I could use a little better description for what to look for.
Not sure what to describe - here is a screenshot
(it wont let me post the damn link in any form fuuuuuuu!!!!) ... its " ibb dot co slash 1zdm7K6 "
Good point. These are somewhat based on Decisive Campaigns, and the issues are similar. Overall, the mortars are little better on ATT, and Inf Guns are equal in ATT and DEF. These should be tweaked slightly. Inf Guns should be a bit better. To some degree, these SFTypes serve the same purpose in real life, except that one is shorter range and more mobile. Being more mobile it shouldn't be quite as powerful. Unfortunately the slightly longer range doesn't factor here as 16 mi hexes are too large to model that.
I found myself really just building them at factories to free up Cities. I feel like mortars should be good against soft targets, and infantry guns slightly better at harder targets/armor. That be one way to make a 'choice' between them. Could also increase the kill/retreat rate of the infantry gun, while the mortar with its increased attack count and lower kill/retreat rate would be more in the 'suppressive' role.
Level bombers are a bit better than dive bombers against infantry, but also have no favorites. They also have more anti-structural points. I will look at tweaking these a bit.
In my game it is showing the level bomber has 45 attack against infantry, vs the divebombers 70 attack. The dive bomber has more HP, but is literally only better when it comes to defending/fighting against other aircraft.
Yes, they are. This fairly difficult to see how to model. We are talking about 2 week turns, and most ships do take a LONG time to build: at least a year, and for capital ships 2-3 years. They are a significant investment in real life. So, how best to do this in a game like this. It just seemed odd that I could build a battleship in a few turns. I would also say that naval doesn't work so well, so I haven't spent a lot of time tweaking these. For one, it is extremely frustrating to have a picket out, and the opposing player can go right past it to do an amphibious landing.
I understand what you are saying. I just approached it more from a gameplay point of view. Unless you are playing on a HUGE map, the game is likely to be over by the time turn 50 comes. I may just be the odd-ball out that likes playing navy :-). I also play with 'higher production cost' to cut numbers down, so my opinion is probably a bit skewed, but i was thinking maybe half the time & resource cost for ships.
Light cruisers have 10/10. I tried to balance this slightly in a test with several ships. Basically, an attack with dive bombers, etc., and not have the AAA drive off the attack completely. Also, it used to be that ships multiple attacks (I seemed to have changed this). So, I will revisit this.
The 'investment' balance is a bit off, in my opinion. Dive bombers are cheap and with its high attack can basically have a very good chance of killing any ship, while risking little. While planes were ship killers in WW2, they did have to swarm ships and quite a few were lost in attacks. But WW2 also had some very strong mid-late war anti-aircraft cruisers. GIven that dive bombers have a HP of 80, i think a 60 attack on light cruisers against airplanes is not too unreasonable - given the cost and time investment consideration too. But i also like the idea of multiple attacks (with a corresponding lower attack strength). But ships, for the sake of balance, should have some method of putting up a fight against planes, as shore based planes to intercept are not always around and carriers might take a few turns (50+ :-)) to arrive to help in its defense.
Thanks for your hard work on this mod and continued support. It is much appreciated! :-D