UPDATE: It has a Basescape sprite now! Still based on General Stores, but far more cluttered, in the purple blue of AA magazines, and with a little work station in the center. The map for base defense remains unchanged. Next is translations, and then bolts.
My own latest play-through isn't anywhere near that part of the game, but I've seen comments on Tritanium ammo being heavily depreciated, because of the limited alloy supply, more crafting projects and the pushed back Alloy Foundry. I don't know if that's really (still) the case but if so that's regrettable. In my last game (way back when *shakes EXALT master cane*) Trit ammo was sweet, made mid-game kinetics like the UAC Rifle worthwhile and plugged a bit of a power gap until I got reliable lazrs and brainweapons. So just in case I decided to make a tiny submod. If it's not needed, it's still a good exercise.
I want Trit ammo production to cost an investment in alloys, but not running (alloy) costs: a bullet is much smaller than a suit of armor, and incredibly much smaller than a fighter jet. And unless you shoot it into an escaping space ship, you can probably pay a guy with a metal detector to recover most of those bullets for recycling. So I would argue two Ravens worth in Tritanium, 100 units, should cover all of your small arms ammo needs in a normal XCF campaign. Let me know if you disagree!
This mod:
-changes the UFOpedia entry for Tritanium Ammo to explain itself, please read it
-makes Tritanium Ammo research unlock a new facility which costs 100 Alien Alloys
-makes all Trit Ammo crafting projects require this facility
-removes the Alien Alloy cost from all Trit Ammo crafting projects, except certain heavy munitions and crossbow bolts and throwing knives. Minigun and LMiniG and HMG have their Alloy cost reduced to 3 and 1 and 1 respectively. Still too low, you know the Heavy quote.
And that's all for 0.1.0. I will try to figure out how to give it a better map soon and maybe do something about the "primitive" weapons. Also you may or may not be able to sell that ammo for absurd profit? I need to test that, $ costs should probably go way up. If I ever get this far in my own campaign and decide this was a good idea I will revisit and rebalance it (maybe the shop should reduce your workspace limit or something similar annoying?). And if possible add a variant only for Superhuman that is size 3x3, costs 10000 Alloys and attracts retaliation missions
Please backup your save and report all bugs if you try it out! I would be grateful. I used my own old weird endgame save for testing and almost certainly missed something!