
New ideas:
To make it clear for AI this mod has to be little modified.
Algorithm should be something like this:
If fueltank is empty use mission "Logistics" to supply new fuel (this was used in Axis and Allies) or make this option avalibe for AI only? Because the idea is to make himan game interresting and harder
Aircrafts should consume fuel instead of use this as moves. Every mission should take certain amount of fuel. If you lack fuel you lack air missions.

I tested your mod. I don't know what is the real problem but the game turn rate time increased dramatically ca 50%. I guess this mod nees some serious optimization.
Is it just the AI turn time or also the time it takes to move a unit to a distant tile?
This is an absolute necessity, since if you were very low on oil and had, say, only one raw source but 10000 fuel already stockpiled, once you reloaded you'd be very limited in your production capability.
.Haven't read the entire thread, so forgive me if I'm repeating something already said. it occurs to me that, if you have an iFuel attribute, then you could have an iFood attribute too. This way, the pre-industrial eras can also feature logistics, and long sailing journeys and scouting missions become a LOT more interesting.
Aussie_Lurker.
I am actually thinking about adapting this to use an extra "supply" feature as well, but there are several questions on how it would be implemented.
How do you simulate resupplying apart from docking in a port (or driving to a city)? In the real world, modern ships don't necessarily have to land to take on supplies - other ships (or planes) can ferry out resources to them. In ancient times, ships could land on islands and forage for fruit and food.
I would think you'd need to automatically resupply any unit within your cultural borders, so long as the global supply is above zero, since presumably you'd have available transport capacity within your own cities. Once you step outside, however, things get tricky very fast. This is partly what stopped my idea for naval unit ranges.
The problem with autmatic supply I find is that you have no control. So, let's say you have enough supplies to feed 75% of your troops... you would think that you'd want to feed those that are most important (location, strength, promotions, etc.) first and then feed whatever's left next. But if you're just cycling through the units, it's going to just resupply whatever's first in the index.
You could code it to take certain qualities into account, but that's imperfect and will ultimately drag down system resources as well.
But at the same time, the idea of Supply Wagon/Ship units is just absolutely horrible IMO...
I've also scratched my head about how to limit (and ultimately attack) supply in the field, but I haven't come up with any kind of method that seems both logical and simple. You can't just check if a plot is connected to your capital because an enemy plot never will be. But one would think that if the defending player positions their armies between your troops and your base of supplies, that this should cut you off from supply. How do you do this? I have not found any way to reasonably determine things like this.
A solution would be to resort to local supplies, like in Hearts of Iron (which is my inspiration for this system, since I wanted to use it for my WWII scenario) but then you've got two new problems: how to teach the AI to manage local supplies through automated transfer, and how to set this up with supply trains/planes so it's mostly automatic. Not to mention all the extra coding that would go into creating individual city storage in the first place. 
I changed the resupply system to be more automatic: all units within your cultural borders, or within friendly territory, that are on a tile which is connected to your trade network automatically get resupplied each turn. The trade connection is necessary to simulate blockades. If your soldiers get trapped somewhere behind enemy lines, they can't get adequately resupplied.setFuelLeft(GET_PLAYER(getOwnerINLINE()).getFuel());
setFuelLeft(getFuelLeft()+GET_PLAYER(getOwnerINLINE()).getFuel());

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