>>521053not just boomer stuff but general shortfalls
- basing everything on tax efficiency so you need 6+% bureaucrats for 100% admin efficiency
- also as a result, easy to go into negative tax efficiency, except you arent even paying the POPs money it just disappears
- 6 types of factories which turn (some RGO) into food (e.g. bakery, tea beverage factory, etc) none of which are ever profitable or used
- 2 different factory types producing telecom equipment, except one has more expensive inputs for the same output, as a joke
- as mentioned, every superweapon (chemical / biological / nuclear) involves a 10 AE hit, so AI will randomly go over and get containment war'd
- the containment wargoal has a cost of fucking 5 warscore, so every game China loses one battle and decides that's sufficient to let the UN dismember and occupy it
- badly spaced techs so that usually by early 80's you are totally out of tech to research until 1990 rolls around
- constantly changing fundamentals of the mod, there's an issue on github right now where hundreds of event conditions still reference the old reform that was replaced by the police security reform
- ships all start out named "chip nr1" (??)
- way too many political parties IMO
- China randomly climbs up and down GP rankings like a monkey as it repeatedly decides to build and then dismantle its entire industrial score