>>2022511Part 2: types
Zeppelin (Z): expensive to maintain and easy to over-invest in, only place airship bases at the most critical locations for scouting and remember to scrap them when obsolete
Naval patrol (PB): spread handfuls of these around airbases all over the place, they contribute to global ASW and can provide good scouting coverage in battles, range is best stat
Floatplane Scout (FS): before 1930 double bomb design priority can give them torpedoes, but otherwise go with range
Medium bomber (MB): just station a few squadrons in the most active sea zone
Fighter (F): early on firepower is most important stat (they are stuck at 2 firepower for a long time, having 3 or 4 is a big boost), in WW2 era range starts mattering for CAP endurance
Torpedo Bomber (TB): are slow so speed priority
Dive Bomber (DB): bombload until you start getting 1400lb bombs
Light Jet Fighter (LJF): a budget filler option for the jet/missile era, needs range priority a lot
Heavy Jet Fighter (HJF): range priority for CAP endurance
Attack Jet (JA): have enough inherent range for striking, pick any other design priority (speed, reliability, bombload, toughness are all good)
Helicopter (H): easy to over-invest in, only need a few in the fleet for the radar helicopter bonus, ASW bonus often overrated, tend to need more range
Special Squadron: not a type you need to design, but are a collection of electronic warfare, ASW, early warning, search and rescue, and other aircraft to support carriers. Provides a large variety of small buffs. Best used on very large carriers to enhance their already large complement, small carriers should just focus on more fighters/strike planes.