I think you’ve hit on something very important here. In HoI, “railroads” are part of the infrastructure. This, IMO, doesn’t actually represent them very well. Your example for Africa is good, but let’s take a closer look at North Africa. Along the coast there was an almost continuous rail system, indicative in HoI of a relatively high infrastructure and implying (as you compare the Burmese jungle with Marseilles) a fairly high level of development when, in actual fact there was nothing else in the province. Nothing at all. Maybe a few fishing villages but otherwise nothing to justify an infrastructure above, perhaps 2.
You're grasping the basic problem with infrastructure as it is modelled now. "All developed areas had railroads" is not the same as "All areas with railroads were developed."
The original proposal from the first of these threads was very specific.
Railroads help with supply speed, supply capacity, and speed of strategic redeployment.
Roads help a little with those things, but help tactical movement speed and partisan suppression a lot.
For rails, let's say that each level adds it's
+100% to supply capacity/throughput (The amount of supplies that can flow over the rails),
+25% to strategic movement speed, (the speed divisions move when strategically redeploying,
+25% to supply speed (the speed that supplies travel over the rails.)
Make it so there is level 0 to 4.
Next, roads. They help a little bit with everything. So each level would be
+20% to supply capacity,
+10% to strategic movement speed,
+5% to supply speed,
+15% to tactical movement speed (the speed divisions move and attack at),
+10% to partisan suppression. (representing the difficulty of fighting guerillas when it's hard to get from place to place to place.
Roads would have maybe 0 to 6 levels.
I know that sounds complex but it would work very simply in practice and result in a single set of values for each province.
So let's say that Pskov has level 2 rails and and level 3 roads.
So the level 2 railroad gives it
2 x 100% = +200% supply capacity,
2 x 25% = +50% strategic movement speed,
2 x 25% = +50% to supply speed.
It also has level 3 roads, the roads add
3 x 20% = +60% to supply capacity,
3 x 10% = +30% to strategic movement speed,
3 x 5% = +15% to supply speed,
3 x 15% = +45% to tactical movement
3 x 10% = +30% to suppression.
Now both kinds of infra combined result in single set of values like so,
(Effect from rails) + (effect from roads) = (net modifiers for the province)
In this case, Pskov has
200% + 60% = +260% supply capacity,
50% + 30% = +80% strat movement speed,
50% + 15% = +65% supply speed,
0% + 45% = +45% tactical movement speed,
0% + 30% = +30% suppression.
These are all single values according to the game.
The next day it gets muddy. Mud reduces the effect of roads by half and of rails by 10%. (How much could be based on level of the infra as well, representing that Autobahns are less vulnerable to weather than dirt roads. But the important thing is that roads are affected more)
So the new values of the rails under mud which reduces them by 10%.
(.9 from mud) x 2 x 100% = +180% supply capacity,
(.9 from mud) x 2 x 25% = +45% strategic movement speed,
(.9 from mud) x 2 x 25% = +45% to supply speed.
You can see that they are only affected a little.
The roads, on the other hand are reduced by half. So that becomes.
(.5 from mud) x 3 x 20% = 30% supply capacity
(.5 from mud) x 3 x 10% = 15% strategic movement speed.
(.5 from mud) x 3 x 5% = 7.5% supply speed
(.5 from mud) x 3 x 15% = 22.5% tactical movement speed
(.5 from mud) x 3 x 10% = 15% suppression.
Now let's see the combined values again. When it's muddy Pskov would have
180 + 30 = 210% supply capacity
45 + 15 = 60% strategic movement speed.
45 + 7.5 = 52.5% supply speed
0 + 22.5 = 22.5% tactical movement speed.
0 + 15% = 15% suppression
This will allow for weather to slow down tactical operations but without hurting supply too much. It will make it so there are tradeoffs to fighting on terrain and building different kinds of infrastructure. It very clearly shows the difference between a railway in France and one in Vietnam. It's also easy to understand. If rails are shown on the map, then supply bottlenecks will be easy to find.