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5. The industrialization methods being deployed are soon found to be extremely efficient. Not only do they help with existing production, but they seem to allow relatively unknown printing methods… (revise Industrialization to II); +5 industry; (Add technology: [Autofoundries: Experimental])
1+
>>You are mobilized! [4 turns]
2
3-
Population: [95.6] [+5.9/turn]
3+
>>Your industrial efficiency is 100%.
4
5-
Raw Currency: [78.6][+12.6/turn] 
5+
>>You gained the following units from mobilization: 2 Mobilized Fan Company [x13][Inf]
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7-
Culture: [3.0] [+.5/turn]
7+
>>lose 4 pop
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10
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12-
[Pierre, South Dakota to [City])(+.4/pop/turn]
12+
Population: [97.9] [+6.3/turn]
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[Bismark, North Dakota] to [City])(+.2/pop/turn)
13+
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[Des Moines, Iowa] fixed  (+.3/pop/turn)
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Raw Currency: [91.6][+13.0/turn] 
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Legitimacy: [Very Good]
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Culture: [3.5] [+.5/turn]
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Industry: [13]
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Unique Buildings: 
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[Announcer's Control Room; The Titan Dome], 
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[Elwayan Titan Dome Sector] 
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[Pierre, South Dakota](+.4/pop/turn]
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[Bismark, North Dakota](+.2/pop/turn)
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[Des Moines, Iowa]   (+.3/pop/turn)
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(Weapons Factory 4/8)
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windmills [+.6 Electricity], 
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Giftshop [Currency], 
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concession hall [Food]
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Vehicle factory  (Electricity:-.4/turn; Scrap -.4/turn; Ruined Cars:-.4/turn; Cars: +.4/turn)
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[Autofoundry] [Unprogrammed] (+3 industry)
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The locker room (school) 
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2 Mobilized Fan Company [x13][Inf]
31+
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(bureaucratic Offices network: 4/6)
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Really very nice embassy (clankers) 
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Coal Plant (add resource: [Electricity:4+.5/turn]
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(lab: 4/8)
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5 Mobilized Fan Company [x13][Inf]
37+
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Military Units:
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1 unit, player's name railgun tank [x5][AP/AT][Arm]
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2nd wave
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4 Mobilized Fan Company [x13][Inf]
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2 Mobilized Fan Company [x13][Inf]
42+
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Attacking:
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NFC Offensive Line [6x]; 
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1st Fan Company 1st Fan Company [x7]
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The Chief's APCs [x10][Mech]
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[Ammo:19.2+.6/turn]
47+
7 Mobilized Fan Company [x13][Inf]
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[Small Arms:7.2+.2/turn]
48+
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[Heavy Arms:5.0+.1/turn]
49+
50
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[Fuel:35.6+.9/turn]
51+
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Resources/Quantity:
54-
[Cars:14.2 +.4/turn]
54+
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[Ammo:19.8+.6/turn]
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[Small Arms:7.4+.2/turn]
57-
[RVs:7.8+.2/turn]
57+
[Heavy Arms:5.1+.1/turn]
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Vehicles:
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[Fuel:36.5+.9/turn]
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[APCs:2]
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[Ruined APCs:4]
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[Cars:14.6 +.4/turn]
63-
[Scrap:18.1+.3]
63+
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[Electricity:8.5+.7/turn]
64+
65-
[Steel:21.2+.5/turn]
65+
[RVs:8.0+.2/turn]
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[Corn:16.5+.5/turn]
66+
67
[Captured Chinese Warframe:1]
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Raw:
70
[Copper:2]
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[Scrap:18.4+.3]
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[Electricity:9.2+.7/turn]
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[Steel:21.7+.5/turn]
74
[Corn:17.0+.5/turn]
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Technology:
77
Construction:
78-
[Autofoundries: Experimental]
78+
79
[Infrastructure II]
80
[Power II]
81
[Mechanics II]
82
[Industry I]
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[Cybernetics II]
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[Power armor II]
85
[Industrialization II]
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[Autofoundries I]
87
[Railgun Theory I]
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89
90
Military:
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[Militias III]
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[Reorganization/Upgrades I]
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[Urban Warfare II]
94
[Civil Defense I]
95
[Infantry Tactics I]
96
[NBC tactics II]
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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]
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Bonuses: [generated by GM]
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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.
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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.
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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
 
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Eccentricities:
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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.