So it's pretty easy to tell that admin strategies are pretty off by now. But I was pretty amused thinking just what it would take to make me choose something other than outsourced R&D at the beginning of the game. If I were trying to fund my space mission with funds and R&D, I would need anywhere between 4 and 10 launches and contracts to unlock the launchpad, tracking station and mission buildings, a reasonable starting goal. I think these contract missions give something like an average of 30k funds probably more and about 100 science from the strategy. Now, let's say I want 30k funds worth of science per launch in the beginning of the game doing a science approach. Let's assume for the moment that you can set commitment to 90%. My first launch I could probably get at most, oh , 20-50 science on hard due to only crew reports being allowed in space. So to get 30k funds from that I would need roughly 800-2000 funds per science. So over one hundred times the current rate. And I would lose the science. And it doesn't really get much better later in the game with the exception of maybe minmus once you get eva and samples, but you need like a million credits to even unlock sampling. I guess what I'm trying to say is, if any attempt were made to balance these strategies, which is probably pointless, they shouldn't be looking at doubling/halving so much as multiplying/dividing their benefits by dozens to hundreds of times, both for science and rep. The funny thing is, I think other strategies would probably still be worthless, since you can only commit 25%. So what do you guys think would be a good starting point to balance them? Or just better to right the building off as a fancy science cheat with some gui elements xD