Industrial complexes (reprinted from universal rule system)

Have you been playing with some house rules over the years - or even recently invented, that you'd like to share?
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Industrial complexes (reprinted from universal rule system)

Post by Imperious leader » Fri Dec 10, 2004 1:30 am


An IC’s Industrial Capacity limits the number of units of each type that an IC may produce. The Industrial Capacity is 30 for all major capital territories (Russia, Germany, Eastern US, Japan, UK) plus the Western US and Southern Europe (Italy). All other ICs (in the USSR, the UK Commonwealth allies, Spain, and Turkey) have an Industrial Capacity of 12. Captured ICs all have an Industrial Capacity of 6.
Industrial capacity applies only to the construction of NEW units; Industrial Capacity does not limit the repair of battleships.
Examples of the four types of units are:

Type 1: Infantry (US Marines, Guards, Mechanized)
Type 2: Armor (Artillery, AA guns, Heavy Armor, Panzer S.S., Heavy Artillery, and V-2 Rockets)
Type 3: Air (Fighters, Torpedo/Dive Bombers, Bombers, Jet Fighters, Heavy Bombers)
Type 4: Naval (Battleships, Carriers, Light Carriers, Battlecruisers, Cruisers, Destroyers, Submarines, Transports, Super U-Boats)


Russia, Germany, Southern Europe, Eastern US, Western US, Japan, UK
These territories each have an Industrial Capacity of 30. No more than 30 IP may be spent on each TYPE of unit to be placed in one of these territories. For instance, Russia may build up to 10 Infantry (30 IP), 6 Armor (30 IP), and 2 bombers (30 IP) in one turn, provided enough IP is available. Additional Type 1, 2, and 3 units could NOT be built, because this would exceed the Industrial Capacity of 30.

Karelia, Caucasus, Eastern Canada, India, Australia, Spain, and Turkey
These territories each have an Industrial Capacity of 12. No units with a higher cost than 12 IP may be built here.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

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