ORIGINAL: Ktonos
MPPs do not represent mere industrial capacity. It's an add up of not only industry, but also of manpower, capital, oil reserves and even political influence. So when a town contributes 3 or 4 mpps you can translate it as manpower. When I am losing late in the game while playing Germany, the enemy marches deeper and deeper and my Mpps drop to the low hundreds, I get that feeling of drained manpower reserves. But never in the game do I get the urgency of acquiring oil fields and that's why I also believe that oil must be somehow further implemented ad have a special role.
It's hard to capture the importance of oil and manpower. Much of the population migrated to avoid or be captured by one country or the other late in the war.
That being said I don't believe I ever heard of a strategist who advocated taking a city to assist the country with manpower shortages. Population centers were more of a moral and political goal and the game can easily reflect that.
Currently without a major rewrite you can
1. give oil/fuel/energy/industry/mines etc. collectively known as resources, a much higher strategic priority. I suggest that this models the choices the real commanders had to make.
2. The cities and towns can also be tweaked to reflect their importance to moral.
3. increase the cost of MPPS for Operation movement by increasing the production cost of selected units that use more energy to move, ie. planes, tanks, mechanized, arty etc.
4. You could then compensate for this increased cost of production by using the Production Queue for countries as deemed fit at certain times in the scenario.
5. You can already reduce the places that aircraft can Operate to by upping the minimum needed city or town supply level. Hubert mentioned that they reduced this amount in the last couple of builds due to suggestions of players. I suggest that it once again be increased to make it harder to gather large air fleets in unlikely places.
I have done all of these in the WWIII1946 Mod update and we are testing it now.
Thanks again to Hubert and Bill for making this game so flexible.