ok so i have a few ideas,
1 anti air radius, ok so you know how anti air doesnt do anything to air unless its specificly targetted or the planes is one patrol but doesnt do anything to planes passing over them, like actual Anti air would actually, so i propose a sort of targeting range (which expands as you level it up) starting at 30 miles of range while being 90 miles once maxed out, the idea came to me as somebody flew his 11 intereptors care free to my bombers hanging above my city with 9 AA and i went,"Thats nonsense!" it also isnt really a nerf to people that dominate their army with air, it just adds a biit of depth to using air as you cant carelessly go and bomb somebodies tanks if you arnt sure you wont be passing over enemy AA on the
2 defence modules, the idea is pretty simple, for every level of fortifactions you build, you can build a "defence module"
these are fortifactions that function as troops that cant be moved and cost steel for upkeep (not much tho) thus even when you dont have any troops the city still somewhat fights back, (1 miliia isnt gonne take your city) defence modules are affected by the damage reduction a upgraded fort yields,
example for defence modules:
1 pillbox/bunker (anti infantry) stats: hitpoint 40 Vs infantry: 6 vs armor:1.5 vs air 0.4 vs ship 0
2 Artillery camp (anti tank) stats: hp 30 vs infantry 2.5 vs armor 7 vs air 0.2 vs ship 0
3 flak cannon stats: hp 25 vs infantry 0.5 vs armor 0.2 vs air 6
Coastel cannon (can only be made on regions hugging the sea) is able to blast ships to the moon how ever because is its power it will take 2 slots for modules
stats: hit 130 vs infantry: 3 vs armor 5 vs air 0 vs ships 23
idea 3 some new units idea
1 machine gun crew (dont think i have to explain what that is, its a anti infantry unit, now i know light tanks serf that role too but that doesnt apply in cities
2 spotter very cheap to produce, non combantant but has amazing viewing range, similar to a sub its not spotted to most units untill you run into it
3 patrol boat, naval unit moves very fast is cheap to produce and has good viewing range, can target ships if so choosen but does littile damage and loses 5 times over to any other ship, however its fast movement speed does give the advantage it can quickly reach enemy troops trying to land, and they cant fight back is the only viable target, so its a spotter for enemy ships but also provided they are unescorted a anti landing vessel
1 anti air radius, ok so you know how anti air doesnt do anything to air unless its specificly targetted or the planes is one patrol but doesnt do anything to planes passing over them, like actual Anti air would actually, so i propose a sort of targeting range (which expands as you level it up) starting at 30 miles of range while being 90 miles once maxed out, the idea came to me as somebody flew his 11 intereptors care free to my bombers hanging above my city with 9 AA and i went,"Thats nonsense!" it also isnt really a nerf to people that dominate their army with air, it just adds a biit of depth to using air as you cant carelessly go and bomb somebodies tanks if you arnt sure you wont be passing over enemy AA on the
2 defence modules, the idea is pretty simple, for every level of fortifactions you build, you can build a "defence module"
these are fortifactions that function as troops that cant be moved and cost steel for upkeep (not much tho) thus even when you dont have any troops the city still somewhat fights back, (1 miliia isnt gonne take your city) defence modules are affected by the damage reduction a upgraded fort yields,
example for defence modules:
1 pillbox/bunker (anti infantry) stats: hitpoint 40 Vs infantry: 6 vs armor:1.5 vs air 0.4 vs ship 0
2 Artillery camp (anti tank) stats: hp 30 vs infantry 2.5 vs armor 7 vs air 0.2 vs ship 0
3 flak cannon stats: hp 25 vs infantry 0.5 vs armor 0.2 vs air 6
Coastel cannon (can only be made on regions hugging the sea) is able to blast ships to the moon how ever because is its power it will take 2 slots for modules
stats: hit 130 vs infantry: 3 vs armor 5 vs air 0 vs ships 23
idea 3 some new units idea
1 machine gun crew (dont think i have to explain what that is, its a anti infantry unit, now i know light tanks serf that role too but that doesnt apply in cities
2 spotter very cheap to produce, non combantant but has amazing viewing range, similar to a sub its not spotted to most units untill you run into it
3 patrol boat, naval unit moves very fast is cheap to produce and has good viewing range, can target ships if so choosen but does littile damage and loses 5 times over to any other ship, however its fast movement speed does give the advantage it can quickly reach enemy troops trying to land, and they cant fight back is the only viable target, so its a spotter for enemy ships but also provided they are unescorted a anti landing vessel