I like an idea that Eagle Pursuit had:
Aircraft carriers would have a build-in aircraft attack where you target an enemy (kinda like current city ranged attack) and planes would attack the target.
It would lessen the micromanagement.
Ah, I thought of this. I would give carriers 2 functionalities: Scout and Strike. Carriers would have a sight of 3, movement of 3 (like it is now). Scout costs 3 movement and extends sight by 2 for 3 turns. Strike costs 3 movement and acts as a 5 range ranged attack. Promotions can decrease the movement cost of strike, add additional movement points and add range to the ranged attack. This way you could upgrade an atomic era carrier to an information era carrier to add more CS.
The problem I saw with this was the power balance between carriers and other naval units. If you gave the carrier (or carrier armada specifically) the same ranged strength as a fighter, it blows the battleship/missile cruiser out of the water. You'd also need to factor city bombard strength and so on, as well as AA interactions.
This would only work if a carrier's mechanics are changed to having "charges", each action costs a charge and charges regenerate every few turns and have separate cool downs. This represents the launch, recovery and repair of launched aircraft. However, you'd have to factor how AA strength affects this. This prevents the carrier from being a higher range, higher CS naval ranged unit that can attack several times per turn.
I'd give the carrier 2 actions to start with, and they regain charges every 3 turns. That way, if you rotate your strikes, you can launch an attack every 1.5 turns on average, which balances it with other naval units. The carrier just has high burst damage potential which seems accurate.
If this were the case, I'd change the promotions to:
- Level 1: Angled Flight Deck: Increases action charges by 1
- Level 2: Catapult Launch: Regain charges 1 turn faster
- Level 3: Advanced Engines: +2 movement
- Level 1: Combat air patrol: +15 anti air strength to all naval units within 2 tiles, +1 sight range when scouting.
- Level 2: Carrier Flagship: +5 CS to all naval units in 2 tiles.
- Level 3: Deck Crews: Can heal outside of friendly territory and after attacking.
- Level 4: Supercarrier: +1 action charge
A fully promoted carrier can attack twice per turn on average or unleash a truly devastating strike mission. The problem then is how you deal with AA. If you made it so that for every 15 AA strength your opponent has over your strike, that charge regains 1 turn slower, that might work.
This would allow carriers to be upgraded too, since there is a glitch that causes upgrading carriers to delete all on board planes. You'd have to add a maintenance cost to carriers though, 2 aluminium, 1 oil sounds fair. An upgraded carrier would cost uranium instead of oil.
For base stats, since you have to factor in Armadas and Fleets, the ranged strength of an armada should be close to the ranged strength of a fighter, without bombard strength (since that's not the job of a carrier). I'd do it like this:
Aircraft Carrier:
- Melee CS: 65
- Ranged CS: 80
- Range: 5
- Sight: 3
- Movement: 3
- Actions: 2
- Maintenance: 13 gold, 2 aluminium, 1 oil
And the subsequent
Nuclear Carrier:
- Melee CS: 75
- Ranged CS: 90
- Range: 5
- Sight: 3
- Movement: 4
- Actions: 3
- Maintenance: 19 gold, 2 aluminium, 1 uranium