Yes, it’s true that would be a much more simple way to do it. Personally I don’t think I’d set a limit to how many times per turn, that to me makes it harder to keep track. Just have a token you can place on a territory, and any time you want to raise an ipc value you pay the next number it would be risenand give it another token. So a territory with 1 could be raised to 2 if you pay 2 ipcs. A territory you would like to raise, say from 4 to 8, you would have to pay to unlock each individual number. Pay 5 to rais to 5, then pay 6 for 6, 7 for 7, and finally 8 for 8. That would cost you to bring the 4 to 8 26 ipcs in total.
I hate doing math in games as much as the next guy. Let me explain it like you would see on some arcade game or something. The level 2 gear costs 200 gold. The level 3 gear costs 300 gold and so on. In the end you’d be spending an overall amount for the individual upgrades
I believe it’s a simple mechanic, in most cases i don’t see people cranking out 26 ipc in one turn for a big jump in production like that. The bigger numbers would be bought a turn at a time. The u.s. would have to spend. To just increase every single territory by 1 and no higher 47 ipcs. 47 ipcs they would probably rather spend on making units.
In all I believe it adds a new layer of strategy, along with a personalized experience, there’s a lot of things you could try in both the offensive and defensive aspect of strategy. Along with a dynamic map, and instant gradification to the people that plunder. Hell if you wanted to do a scorched earth policy against the soviets, so if they were to ever gain back the territory you so valantly fought for, they would have to pay back up to make it operational.
Effectively giving you options to bleed your enemy dry ecinomically, militarily and "agriculturally " but all war and no pay can make a sleeping giant more of a problem than it already is. Balances out your focus, you know? More options