Yeah, but as someone who is just interested in learning *some* stuff about game design, I posed an honest-to-god question. What is it that makes a 400-million extra bonus to result in better and more exciting game play than a 800-million one(or any other value really)?
I am not sure what you are asking. This is only one of many ways the player makes money in this game. In fact, I will also reveal that a core mechanic of this game is building up minor nations both militarily and politically so that it is then safe to "invest" in those minor nations that are strong enough to survive an opponents attempt to reduce, or eliminate, the return you would otherwise get is a primary element that has broad impact on all aspects of the game and how the players play it. But for this one bonus from the land combat system... it represents the minor nations needing to buy their equipment from their associated superpower. So that is the money that you are receiving from them for that, what this war/battle cost them in the end. If the minor nation lost one or more units, you would make even more money because they would be buying those units back from you as well. Those values are only good starting points. There are certain core values of any game, at least the way I do it, that are pretty set in stone... only because they are so proven. Those values are "the rock" by which you compare all others. This money bonus is most definitely on the "will not be truly known until playtesting" type of numbers. So if that is what you are pointing out, I agree completely. Those values are not likely to survive development, and then the development numbers are unlikely to survive playtesting.
The combat values, on the other hand, are known to work. It's just too simple to not work, from our perspective of our experience. In fact, I have gone with what we consider to be "the best way if you can make it work" which are the lowest numbers and the tightest balance. It's not possible to get any lower and tighter than this land combat system. There is no room to change anything and maintain this "tightest of balances". To make any value changes here you have to "give up" and double everything just to create room for adjustments. Or, if you are not inexperienced at this... you would actually tipple everything, which is what I would do. That lets you adjust all the values 1 in either direction. It also allows for a more dynamic relationship between units which I would DEFINITELY take advantage of. If I were losing the "tight balance" that does work best, then I would want to compensate for that by adding another dynamic back somewhere in the system. This would, by definition, change the relationship between the units as it exists now... but it is easy to make it work in many ways, so I can do this and still have it be balanced in the end. But I don't need to do that here. This actually works exceptionally well. Anyone can put some Axis & Allies pieces, or some poker chips, and put this on a table and play with it. It is practically an Hall of Fame cast of previous similar systems tied together by me, with a little of me in between, on top, and in the middle.
Assembling the battle, on and Axis & Allies battle board, using the rules of Fortress America, allocating the damage with the Federation & Empire combat system (with SVCs sheer magic with making a mountain of a molehill of almost nothing at the core of how a game works), and me composing it all and connecting it with some of my own things in between to make them work together the way they do, and then adding a few of my own cherries on top of that. All of it's major components are very well tried and true, and the values being used are so low that it is VERY easy to understand... for the player, as well. This F&E system, for example, becomes quite a bit more complicated when the numbers range between 20-120 and you are using the actual F&E die roll chart to determine the damage. This is far more simple than that, because players like games best when it is simply for them to totally and fully understand all aspects of the mechanics and thus their decisions are 100% fully informed. Maximum "situational awareness".
EDIT: Mike, Rube is a whole other subject that I think we determined is not a good one for me to try and focus on. This cold war game is the game I first noticed Rube in, coincidentally. It is not a "system" it is a physical construct for understanding the "3rd generation of Avalon Hill" or simply, the way I make games that has evolved over a period of 40 years and comes from the "second generation of Avalon Hill" the Star Fleet Universe. The Pirate Dawn Universe is the next generation of that line. What is likely the final evolution of that 70 years or so of continuous work of an entire industry... and then me. Them for 50, me for 20. That is what Rube is... the end result of 70 years of work by hundreds of designers.
PS - If anyone does put this on a table to play it just ignore fighters, they don't exist. You don't have the rules for them, and they are very often not present. Definately use my helicopter, it adds a lot to the situation with regard to the Tank and is essentially a ground unit. In fact, try it with and without the helicopter and see the difference:-)