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Likewise with loyalty, the biggest obstacles are getting the Radio and TV buildings built (which are probably the most expensive buildings you can build early on) and getting the electronics score up, so that people actually own radios and TVs, to make it count, but loyalty stops being a problem 10 years in.
Mining, since you gave it as an example, isn't gated by either research nor money, but by the need to have a robust logistics for it (i.e. rails).
I imagine both are even faster and easier to achieve at lower difficulties. Overall, I like the idea for flavour, but I doubt it'll be as beneficial and valuable for gameplay as you make it seem.