Ruges wrote:The reason I went with 50. Is becouse of the defualt missle fabs the USA has. The total missle production that it gives them is the amount that is required to wage a world war under the curent game methods of firing missles...I always hated having to build a 1,000 missle fabs.
1000 per day, per week? My personal experience is on the missile firing side, but I did pass the General Dynamics cruise missile plant in San Diego almost every day on the way to work.
A nation plans its war strategy based upon a specific initial war missile/bomb inventory. The rate at which that inventory is built/maintained is based upon a slow peace-time production rate that can be increased in wartime. I don't know where you got the 1000 figure...
Ruges wrote:So my question would be why did you not just stop production?
The purpose of my post was not to complain that I was able to produce too many missiles. Certainly I could have closed captured missile fabs. But the idea of scrapping a missile fab is just alien to me, after having played so long deprived of sufficient missiles.
My suggestion is that the mod offer fewer missiles. Certainly it is a refreshing experience, early on, to be able to use missiles more freely, with less concern about depletion.
But my experience later in the game was that as I accumulated more and more missile fabs, then I just kept on boosting the production of my most often used misslies, and I was therefore soon be able to simply missile/nuke any region that I wanted to capture.
The immediate solution to any combat challange became - use some missiles. And if that did not succeed then use some more missiles - or some nukes.
Now the same thing could also be said about the over-fabrication of other units such as tanks or fighter aircraft. But these units have a longer build time than missiles, and no AC fab can produce fifty F-22 fighter/bombers at a time.