0beron wrote:Exate wrote:Do I need to retcon the last... many... turns of budgets to account for the rules for Farms apparently having shifted again?
For convenience sake I'd recommend just giving yourself a lump sum in the current turn equal to the value of farm bonus you missed. But it's the Titan's call.
But I also have to remove the 1%/farm income discount from every turn on which I received it, which is most of them. That's much more complex, even if it doesn't come out to that much money.
Also, reading through this, apparently we have new Heavy rules. Is this an appropriate summary?
-Apply Heavy to any designed unit as a 5-point special that grants +5/+3/+3 and makes the unit unable to ride mounts or enter tunnels
-Buy Heavy for any existing unit for 600 shmuckers to instantly grant it +5/+3/+3 and make the unit unable to ride mounts or enter tunnels
-Apply Heavy to any designed unit as a 5-point special that grants +4/+2/+2, grants tunnel-capable, and makes the unit unable to ride mounts
-Buy Heavy for any existing unit for 600 shmuckers to instantly grant it +4/+2/+2, grant tunnel-capable, and make the unit unable to ride mounts
If this is correct, there are a few questions/comments I've got.
-Why the heck does Heavy
ever grant tunnel-capable? If a unit with Heavy wants to be able to enter tunnels, it should just buy Tunnel Capability or Burrowing, which obviously take priority.
-Do units with tons of Hits still become Heavy automatically, and if so, does this automatically apply its stat bonuses to them? This is self-evidently a rather complex issue as it means that buying Hits up during unit design is either highly undesirable (as it dooms units to never get a Heavy bonus) or highly desirable (as it's a huge free stat boost).
-Do Heavy units have any change in their upkeep?