Sorry, I didn't mean to imply that. All I'm saying is that I think your suggestion would not work as well in practise as it might seem to in theory.
It's actually pretty simple, I've just been explaining it vaguely to save time. You ought to get it after this post...
I absolutely agree that the design of the sliders is atrocious, and there are many better ways to do it.
That wasn't immediately obvious from your description, though I still don't think the effect would be desireable since it would kill my production - or am I missing something else here? Also, how do you trade IC for dissent (underproducing CG) in your model?
This is a fix designed for a patch. It doesn't redesign anything other than combining supply with consumer goods, which if you think about it makes a lot of sense just from a logical standpoint all by itself. You can still move and lock the sliders, so locking the consumer goods slider would essentially render the checkboxes moot until you unlocked CG. So to reduce dissent you could just slide CG up and lock it.
The priority for the checked auto-balance would be Production and then to Reinforcements/Upgrades... meaning that IC first went to Production until that was full, and then is divided evenly between Reinforce and Upgrade. Of course, if one of those has no requirement it would all go to the other, and any excess automatically goes too CG. So if you slid CG up, this would work backwards, and IC would first come from Reinforce/Production evenly, then production, and would max out with everything in CG if you went with everything you had.
Anyway, I think the CG slider is the wrong one to receive excess production. The gain from overproduction is simply not very useful, whereas extra production applied to producing units/replacements/upgrades is very important.
Production has the first priority, so there would never be excess IC if there was a production need. The only way there could be excess IC is if all needs were fulfilled, that's kind of the point. What this basically does is, if all three boxes are checked, the sliders automatically optimize your IC usage. That's why supply has to be combined with CG for this to work, so that "unused" IC has only one logical place to go... CG/Supply.
Well, maybe I'm just not understanding how you envision your solution to work, though I think I do.
I guess combining the supplies and CG sliders is because you want them to be an absolute requirement, never to be neglected. However, that is far from true in the game that is HoI2 because of the ability to trade. Also, there's the matter of keeping a stockpile that means managing supplies simply isn't as easy as you might think it is.
Think of it the other way around. Now whenever you want excess supplies to trade, you'll also get extra money and dissent reduction out of the deal

And managine supplies isn't changed either, the CG slider is still the supply slider, you just get more for that IC now.
Furthermore, you seem to be making the assumption that excess production is best utilized by producing extra CG/Supplies. That, too, is not true in HoI2. It is
much better to turn that into other things.
The thing I don't get is how you're suggesting that remaining production should be distributed among the remaining three sliders. You seem to be concerned with where the excess should be going, but any excess is more or less a case of player error. The interesting problem is the opposite situation: what do you do when production of units, reinforcements and upgrades are
each higher than the total IC that is available to you?
The point is to make the sliders mostly take care of themselves. It's especially hard to keep up with them when you are at war. Have you ever been Japan? Fighting in Rangoon, DEI, Wake/Midway, Russia, and all those other little islands all at once doesn't leave much time to think about the stupid sliders, haha. So the whole point here is to provide an "auto-pilot" for the sliders so that they can pretty much take care of themselves. There may be cases where you might want to uncheck the autopilot and do something specific, but this system will handle things pretty well on it's own.
And when Production, Reinforce, and Upgrade are higher than what you have Production comes first, any excess divded among the other two. So first you would lose Reinforce/Upgrade, and eventually it would cut into your Production. CG (with Supply), of course, would have been bottomed out from the beginning because it is the last place that IC would go.
In that situation the important thing is that you can decide how the available production is distributed. It is quite possible that units, reinforcements and upgrades each requires 500 IC - but it is absolutely critical that the stupid game doesn't decide to allocate the available IC 33% to each of them in that case. More likely, you'll want the distribution to be 70/15/15 or something.
All production first. And the types of situations that you are talking about are exactly why they are checkboxes that you can turn off. 80-90% of the time you'll be fine letting the sliders run on auto-pilot. Wouldn't that be great?
No offense, but there are lots of people that
suck at things even after a whole lifetime of trying. Let your ideas speak for themselves instead. If you don't mind, let's work out the results of a sample situation. I think that'll be easier than comparing credentials, and since I don't quite understand how you imagine your solution will work I think it would be enlightening.
I'm trying in this post, let me know if you still aren't getting it, or you do get it and see a fatal flaw. I'm not comparing credentials, I just do have a lifetime of experience with this stuff. If only anyone in the computer game industry cared... they don't like the concept of a game designer. They use the title but they don't hire the people
I have 250 available IC, and of those I need 50 IC to produce supplies + CG. My production queue contains 225 IC of units, my current reinforcement requirement is 75 IC, and my upgrade requirements is 100 IC. This is a pretty "normal" situation.
In this case you are using the production as a cue. I don't typically do that, so my way with these checkboxes is more convenient as it automatically leaves the most available IC for Reinforce/Upgrade. But using the production as a que works fine with the auto-balance checkboxes as well.
If you want to use production as a cue you would want to uncheck the auto-balance box for production and set the IC you want spent on production manually. After that, with the other two still checked, 50 IC would be on CG because it never goes below the minimum required unless you set it there and lock it. The amount that went to Upgrade/Repair would be based on what you set the Production slider at (-50 for CG) would probably be divded evenly unless you spent very little on production (if you covered that 75 any extra would go to Upgrades).
So I guess the sliders might make you change your playing a little, voluntarily, because you might decide to stop using production as a cue so that you don't have to play with the sliders as much. But that would be a voluntary choice, you could still do it your way and the auto-balance still helps you because you still don't have to mess with any of the other sliders.
...and just think about all those times you waste IC because you are busy with other things. That would never happen again, at least any "wasted" IC will always be making you money, building up supplies, and lowering dissent.
What would the possible slider settings be, and how would the production be distributed if I set everything to auto-balance?