Kudos to Archimonday for the idea of supply fields- I've taken his idea, added some stuff to it, and created a mock up of how it would work in Paint.NET.
This image depicts the fields of supply from the Roman viewpoint of a campaign into the northern enemy Gaul province.
Certain terrain features, buildings, and other factors generate supply factors. These supply factors are then added together to create a 100 point percentage scale of the supply situation of a certain province. 100% supply is shown as bright green, and 0% supply is shown as bright red (not pictured). Colors in between show a variety of intermediate supply situations. Note that fields of supply generated by certain features intersect and create areas of greater supply within those intersections.
At 50% supply, an army suffers neither attrition nor replenishment. As the supply increases above 50%, armies gradually replenish faster and faster, as well as gaining small incremental morale and ammunition bonuses up to 100%. As supply goes below 50%, they suffer attrition faster and faster while suffering small incremental morale and ammunition penalties. Due to uneven supply situation, an army in an undeveloped hinterland in friendly territory might still suffer attrition, and an army campaigning in enemy territory with excellent supply infrastructure might replenish in enemy territory! However, bonuses make supply situation naturally most-of-the-time, better in your own lands.
Factors that generate or govern fields of supply:
Natural provincial forage bonus: Ever since empire the farmlands of a province have been rated based on their fertility. The fertility of the farmlands gives a 0% (barren desert or steppe) to +25% (lush fertile lands) bonus province-wide to supply.
Friendly/Enemy Lands: Friendly lands naturally generate +15% provincial supply- enemy lands the opposite, -15% provincial supply.
Ports/Towns/Cities: These features generate supply in proportion to their supply, with superior ports and supply buildings creating larger and more powerful fields of supply. Naturally your enemies cannot benefit from these supply fields without capturing the city or town.
Coastal/River Bonus: +10% bonus in a small area around coasts and navigable rivers. Offshore enemy fleets can eliminate this area by using their zone of control to blockade the coast or river.
Supply Depots: For a fee and the cost of movement points, a general can create a supply depot (even in enemy territory) which generates fields of supply. They may also be upgraded and placed near each other to provide more supply. If an area is not properly secured, however, or a garrison not stationed to protect them, they are extremely vulnerable to enemy raid.
Fortified Camp: Created using the entire turns movement points and a hefty fee, a general can created a fortified camp, which acts like a large supply depot, as well as being able to place defenses on the battle map if attacked in that area.
Extreme Heat: 0% (most areas of the map) to -50% in the Sahara and other super-arid regions of the map in summer, quickly falling with the changing of seasons and moving out of the desert. While not represent of actual supply, the -% does represent attrition.
Extreme Cold: 0% (Desert Areas, Middle east) to -50% in Scotland and Scandinavia during winter. Unlike extreme heat, harsh winters are more prevalent throughout the map, though around the middle of Europe the winter penalty might only be around -25%. Falls off quickly with the changes of seasons. While not represent of actual supply, the -% does represent attrition.
Logistics Units within Armies themselves: Units such as supply wagons (+10%) and units of pack animals (+5%, but more mobile in a battlemap or serving with cavalry raiders) may be recruited from cities with high level supply buildings. They would have a (potentially very) heavy upkeep, but can provide supply for any army regardless of where they may campaign. They would need not be deployed and risked on the battlemap, and can stay behind the battle, but may be brought in as reinforcements and withdrawn as needed to resupply missile troops. However, during ambush battles, the logistics units would HAVE to be on the battle map, making them vulnerable to destruction or capture. This also makes ambush battles more important as well.