You've apparently never played Empire Deluxe
With all due respect, AFAIK that is a much more rudimentary production system than most players would expect in a TOAW campaign on the Eastern Front, for instance.
Of course. I merely replied to someone's statement that he had never seen a production system that worked, implying that there has never been one at all.
Lobster pretty much sums it up:
Typically in a game with production players will find the 'perfect' set of units to produce and that is all that will ever be produced regardless of historical accuracy. About as historical as a fantasy game. The only way that could be avoided is to force them to produce a historical suite of units. Which would then beg the question, why have production at all?
You went a bit to far with the implications of my sentence. "I have never seen" means just that. It doesn't mean there has never been one at all. I just followed this sentence with the reasons why I think it is problematic; the very same reasons you're corroborating when reproducing Lobster's words.
Is it possible to create a functional production system for TOAW? Perhaps. It just can't be based on the average war game production systems around. In the case of TOAW, which tends to reproduce historical situations with the granularity it does, it would be a real challenge to put on a functional production system which doesn't harm historical plausibility.
Of course we have previous knowledge of historical battle outcomes, so that one could be tempted to apply the same limitations to chosen tactics and strategies and that in fact happens after playing a scenario multiple times. But the dynamics of a battle are more open ended; in a certain historical circumstance, a single set of "moves" was tried, alternative "moves" outcomes remain obscure. We can't test multiple strategies for the same historical conjuncture in the real world. Regarding equipment, a single piece of equipment was tested in multiple situations and would, in hindsight, be completely discarded from production. Not only that, but a Tiger tank will be a Tiger tank in all scenarios you'll be playing, so your production preferences will tend to keep stable, while planning your tactical/strategical moves will be unique for each scenario.
I think production is fun too and I hope that whoever tries to implement it will take these problems in consideration. Perhaps a non-dictatorial system of decision, where your high command will present you some production options, in a slightly random way (as theater options), and you could accept them or reject them without knowing what options would be presented ahead of you. So, if you'll just be rejecting every proposal of P40 production saving your resources to produce P51s, the occasion may never present itself or may come too late. The proposals could have a probability based on historical production levels and the historical number of the specific kind of equipment on the represented theater.