Munitions Plant?

Moderator: Vic

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Dukie
Posts: 32
Joined: Fri Dec 19, 2008 3:18 pm

Munitions Plant?

Post by Dukie »

How about adding a munitions plant to eliminate the drudgery of having to "make" your workshop generate ammo every few turns. There are already fuel plants, power plants, etc., why not one for munitions?
Don_Kiyote
Posts: 288
Joined: Tue Oct 26, 2021 1:37 am
Location: Trans-Cascadia

Re: Munitions Plant?

Post by Don_Kiyote »

Theres a mod here that adds exactly that.

Ive been using it for a while, and yes, the munitions factory is very nice to play with.
ElectricGod
Posts: 22
Joined: Thu Jun 16, 2022 4:35 am
Location: Cleveland

Re: Munitions Plant?

Post by ElectricGod »

The beta won't interfere with the mod will it?
Id like to see an official building but I'll definitely check that out.

I swear I've had numerous instances where i didn't build ammo but can't remember if a battle took place, if the population never build munitions is it scavenged after a battle?
Don_Kiyote
Posts: 288
Joined: Tue Oct 26, 2021 1:37 am
Location: Trans-Cascadia

Re: Munitions Plant?

Post by Don_Kiyote »

AFAIK it works fine with the Beta, which I unfortunately do not have.

Im talking about 'CMod', which is here if you like: https://www.matrixgames.com/forums/view ... 0&t=374737

and yes, a regime generates some ammo each turn, usually, through the Private Economy perhaps, but just a small amount so you don't have to sweat it at the very beginning.
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