That depends entirely on what the attrition levels are like, and for what.The thing with the way that equipment = supply works is that the Pz I can never survive until 1945 unless that unit is never used (in which case it not costing much sounds fine, as it's been parked in Kiel since 1939 or the like, but never moved around or been used in action).
The main problem with how to view the issue is that a produced tank in reality represents a much larger investment than spares and fuel for one. If spares and fuel for a single tank is represented as being equivalent to a brand new tank (maybe even of a newer model) then we'll quickly end up with unrealistic and ahistorical figures in either losses or production. Even if we start dealing with fractions of a tank (either in production or on the attrition-side) things get weird.
If attrition for moving is x tanks per km then attrition+losses for combat should realistically be higher. The latter however must also be the result of enemy action, armor and piercing-values and possibly other effects so it's not a linear calculation and balancing that to plausible results doesn't sound very optimal at all or even easily understandable. A tank shot to pieces means not only the loss of the crew but also the tank, fuel and ammo in it. This somehow still equals a tank that has lived up it's usefulness due to attrition (or that ran out of fuel) and a good balance needs to be found.
Added problems is that this needs to work not only for tanks but for trucks, APCs, aircraft, subs, ships etc as well (the two latter is not even feasible).
In the end the effect is like you're being given a brand new tank full of fuel and ammo stuffed from the factory, drive it until it runs out of either and then have to get a new tank (or fractions of one).
If you choose to view the cost as back-payment for previous models then the logical issues are less than viewing oil cost as down-payment. But then it gets weird again if you for example choose to modify a division-template. Turning cavalry into a mechanized formation your back-payment in rares, steel and oil is to pay for horses and hay?
All fine and dandy (besides the points I brought up earlier) but then what are the supplies? What do the jerrycans represent and why does attrition increase when you run out of it? The 30 day carried supplies clearly represents "something" that is needed to run those tanks. If it's not fuel/oils, ammo, small spares etc then what is it and why do I need it (other than food for the soldiers)? If it's only food then why is the supply footprint of the armored division larger than for infantry (with more manpower), and why the jerrycan?When a unit moves, or fights, it uses up equipment, which is then replaced by new equipment of the same type, but assuming that Pz Is are no longer produced, the fuel use for moving translates into Pz Is being replaced by Pz IIs and so on through the years - so a Pz I that drives around Germany in circles will, over time, transform into a Pz II, and so on, as the refuelling brings in new equipment (this is one of the issues I have with the system - because all of the 'n' supply use involves new equipment, we won't have older equipment in existence for as long as it was historically unless they're parked and not used).
In order for the logistics to make sense then the footprint for the armored division must be higher than for infantry as it works as a modifier for equipment replacements (tanks being heavier and harder to supply/move/replace than the infantry equipment).
But at the same time it doesn't only represent capacity to move equipment, it also represents something else (evident by being named supplies and having a 30 day carried quantity, expressed as time). It's not only food or other soldier consumables since that would result in the jerrycans needed for the infantry division would be higher than the armored formation (which then results in the strangeness as replacing, or supplying if that's how you view it, equipment in an armored formation would be easier than small-arms, logistics wise).
Viewing the jerrycans as consumables, fuel, ammo and everything else except actual equipment could be a bit more logical, if it wasn't for the fact that we then get free fuel, ammo and supplies from the civilian sector somehow, even if we are short on oil from 1936 to 1945 (this is the base issue introduced when they removed fuel need from the unit base stats but kept supply need). If we view the oil spent when building units as a cost then somehow exchanged into the supply-system it still doesn't make sense. And we haven't even started with planes and ships yet.
I can still understand the problems that PDS faced and why they chose to cut fuel as it's own base-stat from the units. What I don't agree on is the way they chose to replace it. It introduces logical and balancing issues on the land-side and huge issues when it comes to the navy. It's not like you're going to build fractions of a battleship to supply your existing ones with fuel and ammo.
I'm quite confident that PDS or modders (or me) will add equipment-types for all of it to make sense.
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