So I would suggest one read the game manual (which I acknowledge, leave much to be desired) and understand the concepts that it does cover:
HOI3 Game Manual, pp28
"B8.0 Consumer Goods"
Consumer goods represent the many things regular people
find necessary for everyday life – food, gasoline, household
utilities, etc. During wartime, the people are generally more
understanding of tough times and have a reduced demand
for Consumer Goods. Even then, it’s necessary to keep a
steady supply of these products available, or else the people
will begin to become dissatisfied, causing Dissent to rise and
National Unity to suffer.
There is a minimum level of Consumer Goods you must
produce, which is below the level at which you begin getting
Dissent. However, if you want to avoid or reduce Dissent, you
must produce a higher level of Consumer Goods by using the
sliders in the Production Interface. The level of demand for
Consumer Goods can be modified through Educational or
Industrial Policy Laws, Ministers, Government Ideology, and
whether or not you are at War. If your country has lost a lot
of its Victory Points in war – if you’re losing – your citizens’
demand for Consumer Goods will also be lower.
All military units also require a certain amount of
Consumer Goods during peacetime, though this need ends
with full Mobilization, as the needs of the units move away
from domestic peacetime concerns and toward more purely
military needs. A higher Neutrality rating lessens your Units’
need for Consumer Goods."
From HOI2 - Definition of Supply pp7
"Your ability to supply, outfit and transport your troops will be vital to your military success. Armies require ammunition and food (supplies) to fight. ..."
Given that both IC and Supplies are of strategic importance in this wargame, one can argue that Paradox has incorporated food as a strategic resource. Strategic bombings and taking of victory points/provinces effects IC and Supply capability and thus food.