1. I noticed that guided missiles are way over powered [...]
I almost never use those things myself. It's possible that they are too powerful - I wouldn't really know. But they do 'die' after just one shot, they don't do any collateral damage, they generally can't kill anything outright unless you use lots of them (or follow up with other units), and their limited range often prevents them from being used. So it seems to me that it's probably good if they're quite powerful, because they still need all other kinds of units to back them up. I haven't done any calculations on it, but I suspect that for raw killing-power per
it would be more efficient to use tanks and artillery, but obviously that depends on how many units the enemy has in its stack, and whether or not you can get your units into a position to attack them.
I don't think the AI makes good use of missiles.
2. Battleship collateral damage imo should be largely nerfed (for fun and for balance) and hammer cost increased.
I'm not sure why you think it would be more fun if battleships had less collateral damage. The collateral damage of battleships is pretty much the only thing that can counter naval death-stacks. I think it's pretty important that battleships have significant collateral damage.
3. In my save I have buffed subs and attack subs, maybe slightly too much, but they were almost useless before (although 50% withdrawal is boss) since they come with radio and not combustion where they should be (ww1).
I buffed them too awhile ago, but only by a little bit. (Their +10% ocean attack is from K-Mod.) They probably could use a bit more though. I still reckon the +attack thing is the way to go for buffing subs, so maybe I should increase it to 15, or even 20. ...
I'd like for there to be just a straight +attack bonus without tying it to particular terrains, but no such xml value currently exists, and I'm not sure its worth adding one. I suppose subs could have an attack bonus for coastal terrain as well as ocean - but then their list of bonuses would be even longer... (I just think it looks bad when those lists are really long.)
5. I think machine guns should be able to get interception promotions, or a base increase in interception chance- merely from the fact that bombers and fighters obliterate armies. Something needs to calm down the well organized ai bomber/fighter attacks until Sam infantry can replace the machine guns.
I disagree. I think that would devalue SAM infantry and fighters. I think the rush for fighters & bombers is an interesting dynamic at that phase of the game, and the interception ability of SAM infantry is basically the only reason to get them in the first place. I think it's probably good that there's a window of opportunity for players to crush their opponents with superior technology at that late stage of the game.
6. The ai seems to love paratroopers way more than marines...I have only seen the ai use paradrop once this game...(and I gave paratroopers a 70% evasion chance).
They'll build marines if they're intending to use them for an overseas war - but if they aren't, then paratroopers are generally better. I'd build paratroopers rather than marines for land wars too. I guess the real issue is that they AI isn't very good at paradrops...
8. Could it be something like the ai not making enough transports because the asset value and power of transports is small when competing against the value/power of subs/battleships/destroyers?
No, that's not the reason. The AI tries to build as many transports as it needs to carry all the units that it wants to invade with. If it doesn't have enough transports, that's probably because it doesn't have enough invaders, which is probably because its economy isn't strong enough or it's building too many defenders or something like that. The AI organisation for naval battles isn't great, but I think the best way to make the AI more successful in overseas battles is to make it more economically efficient in general. For example, reducing the number of defenders it keeps in its inner cities and stuff like that. But obviously that could lead to other weaknesses...
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The movement of land units carried by transporters should probably be set to 0 if the carrying transport moves. I'm not saying that there are any big problems with naval warfare, but the carried land units currently violate space/time a bit.
Are you suggesting that, for example, marines shouldn't be able to attack a city from a boat if the boat has moved that turn? Or are you just thinking about units that are unloaded directly into friendly cities and can then go on to use their full normal movement?
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Finally, let me just describe what I have in mind when I say "naval death-stack", just to make sure people know what I'm talking about. What I have in mind is a large group of battleships + carriers + transports. The Carriers are filled with fighters (obviously), the transports are filled with marines. A large stack of those things can deliver a crushing victory even over much larger civilizations. The strategy is roughly like this: if you see any enemy ships, air-strike them with all your fighters and then destroy them with your battleships. If there are no enemy ships, then take an enemy city: bombard with the battleships, air-strike with the fighters, and then kill the defenders with marines. Only move a single marine to finally capture the city. If the enemy civ is bigger than you, then just raze the city because you probably won't be able to hold it. If you are bigger, then keep the city and air-lift in a strong defender. (You may still need to retake the city later with marines again if the enemy still has heaps of land units.)
The gist is that with a stack like that, you can essentially kill any ships and capture any coastal city without taking any losses - except for the single marine that is left on the land when you raze the city. It's a devastating tactic, and once it gets rolling it's difficult to counter without nukes.