Alright, so I listed a bunch of stuff out on Discord. Camo is a one-shot thing for an emplacement, which means it's a *really bad idea*. As soon as you start firing, they know you're there. And they aren't going to forget, not unless you either kill them all (Basically impossible) or they're complete incompetents (Entirely impossible).
So here's my plan:
DESIGN BONUSES
Dinosaur: CHEAP! Massed artillery is everything right now.
Pillbox: Cheap, Rapid Construction, Communications Network, Well-Supplied. This gives us a lot of bunkers, really fast, with real-time information reaching the capital. Also, each bunker can operate for extended periods of time without resupply.
THIS TURN'S DESIGNS
LARGE: Make a scouting biplane. One forward-firing machinegun, IF the machinegun-propeller-syncing design works. If not, unarmed scout.
MED 1: Fix that truck!
MED 2: Bigger bunker. Armament options as follows: 2 80mm guns and 2 MGs, or 4 MGs and 1 160mm gun.
SMALL 1: Propeller sync-fire system (I don't remember the actual name, but this system allows a machinegun to be synchronized with the propeller of a plane, and thus fire through it)
SMALL 2: Reduce weight and increase reliability of the machinegun (Take it to our original specifications, basically)
THIS TURN'S PRODUCTION
Production: Make a new shipyard, with 20000 tons capacity, minimum. 75 workmen.
Production 2: Dedicate about 25 workmen to building the new bunkers on the frontlines, as well as a network of trenches. They will likely be working through next turn.
Now then, on to reasoning, for those who care. Long story short, this turn is all about building up for war. We fix our machineguns to be more infantry-portable, fix the truck, and work on an air force. We get a shipyard prepped for the naval construction we're going to hopefully be doing, and start building up bunkers as fast as possible, as well as creating ALL the variants of the bunker (By using the present blueprint and making it substantially bigger and heavily armed).
As for the design choices, I mostly explain them, but the important parts are as follows: We don't need more versions, because we want BOTH and can just do a medium design to get that. ComNet means that we always know what's happening. This is INVALUABLE in a combat situation. Also, it means a large bunker can be used as an EXCELLENT command and control post. Also, it speeds up communications, until we can manage to get one-per-squad radios.