Random LoR Suggestions

caliban02

Chieftain
Joined
Jul 27, 2009
Messages
28
First of all, LoR is amazing and is certainly deserving of the "unofficial expansion pack" title. It's probably doubled my playtime of Civ4. Thanks to everyone who has ever contributed to it.

Here's a couple suggestions for future stuff, hopefully they won't be terrible, but feel free to let me know if they are. Lots probably require a ton of work, so don't feel like these are demands, just ideas that you can incorporate or not.

Maybe Bugs/Fixes

- In Revolutions, when "rebel uprisings" happen (the ones where a new civ is created with no cities, but tons of units around their parent civ) they often tend to simply mill about the landscape without attacking cities, even if they could conquer them, albeit with high casualties. I think perhaps the game is using "civilization class AI" when it should be using the "lemming/pillage" AI of the barbarians, if that makes sense. Rebellions need to achieve something or they usually die out. They can't sit in the hills forever. This also leads to exploitable events where you can declare war on the three longbowman that revolted against your neighbor and milk the "mutual military struggle" bonus for centuries.

- overuse of machine guns. I've noticed that when AI civ's develop machine guns, they spam them crazily, and try to use them as main stack units. I think this might because they seem, to the AI, as good units on paper -- but it's not very scary when 10 machine guns and 1 paratrooper rolls up to my town.

- I know you've nerfed the Enlightenment trait, but I think that just about any flat science rate bonus is too strong. I've been reduced to almost exclusively picking non-enlightened leaders for myself and my AI opponents, because otherwise they wreck everyone. 5% might be ok, but 10 and 15 are super amazing for a game that is basically won by your tech rate.

- AI's need to use Great Generals as warlords more often. I often capture border towns and find great generals settled there, but have almost never seen a warlord. I imagine this is probably very difficult to fix.

- AI's don't use air power effectively enough, especially in the "bomb the city you are trying to attack to rubble before invading it" category. Again, no idea how to truly fix this.

Suggestions/Improvements:

- Ranged Bombardment combat odds. It's possible this is in the game now, but that I don't know how, but it would be good to be able to see the chances of it working, so I could compare against the chances of directly sending in the cannons. Also, naval units range bombarding other naval units could almost be resolved as regular combat, instead of using siege logic. Modern naval units would be fighting at very long distances anyway, well, if there were modern naval engagements.

- Revolutions mod needs to be harsher on players. The AI's are very bad at handling it, so it seems only fair that it be tougher on humans, perhaps in line with the difficulty level.

- more random events, especially those with civic/tech dependencies. One of my favorite events is the "slave revolt" because I feel that it's a realistic consequence of player choices. I also feel like they should be more extreme. The "wedding" event is a great candidate -- it usually doesn't have a drastic effect on the situation, but I'd like to see more events that precipitate wars or strife. The more they relate to Revolutions the better -- like if you don't react to a random event the way your people want, the revindex goes way up. I guess I have more fun the more unpredictable the game is, as long as I have the ability to react to it in a fun way. Volcanos blowing up my cities is no fun, but if the volcano blows up my city, I should be able to convince my Theocratic society that the neighboring civ was responsible for it, what with their pagan ways, and declare war on them. Or perhaps me not responding to it will convince the people that I'm not satisfying the gods, thereby increasing their revindex.

- an extension of the above, as you progress into more liberal civics like rep/u.suffrage/free religion/environmentalism there should be more events of things "out of your control" like "your Democratic people vote to go to war with Egypt" or "your Pacifistic people vote to end the war with Greece" or "your Environmental-minded people vote to tear down the drydock in Rome" to which you can react by granting their request and getting happiness/reduced revindex, or not doing so, and suffering the opposite.

- extension of corporations earlier into history. I love corps, but I usually feel like the game is won before they get used extensively. It would be great to see some kind of intermediate "religion/corp" device that comes into play before corps become extensive and after most religions are established and holy war battle lines have been drawn. Maybe "guilds" that are activated, well, by discovering guilds, and not require a great person. They should be a lot weaker than corps, and only use 1 or 2 primitive resources, and their presence in cities should be overwritten when a corporation is opened there. They would also provide a "consolation prize" to civs that don't get one of the cool corporations.

- negative relations effects for radically differing civics. The unhappiness effect of having slavery (while others have emancipation) is great, but it should go beyond that. Civs with emancipation should dislike civs with slavery, civs with theocracy should not like civs with free religion, and civs with state property should dislike those with free markets.

- shipping lanes. I realize trade is mainly abstracted in Civ, but it might be cool for markets/harbors to periodically generate "traders" (I'm pretty sure "spawn a unit periodically at this location" logic exists in the game) that can be sent to other cities on mini trade missions (like great merchants) for small amounts of cash. Plus it would give more motivation to actually control the seas. I don't usually feel very intimidated by AI naval forces. Cruising up and down narrow straits torpedoing hapless merchant ships seems like fun.

- more need to seize resources. Not sure how to do this without making resources super powerful, but lots of the time I have 1 cow and I don't see any reason to invade the next country to take their cow, because it won't help me. I can't even steal it and sell it to others, because they are already trading for their own cows. Hmm, lots of my ideas are ways to make the game more war-torn. Maybe I should just play with "always at war." Perhaps this could be accomplished by simply reducing the # of available "location specific" resources like incense or dye, so that there is just one place that provides it, and even then, not enough for everyone, so people have a reason to beat each other up over it.

- lower the recon air mission sight radius (and perhaps add special reconaissance planes with increased radius, or maybe a promotion), maybe down to just the 9 tiles around the chosen location. I feel like one flyby gives me perfect intel on an entire continent, making spies almost useless. Also, recons should be able to be shot down if they occur within the radius of an enemy patrolling fighter, and you shouldn't be able to choose tiles for recon flights if you don't have open borders (or war, obviously) with the owner of the tile.

- infantry units should be invisible in forests or jungles, or perhaps take drastically less siege/air damage while in them. Cottages/village/towns should provide defensive benefits, and perhaps be negated by the attacker having the urban warfare promo.

- bombers (ground attack planes, bombers, jet bombers, stealth bombers) should be much worse at attacking ships, maybe to the extent of not inflicting collateral. Light bombers and fighters should be the preferred choice. Maybe bombers could just be bad at attacking ships until you discover rocketry, or whatever it is that enables cruise missiles, perhaps by enabling an "Exocet" promotion, like how they get an anti-helo one.

- more military options for spies like sabotaging units or bribing them. One of my favorite alternative playstyles in Alpha Centauri was to simply stockpile cash as the Morganites and bribe any enemy units that invaded.

- enable "hurry with gold" much earlier and perhaps just make the U suff. civic just give some kind of bonus to it. It seems weird that I can be a medieval king with coffers bursting with gold but nothing to spend it on except the culture/science/spy slider. I do love the serfdom "build units with excess food" effect.

- pillaging/bombing cottages should cause unhappiness in the city for 10 turns or something, with the resultant revolutions effects.

- perhaps nerf the value of individual trade routes while increasing the available number. Hopefully it would have zero net effect on peacetime trade, but increase the cost of going to war. Losing trade should be a serious consideration when going to war even with a small civ, but usually I don't even notice because all my routes swap to other available cities in friendly empires.

--

Anyway, me wasting an afternoon rambling. Take it how you will.
 
can't comment really on the balance issues, not good enough a player, so I concentrate on the suggestions:

I'd say those random, relational event could be a pretty nice idea. after all, it can be turned off, if you don't like them and you outline some good options.

equally, the next point, where your ppl sometimes bring suggestions based on your civic options. if your empire is well run, you could probably afford to decline, but it does provide choices and some benefit for stressed rulers.

I'm sceptical of the guilds idea. true, corporations only shine when things are mostly decided anyway, but adding a third thing just seems like a bad solution. maybe move them forward a bit? lowering the benefits and abolishing the need for a GP? don't know, but the guilds idea just doesn't seem right.

the negative penalties for certain civics sound like a good idea offhand. though 1) it's already in a little bit the modifier of each ai's favourite civic. so, in other words, the opposite. 2) it probably should also bring some more positive modifiers if you have the same (positive) values. it would just seem a bit too tough otherwise.

I'd say the shipping line concept sounds too complicated for too little return. maybe it's just my feel but with blockade and pillage options and by outright sinking ships either in war or via privateer there are already a bunch of options for me.

resources: now that really depends. in many cases, my neighbour has at least some resource I am interested in. but if you want them to take a larger part in a war 1) you can, as you said, make more resources more location specific. or 2) you could reduce bonuses ( at least on lower diff. levels there are some to begin with), but add a few more of them. basically you still reach the same level of happiness and health (or the strategic ones), but you need more resources to get there. it should mean more trade and more war for them.

all in for the nerf for air recon missions. the range is just freaking huge. I'd prefer a promition that increases it, you could use weaker, older units to specialise in recon. unless of course the intercept for recon also goes in. btw, how large is the radius for interception? it's not just the same tile is it? but also not the entire 6+ radius, bc that would also be huge. barring an answer, I'd say a radius of 2 or 3 would be acceptable for intercepting aircraft ie everything within said range has a chance to get intercepted (higher with increasing proximity?). jay on tile limits to friendly and ROP nations, or it could cause diplomatic consequences à la " - 3 your constant recon missions in our territory irritate us", just like with spies.

bombers already get -50% and they are less mobile, given they cannot be carried by carriers. that's enough imo, but again: me =! balance champ.

hurry with gold earlier sounds interesting, it is kinda bad this is restricted to a single civic, and a relatively late one at that.

you were also talking about spies, so I remember: why again do spies not profit from building (or GG) experience? there are so many promitions, but without a chance to give them a head start, am i going to get that many good spies?

one idea of my own, but probably a bad one: torpedo bomber. massive bonus against ships, but useless against anything else. yeah, there is the light bomber and it should be doing an ok job, but given that air units were essential in WW 2+ sea warfare a real killer unit could make things better. require fighter and AA escort and so on. maybe give them a chance to sink those ships even.

well, enough for now.
 
Actually I really like the Guilds idea, mainly becasue of your issue that they come too late.
This could fit historically with the East India Trading Company which was started in 31 December 1600, would this fit with Guilds & astronomy?
Can anyone think of any other really influencial early companies? there must be some related with the founding and expoiting of the new Americas.

It could be an early corporation, with a special type of executive, and that gives a lower benefit for bringing in plantation type goods, dye, spices etc
Then made obsolete by corporations being founded.
 
what about Fugger and Hanse? they're not exactly corporations, but I'd say guilds comes somewhat close to it.

maybe they could just give a small gold profit from just few or a single resource like dye, spices, wine, etc. alternatively, they could increase the happiness/ health effect of the resource in the city they are in.
 
re: guilds
Yeah, certainly doesn't have to be its own mechanism, just a corporation(s) that is enabled much earlier in the game.

East India is good, Hudson is good, there were lots of potential examples in England and the Netherlands at the time, some in Venice and Cyprus.

I think you do get automatic spy promotions when you build them in cities with security b/intel agencies/scotland yard in LoR.

I definitely would like to see air power get much weaker, which is why I want the recon/bomber nerf and invisible-in-forests infantry. I am a big fan of the Drill collateral damage reduction though.
 
I thought so, but all those intel buildings come very late in the game. maybe castle or courthouse (thought these are already quite strong) or some other building could give exp. to spies, if not even baracks or GG themselves. you know, just some way to get those promotions earlier and create more specialised spies. who knows, maybe something new would also do. what about a thieves guild with a few spy related bonuses. exp for spies, faster spy build rate, spy points bonus. whatever, lots of stuff you could do.

also I don't have the impression you get exp for thwarting enemy spies. maybe you need to do the counter intel mission, I rarely do since it's so short and expensive and I am unsure of its effects. but if my spy was helping stopping an enemy spy, why shouldn't he become better?
 
also I don't have the impression you get exp for thwarting enemy spies. maybe you need to do the counter intel mission, I rarely do since it's so short and expensive and I am unsure of its effects. but if my spy was helping stopping an enemy spy, why shouldn't he become better?

You do get exp for thwarting. Happened to me several times. A spy of mine stationed in a friendly city usually gets an upgrade after thwarting an enemy spy.
 
I really love the earlier Corporation suggestion. Of course, the earlier, the weaker it should be. In the game as it is, I rarely play beyond the late Renaissance, because 90% of the time the game is decided before that.
 
There are definitely a number of historical precedents for medieval/renaissance trading companies:

East Indies Company (Dutch) - Spices
West Indies Company (English) - Sugar
Hanze - Wheat/Fish
Port company -Wine

A lot of money was made by certain countries due to the near monopolies they held on the trade of certain goods. In Civ this doesn't really come to the fore, as the amounts of money paid for resources is typically really low. Getting 3-5 gold per turn for a resource that give your opponent 1-2:) isn't really worth it. So my suggestion is add a bonus if a civ has a monopoly (in their then known world) on a certain resource. Makes for some interesting scenarios as civs scramble ver newly discovered resources, on Terra maps especially. Suggestion: if a civ has a monopoly on a resource, the Palace gets 5:gold: for every resource it owns (the exact amount and mechanism is of course open for balancing). That sounds like a lot, but empires were build on monopolies, and empires subsequently collapsed when their monopoly was broken and they couldn't afford everything any more without the monopoly income. The monopoly system ends when a known civ discovers Corporation.
 
There are definitely a number of historical precedents for medieval/renaissance trading companies:

East Indies Company (Dutch) - Spices
West Indies Company (English) - Sugar
Hanze - Wheat/Fish
Port company -Wine

A lot of money was made by certain countries due to the near monopolies they held on the trade of certain goods. In Civ this doesn't really come to the fore, as the amounts of money paid for resources is typically really low. Getting 3-5 gold per turn for a resource that give your opponent 1-2:) isn't really worth it. So my suggestion is add a bonus if a civ has a monopoly (in their then known world) on a certain resource. Makes for some interesting scenarios as civs scramble ver newly discovered resources, on Terra maps especially. Suggestion: if a civ has a monopoly on a resource, the Palace gets 5:gold: for every resource it owns (the exact amount and mechanism is of course open for balancing). That sounds like a lot, but empires were build on monopolies, and empires subsequently collapsed when their monopoly was broken and they couldn't afford everything any more without the monopoly income. The monopoly system ends when a known civ discovers Corporation.

interesting. it inspired me to something else:

a building or wonder that vastly increases the amount of gold you gain from outrenting a resource, say a 200% bonus. in accord with that, make the distribution a slight bit more uneven (though I have seen some good rations out there) and you could have a quite interesting propostion. the problem is of course that sometimes you let those resources, because you need others in return. and of course, there may be others that also possess the resource and can sell it cheaper, thus outbidding you, not sure how these could be handled. the bonus could go for others too, or you could approach them with the intent of forming a cartell or sth. but it would be something conceptually quite different. though teaching the ai to use it sounds like work.
 
Re: Recourses.

If i get what you're saying right i think what you're looking for is when is having cows smoething that allows you to feed your own nation and maybe export some leather, and when is cows a recourse that allows you to make clothes for thousands, sell world famous cheese and so on? am i right?

If i am, I think this would be awesome, yet i imagine it would be pretty damn hard to mod. But it seems weird that all recourses are equal. I mean if they were equal, why would hitler invade northern africa? or is the US today trying to not use foreign oil. I don't support the idea of making recourses run up, maybe as a random event, but no further than that, but i do support the idea of an efficiency rate lets take a simple one:

Recourse Fur.
-All recourses would be divided into two branches, Quantity and Quality

Best: Good fur in large Quantities, This means that the fur i not only worth a lot but there is a lot of it, this should result in not only giving a smiley in all cities and 8 gold in the plot but also multiply growth in that particular city, and is worth two recourses instead of one, thereby making it somerthing to go to war over because it literally will give you money from the start.

Medium: Medium Fur in Medium quantities, same old

Poor: Poor Fur in Poor quantities, half of above with only a smiley in current city.

The interesting part turns out when you mix them.

Lets take Fish

Poor Quantity in High Quality: this should make the recourse worth a LOT more since it is rare, and make people very happy, but have a much higher chance of disappearing if just traded without end.
A recourse which is dangerous to go to war for as it can disappear during conquest.

You figure the rest, Medium is half of good and double of poor, so same rules apply

again this is probably wish thinking but it would make war have a TOTALLY different approach here are my reasons to go to war as of a game today:

1. Iron, Uranium or Oil.
2. A city with 2+ Luxury recourses
3. Landgrab.

I would never go to war over one cow like stated above, but i'd definetaly go to war over one cow if i could profit from it, more make the pacifists of this game seem upset but what you seem to forget is that more war means more politics thereby meaning, trade your cards right and it's less war for you
 
The easiest way to implement something like I mentioned in my previous post might be in the form of a Quest. There is already a Quest that requires you to collect all the resources that a corporation can use, so that could easily be adapted for medieval purposes by changing the required resources to say Spices, Sugar, Dye, Incense and Fur. If you get all the resources, you get a bonus like +1:gold: to Bank/Grocer or a Golden Age. Starts somewhere around Guild/Banking or Optics/Navigation and finishes around Railroad.
 
Hi all,

Is there any way (as a modmod?) to determine, that on a Terra map, the new world civs like Incas, Aztecs and Iroquois are only born in the New World, whereas the Old World civ only in the Old World?
 
Suggestions/Improvements:

- negative relations effects for radically differing civics. The unhappiness effect of having slavery (while others have emancipation) is great, but it should go beyond that. Civs with emancipation should dislike civs with slavery, civs with theocracy should not like civs with free religion, and civs with state property should dislike those with free markets.

I like this, and I never understood why that wasn't in Vanilla Civ. It exists to a point, that you DON'T get +rep for not having the same civic, but at the same time, you don't get -REP with a Republic for running a Dictatorship.

- more need to seize resources. Not sure how to do this without making resources super powerful, but lots of the time I have 1 cow and I don't see any reason to invade the next country to take their cow, because it won't help me. I can't even steal it and sell it to others, because they are already trading for their own cows. Hmm, lots of my ideas are ways to make the game more war-torn. Maybe I should just play with "always at war." Perhaps this could be accomplished by simply reducing the # of available "location specific" resources like incense or dye, so that there is just one place that provides it, and even then, not enough for everyone, so people have a reason to beat each other up over it.

This already happens a lot with me. Not so much with the "Trade" goods, but often with the "Military" goods. For example, I'll discover the techs for Aluminum or Oil, and realize that I have expanded as a superpower- and have NO Oil or Aluminum. Obviously, this puts me at a distinct disadvantage in the near future, and I don't want to trade for it just in case relations degrade with the countries that DO have it. So, usually I find a balance between who I CAN take it from, and who it is most economical to take it from, and invade until I have undisputed cultural influence over the resources I WILL need in the future.

Earlier in the game, I'll take military resources I don't need via war, to ensure that hostile states don't have direct access to it (They can get it through trade, but that puts them at a disadvantage as well)- later in the game, I'll use spies during peacetime and SOF units during wartime (Usually right off the bat) to ensure they don't have access to certain critical resources (Uranium and Oil).

- lower the recon air mission sight radius (and perhaps add special reconaissance planes with increased radius, or maybe a promotion), maybe down to just the 9 tiles around the chosen location. I feel like one flyby gives me perfect intel on an entire continent, making spies almost useless. Also, recons should be able to be shot down if they occur within the radius of an enemy patrolling fighter, and you shouldn't be able to choose tiles for recon flights if you don't have open borders (or war, obviously) with the owner of the tile.

I liked the addition of the UAVs, and I would really like to see them specialized more in a recon role. They already do not lend themselves to a combat role, but MOST UAV's are not specialized towards combat at all. UCAV's are specialized combat machines, but the MQ-1 (The model used in LOR) is a High-Endurance (The longest acknowledged sortie lasting over 40 hours), Low-Speed (Prop-Engine) with an Infrared and Day-TV camera (For reconnaissance). The MQ-1 has no gun (despite the combat animation) but is weaponized with HELLFIRE missiles (Existing in Anti-Tank, Bunker-Penetration and Anti-Personnel variants) making them CAPABLE of attacking targets, but far less ideal than Bombers and Fighter Aircraft are capable of carrying GBU's, JDAMs, etc. There has also been no recorded UAV engagement with a manned asset that ended in favor of the UAV (No anti-air capability).

The High-Endurance and telescopic sensors could be depicted in them being able to fly multiple recon missions and/or having a higher-than-average line-of-sight. They are also far too large to be launched from a Battleship (But ARE launched by the NAVY, via Aircraft Carriers). I understand that the reason they are carried on Battleships (Probably as a missile) is because of the ability to detect SOF units, and not wanting to give that to the other aircraft- and probably as a difficulty or limitation in allowing an AC to carry two types of unit.

The UAV model could possibly be mapped to the modern fighter's models instead of the prop-fighter model (As the sound and animation are more correct with a jet fighter than with a prop fighter).

They are also incredibly cheap in comparison to manned aircraft (Already depicted in game).

I disagree that overflying a state that does not have open borders should immediately cause war, but it SHOULD cause tension with a state (Such as discovering a spy) but also, if a country already has negative relations, it could be "the last straw". Alternatively, there is no aspect of the game that simulates satellite reconnaissance- serving almost no Tactical Benefit (the area revealed would be hidden at the end of the turn so you couldn't see troop movement) but do allow for Strategic Intelligence. It would be nice to see in the game as an expensive unit that can be used once per turn, per "unit" (Limit 3, for example) to reveal an area smaller than what can be revealed by an aircraft- but not limited by distance or location. They could be relocated (for a cost) and destroyed by destroying the unit (Which could be depicted by a building or satellite dish).

I do agree that recon planes should be able to get shot down over countries that do not have open borders, though- whether it be by aircraft or by AA sites. One thing that I edit in my XML files, however, is the range of the different AA units. AAA and MANPADS (SAM Infantry) have a MUCH smaller radius than a Mobile SAM unit. I usually keep the AAA and MANPAD the default value, but I usually make the MobSAM defensive radius 1-2 tiles larger than the default to simulate the change in missile size and capability.

- bombers (ground attack planes, bombers, jet bombers, stealth bombers) should be much worse at attacking ships, maybe to the extent of not inflicting collateral. Light bombers and fighters should be the preferred choice. Maybe bombers could just be bad at attacking ships until you discover rocketry, or whatever it is that enables cruise missiles, perhaps by enabling an "Exocet" promotion, like how they get an anti-helo one.
Agreed.

tl;dr?
- Opposing Civics should have a relations penalty towards each other.
- Wars over resources already happen, just not all the time, over all resources.
- Addition of a Recon Plane would be awesome.
- UAV's don't fit on Battleships.
- UAV combat animation is all fubar'd.
- UAV already lends itself to Recon, but should be distinctly better at it than Fighters.
- Overflying a country that has no open borders with you should be a rep hit.
- Recon missions should be susceptible to intercept chance.
- Spy-Satellites should be included in some way (With no chance of a rep hit for using them)
- Anti-Air units should have a different scale in terms of range.
- Bombers should be just plain BAD at attacking ships, since they are designed with endurance- not agility- in mind.
 
I don't have any hefty suggestions for, LOR but I would like to see the Navy Seals back as Unique unit for the American Empire. Historically the Seals could be compared to the British SAS in there training and expertise. Gameplay-wise they make excellent commando units because they have the heal while moving promotion and have amphibious which makes them a good all purpose unit. Although I would not mind them having a one or two strength increase because they are pretty much obsolete when you get to build Mechanized Infantry or Assault mechs.
 
I just wanted to add that I liked all the suggestions in regards to the random events and that I think they should be incorporated into LoR if at all possible. I am a little skeptical of earlier corporations although the trader idea sounds interesting. I do have one idea and I know it would never get done in the main game cause its way to contraversial but why not allow spies to destroy wonders of the world. It should cost an enormous amount of espionage points and the diplomatic penalty would almost guarantee generations of bad blood between the civs but I think the World Trade Center should be a wonder of world and it along with other wonders should be able to be destroyed.
 
Eh. I'm not a fan of the idea of wonders being able to be destroyed by spies, given that there's no game mechanic to rebuild them. Gameplay-wise, having spies being able to cause damage that is impossible to repair seems extremely overpowered, no matter how many espionage points it costs.
 
Good point on the intercept range of anti-air weapons. The Mobile SAM units should definitely be wider than the AA guns or SAM infantry. Honestly I'd go with 1 space range on AA guns (low chance to intercept), 0 space range on SAM infantry (i.e. only intercept on your tile, high chance to intercept) and at least 2 on the mobile SAM units (high chance to intercept). I like the idea that you should have to maintain anti-air defenses all over your country, would definitely increase the incentive to do so if you could intercept recon flights -- which seems pretty trivial to do code-wise (could be wrong), they are already focused on a specific tile that you could simply check if it was covered by a anti-air unit.

Thanks for the comments on the -rep for differing civics. I feel that late game doesn't have enough reasons to go to war, after the religious differences work themselves out. Since wars between different types of government have been the defining feature of the 20th century, it seems pretty applicable.

I also like the UAV as the exclusive recon plane idea. Should definitely have a larger recon radius than older planes. I don't feel like they have to be combat planes, they aren't truly "combat units" in reality in the same sense as a ship, or a division, or a air wing -- they're attached to one of those things.
 
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