patent lab, engineering lab, and endgame
THE RESEARCH/ UPGRADE PROBLEM
I don't see people use the labs that much and it not uncommon for people to never produce chems.
There are several reasons for this most being you can easily win without so why waste money and claims on it.
I would recommend removing the patent/engineering lab from the game and give level 2+ HQ the ability to do research making it a lot more desirable for people to slip in there and do a little even if its not their focus.
You would probably want to rebalance the cost of things if you did this
Also as a side note I always find it weird that scientific has an ability the make them resistant to black market attacks.
I feel like they should research stuff faster or earlier instead.
SUGGESTION FOR ENDGAME BUILDINGS
This leads me into the end game which many have pointed out has some problems but since I have suggest freeing up two of the slots on the advanced building tab here are some suggestions for replacements.
PRISON
requires level 2 HQ.
consumes life support.
disrupts local area and provides a penalty to the production of any adjacent building.
very slightly speeds up the use of the black market for the owner.
Obviously you want to take claims right next to your opponents key industry to debuff them if you go prisons .
MATTER CONVERTER
requires level 5 HQ.
can consume 5 of any resource to produce 1 of any resource.
This stop multiple resource bottoming out in the end game and give you more options if you have been forced out of the supply chain of a key resource.