I’ve been wondering how to work Historical Board Gaming’s new set of Resources and Commodities markers http://www.historicalboardgaming.com/Resources-Commodities_c_286.html into Axis and Allies games. I’ll post the full list below.
AGRICULTURE
Barley
Cocoa
Coffee
Corn
Cotton
Flour
Fruit
Fish
Lumber
Potatoes
Rice
Rubber
Salt
Sheep
Soybeans
Spices
Sugar
Tea
Wheat
Hogs
ENERGY
Coal
Electric Power
Ethanol
Fuel
Hydro Power
Natural Gas
Natural Gas Refinery
Nuclear Reactor
Nuke Markers
Oil
Oil Refinery
Refinery
METALS
Aluminum
Copper
Gold
Iron
Palladium
Platinum
Silver
Steel
Tin
Uranium
SUPPLIES
Supplies
Out of Supply (the rest appear in other categories)
TEXTILES
Silk (the rest appear in other categories)
I was thinking that these could have effects similar to the special resources in Hearts of Iron 3 (posted below).
aluminum: air build speed -15%
rubber: mobile movement speed +15%
heavy water: nuke research +40%
uranium: nuke research 40%
tungsten: hard attack 15%
fur: winter effects -33%
black soil: global manpower modifier 10%
cinchona: jungle effects -33%
helium: rocket build speed -15%
gold: global money 33%
horses: supply throughput 10%
antibiotics: casualty trickleback 5%
ballbearings: unit repair 15%
prefab ship facilities: naval base efficiency 33%
dockyard facilities: naval build speed -15%
oil refinery: fuel conversion 50%
automotive industry: tank build speed -15%
My friend and I were brainstorming a few ideas (like making coal give a territory +1 ipc for the purposes of building factories- so the USSR, which had big coal mining operations in the Amur region, could build a minor industrial complex there- it should of been worth 2 ipcs anyway so we can build a Pacific fleet). Perhaps having more than one of a strategic resource could give +1 ipc at the end of a players turn. Does anyone have any ideas on how to utilizing some of these resources?
Daniel