Never noticed it. I swear.
Thing is, I was looking right at the rule recently when I started that whole Civilians per Workline. Was the rule change from when I was on vacation, and so small the I didn't notice it when I came back, or what?
Not questioning it, just curious. I honestly think factories should take a decent amount of time, chugging out machines like they do.
EDIT: Also, my tech and troop sections, minus facilities. I'll get those up quickly, but I wasn't as inspired to write them as I am this. I took a lot of info from the in-game Unit Dossier, so don't give me credit for making all this up.
The Western Frontier Unit DossierINFORMATION CLASSIFIED
Infantry:
Rifle Grunt: These guys can't do much, with only an H-16 battle rifle, but their outstanding speed and agility earns these guys the title of Herman's Heroes. They can do quite well against other enemy troops. They're responsible for driving War Machines as well. The really nice thing about them is that they can be recruited in the HQ instead of the Barracks. Unfortunately, they're all but useless against machines.
Flame Veteran: These veterans are designed to mow down infantry like a lawn. Their H2-2 Thermidor flamethrowers run on tank fuel, and their red and yellow masks are able to strike fear into the hearts of all who go near them. They're just as fast and agile as Rifle grunts, but they can't drive war machines. They also can't even scratch the surface of them with their flamethrowers. On top of that, they must be recruited in a barracks. To top it off, their flamethrowers don't have much range. But hey, they burn infantry to a crisp. Woo!
Bazooka Veteran: The antithesis of Flame Veterans. They are equipped with H1-A1 bazookas. They are just as fast as agile as a grunt. They must be recruited in a barracks, however. Their powerful shells can eliminate some of the toughest war machines. Unfortunately, the shells move too slowly to be effective against infantry, but if a unit is too stupid to dodge, it'll really hurt.
Anti-Air Veteran: Finally, something to kill each and every plane you send at me. These guys are equipped with portable IS-III Silverfish missile launchers. These missiles have a homing device that allows them to lock onto flying stuff and home in on them, and the missiles are deadly. Unfortunately, the tracking is ineffective against ground units and air units performing "high G maneuvers," so they can't hurt ground units and planes can dodge them with a barrel roll. They are just as fast an agile as a rifle grunt.
Mortar Veteran: These units, which are just as fast and agile as a rifle grunt, are armed with Groundhog 50mm parabolic-fused grenade launchers. These grenades are quite adapted to fighting off both infantry and machines, and have quite long range. The parabolic path of their grenades is perfect for fighting off entrenched enemy infantry.
Assault Veterans (Uber Units): Armed with the H-70 machine gun, Assault Veterans a force to be taken seriously. Their weapons fire so rapidly that even the most seasoned Veteran will find his teeth chattering for days after sustained use. Powerful weapons beyond compare, these can mow down enemy infantry to a degree equal to that of Flame Veterans, only at a greatly improved range. Additionally, their strength, speed, and agility, all superior to rifle grunts', come in handy on the battlefield.
Ground Vehicles:
Recon: The MX-500 serves as the eyes of the Western Frontier, able to scout out the battlefield with speeds exceeded only by fighters. With two HMGs (Machine Guns), it's also able to deal with infantry. It has two seats, one driver and one gunner. It only has mild armor, but that's countered by it's sheer speed.
Build Time: 15 Days
Light Tank: The staple on Frontier ground forces, the Mk5 light tank is armed with a 100mm cannon and one HMG. It's small and mobile, allowing it to be quickly deployed. The HMG is perfect against infantry, and its main cannon is a great anti-vehicle weapon. It possesses rather light armor, but it's still rather strong. It takes two to pilot.
Build Time: 20 Days
Heavy Tank: This is the symbol of the Western Frontier. With its double barreled cannon, the Herman M1-A5 "Hermanator" is a force to be feared. That cannon is great for anti-vehicle usage, and its 2 HMGs are great anti-infantry. These units are slower and larger, but it makes up for this with superior armor. It takes 3 to pilot.
Build Time: 30 Days
Battlestation: The Ajax T-500 is a fearsome sight to behold. Just hope you never do. With is Double Barreled cannon designed to fling huge explosives an incredible distance, it seems like just a really big Artillery. But it is much more. It is also equipped with two anti-vehicle turrets on the side, each as powerful as a heavy tank's cannon. It also has three HMGs. Let's not forget incredible armor. It's only really vulnerable to air attack. It takes 5 to pilot.
Build Time: 99 Days
Anti-Air Vehicle: The Prometheus AIM-9RR is incredibly efficient against enemy air troops, it is armed with 8 IS-III Silverfish missile launchers- these lock onto enemy air vehicles and shred them to pieces. Unfortunately, it can't track ground units, so it loses effectiveness against them, armed only with a single HMG. It takes two to pilot.
Build Time: 25 Days
Artillery: The Preacher Pk-772 is your standard long-range artillery unit. Enemies in the distance are chopped to bits by it, but at close range, its single HMG isn't very effective. It takes 2 to pilot.
Build Time: 30 Days
Air Vehicles:
Gunship: The Duey AH-86 is the staple of the Frontier air force. It has two mounts for launching, ABM-115 Heckfire missiles, which are quite effective against ground troops. Unfortunately, its lack of speed coupled with its lack of anti-air weaponry makes it vulnerable to other air units. It takes 2 to pilot.
Build Time: 20 Days
Fighter: The F-19 Poltergeist is the fastest vehicle available to the Western Frontier. Between that and its twin Silverfish missile launcher, the Poltergeist is an instant threat to any enemy air vehicles. The only problem is anti-air, but thanks to its ability to barrel roll, fighters can still engage where anti-air is present, although there is still a high risk of being shot down. It takes 1 to pilot.
Build Time: 30 Days
Bomber: The Valentine B-58 is perfect for air-to-ground raids. The bombs it drops have the capacity to slaughter enemy ground troops, leaving the area in ruins. Unfortunately, it's not as agile as the fighter, so Anti-Air can eliminate it easily, provided the Valentine doesn't blow it up first. It has only two HMGs to deal with other air units, however, so that's a glaring weakness. It takes 2 to pilot.
Build Time: 40 Days
Strato Destroyer: The B-5000 strato destroyer is the perfect air vehicle. It is equipped with Silverfish missiles and bombs, making it the ultimate combination of the Fighter and Bomber. Adding in the fact that it is equipped with very heavy armor, while maintaining the agility of a fighter, makes it just plain awesome. Remember, it's still vulnerable to anti-air. It takes 3 to pilot.
Build Time: 99 Days
Air Transport: The C-Type Samson is an awesome air vehicle, for the sole purpose of its ability to move troops around the battlefield. It's quite speedy and heavily armored, and has the capacity to fit quite a few troops and machines. This machine will allow me to deploy troops where they're needed most, allowing for much improved efficiency. It also has two HMGs to help clear out any infantry in the landing zone, but the help of frontier ground forces are usually required if any units are in the way. Or it could squish them. =) It is, of course, still vulnerable to anti-air. It takes 2 to pilot.
Build Time: 30 Days
Uber Airship: Woo for not cannon. The BC-9001 is the most advanced air vehicle ever developed by the Western Frontier. Armed with 20 HMGs, 5 Silverfish Missile Launchers, a bombing compartment equal to that of 3 B-58s, and the carrying capacity of 30 Air Transports, the BC-9001 is the ultimate in military vehicles. Let's not forget incredible armor! It takes 50 to pilot.
Build Time: 200 Days
Naval Vehicles:
Frigate: The Squall Frigate is the Western Frontier's anti-air vehicle of the sea. With its silverfish missile rack, it's the most effective anti-air vehicle in the army, except for the Uber Airship. It is also equipped with a depth charge lobber and magnetic anomaly sensors for submerged units. Unfortunately, it's vulnerable to other units. It takes 5 to pilot.
Build Time: 30 Days
Battleship: The Rubicon-class (Big Roo) battleship is the staple of the Frontier navy. Equipped with a twin barreled naval cannon, it can shell coastlines and other ships to oblivion. Unfortunately, it's vulnerable to submerged and aerial units. It takes 10 to pilot.
Build Time: 40 Days
Submarine: The Manatee Class Submarine is designed to sink enemy naval vessels. Its Sturgeon torpedoes will blast open enemy hulls, and its ability to submerge makes it the ultimate stealth vessel. Unfortunately, it has rather light armor, and cannot hurt anything out of the water. It takes 2 to pilot.
Build Time: 35 Days
Dreadnought: The Levithan class Dreadnought is equipped with a triple-barreled naval cannon, making it a really potent battleship. It also has several HMGs for dealing with any infantry it may encounter, somehow. It is still vulnerable to submerged and aerial units, but the increased armor makes it really effective regardless. It takes 25 to pilot.
Build Time: 99 Days
Naval Transport: The Mk1 Kayak LCA is the tool of the Western Frontier for landing units on hostile or friendly coastlines. They can carry as many troops as an Air Transport, and are just as well armored. Unfortunately, they lack the speed, but they are also not vulnerable to anti-air. Oh yeah, they also have a single HMG, but it won't do much. It takes 2 to pilot.
Build Time: 30 Days
Base Defenses:
MG Nest: It's a concrete...nest with an HMG that can turn all the way around. It has room for 1 Grunt.
Build Time: 4 Days
MG Tower: It’s like an MG Nest on a tower. It’s got more defense and range, but it’s also a bigger and more visible target for the enemy. It has room for 1 Grunt.
Build Time: 8 Days
RPG Tower: It’s like an MG Tower, but instead of an HMG, it’s equipped with an RPG launcher. It’s great for blowing up advancing War Machines. It has room for 1 Grunt
Build Time: 12 Days
Anti-Air Tower: It’s like an MG Tower, but it has an IS-III Silverfish missile launcher that fires four Silverfish missiles. Locks onto air, can’t hit ground, you get the idea. It has room for one grunt.
Build Time: 12 Days
Siege Guns: Basically- really big guns that are mounted on big structures. They can blow up some of the largest War Machines in a few blows, and they have great health. However, they fire really slowly, so they’re not too effective, but the boost is definitely helpful.
Build Time: 16 Days
Quad Cannons: These things are just awesome. They’re super huge guns mounted on towers, and the thing is, they’re in bundles of four. Each of the guns on the individual cannon fires in succession, and that can devastate most machines. They’re also as heavily armored as the Siege Guns, and can fire at the same speed. Awesome base defenses.
Build Time: 20 Days