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Notes -
It's entirely possible that I'm the one remembering things wrong. If that's the case, my criticism would lean more towards the rather disproportionately high profit factor that certain weapons were locked behind.
While I could see the gameplay justification behind doing so, there were things like krak grenades, explosive charges and standard med kits that were limited purchases.
I can only reiterate the level of ludonarrative dissonance that induced in me. Even an impoverished RT should be able to buy enough explosives to blow a factory sky high. They can certainly afford standard issue militarum medkits. It would have made far more sense to limit players in how many could be brought at once into a mission, which is already the case thanks to inventory limits.
If you do nothing with your planets, it's going to get impossibly high, but if you develop them which costs you only a little of time on decisions, you're going to easily have the profit factor.
It's not hard at all.
Also the weapons don't cost you anything - you simply unlock them by having
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