Can you point me to an interesting read about strategic warfare goals which is not a book, and that of course backs up your theory ?
I think I have linked this read a few times before, not sure if you catched it though. Imho its a very good read on strategic submarine warfare, from a Industrial cost perspective.
http://www.navy.mil/navydata/cno/n87/history/wwii-campaigns.html
I do agree with you on certain points about the resources though. One thing I think might be the missing link is how the core mechanics of practicals & Industry works. Just think about it, with max Practicals you are building 4 times the weapons (half cost & half time),
with the same amount of resources. As speed and output goes up, so should resource consumption!
I won't take credit for this realization though, that goes to the
AoD Team and their work on improving HoI2.
The other part of the coin is as you say stockpiles. Especially the resources that were rare IRL and are not consumed at great amount in HoI3 (like rares & oil/fuel) need much much smaller stockpile limits.
I also believe the best way to balance the game is to use history as a guide. This math exercise should prove that convoys are too cheap currently if a game balance argument doesn't work but you rather want a historical balance argument:
UK Historical merchant fleet 1939: 17,430,000 tons.
HoI3 UK 1939 Convoys: 398
Tonnage each convoy represents: 43,800 tons
Steel needed to build it (factor 30% of "cargo tonnage"): 13,100 tons
Cost factor using HoI3 buildcost (warship:civilian cargo):
5000 : 1,768,500 (135 x 13,100) or
1 : 354
Historically warships were only 5 times as expensive to build, not 354 times.
Thus by using the Historical UK merchant marine numbers we can conclude that convoy shipping in HoI3 patch 1.3 are roughly 71 times too cheap to build in comparison to submarines. Ofcourse it could just aswell be the UK starting merchant marine that have too few convoys in HoI3 1.3, but I somehow doubt Paradox intended them to have 28,000 convoys at the start of the war...