or face defeat.
Example: is axis have 25+ more IPC combined than allies, +1 VP per turn as long as they have this advantage.
Secondly, the axis and allies start with a different number of VC, so you might have to assign different values for every city, rather than blanket the map with fixed values for each city.
The ability to gain objectives matters alot toward balancing…which is one of the main reasons why i don’t like NO’s because they are not equal in terms of capturing/protecting…partly why the OOB setup was imbalanced IMO.