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1
(Expansion: 4/8)
2
3
Population: [100.7] [+6.3/turn]
4-
Population: [101.4] [+6.3/turn]
4+
5
Raw Currency: [83.6][+13.0/turn] 
6-
Raw Currency: [90.6][+13.0/turn] 
6+
7
Culture: [5.5] [+.5/turn]
8-
Culture: [5.0] [+.5/turn]
8+
9
Unique Buildings: 
10
[Announcer's Control Room; The Titan Dome], 
11
[Elwayan Titan Dome Sector] 
12
[Pierre, South Dakota](+.4/pop/turn]
13
[Bismark, North Dakota](+.2/pop/turn)
14
[Des Moines, Iowa]   (+.3/pop/turn)
15
(Weapons Factory 4/8)
16
windmills [+.6 Electricity], 
17
Giftshop [Currency], 
18
concession hall [Food]
19
Vehicle factory  (Electricity:-.4/turn; Scrap -.4/turn; Ruined Cars:-.4/turn; Cars: +.4/turn)
20
[Autofoundry] [Unprogrammed] (+3 industry)
21
The locker room (school) 
22
Hall of fame +.5/culture/turn
23
(bureaucratic Offices network (They're pretty good and make expanding the bureaucracy easier….
24
Really very nice embassy (clankers) 
25
Coal Plant (add resource: [Electricity:4+.5/turn]
26
(lab: 4/8)
27
28
Defenses: 
29-
Defenses: Concrete Perimeter Wall [Small]
29+
>Capital: 
30
Concrete Perimeter Wall [Small]
31
>Network: 
32-
2 Mobilized Fan Company [x13][Inf]
32+
Anti-Air Network][BombardAA:4)
33
34
>Military:
35
36
Home:
37
3 Mobilized Fan Company [x13][Inf]
38
39-
The Chief's APCs [x10][Mech][Inoperable]
39+
40
St. Louis:
41-
1 Texan Tanks Platoon [x10][Arm][Inoperable]
41+
42
8 Mobilized Fan Company [x13][Inf]
43
Inc reinforcements 1 turn
44
1 Mobilized Fan Company [x13][Inf]
45
1 player named tank platoon [x9][Arm]
46
Returning home:
47-
[Ammo:23.5+.9/turn]
47+
1 The Chief's APC Remnants [x4][Mech][Inoperable]; 1 Texan Tanks Remnants [x3][Arm]
48-
[Small Arms:8.0+.2/turn]
48+
49-
[Heavy Arms:5.4+.1/turn]
49+
Seconded to the infected:
50
1 unit M-198 Cluster [x5][Art][Bombard:10]
51-
[Fuel:39.2+.9/turn]
51+
52
53
Resources/Quantity:
54-
[Cars:15.8 +.4/turn]
54+
55
[Ammo:18.4+.9/turn]
56
[Small Arms:8.2+.2/turn]
57-
[RVs:8.4+.2/turn]
57+
[Heavy Arms:5.5+.1/turn]
58-
[Mothballed M1A1:1]
58+
59
[Fuel:30.1+.9/turn]
60
[APCs:2]
61-
[Ruined Tanks:3] [+0.0/turn] 
61+
62
[Cars:16.2 +.4/turn]
63
[Ruined Cars: .8+-0.0/turn]
64
[Solar Drones: 5]
65
[RVs:8.6+.2/turn]
66
[Captured Chinese Warframe:1]
67-
[Scrap:19.3+.3]
67+
68-
[Electricity:11.3+.7/turn]
68+
[Ruined Tanks:1] [+0.0/turn] 
69-
[Steel:23.2+.5/turn]
69+
70-
[Corn:18.5+.5/turn]
70+
71
72
Raw:
73
[Copper:2]
74
[Scrap:19.6+.3]
75
[Electricity:12.0+.7/turn]
76
[Steel:23.7+.5/turn]
77
[Corn:19.0+.5/turn]
78
[Weed:2]
79
80
Technology:
81
Construction:
82
[Tools IV]
83
[Infrastructure II]
84
[Power II]
85
[Mechanics IV 4/12]
86
[Industry I]
87
[Cybernetics II]
88
[Power armor II]
89
[Industrialization II]
90
[Autofoundries I]
91
[Railgun Theory I]
92
93
94
Military:
95
[Militias III]
96-
[Bureaucracy II]
96+
97
[Urban Warfare II]
98
[Civil Defense I]
99
[Infantry Tactics I]
100
[NBC tactics II]
101
[Anti-Aircraft Tactics II]
102
103
Gov/Civ:
104
[Bureaucracy IV]
105
[Pioneering IV]
106
[Propaganda I]
107
[Heating I]
108
[Espionage I]
109
[Terrorism I]
110
111
Research:
112
[Education I]
113
[Empiricism II]
114
 
115
Trade Routes: 
116
Clankers [Small:+2 currency/turn]
117
Territory: [I dunno I will count by hand later]
118
Bonuses: [generated by GM]
119
 
120
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.
121
 
122
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.
123
124
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.
125
 
126
Eccentricities:
127
 
128
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.