I still think you have a logical error in this argumentation:
You claim that by merging fuel and supplies into "just supplies" we could not present different units needs accurately. Your example being that a INF division would use the same amount of fuel as a ARM division. But here is your logical error: "Supplies" as an item already were pretty much simplified and did not depict the situation back then realistically. Since supply is everything (food, ammunition, clothing, spare parts, toilet paper ect), why would an armored brigade consume the same proportion of supplies as an infantry division? Tanks need a constant stream of spare parts, heavy tank shells but not much food. Infantry basically only needs food and ammo (and medical supplies ect). My point is that with "supplies", we had no problem rationalising that every unit would use a different kind of supply in different proportions. Why do you have a problem n o w to rationalise that supply for a tank means "10% food, 60% fuel, 30% ammo" and for an infantry brigade means "60% food, 40% ammo"?
You're absolutely right in that the "supplies" situation in previous games had the same issue that we have now with equipment, but it's more granular. Equipment is less detailed than supplies is less detailed than food/ammo/medical supplies, is less detailed than water/food/small arms ammo/artillery shells/bandages/morphine and so on. I'm not saying I didn't have an issue with previous games - rather, I'm saying that taking the number of variables that can supply a unit from 4 to 2 limits the capacity at which these things can be modelled, and that at a certain point of abstraction, it will start to distort how things work at the macro level. Given we've literally got one non-manpower variable, the potential for distortion is actually quite high. Three non-manpower variables means it's easier to fit the function to actual behaviour, and it's something the series has had before. Given the series has had difficulties (to put it mildly) balancing nations in the past, reducing the range of things available to help achieve an appropriate balance for HoI4 will make things harder.
Don't get me wrong, I can accept it, in the same way I can accept running over ammo in a game of Call of Duty automatically picks it up and puts it into a full mag on your magic (and presumably rather heavy, for most CoD situations!) webbing. As a gameplay device, there's nothing wrong with it, but we're accepting a reduction in strategic depth, player control, historical plausibility/immersion for ease-of-use. There's nothing wrong with preferring ease of use over strategic depth, control and immersion, but I think it's worth recognising that this is the choice the supply system is making, in effect.
- 2