SHOW:
|
|
- or go back to the newest paste.
| 1 | - | >>You are mobilized! [5 turns] |
| 1 | + | >>You are mobilized! [6 turns] |
| 2 | ||
| 3 | >>Your industrial efficiency is 100%. | |
| 4 | ||
| 5 | >>You gained the following units from mobilization: 2 Mobilized Fan Company [x13][Inf] | |
| 6 | ||
| 7 | - | >>lose 5 pop |
| 7 | + | >>lose 6 pop |
| 8 | ||
| 9 | Expansion: 4/8) | |
| 10 | ||
| 11 | - | Population: [99.8] [+6.3/turn] |
| 11 | + | Population: [101.1] [+6.3/turn] |
| 12 | Food: [Above Average] | |
| 13 | - | Raw Currency: [64.6][+13.0/turn] |
| 13 | + | Raw Currency: [77.6][+13.0/turn] |
| 14 | Legitimacy: [Very Good] | |
| 15 | - | Culture: [4.0] [+.5/turn] |
| 15 | + | Culture: [4.5] [+.5/turn] |
| 16 | Industry: [13] | |
| 17 | Unique Buildings: | |
| 18 | [Announcer's Control Room; The Titan Dome], | |
| 19 | [Elwayan Titan Dome Sector] | |
| 20 | [Pierre, South Dakota](+.4/pop/turn] | |
| 21 | [Bismark, North Dakota](+.2/pop/turn) | |
| 22 | [Des Moines, Iowa] (+.3/pop/turn) | |
| 23 | (Weapons Factory 4/8) | |
| 24 | windmills [+.6 Electricity], | |
| 25 | Giftshop [Currency], | |
| 26 | concession hall [Food] | |
| 27 | Vehicle factory (Electricity:-.4/turn; Scrap -.4/turn; Ruined Cars:-.4/turn; Cars: +.4/turn) | |
| 28 | [Autofoundry] [Unprogrammed] (+3 industry) | |
| 29 | The locker room (school) | |
| 30 | Hall of fame +.5/culture/turn | |
| 31 | - | (bureaucratic Offices network: 4/6) |
| 31 | + | (bureaucratic Offices network (They're pretty good and make expanding the bureaucracy easier…. |
| 32 | Really very nice embassy (clankers) | |
| 33 | Coal Plant (add resource: [Electricity:4+.5/turn] | |
| 34 | (lab: 4/8) | |
| 35 | ||
| 36 | Defenses: Concrete Perimeter Wall [Small] | |
| 37 | ||
| 38 | - | Military Units: |
| 38 | + | St. Louis: |
| 39 | 1 unit, player's name railgun tank [x5][AP/AT][Arm] | |
| 40 | 8 Mobilized Fan Company [x13][Inf] | |
| 41 | ||
| 42 | Attacking: | |
| 43 | NFC Offensive Line [6x]; | |
| 44 | 1st Fan Company 1st Fan Company [x7] | |
| 45 | - | 5 Mobilized Fan Company [x13][Inf] |
| 45 | + | |
| 46 | 4 Mobilized Fan Company [x13][Inf] | |
| 47 | 1 unit M-198 Cluster [x5][Art][Bombard:10] | |
| 48 | 1 Texan Tanks Platoon [x10][Arm] | |
| 49 | - | Reinforcing |
| 49 | + | |
| 50 | - | 6 Mobilized Fan Company [x13][Inf] |
| 50 | + | |
| 51 | ||
| 52 | Resources/Quantity: | |
| 53 | Weapons: | |
| 54 | [Ammo:24.6+.9/turn] | |
| 55 | - | [Ammo:23.7+.9/turn] |
| 55 | + | [Small Arms:7.8+.2/turn] |
| 56 | - | [Small Arms:7.6+.2/turn] |
| 56 | + | [Heavy Arms:5.3+.1/turn] |
| 57 | - | [Heavy Arms:5.2+.1/turn] |
| 57 | + | |
| 58 | [Fuel:38.3+.9/turn] | |
| 59 | - | [Fuel:37.4+.9/turn] |
| 59 | + | |
| 60 | [Ruined APCs:4] | |
| 61 | [Cars:15.4 +.4/turn] | |
| 62 | - | [Cars:15.0 +.4/turn] |
| 62 | + | |
| 63 | [Solar Drones: 5] | |
| 64 | [RVs:8.2+.2/turn] | |
| 65 | - | [RVs:8.0+.2/turn] |
| 65 | + | |
| 66 | [Captured Chinese Warframe:1] | |
| 67 | [Experimental Coilguns:1] | |
| 68 | ||
| 69 | Raw: | |
| 70 | [Copper:2] | |
| 71 | [Scrap:19.0+.3] | |
| 72 | - | [Scrap:18.7+.3] |
| 72 | + | [Electricity:10.6+.7/turn] |
| 73 | - | [Electricity:9.9+.7/turn] |
| 73 | + | [Steel:22.7+.5/turn] |
| 74 | - | [Steel:22.2+.5/turn] |
| 74 | + | [Corn:18.0+.5/turn] |
| 75 | - | [Corn:17.5+.5/turn] |
| 75 | + | |
| 76 | Technology: | |
| 77 | Construction: | |
| 78 | [Tools IV] | |
| 79 | [Infrastructure II] | |
| 80 | [Power II] | |
| 81 | [Mechanics III 4/12] | |
| 82 | - | [Mechanics II] |
| 82 | + | |
| 83 | [Cybernetics II] | |
| 84 | [Power armor II] | |
| 85 | [Industrialization II] | |
| 86 | [Autofoundries I] | |
| 87 | [Railgun Theory I] | |
| 88 | ||
| 89 | ||
| 90 | Military: | |
| 91 | [Militias III] | |
| 92 | [Reorganization/Upgrades I] | |
| 93 | [Urban Warfare II] | |
| 94 | [Civil Defense I] | |
| 95 | [Infantry Tactics I] | |
| 96 | [NBC tactics II] | |
| 97 | ||
| 98 | Gov/Civ: | |
| 99 | [Bureaucracy II] | |
| 100 | [Pioneering IV] | |
| 101 | [Propaganda I] | |
| 102 | [Heating I] | |
| 103 | [Espionage I] | |
| 104 | [Terrorism I] | |
| 105 | ||
| 106 | Research: | |
| 107 | [Education I] | |
| 108 | [Empiricism II] | |
| 109 | ||
| 110 | Trade Routes: | |
| 111 | Clankers [Small:+2 currency/turn] | |
| 112 | Territory: [I dunno I will count by hand later] | |
| 113 | Bonuses: [generated by GM] | |
| 114 | ||
| 115 | 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. | |
| 116 | ||
| 117 | 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. | |
| 118 | ||
| 119 | 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. | |
| 120 | ||
| 121 | Eccentricities: | |
| 122 | ||
| 123 | 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. |