First time playing this mod (superhuman, to see how it really is, yet using saves now and then; if I like it, I'd probably do an ironman with some difficulty later). What I'd have wanted to see a bit more is certain general tips and tricks for the early game - especially the strategic aspects how you should focus your game in, say, first 6 months or so, to get everything ramped up to a good start. The first message had some, but mostly related to, for example, battle tactics. I guess this aspect is more like "play and find out - and then start again".
For example:
- Severely limited research capacity (5 scientists) means that you can progress any real research very slowly (even those with relatively small cost of 50 or so, for example logistics, personal protection, kevlar vests, many others I would like to do) with a couple of researchers, yet can accomplish trivial investigations very quickly. So far I have spent 2-4 researchers on a major topic and the rest on progressing those trivial ones (such as interrogating the prisoners and getting weapons updates). But not sure if this is the right thing to do. I also delayed researching the cults before I had access to kevlar vests, because I suspect - reading several threads here - that going after much more than basic apprehension missions would likely be deadly unless you're suitably prepared. (Already getting bored with maybe 20-30 of these cult apprehension missions, but they have been a good exercise for the soldiers.) So far there seems to be no chance at getting more scientists in the near future.
- "Base-wise" there isn't much you can do. Build a third hangar and 1-2 additional gyms, so that they you are able to expand, you already have many trained agents. I can't figure out anything else you should be spending your money on (current stockpile at 1.5M). I suppose I could get started on another base, to increase the coverage (see below), but it wouldn't help with research or much else (would need 3M to get a second HQ anyway).
- While logistics and the van is nice to get 4 agents on the field, the van is too slow to catch all events even if you would be willing to do them at night. (For example, if your HQ is in Europe, you won't be able to get to Australia/NZ in time, and some Americas is probably also a no-go with a van.) So you need to keep at least one car as backup. (In a way, this is a nice design decision because it leaves you with a tradeoff you need to deal with.) Even by looking at the rulesets, I couldn't figure out the lifetime of the spawns so that I could know whether the van is quick enough to get there in time. You can only guess and/or reload.