I will support jju_57
There is no way to include food as resourse without turning form the focus of the game. So no matter how importaint food was, HOI is a game.
[snippage]
Easy1 I think you fight for void. Since HOI is abstracted, and food is really hard to abstract correctly, it`s inclusion is pretty much doubtfull and unnesesary.
Glossing over the overexcited posts for a minute, I'm going to disagree with you, here. I think (a) food (or at least 'Agricultural Products')
does have a significant effect on the
war effort (this is wider than just "the fighting" but is the core of what a
strategy game has to be about), and (b) these effects are quite easily abstractable, if you focus on what the effects on the war effort were.
So, what are these effects? Well, to start with, let's say what they are
not. Primary food producers will, except in extreme circumstances (localised and ignorable/covered by other things), feed themselves. These we can ignore. The people who are relevant, for our purposes, here, are those working in industry, and those growing 'cash crops' or resource mining, etc. instead of growing food for themselves. The effects we need to consider are the dissent caused by sudden shifts in food availability and the loss of resource production and industrial output if convenient food imports are removed. We can assume that, in cases of food shortage, the population (and maybe the government) will take steps to ensure they have enough for survival, and that they will succeed in the longer term if not in the short.
So, how to model this? Well, making food/agricultural product an input to industry makes sense. Before you scoff, consider that (a) part of an "IC" is its workers, and they require food input to work (and generally don't generate their own), and (b) agricultural products - from actual food (for supplies and 'consumer goods') to sisal to rubber to copra to wood to god knows what else, are needed to make a wide range of products. The distribtuion of such product supply is not well represented with the current resource model, resulting in gaps in the "strategically important regions" list (another, albeit minor, effect relevant to a strategy wargame).
Another element might be modelled as a 'Strategic Resource'. This represents a significantly rich food exporting area that produces not merely materials to feed industry, but also large quantities of food to supply civilian populations elsewhere (I gave the examples earlier of Burma and Ukraine). Access to these areas can boost resource output and industrial output, because with conveniently importable food, more of the population can devote more time to industrial and "cash crop" production. Loss of access to the resource would generate dissent (due to food supply failures inevitably caused when distribution patterns have to change) and loss of the bonuses (as workers spend more time and land cultivating food on their own account - you see massive examples of this in WW2).
Such a relatively simple system - within what is already being made for the game - would model food (and other agricultural materials) quite adequately, it seems to me.
Edit: I should say that I don't regard this as "neccessary" - quite evidently it is not as HoI2, AoD, DH and HoI3 all run quite well without it. I do, however, think it would be an improvement and that it has a place in a "Grand Strategy" game of WW2, since it materially affects the war efforts of the powers involved.