@Ironyowl
USSCCI assets are jet fighter schematics, and the ability to produce them starting next turn. Additionally, precise data on the effectiveness of any unit I'm allowed to possess for a turn. If you want to know exactly how good a unit is compared to other units, sell one to me and I can tell you.
Longterm goal would be developing a better troop transport aircraft, and ramping up large workshop count to produce such planes for other players. Short-term goal is reverse-engineering the basic troop transport so that it can be improved, and built more cheaply. Additionally, "studying the kaiju, and the performance of various units, to determine the optimal strategies", but I'm never going to drop that in all likelihood.
Currently we want an additional scientist, and have little to offer beyond "favor", though I'm definitely willing to offer deals if there's something I can make, or if some assistance is needed; I may be producing processed muscle for Egan this turn, as part of a trade. For mad scientists, an improved troop transport, or improved explosives, are absolutely things I'm interested in.
On the topic of the black market, there's a few items that interest me. Tanks, the two types of special ammunition, and a scientist, of course. I figure other people are also interested in these, so I'd like to discuss who is interested in what, and possibly come to an agreement on who should get what.
In particular, if I can get a scientist, that will directly contribute to me being able to research and manufacture a transport plane sooner, and probably make it better, too. Everyone needs transports, and ideally I'd like to sell them at-cost or close to it, but dropping a ton of cash on a scientist will make that harder to reasonably do. I'm not going to stop producing combat units just to get transports out sooner, or allow selling them at a loss.