Quick answer is that bids seem to keep going up with bids over 20 now common.
yes
just the dollar amount.
My gaming group has developed a set or rules for 1940 global. It enables each country to make whatever diplomatic moves they want. For example, Britain may declare war on USA or make an alliance with Germany. We have a lot of fun with all the backstabbing and ahistorical alliances that come to be. This is a work in progress so any comments or critique is welcome:
General Changes:
How to win:
Points:
1 point for holding your starting cities
1 point per conquered city
1 point for having the most amount of land units
1 point for having the most amount of warships
1 point for having the highest factory capacity
1 point for having the most amount of factory complexes.
1 point for having the highest income (after objectives)
1 point for winning a battle involving at least 15 units on each side.
1 point for conquering and subjugating a player without annexing them.
1 point for having the most railroads
1 point for having the most technologies
MINUS 1 point for having all of your territories with a land connection to your capital be blockaded.
In the case of a tie, no points are awarded.
An alliance of two nations may win. I.e. if a nation achieves the points necessary to win with the help of an allied nation, then both nations win the game. If a nation achieves the points necessary to win and is allied to more than 1 nation, only the nation achieving the points necessary to win will win.
Major neutral nations:
Proxies
Alliances
Influencing Minor Neutral nations:
Shared territory
Research:
Railroads:
Merchant Ships:
Trade:
Alliance Insurance
National Objectives:
France:
Britain:
Germany:
USSR:
Italy:
China:
Japan:
Anzac:
USA:
General Balancing:
Hi, these rules are cool. I did not base my rules off of this. This was developed independently.
A different take on “free for all”. Being able to make alliances though means it should be called “shifting alliances” rather than “free for all”.