#35796
Munitions Use
This is only an impression so far, but I'm still really surprised that munitions cost hasn't been implemented for command abilities and upgrades. It seems problematic that munitions aquisition only matters to russians in the early to mid game in this build. By mid game my upgrading might have been stalled by my fuel intake, but not by my munitions...and there really was little else for me to do with them. I was floating 1200 munitions.
Late game, munitions remain very significant for other factions(except for brit when going royal engies, and that's a problem), as does manpower and fuel, so I really think more costs should be implemented...for offmap abilities, for stelky upgrades, for part of that extensive russian guard array of toys(put something in an individual upgrade), etc.
Conversely, if you simply want all munitions to only play in the global upgrades, is there a way where you can scale them? Make each upgrade more expesnive? At least that would force me to make some hard decisions mid and late game with my munitions use.
