Advertisement
Guest User

Untitled

a guest
Dec 14th, 2015
152
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. Population: [93.5] [+5.9/turn]
  2. Food: [Above Average]
  3. Raw Currency: [66][+12.6/turn]
  4. Legitimacy: [Very Good]
  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];
  31. 1st Fan Company 1st Fan Company [x7]
  32. The Chief's APCs [x10][Mech]
  33. 5 Mobilized Fan Company [x13][Inf]
  34. 1 unit M-198 Cluster [x5][Art][Bombard:10]
  35. 1 Texan Tanks Platoon [x10][Arm]
  36.  
  37. 2nd wave
  38. 2 Mobilized Fan Company [x13][Inf]
  39.  
  40.  
  41. Resources/Quantity:
  42. Weapons:
  43. [Ammo:18.6+.6/turn]
  44. [Small Arms:7.0+.2/turn]
  45. [Heavy Arms:4.9+.1/turn]
  46. Vehicles:
  47. [Fuel:34.7+.9/turn]
  48. [APCs:2]
  49. [Ruined APCs:4]
  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.  
  57. Raw:
  58. [Copper:2]
  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.  
  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.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement