I just found this thread, and I think you have some great ideas for a mod. Personally I'm happy with the game, though there are some things I'd like to mod too. At least we have that option, which is pretty rare for a game at this level of technical and artistic development.
As you pointed out, it's not a holodeck simulation of WWII, sadly. But intelligent, interactive software is still well beyond the state of the art. I agree the new advisor screens are pretty bland - which is surely a consequence of the decision to generate the screens from Python scripts - but I for one love a few of the new leader animations.
Anyway, enough commentary. I actually wanted to comment on your supply proposal:
Nuh Uh said:
#3 There is NO SUPPLY in this game. If you are going to be planning the activity of armies, you need to ask yourself - "where's the SUPPLY?" Realism, of course is an element, but the real problem is that the lack of this component removes a large percentage of strategy from the table of the gamer who likes to simulate war and engage in 'war strategy'. Why they don't include it - I'll never understand. Its a simple rule - in supply = full strength - out of supply = half strength. How do you tell? Are you able to trace a path to a friendly city unobstructed by the enemy? Yes? Well then, you're supplied! It's BASIC STUFF.
Not being a wargamer, I don't understand that supply rule. Don't armies bring their own supplies with them? Those supplies would run out eventually, but they could steal food from the local population. Ammunition wouldn't run out until it was used. Ancient and medieval units don't need ammunition. Modern armies could airdrop supplies.
And a unit wouldn't be at half strength after a year without supplies. They'd either find supplies, surrender, rout, die of starvation, or fight a suicial battle for death and glory. Personally I wouldn't like a rule that says, "if a tank column flanks you, your modern infantry become as strong as medieval knights."
Adding supply doesn't seem simple at all, and this is one of those places where the game abstracts concepts like that. For example, there's no explicit "siege" rule, but you can starve a city by blocking its farms, or make the people refuse to work by cutting roads and taking away the citizen's supply of luxuries. Or assault the city, if you can accept the losses or destroy the defenses.
I'm also not a military historian, but doesn't supply of units in reality depend on the type of unit? It's probably too complex to be implemented in the game, in a way that would work believably for swordsmen, knights, marines, helicopters, tanks, galleys, submarines, and carriers (to name a few). So the game abstracts again with limitations on units in enemy territory, like slower healing, slower movement, more expensive maintenace (simulating bribing ancient soldiers to stay loyal so far from home and airlifting supplies to modern units, perhaps?). Not completely realistic, but neither is half strength for units without a clear path to home.
Anyway, I'm not training for world conquest here, just enjoying a challenging game.