It seems like CI is generating WAY less minerals than it should be. In a typical VB6 conventional game I usually start by converting ~10% of CI to factories to get roughly double the construction capacity as mining capacity since two or more types of minerals are used in most construction. When attempting this in C# I quick ran out of minerals, taking a closer look at the mining screen the summary at the bottom seemed correct with 9775 CI and a 20% governor giving 11730 total prod, but production for 1. 0 accessibility minerals above was only 1752 (~15% of expected). I quickly switched to convert 100 CI to mines and they listed the expected 10x base production and indeed raised the listed mineral production by about 1200. Factory output doesn't *seem* to suffer from this additional penalty based on listed prod rate, completion date, and mineral consumption rate. Effectively this means that while CI is worth 10% of a regular factory, it's only worth ~1. 5% of a regular mine which means mining and production are way out of balance. For a default conventional start this may not be a huge deal because the starting stockpile can last long enough to get some mines converted but when bumping up the starting pop it definitely makes it hard to keep even the production from CI fed.