Except that's not what he meant with his comment. You can't use infrastructure bombing as an excuse because it will make the enemy need oil to replace attrition losses. That feature should stand on its own...
Your whole argument crumbles into the dust when Germany gain supreme air superiority over Russia and drive their tank divisions through the eastern steps to Moscow with minimal usage of oil for both their tank forces and air-force.
It is all about the snowballing of the whole mechanic.
The dumb thing is that factories are basically your primary oil fields and oil are just an efficiency factor. In some cases it will even be smarter to fight for more factories than go after important oil fields. It depends on where they are and how difficult they are to reach and then defend. Factories practically give you more resources now, it just is a very "gamey" mechanic.
I'm sorry Paradox... this is just one step to far in the streamlining of the game to accommodate new customers... I'm out until it becomes an interesting game with a bit more immersion and eye for realism again.
Exactly this. I wasn't claiming that the player shouldn't have to do strategic infrastructure attacks. I was claiming the player shouldn't have to do strategic infrastructure attacks to SIMULATE a BASIC PHYSICAL FACT that in order for tanks to move, they require oil, and that in order for trucks to move, they require oil, and that in order for planes to fly in the air they require oil. And without attrition through the enemy purposefully attacking infrastructure, OR without significant combat losses, there is no system seemingly in place to account for just the simple fact of operating equipment. And lets even go a step further, we are now going to pay a one time static fee for a piece of tank equipment. If that tank division mostly survives the war, you have essentially payed a one time operating fee of oil, for infinite use time. For infinite combat time, given you don't sustain losses. That doesn't make sense to me. So you're telling me I can create two tank divisions for the same oil cost. And one tank division, I have extreme success with and push all the way to Moscow, then I decide to drive the successful tank division all the way to Ukraine, and then up north and then back to Moscow. And then the second division drives all the way to Moscow and fights in equal amounts of fights, but loses 25% of its force. So now, the first tank division has used 100% of the oil requirement, and then second division has used 125% oil? How has the tank division that encountered more losses have a higher rate of oil use than the successful tank division that drove all around Russia on a joy ride?
This COMPLETELY makes sense from a strictly one time fee production standpoint, and that's where this system should be used alongside a sustained use system. You pay a one time fee to get a tank onto the field. You have to use oil to send tanks to the front line to reinforce, that makes sense. But what about what comes after that? As a sustained game play mechanic that operates throughout the entire war, it doesn't make sense. There has to be someway to simulate the sustained use of vehicles and armored forces, and the basic maintenance of a war machine. This system would work, if ONLY being pertained to the initial creation of armored and motorized units. It would make sense for it to cost oil to send units to the front line to reinforce divisions.
But how can you just stop there? That seems like the first step. You have to go all the way and make sure it makes sense units to continue to run, rather than just make sure they've begun running. This system just doesn't go far enough.
It just feels like they lopped off the end of the system. Like it was supposed to be, "It costs fuel to build units, and it costs fuel to replace lost units, and then it costs fuel to use units." And they just lopped off the third rule.
And we could talk about what it means to have air superiority and fuel consumption for days, most likely! If Romania somehow had 1000 bombers, and has air superiority, suffering no losses, can little ol' Romania now fly endless bombing missions without worrying about oil access?
And oh boy, naval battles! Can I just move 10 aircraft carriers around the world now, and not worry about oil consumption? I mean podcat even said in this forum that he agrees its a massive buff to the Japanese because now they just have to pay oil to replace their ships and do not have to worry about just simply paying to use them, which supposedly is more fun because the Japanese player or AI can actually actively use their ships. Well, what if the Japanese player is good and solidly defeats the US at sea? Is their reward for not taking losses at sea that their ships now run on good military skills? and don't require oil? I don't get it at all.