Does anyone think partial IPC’s would work? S.P. artillery could be 4.5 IPC’s, for example, or whatever else you can come up with.
Either that or inflate the prices of the units and territories (income) to make a greater variety value for a variety of units. I’m thinking that increasing everything by 100% might work. This in effect is the exact same thing as partial IPC’s. One could try 50% or 150%, but that would probably complicate things more than necessary. Certain rules would need to be revised as well, like requiring a minor factory to be built on a territory with a minimum value of 4, instead of 2, and whatever else there is about that. I know it doesn’t make sense that it takes 11 million man hours to create a panzer or panther tank, but it’s just for the sake of the game.
I’m thinking this might solve the problem of certain units being too strong at 4 IPC’s but too weak at 5. Maybe 4.5 is the right spot, I’m not entirely sure. I haven’t tested this or done the math. Let’s take the german tank for example. It currently costs 5 IPC’s to build, and seems to be too powerful on the eastern front and probably elsewhere as well. 6 IPC’s makes it too expensive and I think gives the eastern front to the Russians. Does 5.5 or 11 (assuming everything is doubled in value) work?
I don’t mind handling more IPC’s to balance the game, if this is the solution. I’ll do whatever it takes. However, I personally prefer implementing decimal points over inflating everything, it makes it less of a hassle overall.
I tried to search the forum about this topic, but I haven’t found anything related to it. I admit I didn’t take a thorough look, so I apologize if it is being rehashed. I look forward to some feedback.