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Jan 6th, 2016
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  1.  
  2. (Expansion: 4/8)
  3.  
  4. Population: [101.4] [+6.3/turn]
  5. Food: [Above Average]
  6. Raw Currency: [90.6][+13.0/turn]
  7. Legitimacy: [Very Good]
  8. Culture: [5.0] [+.5/turn]
  9. Industry: [13]
  10. Unique Buildings:
  11. [Announcer's Control Room; The Titan Dome],
  12. [Elwayan Titan Dome Sector]
  13. [Pierre, South Dakota](+.4/pop/turn]
  14. [Bismark, North Dakota](+.2/pop/turn)
  15. [Des Moines, Iowa] (+.3/pop/turn)
  16. (Weapons Factory 4/8)
  17. windmills [+.6 Electricity],
  18. Giftshop [Currency],
  19. concession hall [Food]
  20. Vehicle factory (Electricity:-.4/turn; Scrap -.4/turn; Ruined Cars:-.4/turn; Cars: +.4/turn)
  21. [Autofoundry] [Unprogrammed] (+3 industry)
  22. The locker room (school)
  23. Hall of fame +.5/culture/turn
  24. (bureaucratic Offices network (They're pretty good and make expanding the bureaucracy easier….
  25. Really very nice embassy (clankers)
  26. Coal Plant (add resource: [Electricity:4+.5/turn]
  27. (lab: 4/8)
  28.  
  29. Defenses: Concrete Perimeter Wall [Small]
  30.  
  31. Home:
  32. 2 Mobilized Fan Company [x13][Inf]
  33.  
  34. St. Louis:
  35. 1 unit, player's name railgun tank [x5][AP/AT][Arm]
  36. 8 Mobilized Fan Company [x13][Inf]
  37.  
  38. Returning home:
  39. The Chief's APCs [x10][Mech][Inoperable]
  40. 1 unit M-198 Cluster [x5][Art][Bombard:10]
  41. 1 Texan Tanks Platoon [x10][Arm][Inoperable]
  42.  
  43.  
  44.  
  45. Resources/Quantity:
  46. Weapons:
  47. [Ammo:23.5+.9/turn]
  48. [Small Arms:8.0+.2/turn]
  49. [Heavy Arms:5.4+.1/turn]
  50. Vehicles:
  51. [Fuel:39.2+.9/turn]
  52. [APCs:2]
  53. [Ruined APCs:4]
  54. [Cars:15.8 +.4/turn]
  55. [Ruined Cars: .8+-0.0/turn]
  56. [Solar Drones: 5]
  57. [RVs:8.4+.2/turn]
  58. [Mothballed M1A1:1]
  59. [Captured Chinese Warframe:1]
  60. [Experimental Coilguns:1]
  61. [Ruined Tanks:3] [+0.0/turn]
  62. [Ruined Power Armor:3] [+0.0/turn]
  63. [Ruined Aircraft:5] [+0.0/turn]
  64.  
  65. Raw:
  66. [Copper:2]
  67. [Scrap:19.3+.3]
  68. [Electricity:11.3+.7/turn]
  69. [Steel:23.2+.5/turn]
  70. [Corn:18.5+.5/turn]
  71. [Weed:2]
  72.  
  73. Technology:
  74. Construction:
  75. [Tools IV]
  76. [Infrastructure II]
  77. [Power II]
  78. [Mechanics IV 4/12]
  79. [Industry I]
  80. [Cybernetics II]
  81. [Power armor II]
  82. [Industrialization II]
  83. [Autofoundries I]
  84. [Railgun Theory I]
  85.  
  86.  
  87. Military:
  88. [Militias III]
  89. [Reorganization/Upgrades I]
  90. [Urban Warfare II]
  91. [Civil Defense I]
  92. [Infantry Tactics I]
  93. [NBC tactics II]
  94.  
  95. Gov/Civ:
  96. [Bureaucracy II]
  97. [Pioneering IV]
  98. [Propaganda I]
  99. [Heating I]
  100. [Espionage I]
  101. [Terrorism I]
  102.  
  103. Research:
  104. [Education I]
  105. [Empiricism II]
  106.  
  107. Trade Routes:
  108. Clankers [Small:+2 currency/turn]
  109. Territory: [I dunno I will count by hand later]
  110. Bonuses: [generated by GM]
  111.  
  112. 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.
  113.  
  114. 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.
  115.  
  116. 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.
  117.  
  118. Eccentricities:
  119.  
  120. 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.
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