SHOW:
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- or go back to the newest paste.
| 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. |