Solarius Scorch,
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I read your comments about not having engineers in masses just for profit, and I understand your perspective. I'm still playing through XCF for the 1st time.
Suggestion, if it hasn't been made yet. What do you think of have some items that engineers make at the following graduated steps 60%, 80%, 100%, 120% so at 60% there is a 40% cost of the engineers monthly salary. where it would be tied to some game progress steps, say 'Promotion I" & "Promotion II", unlocking BlackOps, etc...
The idea would be that even at end game, 120% isn't a huge amount, but it at-least gives the engineers something to do when no other specific task is needed and they don't cost too much overhead in monthly costs. I just unlocked blackOps and I think currently one of the grenades is the most profitable at about 50%, so still a lost in engineer overcost.
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Another idea (This one probably needs a feature added to OXCE code)
some create items that have a profitable cost say at the lowest level - beginning of game engineers can produce a specific available item at a profit of 102%
then when either a specific #of items are produced or a game progression is met the defined item properties change and it becomes was less profitable.
This idea could propagate through the game as you get new things "novelty" they are more profitable, and either overtime when game progression milestones are met or too many items are produced the items sell value and profitability drops, like flooding the market, or last years i-phone isn't as desired as next years i-phone.
functionality that could make this work,
dynamic in-game rul file values, manufacture, item definitions could be changed updated or removed from availability (i.e. a new item is defined for the old one with different properties) so you would have to remove the item or actually change it's properties, just remove it from the list that enables its availability and add the new same item with different values.
Track the total number of items for a specific time manufactured, even when stopping and starting manufacturing of the same item or across different bases.
Another Idea would be to allow the sell/sack menu to have specific sellers, like to the public, to the UN/Funding Nations Governments, to the Cult factions, like you might be able to sell BlackOps or other specific/high interest/value items to the black marked arms dealers for a premium, but get docked score points...