I've gathered up input from the other thread and have decided on defensive and offensive based improvements at this time. If you go the defensive route you can't go offensive unless you delete your defensive improvements and collect taxes. Please provide your feedback. They still need some balancing out, and if you can think of more that would be great.
Defensive Based Improvements:
- Bunker: $200,000. Reduces infra damage from aircraft, cruise missiles, and nukes -3%. Limit 5. Cannot build if Munitions Factory or Forward Operating Base is owned. Collection required to delete.
- Border Fortifications: $125,000. Raises effectiveness of defending soldiers +2%. Reduces max deployment by 2%. Limit 3. Requires Border Wall. Cannot own if own Forward Operating base. Collection required to delete.
- Radiation Containment Chamber: $200,000 Lowers global radiation level that affects your nation by 20%. Requires Radiation Cleanup bonus resource. Requires Bunker. Limit 2. Collection required to delete.
Offensive Based Improvements
- Forward Operating Base: $125,000. Increases ground attack damage (1 + 0.005% per technology level)% up to 5%, Reduces effectiveness of one’s own defending soldiers -3%. Requires Barracks. Limit 2. Cannot own if Border Fortifications or Bunker is owned. Collection required to delete.
- Munitions Factory: $200,000. Increases enemy infrastructure damage from your aircraft, cruise missiles, and nukes +3%. -1.5 stars to environment. Requires having 3 or more Factories. Requires having Lead as a resource. Cannot build if Bunkers owned. Limit 5. Collection required to delete.
- Office of Propaganda: $200,000. Decreases the effectiveness of enemy defending soldiers 3%. Requires Forward Operating Base. Limit 2. Collection required to delete.
Modern warfare (meaning from 1940 on) pretty much rendered fixed fortifications such as bunkers obsolete (indeed, often they ended up getting used for storage), as did the introduction of precision laser-guided bunker busting bombs in the late 1980s. I do like the Border Fortifications improvement however, though I would rename it 'Strong Point', as those have continued to be used effectively beyond 1940, and drop the Border Wall requirement. As for the Radiation Containment Chamber, the name is a bit confusing. How is something associated with a bunker supposed to provide enhanced radiation cleanup for an entire nation? Should it be mobile?
As for the offensive improvements, eliminating the Bunker improvement would mean the Munitions Factory improvement would have to go, though I would actually make it available to everyone instead. Office of Propaganda should be called 'Psychological Warfare Center', since Psy Ops units exist IRL.
I had in my notes a wonder that modifies nukes but I like your idea better.
Nuclear EMP Warheads – Allows nations to launch Nuclear EMP tipped missiles which changes the base damage of a nuclear weapon from 150 infra and 50 tech to 100 infra and 100 tech.
This makes sense given that a high altitude EMP attack in real life would be less devastating to actual infrastructure yet more devastating to technology (devices with microchips).
No changes suggested here, though it is worth noting that EMP blasts kill electronic infrastructure very effectively.
Also, from the archives if you are looking for suggestions...
Field Artillery - Field Artillery consist of howitzers, cannons, and rocket/missile launchers that provide indirect fire support to other ground units. Provides 0.5% ground battle damage (both attacking and defending) increase up to 24 units. You can purchase a number of field artillery units equal to your current infrastructure level divided by 500 (rounding fractions down). Purchase cost is $50,000 per Field Artillery unit. Base upkeep is $750.00 per unit.
Rationale: I went back and looked at the existing units in the game. The one that came closest in function to artillery was not a ground or air unit but a naval unit--the Landing Ship. In the real world, Landing Ships provide fire support to the troops they carry. In modern navies, this includes a number of tactical aircraft (VTOL fighters and helicopters). In a sense therefore, Landing Ships are floating artillery platforms.
It should be noted that a "Field Artillery" unit is more than just the guns and crew. It includes fire direction centers, target acquisition, etc. that support the guns/launchers.
I contemplated making field artillery vulnerable to cruise missile attacks. While this is realistic, given how wimpy the performance of cruise missiles is against tanks, it didn't seem to make a lot of sense to give the person firing guaranteed field artillery kills. Some random result from CM strikes that includes the possibility that a field artillery unit could be killed however would make sense as an include, but would be more difficult to program.
Also note that air defense artillery is not included. The Anti-Air Defense Network seems to cover this well enough for now, though if tactical/strategic aircraft were to be incorporated into the game, ADA units would be a natural include.