> Any ideas? Comments?
1. I almost always have a few individual scientists researching the cheap stuff, "useful" first but then anything. Each completed research gives score points, and it never hurts to get a few more especially early on ("compound interest") or to boost up a mediocre month. And it gets that stuff out of the list so it's less likely I miss something important.
3. Bases - yeah, I always faff around where to put them. North pole/south pole is tempting but then that's max travel time to the most populated/high funding areas. This run I put the 1st 3 bases kind of not too far from the equator (Balkans, Central America, South East Asia) with the idea the next 2 will be north pole/south pole for more radar coverage/interception/manufacturing - seems OK so far.
4. I reallly like the Dragonfly over the Helicopter, 33% more guys gives more options and makes it less painful to work in a trainee or 2, or scouts, or weapon diversity. The ramp can be a slight inconvenience, but with only 8 it's not too bad and not having everybody exposed turn 1 is nice. And the equipment pile is at least SLIGHTLY less likely to get blowed up. It's cheaper than it looks because you can sell it for $200k, so only net $100k and the extra speed is a bonus. The biggest downside for me is it's usable in fewer covert missions, so for a long time I had Dragonfly, Helicopter AND van in multiple bases.