helps simulate irregular forces desperately equipping what they can for
a role. A chance for a creative player to spring surprises.
.s1
-New assault ship type: Think Tarawa or Io Jima class ships. These put
-the ASSAULT back into landings. Huge mil capacity, can operate
+New assault ship type: Think Tarawa or Iwo Jima class ships. These
+put the ASSAULT back into landings. Huge mil capacity, can operate
choppers and Harriers. Able to drop 12 marine units and a horde of
mil onto a shore, or sustain para drops and air strikes inland with
its aircraft. Go ashore in a hurry, Big Time. A fat target too, so
.s1
Land unit types are heavily customized. Better check show for the
details. Non-mechanized units are slower and more vulnerable,
-infantry units have capability security, marines have amtraks,
+infantry units have capability security, marines can have amtraks,
artillery firing ranges differ, few units are light (but troop
transports and landing ships can carry non-light units), food
capacities are reduced.
Try sect # ?track>0 to visualize your track. Check \*Qinfo
Railroad\*U for details.
.s1
-There are more train types, BIG siege guns, etc. And we got the
-Mother Of All Guns: something like what was attempted a few times in
-history, a huge costly gun with incredible range. It CAN be moved.
-Slowly. Has all the problems fixed positions have. If these are not
-obvious, any experienced player will gladly demonstrate them for you.
+There are more train types, BIG siege guns, etc.
+.\"And we got the
+.\"Mother Of All Guns: something like what was attempted a few times in
+.\"history, a huge costly gun with incredible range. It CAN be moved.
+.\"Slowly. Has all the problems fixed positions have. If these are not
+.\"obvious, any experienced player will gladly demonstrate them for you.
.s1
Infrastructure is disabled.
.s1
(rounded up) vanish each update. The anti command is disabled.
.s1
Mountains, fortresses and cities provide a respectable defensive
-bonus. Cities cost real money to build. Banks need construction
-materials to build efficiency. Ever seen Fort Knox? Bridges are
-cheaper than usual.
+bonus. Cities cost real money to build. Banks cost some money, too.
+Ever seen Fort Knox? Bridges cost only half as many hcms as usual.
+.s1
+There is no bridge head sector type. Highways can serve as bridge
+heads.
+.s1
+New sector type freeway. You can turn plains into freeway and back,
+but you can't turn either into anything else. Freeways can serve as
+bridge heads.
+.s1
+Plains produce food.
.s1
Food is much harder to grow. Expect 20% of your population to be
farmers.
.s1
+Sectors without any food get one unit of food for free to avoid
+starvation. In Hvy Metal, that free food is always completely
+consumed.
+.s1
Your refineries make less petrol from each barrel of oil than usual.
.s1
Natural resources gold, oil and uran deplete much slower than usual.
.s1
Source code and configuration is available from
.br
-http://www.stdio.com/~rhyatt/empire/hvy_metal/
+http://www.stdio.com/~rhyatt/empire/hvy_metal_II/
.s1
.SA "Introduction, Server"