I'm really digging this mod!
I'm still pretty early into the campaign, but I have a couple of questions I can't seem to find answers to elsewhere.
1) What should I tech to in order to obtain craft that can shoot down shipping targets? The Air Bus is limited in terms of fuel and doesn't have the ability to equip craft weapons, which means I have to hope they land within my radar's range.
2) What's the point of expeditions? Are they viable if, say, I lose the Air Bus in the early game? Or is losing the Air Bus pretty much game-over?
3) What's a good way of making money in the early game? I have a plantation and all of my runts dedicated to manufacturing X-Grog, but I'm still operating at a net loss each month (I think I'm in March or April now and am still down to the initial three Brainers I started my campaign with).
1) first thing to head for is "contact: car thieves". After that shadowmasters and codex choice is the next tier, assuming your not doing a reject the power run. There are other routes but there more complicated.
2) "Craft" expeditions are mostly for putting alot of bodies on a mission with minimal tech. Losing the bus very early is a bump in the road but not a game over.
3)your doing the right things and yes you will tend to spend i daresay most of the first year with a net negative, before infamy(score) bonus. iirc: 1 Score=10 cash. But the bookeeping on the balance sheet is almost purely vanilla, with the bonus tacked onto the end in the monthly sheet.