Its seems pretty solid. I like getting the VCs in there. There is nothing in that rule you propose that leads me to think it wouldn’t work.
Basically the wording on the Territory Income Bonus rule proposed above was to keep it as simple as possible. Often I find with a house rule, the simpler the explanation the more likely it is that I can persuade someone to try it.
Honestly though, the amount of money introduced here is distributed in a much more balanced way than you might expect. I was surprised actually at how well it seemed to work. Now I think the game is more balanced when you add in the extra cash Axis vs Allies, which is why I think it negates the need for a bid. We have tried KGF and KJF games as Allies. We have tried most of the standard Axis strategies, the Tank drive east, full Sea Lion, Inf wall, bombers and subs, mixed ground, and Med fleet openings. With Japan we have tried standard tank drive, KJF survival, the northern route, the southern route, UK squeeze, even invasion north America (though that failed, as one might expect, J still held W. Coast US for a round, which was awesome!) Basically if you like the idea of more units on the board I think you’ll dig it.
I have long felt that the overall economy in A&A was too low. Not way off, but just a little too low. For people to buy some of the more exotic units or to experiment with unconventional buys/strats. Having just 10-15 extra ipcs per nation can be huge. The ability to buy a carrier deck say, or drop 3 tanks, or actually afford a new battleship, makes the game highly enjoyable. Basically you have several options, instead of just a couple select “winning openings.” Ultimately what it comes down to is the effect of unit replacement over starting units. By introducing the boost money, you make the replacement cost of the starting units easier to absorb. So you can afford to risk them to do more, knowing that they are somewhat easier to replace. Mistakes and one sides battles, become slightly less devastating, and it is a bit easier for the underdog to recover. The endgame feels deeper, and games tend to last longer. And you really don’t have to change much to get it working, just the one simple rule. Once you get used to the territory income bonus it only takes a couple seconds to implement. I’m hoping people might try it and let us know how the games went. So far all of mine have been pretty epic, I want to give more anecdotal evidence, but I know that you have to see it work to see it work.
UK and Japan start larger, but they can be squeezed out too, with effort. Russia gets a leg up, but they have to fight to retain their purchasing power. It’s the same with Germany. Folding into a defensive ball isn’t everything anymore. If USA doesn’t fight for territory (even the 0 ipc islands, or china) then they start to get outclassed by Japan. So it’s to their advantage to fight. Basically it’s to everyone’s advantage to fight, even with the double dip still in effect for normal income. The bonus alone makes you start to play in ways that make more intuitive sense for a game that is supposed to be war. You don’t just want to smash and grab, and give up ground back and forth endlessly. You want to hold the territory for the round, so you get the bonus, and you want to steal it away from the enemy before they get a chance to collect their bonus. Maybe it is a half measure or compromise between moving the collect income phase to the beginning of the turn, and just the normal game rules with the double dip we’ve gotten used to. But it works. It works pretty well I think. I haven’t been able to break the game yet no bid when this rule was in play. And it’s been fun, so that is encouraging. I hope people will give it a shot and let me know how things went :)