Hi guys,
Thanks for all the responses! Here's what I can tell you about the situation.
1) Since we can't use Firetuner to deploy enemy aircraft in single player, the best way to test this situation is to start a 2-player Hotseat game that begins the in Atomic/Information Age. I used these settings:
- Duel Map
- Online Speed (so units build 2x faster)
- Pangaea
- Abundant Resources
- Legendary Start Position
- Turn off all city-states, disasters, and barbarians
- Disable turn limits and all victory types but domination
- Use shared Map Tacks to tell show the two civs their respective starting spots
- Auto-explore with the Spec Ops, etc that the game gives you until you find some Aluminum, Oil, and Uranium... and settle directly on those resources
- Take the Fascism Government for faster unit production (Logistics and Resource Management are good policies)
- Spin up some Commercial Hubs with Stock Markets for the cash you'll need (kill your Specs Ops, etc once you've settled to save cash)
- Then make 1 encampment+Armory for Military Engineers (you can make airstrips in neutral territory)
- Make Aerodromes
- 2-3 drones for vision on the testing field
- Save the game once you have 20ish of each of those resources and about 1000 gold for all future testing
Attached is a save file that's past the minimum I outlined there. It's got a test ground established and airstrips with fighters/bombers/nukes nearby.
2) Forward settling and buying the tile under the deployed fighter doesn't forcibly move it. However, if the fighter re-bases or deploys somewhere else, it can't re-deploy to that tile (since it's enemy territory now). But these mechanics don't move it from that spot.
3) AFAIK, the only units that can attack a deployed fighter are airplanes and nukes. So, like Victoria said, Bi-Planes at 80 vs a Fighter at 100 are the only option I can think of. That requires 7 Bi-Planes. Against a Jet Fighter, it's 80 vs 110... and each Bi-Plane dies in the attack... meaning, if they have a War Department, it's un-crackable.
4) If I nuke the Deployed Fighter (or the adjacent tiles) it will die... and that doesn't take aluminum. (But it does take Uranium, the Manhattan Project, the Build Device Project, a Military Engineer, and sacrificing a productive tile in my empire to make it into a Missile Silo... plus the fallout of cleaning up the damage from the nuke.)
5) If I take out the Deployed Fighter's air base (i.e. the city, aerodrome, air strip, or carrier it's stationed in), it DOES trigger a forced re-base for that Fighter, moving it off the tile. And that doesn't require aluminum. BUT, if the Deployed Fighter is based in a city, you can't see where it's air-based from. If there are multiple cities withing 8 tiles of the deployed fighter, you'll have to take all those cities.
Thus, it's possible to move that Fighter, but definitely not easy.
Kind regards,
DB
P.S. A deployed fighter can use the "Priority Target" operation to deal 65 damage to any support unit, including Anti-Air support units like a Mobile SAM. That command always does 65 damage in my tests (regardless of terrain or any modifiers) and the fighter never loses any health when using that command. The range of Priority Target matches the fighter's attack range (5 tiles) from the deployed tile. Range of 6 if a Jet Fighter.