@WILD:
I think I would like a game that tracked some of the logistics/supplies. You can’t build mech inf/aircraft, unless you have rubber. Can’t move your navy/tanks unless you have fuel etc… Certain tt would offer such supplies, that each power would fight for, and you have to transport them to your factories (would require a supply ship).
They kind of did this with Bulge and Guadalcanal. But yeah, it think it’d be cool to ‘port’ supply rules to the main game.
I think that a 3-resource system–say, oil, iron ore, and wheat/rice–is kind of where you’re going with this. Each territory could have a different number for each of these (including, of course, ‘0’).
Wheat would be most plentiful and allow you to make infantry builds and attack with them, but you’d need iron ore to produce any mechanized units, and oil to make them move (as well as a little bit of wheat for their personnel).
The only problem I can see is that certain territories on the board would be incredibly valuable because of their high yield of rare oil or iron ore deposits, and once a certain power got a stack of infantry on them, they could lock their enemies out of the game by denying them the power to buy/build mech units: there’d be no chance of recovering from that (especially if those territories were islands, i.e. the Dutch East Indies, and to get at those resources in the first place you needed oil to get your troop transports moving).
Maybe you could have a resource trading schema in place to overcome this factor, though; kind of like that system in Settlers of Catan where you can trade off unused resources at a loss (to the ‘bank’) for the kind you want (e.g. 5 wheat for 1 oil; 3 wheat for 1 iron ore).