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Right now (or in the demo), the early game consists of sitting around, waiting for money to roll in slowly, or building and selling refineries for extra harvester. which feels more like an exploit, and not like something that should be a base setup.
That said the game feels very rough right now. I agree that the unit roster is way too small, even with the other units that appear in the main screen background there really don't seem to be many varied units or tactics on offer.
Another thing is that units feel very "dead" when attacking. They just stand, freeze and fire effects come out of their guns. There's no sense of movement. I'ts the same as how the harvesters just drive up to the building, stop and then turn away to resume harvesting. Even way back in CnC 1 there were interactive animations for that kind of thing and that's going back 20 years.
The early game is also rather bland, you need a LOT of harvesters to build up an effective economy, which is very doable. The main issue is that the slow early progression doesn't really give you very much to do other than waiting for harvesters and then teching up to the tank building to build a few more.
It's compounded by the fact that this slow early start builds into a core mid game which is basically "spam tanks". It doesn't feel like there's much to do with the resources,
The game feels rough right now. Potential surely, but it needs a lot more work to feel like a fun game. More unit variety; more animations; better pathfinding (had tanks shooting at hillside trying to attack units on top); a more satisfying early game.
Ps AI will always "cheat" because it doesn't see the game like the player does. That said the main aim is ot have a challenging and fun AI that feels fair to fight against.