Thanks, guys!
geala, yeah, I definitely agree with your opinion on the supply system. Basically, I don't intend to change any of the core elements of the supply system that we now have in place in DeI, i.e. supply lines, supply ships, supply carts, foraging, etc. My goal is instead to rebalance all these features to make the whole system more hardcore for the player and link the supply more closely to the campaign movement. I described above in the post
#19 precisely how I see this. The seasons, as also mentioned above, will play a more significant role and that's why I believe that playing 12 TPY will result in the most optimal campaign experience with this mod. Playing 4 TPY will be all right, but as you say it, it won't be as rewarding as 12 TPY.
Regarding those supply lines, yeah, personally I don't really see this as the actual act of establishing the supply network in the modern sense of this concept. For me that's more like a RPG element linked in this instance to the building effects, that reflects the whole process of supply logistics prior to launching the military campaign into the foreign territory such as gathering supplies, preparation of transport ships and pack animals, establishing contacts with the local population in the foreign territory in an attempt to secure the steady supply of food and water once on the march, etc. I plan, nonetheless, to reduce the range of supply lines for the lower-tier buildings with only the highest tier extending the supply line for as many as 3 regions.
Foraging will basically be limited, supply by fleet will be empathised and starvation will have severe effects, especially on the movement and attrition.