Most debt actually can't be inherited, instead debt collectors get first dibs on inheritance assets until they're made whole or the estate runs out of assets, whichever comes first.
That doesn't mean that debt collectors won't try to convince family members to pay. Just tell them where they can shove it.
Medium mode is a fun challenge at first, eventually becoming fairly chill as you advance in skill and confidence.
Hard mode is always fairly hard, especially on harder maps.
There are many resources to manage, but none that feel burdensome.
The game is extremely thematic, it feels alive with charm.
Graphics are excellent, though sometimes graphical glitches can still be encountered.
The water. It's so hard to explain to someone who hasn't encountered this system before, but water is life in this game, and it's both beautiful graphically, and extremely well simulated by physics. Learning to control the water, and see the shortest paths to end water scarcity with beaver engineering is an amazingly fun and unique aspect of the game.
Mods are well supported and the community is vibrant.
Cons:
Not a ton of content. They've been very good about adding new mechanics (badwater, extract, etc) but there's still just 2 races of beaver and a dozen or so maps.
No directed experience. In similar games I've enjoyed a campaign, challenge maps/scenarios, weekly challenges, a deeper progression system, just... Something to optionally set your goals. There's nothing of the sort in the vanilla game. It's fully open ended and there's only one unlock outside of your progress though the resource tree in a map.
All in all, I highly recommend it, especially at the modest asking price. If you love city builders, charming and beautiful art, thematic settings, dynamic challenge, and solution engineering, this is a fantastic game for you.
Other games I've enjoyed that scratch similar itches:
KSP
Cities: Skylines (but Timberborn has been far more compelling)
Factorio
Mindustry
Planet Zoo (Timberborn has less of a directed experience, but is otherwise completely superior)
Gnomoria
Banished
Tropico series (though I view this as more casual)
Sin's is a game my friends and I always come back to. Such a dynamic rts with so many ways to win.
The expansions are fairly priced and also one person having an expansion is enough to host an expansion game for everyone who has any version installed.
To actually reach the speed of light you'd be massless, so the only damage, would be from momentum transfer, at which point your particles would be reflected or absorbed like light.
But that aside, mostly I was referring to your statement:
'Speed of Light' compared to what?
Which is really not a concern. It's the speed of light for everyone with respect to everything, or it isn't the speed of light. Like, two beams of light going in opposite directions don't see the other light beam going at 2x the speed of light, just at the speed of light with lots of time dialation.
When some rando with a mod package plugging into an undocumented ABI can dramatically improve the performance... Yeah, it's not optimized at all. Don't let them excuse themselves from due diligence.
Single nm in this case is a 15% improvement. The number of nm isn't the important part.
And Valve isn't Nintendo. Their hardware strategies, developer strategies, and manufacturing strategies are wildly different and really shouldn't be directly compared
But... boost clocks often directly impact performance? And why only increase boost clocks when after a lithography switch they'd gain so much headroom? Seems a weird place to draw a line in the sand.
But all of this is speculation. What we do know is that RAM speeds are increased, and that will directly impact performance with or without CPU improvements.