Guest User

Untitled

a guest
Nov 24th, 2015
144
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.33 KB | None | 0 0
  1. Population: [50.4] [+3.8/turn]
  2. Food: [Above Average]
  3. Raw Currency: [131.4][+9/turn] [Pending 30 spend on bribes]
  4. Legitimacy: [Very Good]
  5. Culture: [1]
  6. Industry: [5]
  7. Unique Buildings: [Announcer's Control Room; The Titan Dome], [Pierre, to [City])(+.4/pop/turn]
  8. (Weapons Factory 4/8)
  9. windmills [+.6 Electricity], Giftshop [Currency], concession hall [Food]
  10. Vehicle factory (Electricity:-.4/turn; Scrap -.4/turn; Ruined Cars:-.4/turn; Cars: +.4/turn)
  11.  
  12. Defenses: Concrete Perimeter Wall [Small]
  13.  
  14. Military Units: NFC Offensive Line [6x]; 1st Fan Company [5.5x2]
  15. 1 Titan APC [x3][Mech][Slow]
  16.  
  17.  
  18. Resources/Quantity:
  19. Weapons:
  20. [Ammo:7.6+.2/turn]
  21. [Small Arms:5.0+.2/turn]
  22. Vehicles:
  23. [Fuel:19.1+.7/turn]
  24. [APCs:2]
  25. [Ruined APCs:4]
  26. [Cars:9.8 +.4/turn]
  27. [Ruined Cars: .8+-0.0/turn]
  28. [Solar Drones: 5]
  29. [RVs:5.6+.2/turn]
  30. [Mothballed M1A1:3]
  31. [Captured Chinese Warframe:1]
  32. Raw:
  33. [Copper:2]
  34. [Scrap:14.8+.3]
  35. [Electricity:1.8+.2/turn]
  36. [Steel:11.2+.3/turn]
  37. [Corn:11.0+.5/turn]
  38.  
  39. Technology:
  40. Construction:
  41. [Tools IV]
  42. [Infrastructure II]
  43. [Power II]
  44. [Mechanics I]
  45. [Industry I]
  46. [Cybernetics II 4/13]
  47. Military:
  48. [Militias III]
  49. [Reorganization/Upgrades I]
  50. Gov/Civ:
  51. [Paper coaches BureaucracyII: 8/10]
  52. [Pioneering II]
  53. [Propaganda I]
  54. [Heating I]
  55.  
  56. Trade Routes: [none initially]
  57. Territory: [I dunno I will count by hand later]
  58. Bonuses: [generated by GM]
  59.  
  60. 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.
  61.  
  62. 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.
  63.  
  64. Eccentricities:
  65.  
  66. 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 must be really good. Maybe.
  67.  
  68. [Elwayans]
  69.  
  70. >>You are a courtier of NFC
  71.  
  72. >>You share the same stats as your parent nation.
  73.  
  74. >>unique building: [Elwayan Titan Dome Sector]
  75.  
  76. Military: 2 Elwayan APCs [3x]
  77.  
  78. Bonus:
  79.  
  80. 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.
Advertisement
Add Comment
Please, Sign In to add comment