changelog
Payload units are re-homed after production (if possible). This should minimize mistakes of activating a non unit from the city screen and expecting it to re-arm. The "can't re-arm" message will only show onActivation, not after production.
Units can't fire munitions, make reactive attacks, or defend themselves in combat if they are beyond their maximum operating radius (movement times half of unit range, rounded down) from an airbase.
Apologies for the late turn, I've been ill.
I hope you're feeling better. I was busy the past couple days anyway.
Did you build any aircraft factories? Maybe the Allies shouldn't have them? I've been able to maintain about 3 per turn for awhile. I would prefer that Germany have the advantage but perhaps they do and I just have played poorly.
I've been at 80% research for some time now, though I believe that I'm running a surplus even at that. Winning the Battle of the Atlantic means that I have tons of cash from convoy deliveries. At the moment, I simply have a few cities at a time build all the improvements that they have available, while the others build trains. Aircraft factories are part of the build order, usually after other things have been completed, especially after refineries.
If we gave the Allies the Fundamentalism government, we could set a maximum science rate for them, though that would mean other things would have to change. According to the function reference, the tribe's science rate is only a 'get' variable, so we can't set it every turn.
I've been thinking a bit more about the "critical industries" and was considering that perhaps Peenemunde could somehow allow the Germans to get some freight/trade units, probably on a point scale. Perhaps the points reset or there is some other flag that flies after it has been attacked. If we scaled the points so it takes 200 (or whatever large amount) for the first "production run" but then get additional productions every 25 or 50 points, then knocking it out would mean you start all over again and have to get the more difficult 200 to streamline production again. This would be a way to balance against the Schweinfurt effect of losing the industry techs (if you only targeted Schweinfurt, Peenemunde's research could bring the Germans back up to speed quickly, but if you targeted both, there'd be no way around going the long way).
We could just flat out give Germany science beakers each turn as the Peenemunde bonus. Maybe the bonus increases each turn that the facility is not attacked (i.e. the research goes on uninterrupted), so the Germans will eventually get a tech per turn unless the Allies periodically attack the facility. Or, we could give an airfield near Peenemunde the ability to produce certain units for which Germany hasn't completed the tech yet. The ability would be useful, but still limited to a single airfield.
I was also considering that perhaps destroying Regensburg would immediately resets all cities producing 109s to 0 shield production. I could figure out the major 190, 110, and 262 factories and they too could be a critical industry with the same effect for their respective planes. I can tell you that while I do rely heavily on freight trains, once I get aircraft to cost about 500 or so fuel points, I often rush them. This would reset that completely and would probably also cause me to build a larger variety so that I am not bottlenecking myself.
Unfortunately, we don't have access to the current production order of cities (we only have access when something is actually produced), so that particular ability can't be used. Maybe a Regensburg airfield could produce 2 ME109s at a time instead of one (this should be possible with an onProduction event).
I do think that these targets probably shouldn't provide points to the Allies to balance things, because otherwise why target anything else? (Especially if there are a number of them linked to various production lines).
Yes, that makes sense.