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Developer Diary | Plane Designer

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Hello, and welcome back to another Dev Diary for the upcoming By Blood Alone DLC and accompanying Patch 1.12! The team has returned from the summer vacation, and we are now back fixing bugs and tweaking the balancing of the new features and focus trees.

Today, we are taking a look at the Plane Designer. As always, any number value that you are going to see in this DD is subject to change.

The Plane Designer became a subject of discussion, both inside the team and in the community, almost as soon as we announced that No Step Back would feature a Tank Designer. We felt that it would mesh well with the rework of the Italian focus tree, not least because the Italian aviation industry was very well developed and produced some of the best combat airplanes of the war - hampered mostly, as Italy so often was, by lacking production capacity.

We also felt that a Plane Designer would help plug some gaps in the lineup of available aircraft. Over the years, many players have commented on the fact that many nations modified their fighters to also be able to carry bombs, or their tactical bombers to also carry torpedoes. One of the big goals of the Plane Designer was to allow for these types of multi-role aircraft.

At the same time, we didn’t want to make these multi-role planes too powerful. Instead, a plane design optimized for a single mission should still be more effective than a multi-role plane. Where multi-role planes offer flexibility, optimized designs offer top performance, if you can afford them.

The basics of the Plane Designer are probably not a surprise for anyone who is familiar with the Ship or Tank Designers. The base is called an airframe, which roughly corresponds to the hulls and the chassis of the ship and tank designers. The Airframes have a number of module slots, where you can put the modules that give the final design its actual stats. There are three different size classes of airframes: Small, Medium, and Large. Small planes also come in a carrier-capable variant of the airframe.

The types of module slots in the Plane Designer are slightly different from the Tank Designer. There are effectively only three types of slots: Engines, Weapons, and Special modules.

Engine modules are perhaps the most straightforward of them. Unlike tanks, where this slot dictates what type of engine the tank uses and a separate stat determines what its speed is, engine modules in the plane designer determine the number and power of the engines mounted on the aircraft. These engine modules produce a new stat called Thrust, while all other modules have another new stat called Weight. These two stats are effectively the limiting factor of what and how many modules you can put on the plane. A design is only legal if Weight does not exceed Thrust (some people might point out that the only planes with a Thrust/Weight ratio of 1 or better in reality are modern, high-performance fighter jets, but these people will be summarily ignored).

Any excess Thrust is converted into extra speed, which is intended to provide a reason not to fill every module slot.

One thing to note here is that jet engines (and rocket engines, for that matter) are part of these engine slots, which means that they are available for all types of planes. This, by necessity, means that Jet Fighters and other jet-powered airplanes are no longer their own unit type - they are now simply fighters with jet engines. Jet fighters will therefore reinforce regular fighter wings, and also that you can now effectively make jet carrier planes, jet CAS, jet heavy fighters etc.with the plane designer.
Or Rocket Naval Bombers, one supposes, if you really hate your pilots on a personal level.
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Weapon modules are also fairly self-explanatory. But beyond providing offensive stats like Air Attack, weapon modules fulfill two other major functions. The first is that the weapons define what type of plane a design ends up being. For this the designer has a Primary Weapon Slot. The module in this slot defines the role of the final design, i.e. Fighter, CAS, Naval Bomber etc.

This is relevant because the weapon modules also unlock what missions a design has available. That means that the strict separation of mission by type of aircraft will be gone. You can now create fighters that can provide ground support, or Strategic Bombers that can do naval strikes, depending on the modules you put on the plane. There are, of course, some restrictions - strat bombers can never mount the modules necessary to unlock air superiority missions, for example.

We still wanted to give you an easy way to classify your designs on a high level and it also makes it a lot easier to tell the AI what a design actually is and how it should be used. Without accounting for doctrines, there are no stat differences between, say, a fighter that has a set of 4 Heavy MGs in the Primary Weapon Slot and bombs in a secondary weapon slot, and a CAS that has the bombs in the primary weapon slot and the MGs in the secondary slot - but one goes into Fighter Airwings and the other goes into CAS Airwings.
CAS planes have a large variety of weapons available to them to attack ground targets.
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There is a full list of weapons, the missions they unlock, and what they classify a plane as if mounted in the primary weapon slot, below (stats omitted because balancing is still ongoing):

ModuleMissions UnlockedType
2x Light MGAir Superiority, InterceptFighter, Heavy Fighter
4x Light MGAir Superiority, InterceptFighter, Heavy Fighter
2x Heavy MGAir Superiority, InterceptFighter, Heavy Fighter
4x Heavy MGAir Superiority, InterceptFighter, Heavy Fighter
Cannon IAir Superiority, InterceptFighter, Heavy Fighter
2x Cannon IAir Superiority, InterceptFighter, Heavy Fighter
Cannon IIAir Superiority, InterceptFighter, Heavy Fighter
2x Cannon IIAir Superiority, InterceptFighter, Heavy Fighter
Rocket RailsClose Air Support, Logistics StrikeCAS
Bomb LocksClose Air Support, Naval Strike, Port StrikeCAS
Small Bomb BayClose Air Support, Logistics Strike, Port StrikeCAS
Tank Buster IClose Air Support, Logistics StrikeCAS
Tank Buster IIClose Air Support, Logistics StrikeCAS
Torpedo MountingNaval Strike, Port StrikeNaval Bomber/Maritime Patrol Plane
Guided Anti-Ship MissileNaval Strike, Port StrikeNaval Bomber/Maritime Patrol Plane
Fixed Explosive ChargeKamikaze StrikesSuicide Craft
Medium Bomb BayClose Air Support, Logistics Strike, Strategic BombingTactical Bomber
Large Bomb BayStrategic Bombing, Port StrikeStrategic Bomber

While some of these weapons are unlocked in the (reworked) Air Tech Tree, some of them are also found outside of it, in a similar manner as the tank weapons are found in various trees. I will note that the total number of techs in the Air tech tree has actually decreased.
A view of the Air Tech tree. It has a total of 28 techs, compared to the old tree’s 38 techs.
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One notable aspect is that a lot of these modules provide different stats only for specific missions. For true multi-role planes to make sense, we wanted to make sure that building a design with a mixed set of missions didn’t make the plane useless in some of them. Hanging bombs off a plane should make it less agile and slower, but a fighter that was able to do CAS missions shouldn’t be useless in air superiority missions. Thus, the weight and agility penalties only apply to the fighter if it is actually on a CAS mission, not if it is on an air superiority mission.

Modifiers only apply to certain missions. Here, the bombs the Stuka carries make it less agile, but the dive brakes give it better air defense
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Finally, we have the so-called “Special” module slots. These are effectively a catch-all term of various different items, a list of which you can find below:​

Armor Plate: Increased Air Defense, reduced range
Self-Sealing Fuel Tanks: increased Air Defense, costs Rubber
Drop Tanks: increased range (small airframes only)
Extra Fuel Tanks: increased range, reduced air defense
Dive Brakes: increased air defense, increased naval strike hit chance
Radio Navigation I: reduced night penalty, increased strat attack
Radio Navigation II: reduced night penalty, increased strat attack
Air/Ground Radar: reduced night penalty, increased strat attack, increased naval detection
Air/Ground Radar II: reduced night penalty, increased strat attack, increased naval detection
Air/Air Radar: reduced night penalty when on intercept mission
Air/Air Radar II: reduced night penalty when on intercept mission
Floatplane: increased naval spotting (small airframes only)
Flying Boat: increased naval spotting (medium+large airframes)
LMG Defensive Turret: increased Air attack, reduced agility
2x LMG Defensive Turret: increased Air attack, reduced agility
HMG Defense Turret: increased Air attack, reduced agility
2x HMG Defense Turret: increased Air attack, reduced agility
Cannon Defense Turret: increased Air attack, reduced agility
2x Cannon Defense Turret: increased Air attack, reduced agility
Recon Camera: unlocks recon mission (LaR only)
Demining Coil: unlocks demining mission (MtG only)
Bomb sights I: increased strat attack
Bomb Sights II: increased strat attack
Non-Strategic Materials: reduced Aluminum cost, reduced air defense

Special Modules are primarily intended to help optimize planes for various missions or give them different niches.

The eagle-eyed amongst you have already spotted that planes now have a surface and sub detection stat. Up until now, planes that were active in a sea zone always provided a flat bonus to the spotting speed of any navies active in the seazone. This will now change, with planes having dedicated spotting stats that determine how well they do with helping the navies spot. There are modules, like the Air-Ground Radar and the Flying Boat hull, which give bonuses to naval spotting.

Vanilla planes have those stats already baked in, with some being better than others - carrier planes are better than their land-based counterparts, naval bombers are better than fighters etc.

To further support this, we are adding two more things: Maritime Patrol Planes as a dedicated unit type and a special Naval Patrol mission for planes with the right modules.

Maritime Patrol Planes are built on the Large Airframe, giving them exceptional range. They are able to mount the whole array of naval bomber weapons, but naval strike is really not intended to be their primary role. Maritime Patrol Planes are meant to help with spotting raiders in the deep ocean, where smaller planes with shorter ranges struggle to provide much mission efficiency.
You can run naval patrol missions with many different types of planes.
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Finally, let’s talk a bit about art! While we already have a large amount of historical art for various plane types, we also wanted to give you more options to visually distinguish your designs, even if it is just to find the plane design more easily in the production menu. For the tank designer, we split up the existing art and recombined it into various combinations to quickly generate a large number of assets. We realized early on that this wouldn’t work for the plane designer. So instead, we decided to fill in some gaps in the existing art as well as add some art for a number of prototypes that flew but were historically passed over for mass-production.
Here is a partial list of new plane icons coming in BBA. Which one’s your favorite?
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We also decided that we wanted to add more 3d art. Much like the tank designer, you can select these assets when you design the plane. We are adding about 80 new 3d models for planes to the DLC, but more on that in the future!
Here is just a teaser of some of the new assets coming in the DLC:
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That is about it for this week. We hope that you will enjoy playing with the Plane Designer as much as we enjoyed making it. To end this DevDiary on a personal note: The Plane Designer will be my final contribution to Hearts of Iron 4. After close to 6 years on the project, all the way from the early days on Together for Victory, the time has come for me to leave the company and move on to greener pastures. It has certainly been an eventful and productive couple of years, and there are many things that I am very proud of (and a few that I regret - like adding Austria-Hungary as a joke and then finding out that people love monarchism). Working on the Hearts of Iron series has always been a dream for me, since the day I launched Hearts of Iron 1, almost 20 years ago now. Few people can say that they had an impact on a piece of entertainment that has had a similar impact on themselves. But the thing I am most proud of is the team we have built. Hearts of Iron is in very good hands, and there are years of content still to be released. I’m looking forward to it - but, once again, as a player.​

Weird designs that QA came up with:
This single plane outguns an entire tank platoon, unfortunately it can’t ever turn:
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And then we restricted the number of bomb bays you can have on a plane:
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6 engines, 8 cannons, 4 cannons in turrets, and a production cost 50% higher than a strategic bomber. Needless to say, this combo is no longer possible:
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When you look at the Spitfire Mark I’s armament and wonder: but what if…more guns?
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We discussed this early and decided against it, because it would make those modules extremely powerful and likely lead to a flying boat meta. While I don't have a problem with that, others do.
This is such a shame. Really takes a huge amount of the potential versatility away from seaplanes. I wish you could make another pass on this decision. Boatplanes should already be quite bad at aerial combat, and you could limit the number of seaplanes in port to like a wing per level of naval base, meaning a maxed out naval base would hold 100 planes tops. It'd be hard for a meta to emerge from this, but would add the ability to host MPPs wherever your navy is based out of for example, or other forms of limited aerial presence that wouldn't be too overpowered. I don't see players investing in high tier naval bases for such a limited amount with decreased base stats.
 
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The time isn't the issue - and neither are they trained like ground troops (although you could treat ground troops similarly, with "basic training" to turn 'manpower' into raw troops - what is currently called "manpower" - to be converted into functioning units and other structures such as logistics units, AA gunners for static AA, garrisons, signals networks and so on. Pilots get generated at a more-or-less fixed - certainly constrained - rate. These can then be converted to air crews (with extra manpower) which then combine with aircraft to form an air wing. Accidents and wear and tear consume aircraft but not air crews. Air casualties consume air crews, with some reductions in aircrew lossed due to air-sea rescue, fighting over home territory, etc.

This has the effect of limiting the total size of the air force. Since air crews are a limited resource, you naturally want to equip them with the best aircraft you can manage. Obsolete aircraft - if they are not consumed by wear and tear - get scrapped (often after being used for training in the currently implemented sense, which is 'operational training').

I don't know if we will get any such system, but having permanent training units, called in the RAF "Operational Training Squadrons" (imaginative or what? OK, 'what'...), which feed already-trained air crews (note that whole air crews train together at this stage, not just pilots - except for single seater stuff, obviously) as replacements to the frontline air wings would be absolutely historical and a lot less micro-hassle than the current system.
The thing is, the same can be said of the navy part of the armed forces and no one is currently (AFAIK) complaining about a separate pool of seamen.
Maybe because single ships take incredibly long to be built, but it's not like the crew is being trained in parallel with the ships, right?
Like, I get it, we could have a whole complex minigame just to take care of all the training aspects of all aspects of your armed forces but a balance must be made between overall fun and "simulationism".
 
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The thing is, the same can be said of the navy part of the armed forces and no one is currently (AFAIK) complaining about a separate pool of seamen.
Maybe because single ships take incredibly long to be built, but it's not like the crew is being trained in parallel with the ships, right?
Like, I get it, we could have a whole complex minigame just to take care of all the training aspects of all aspects of your armed forces but a balance must be made between overall fun and "simulationism".
It's not the same as quite a lot of jobs on a ship can be trained on an anchored ship and does not require spending resources while pilot training requires a significant amount of flight hours that are very costly. More importantly so were pilots a resource that almost all countries lacked and was a limit on how many planes that could be fielded.
 
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The thing is, the same can be said of the navy part of the armed forces and no one is currently (AFAIK) complaining about a separate pool of seamen.
Last time I checked it, both the AI and players have had hard time producing even the historical ships and in historical numbers. Let alone operating x10 of them a time, which is trivial for planes.

Once the former becomes both advantageous and proliferated to match the latter, you will get all the complaints you need.
 
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So, should we get a separate mil production for training aircraft that takes losses during training? For that matter, shouldn’t the same be said of trucks, support equipment, artillery and guns when training divisions? Incidentally, unless you are really desperate in need of troops on the ground, waiting for a division to be finished at regular level consumes less equipment (and zero military experience, sure) than deploying a green level division ASAP and then train it to regular level.
Again, a certain level of abstraction is needed and something has to give. If this was actually a game about organizing, training, deploying and operating a nation’s airforce ONLY, I would be here shouting for all this. Alas, the game is more than that…
 
Last time I checked it, both the AI and players have had hard time producing even the historical ships and in historical numbers. Let alone operating x10 of them a time, which is trivial for planes.

Once the former becomes both advantageous and proliferated to match the latter, you will get all the complaints you need.
Oh, I totally agree with navy production issues as well. They should definitely be cheaper. And aircraft probably should be more expensive overall.
 
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So, should we get a separate mil production for training aircraft that takes losses during training? For that matter, shouldn’t the same be said of trucks, support equipment, artillery and guns when training divisions?
No, and we actually do get attrition of trucks, support equipment etc. when training land divisions above the starting level.

The schema I have in mind to mod I think could work pretty well (but will be a lot of work to mod with just me working on it): have a resource created by limited and expensive pilot training facilities ('buildings' like synthetic oil plants) that control the production of air crews (which might come in two or three types, for light, medium and heavy aircraft). Air crews then become the limit on the aircraft that can actually operate at any one time. Aircraft themselves would be made much cheaper to allow upgrading and development. Aircraft would be more like small arms; you need to make them, but the number of divisions you can deploy is not set by the amount of small arms you have. The number of aircraft you can deploy would be set by the number of air crews, production of which would be limited by the pilots resource available.

Again, a certain level of abstraction is needed and something has to give. If this was actually a game about organizing, training, deploying and operating a nation’s airforce ONLY, I would be here shouting for all this. Alas, the game is more than that…
I think you are overreacting, here. The schema I outlined above would involve, at most, three extra production lines (and a limitation on total aircraft deployed by size class, which might actually make handling air forces easier as they will likely be smaller).

Oh, I totally agree with navy production issues as well. They should definitely be cheaper. And aircraft probably should be more expensive overall.
Just making aircraft more expensive to make will make the obsolete aircraft issue even worse. It would make it so that you really couldn't afford to take obsolete aircraft out of operation - the Battle of Britain would be fought with biplanes... Ships should arguably be a little cheaper. for sure, but planes should be a lot cheaper - you just shouldn't be able to use them all at once (much more like tanks and artillery, where equipment gets upgraded without the number of divisions going up much).
 
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The schema I have in mind to mod I think could work pretty well (but will be a lot of work to mod with just me working on it): have a resource created by limited and expensive pilot training facilities ('buildings' like synthetic oil plants) that control the production of air crews
But will the AI make a [proper] use of it? Like everything regarding heavy modding, that woud be my number 1 question.

The idea itself is great, though. I should adopt something along these lines for a totally unreated issue :)
 
But will the AI make a [proper] use of it? Like everything regarding heavy modding, that woud be my number 1 question.
That's a good question, too, but until I try it I won't know.
 
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The schema I have in mind to mod I think could work pretty well (but will be a lot of work to mod with just me working on it): have a resource created by limited and expensive pilot training facilities ('buildings' like synthetic oil plants) that control the production of air crews (which might come in two or three types, for light, medium and heavy aircraft). Air crews then become the limit on the aircraft that can actually operate at any one time. Aircraft themselves would be made much cheaper to allow upgrading and development. Aircraft would be more like small arms; you need to make them, but the number of divisions you can deploy is not set by the amount of small arms you have. The number of aircraft you can deploy would be set by the number of air crews, production of which would be limited by the pilots resource available.
I would contest infantry equipment not being the main limiter on the number of divisions. Depending on who you are and what spirits you can get, manpower isn't that much of a limitation, and having every branch compete for it does make more sense

You could split manpower into "trained" and "untrained" where untrained trickles into trained over time, and which could give penalties if you're using untrained troops for trained roles, but any more discernible splits than that would probably be a mess to implement, and a bigger mess for players to navigate

Honestly, just requiring training time for pilots the same way you have for infantry makes the most sense

I think you are overreacting, here. The schema I outlined above would involve, at most, three extra production lines (and a limitation on total aircraft deployed by size class, which might actually make handling air forces easier as they will likely be smaller).
It's been mentioned earlier in this thread where most minors don't have three extra production lines to spare. That kind of scheme would benefit majors and put minor powers in an even less pleasant position. And people who play minors make up a major portion of the playerbase
 
Honestly, just requiring training time for pilots the same way you have for infantry makes the most sense
As I explained above, that doesn't work for aircraft. You end up throwing all the obsolete stuff into the air anyway, which makes the air war a travesty.

It's been mentioned earlier in this thread where most minors don't have three extra production lines to spare. That kind of scheme would benefit majors and put minor powers in an even less pleasant position. And people who play minors make up a major portion of the playerbase
If a minor wants an air force at all it's going to have to use some production for it whatever system is used. Making planes cheaper and air crews an additional line is likely to leave them with the same production load as they have now, but with more airplanes (only some of which they can use, as they need crews).
 
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As I explained above, that doesn't work for aircraft. You end up throwing all the obsolete stuff into the air anyway, which makes the air war a travesty.
I honestly don't see what the problem with that is. If you can't afford to have a full modern air fleet, you will need to have obsolete equipment. It's the same thing on the ground. You can't afford to give everyone the fancy new assault rifles, so you have to trickle them into service, and if you need more troops in the meantime, they're stuck using the old equipment. It's a factor of warfare, and one that definitely shouldn't be changed. You use what you got to the best you can

If a minor wants an air force at all it's going to have to use some production for it whatever system is used. Making planes cheaper and air crews an additional line is likely to leave them with the same production load as they have now, but with more airplanes (only some of which they can use, as they need crews).
The problem is that a minor's greatest limitation is the number of factories available. Whereas majors have plenty of factories to diversify their portfolio, a minor simply doesn't have the factories to even start a new line of production. It's not a matter of how much they can produce, but how much stuff they can produce simultaneously
 
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I honestly don't see what the problem with that is. If you can't afford to have a full modern air fleet, you will need to have obsolete equipment. It's the same thing on the ground. You can't afford to give everyone the fancy new assault rifles, so you have to trickle them into service, and if you need more troops in the meantime, they're stuck using the old equipment. It's a factor of warfare, and one that definitely shouldn't be changed. You use what you got to the best you can


The problem is that a minor's greatest limitation is the number of factories available. Whereas majors have plenty of factories to diversify their portfolio, a minor simply doesn't have the factories to even start a new line of production. It's not a matter of how much they can produce, but how much stuff they can produce simultaneously
The problem is that it wasn't done during the war. Countries had more planes then pilots so they only used the best planes they had.
 
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No, and we actually do get attrition of trucks, support equipment etc. when training land divisions above the starting level.
Only if you wait for the division to be trained to regular level as normal. I specifically mentioned deploying a unit ASAP at green level. That will actually cost you more equipment but it will give you some army experience when it reaches regular level. Of course, it’s not worth it.
Again, I don’t think we actually need a manpower separate for that, because then we go down the slippery slope of asking for officer/NCO manpower pool and stuff like that.
 
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What is the status of weight here, for example, can it restrict a ship from launching from an aircraft carrier?
For example, the maximum weight that can be launched from a merchant ship converted carrier is different from that of a large carrier at the end of the war. (Larger and heavier!)
So what I am saying is, can we add a status like "maximum weight" to a ship, such as an aircraft carrier, to limit the aircraft that can take off?
 
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I honestly don't see what the problem with that is. If you can't afford to have a full modern air fleet, you will need to have obsolete equipment. It's the same thing on the ground. You can't afford to give everyone the fancy new assault rifles, so you have to trickle them into service, and if you need more troops in the meantime, they're stuck using the old equipment. It's a factor of warfare, and one that definitely shouldn't be changed. You use what you got to the best you can
You can have a modern air fleet - but the current system still rewards you for throwing up the obsolete stuff as well. This was not done in practice, and it leads to swarms of crap in the air (in just a few air regions, because that's the way the AI rolls...) You are comparing two totally different situations, here; land units are limited in that they form a number of divisions. Some of the divisions will have less cutting-edge equipment, for sure - and they will tend to be the onesallocated to secondary fronts, etc. But in the air there is no effective limit to the number of planes you can throw up in a single air region - and it generally apys to stick every plane you have in there, regardless of its vulnerability and obsolescence. It's not that there is a trickle-in of upgrades, it's that the only way a plane ends its service life is by crashing or getting shot down. You'd think that the poor sods flying the things would be getting fed up of it, by now...

The problem is that a minor's greatest limitation is the number of factories available. Whereas majors have plenty of factories to diversify their portfolio, a minor simply doesn't have the factories to even start a new line of production. It's not a matter of how much they can produce, but how much stuff they can produce simultaneously
Many minors really couldn't afford an air force, but even with air crews as "manufactured" it would only take 2 factories and you'd have an air force (probably with room for lease-lend planes as well).

Only if you wait for the division to be trained to regular level as normal. I specifically mentioned deploying a unit ASAP at green level. That will actually cost you more equipment but it will give you some army experience when it reaches regular level. Of course, it’s not worth it.
Again, I don’t think we actually need a manpower separate for that, because then we go down the slippery slope of asking for officer/NCO manpower pool and stuff like that.
It's been said many times, but I'll say it again, pilots are a very particular case and are needed to make the air war make sense in a way vaguely similar to that in the real history. The fact that it currently does not do this raises several game issues (it'f far too easy and worthwhile to expand air forces early and I'm pretty sure it has CPU load implications as well).
 
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So the bonus applies only when doing certain missions (Air Superiority, Interception and Strategic Bombing), then. Being able to customize your planes is one thing. Add a whole new attribute to define some vague area of activity, again, while really interesting and exciting for those who care about this kind of stuff, doesn’t bring much back to the game.
It doesn't work like that either, it is more about how planes attack, CAS attack ground target at low altitude, but bomber with bombsight or guided bomb can attack ground targets at high altitude. Of course, just altitude attributes not so much to the game, but with the addition of operation altitude for different missions, it can really change a lot.

For example:

Would you strategic Bombing a place at a high altitude to avoid Interception but with less bombing accuracy or mid-altitude to increase the bombing accuracy but increase the chance of meeting Interceptors and AA attacks?

For CAS which mainly uses dive bombing and strafing to attack the ground target at low altitude, they can install engines with cheaper superchargers that mainly focus on operating at low altitude.

Different Air Escort tactics also involve placing escort fighters at different altitudes which cannot really simulate by just adding an Air attack/defense modifier.
 
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while it is an obvious problem there already is waaaaay too many equipment in mid to late game and waaaaay too powerful minors in the game. just adding more mils overall will make the game laggier, grindier , slower
in fact, raising the production cost of planes slightly is i think overall a good idea
It depends. Computers people use these days might have received one or two upgrades since 2016 (wow - 6 years ago and still awesome support) since game release. I think that this might compensate somewhat.
 
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