@Argothair:
That could work nicely for an alternate set of VCs! Collect $1 per “point” per turn of each Victory City in flexdollars, and if you collect $25 or more, then you double your flexdollar take.
Black Elk, maybe you’re right that the 8 VC threshold for doubling would work for an otherwise OOB 1942.2. It’s easy for Germany to hold Leningrad and for Japan to grab Honolulu, but harder for them to hold it against even one USA attack, and the cash doesn’t get distributed until after the USA’s turn. If Japan manages to take and hold Honolulu for one full turn, but then loses it again, I guess it’s not the end of the world if the Axis get an extra one-time bonus of $8 in flexdollars. That seems proportionate!
Likewise, if the Allies have lost Calcutta but are still trading all three of Paris, Rome, and Leningrad (so they hold those cities at the end of America’s turn, but not necessarily at the end of Germany’s turn), then they deserve an $8 boost, because they’re trampling over the Atlantik Wall and turning into the Atlantic Rubble. Same thing if the Allies hold Calcutta and trade both Paris and Rome in the same turn – they deserve a boost. That’s not cheap; that’s proportionate; it’s part of Germany’s job to make sure that the Allies don’t penetrate into the European heartland. The Allies can land in Norway or Northwest Europe and Germany doesn’t lose major income, but if the Allies actually make it into both France and Rome, even if they can’t quite stay there, then that ought to signal the endgame and trigger a bonus.
Instead of a given number to double up, suppose each conquered VC worth double.
Using 4 VCs vs 4 VCs, excluding Capital City, suppose each worth 2 IPCs.
Each side gets 8 IPCs for Warchest. But, if Axis gets another VC by the end of US turn, it worth 4 IPCs.
This would rise Axis to 12 IPCs while Allies would get 6 IPCs. Anothe VCs, 16 IPCs vs 4 IPCs.
Retrieved VC worth only 2 IPCs but other enemy VC still 4 IPCs.
One problem is Karelia, Soviet cannot fight back before end of round and sharing money.
Same issue for Germany, loosing Paris or Rome, cannot be taken by the end of round.
If all VCs considered 2 IPCs, it makes Axis 12 and Allies 14.
With Karelia taken, Axis 16 vs Allies 12.
That way, the 8th VC makes an Axis 20 vs 10 IPCs a pretty high differential.
If Allies keep leads, 8 to 5, then Axis 10 and Allies 18.
Probably 1 IPC per VC can work, with 2 IPCs per additional.
For each VC taken it makes 3 IPCs swing. By itself, 8 VCs give 4 or 5 more IPCs to one side.
You get this kind of IPCs progression:
VCs Axis Alllies
3vs10 3 13
4vs9 4 11
5vs8 5 9
6vs7 6 7
7vs6 8 6
8vs5 10 5
9vs4 12 4
10vs3 14 3
So, 1 VC makes 2 or 4 IPCs diff, 2 VCs make 5 or 7 IPCs differential.
You get this kind of IPCs progression if 2 IPCs per TTy + 4 per VC conquered:
VCs Axis Alllies
3vs10 6 26
4vs9 8 22
5vs8 10 18
6vs7 12 14
7vs6 16 12
8vs5 20 10
9vs4 24 8
10vs3 28 6
So, 1 VC makes 4 or 8 IPCs diff, 2 VCs make 10 or 14 IPCs differential.
If capital VCs are excluded, 4 vs 4 VCs.
You get this kind of IPCs progression if 2 IPCs per TTy + 4 per VC conquered:
VCs Axis Alllies
1vs7 2 20
2vs6 4 16
3vs5 6 12
4vs4 8 8
5vs3 12 6
6vs2 16 4
7vs1 20 2
8vs0 24 0
So, 1 VC makes 6 IPCs diff, 2 VCs make 12 IPCs differential.
So, the more VCs you get the more you have money to share amongst friendly powers.