I just think resources help balance the game out a bit. Otherwise simply build light tanks and medium tanks, upgrade as needed, smgs and mgs for the cities. And youre pretty much done with choosing what to build. Throw in some aircraft factories, build the regular 2 fighter 1 db .5 bombers, and then concentrate on war'n.
Makes it more of an operational game, than an empire game. But still with the damnable fact that production wins 90% of the games.
When you throw in more variables, like oil, raw, people types, etc, you at least get a dice roll of a chance that the guy that out produces everybody else, has a critical shortness of something. Though it can just as easily pile on the hurt if you get the short end of the stick map wise.
Of course the same thing over and over again is boring ;) its nice to have a carefree game without sweating the resources.
Though id love to see a game that used the resource mod, and the rulevar where production can only go to an HQ in the same hex as the city, and start with no roads, and tech 0. Then youre getting into the realm of complexity that everyone has a fair chance, regardless of map generation. Though after everyone figures out the rules, theres an optimal way to play, and games tend to be just like they always are.
Another reason changing up the settings dramatically every game is good.