There's several issues with this.
- 1. There's lots of detail in the management of the secondary sector (manufacturing) but little in the primary sector. As my factories gear up, and as I get "assembly line" technologies, productivity of my factories increases and their resource consumption also increases... but there's nothing I can do to improve the productivity of my primary industries (metal, rares, energy, etc) or to switch resources from one to another.
I would have thought that assembly line technologies would imply improved efficiency/productivity across the economy. (Or do they give that and I just didn't notice?)
And of course, playing Germany I'd love to be able to increase rares production at the cost of shutting down energy production. But if you never experience shortages, what's the point of having resources in the game?
- 2. The gear that you need for outfitting infantry and militia regiments is essentially the same stuff that's called supplies. You don't have to retool, or get gearing bonuses for, shifting your production of supplies. And the constraint on how long it would take to form new infantry divisions if you have abundant "supplies" in stock is how long it would take to train the men, not how long it would take to set up a factory specifically to manufacture the 85th Infantry's own custom-built rifles. The retooling times really hurt the Soviets and the Chinese when they are trying to build new infantry fast, especially when coupled with
- 3. The AI doesn't seem to understand the implications of retooling, and isn't really great at managing gearing queues either.
All of this really hurts the USSR in 1941, as there's no way they can replace lost divisions in time to put a second line before Moscow. Instead, they start new production lines of brigaded militia: exactly the wrong thing to do with the retooling times.