SHOW:
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- or go back to the newest paste.
1 | - | Population: [90.6] [+5.9/turn] |
1 | + | Population: [93.5] [+5.9/turn] |
2 | Food: [Above Average] | |
3 | - | Raw Currency: [113.4][+12.6/turn] |
3 | + | Raw Currency: [66][+12.6/turn] |
4 | Legitimacy: [Very Good] | |
5 | - | Culture: [1.5] [+.5/turn] |
5 | + | Culture: [2.5] [+.5/turn] |
6 | Industry: [8] | |
7 | Unique Buildings: | |
8 | [Announcer's Control Room; The Titan Dome], | |
9 | [Elwayan Titan Dome Sector] | |
10 | [Pierre, South Dakota to [City])(+.4/pop/turn] | |
11 | [Bismark, North Dakota] to [City])(+.2/pop/turn) | |
12 | [Des Moines, Iowa] fixed (+.3/pop/turn) | |
13 | (Weapons Factory 4/8) | |
14 | windmills [+.6 Electricity], | |
15 | Giftshop [Currency], | |
16 | concession hall [Food] | |
17 | Vehicle factory (Electricity:-.4/turn; Scrap -.4/turn; Ruined Cars:-.4/turn; Cars: +.4/turn) | |
18 | [Autofoundry] [Unprogrammed] (+3 industry) | |
19 | The locker room (school) | |
20 | Hall of fame +.5/culture/turn | |
21 | (bureaucratic Offices network: 4/6) | |
22 | Really very nice embassy (clankers) | |
23 | ||
24 | Defenses: Concrete Perimeter Wall [Small] | |
25 | ||
26 | Military Units: | |
27 | 1 unit, player's name railgun tank [x5][AP/AT][Arm] | |
28 | ||
29 | Attacking: | |
30 | - | NFC Offensive Line [6x]; 1st Fan Company [2x] [INF] |
30 | + | NFC Offensive Line [6x]; |
31 | - | 1 NFC APC [x3][Mech][Slow], 2 Elwayan APCs [3x] |
31 | + | 1st Fan Company 1st Fan Company [x7] |
32 | The Chief's APCs [x10][Mech] | |
33 | - | Fan infantry [x3][Inf] |
33 | + | |
34 | 1 unit M-198 Cluster [x5][Art][Bombard:10] | |
35 | - | 2 units M1A1 [x5][Arm] |
35 | + | 1 Texan Tanks Platoon [x10][Arm] |
36 | ||
37 | 2nd wave | |
38 | 2 Mobilized Fan Company [x13][Inf] | |
39 | ||
40 | - | [Ammo:20.0+.6/turn] |
40 | + | |
41 | - | [Small Arms:6.8+.2/turn] |
41 | + | |
42 | - | [Heavy Arms:4.8+.1/turn] |
42 | + | |
43 | [Ammo:18.6+.6/turn] | |
44 | - | [Fuel:35.8+.9/turn] |
44 | + | [Small Arms:7.0+.2/turn] |
45 | [Heavy Arms:4.9+.1/turn] | |
46 | Vehicles: | |
47 | - | [Cars:13.4 +.4/turn] |
47 | + | [Fuel:34.7+.9/turn] |
48 | [APCs:2] | |
49 | [Ruined APCs:4] | |
50 | - | [RVs:7.4+.2/turn] |
50 | + | [Cars:13.8 +.4/turn] |
51 | [Ruined Cars: .8+-0.0/turn] | |
52 | [Solar Drones: 5] | |
53 | [RVs:7.6+.2/turn] | |
54 | [Mothballed M1A1:1] | |
55 | [Captured Chinese Warframe:1] | |
56 | - | [Scrap:17.5+.3] |
56 | + | |
57 | - | [Electricity:3.6+.2/turn] |
57 | + | |
58 | - | [Steel:20.2+.5/turn] |
58 | + | |
59 | - | [Corn:15.5+.5/turn] |
59 | + | [Scrap:17.8+.3] |
60 | [Electricity:3.8+.2/turn] | |
61 | [Steel:20.7+.5/turn] | |
62 | [Corn:16.0+.5/turn] | |
63 | ||
64 | Technology: | |
65 | Construction: | |
66 | [Tools IV] | |
67 | [Infrastructure II] | |
68 | [Power II] | |
69 | [Mechanics I] | |
70 | [Industry I] | |
71 | [Cybernetics II] | |
72 | [Power armor II] | |
73 | [Industrialization: 4/8] | |
74 | [Railgun Theory I] | |
75 | ||
76 | - | [Urban Warfare II 5/8] |
76 | + | |
77 | Military: | |
78 | [Militias III] | |
79 | [Reorganization/Upgrades I] | |
80 | [Urban Warfare II] | |
81 | [Civil Defense I] | |
82 | [Infantry Tactics I] | |
83 | [NBC tactics II] | |
84 | ||
85 | Gov/Civ: | |
86 | [Bureaucracy II] | |
87 | [Pioneering IV] | |
88 | [Propaganda I] | |
89 | [Heating I] | |
90 | [Espionage I] | |
91 | [Terrorism I] | |
92 | ||
93 | Research: | |
94 | [Education I] | |
95 | [Empiricism II] | |
96 | ||
97 | Trade Routes: | |
98 | Clankers [Small:+2 currency/turn] | |
99 | Territory: [I dunno I will count by hand later] | |
100 | Bonuses: [generated by GM] | |
101 | ||
102 | 1. The Titan Dome: The Titan Dome is extremely big. So big, in fact, that you can reroll additions and revisions to it once (if a roll is below 50) because there's just so much space! This includes constructions, revisions, and defenses. Great. | |
103 | ||
104 | 2. Fanboy Hordes: You have a generally easier time recruiting fan units. Every time you roll above 80, you gain an additional bonus to the units recruited. | |
105 | ||
106 | 3. Die Hard: You manage to beat and club your way to the Titan Dome somehow, and that has made your people exceedingly brave. All of your units are fearless and get a general bonus to irregular warfare. | |
107 | ||
108 | Eccentricities: | |
109 | ||
110 | 1. Hooligan Culture: During riots or civil unrest you must roll 1d100 per turn to see what the rioters are doing. It might be really bad or it might be really good. Maybe. |