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>>You are mobilized! [6 turns]
1+
2
(Expansion: 4/8)
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>>Your industrial efficiency is 100%.
3+
4
Population: [101.4] [+6.3/turn]
5-
>>You gained the following units from mobilization: 2 Mobilized Fan Company [x13][Inf]
5+
6
Raw Currency: [90.6][+13.0/turn] 
7-
>>lose 6 pop
7+
8
Culture: [5.0] [+.5/turn]
9-
Expansion: 4/8)
9+
10
Unique Buildings: 
11-
Population: [101.1] [+6.3/turn]
11+
12
[Elwayan Titan Dome Sector] 
13-
Raw Currency: [77.6][+13.0/turn] 
13+
14
[Bismark, North Dakota](+.2/pop/turn)
15-
Culture: [4.5] [+.5/turn]
15+
16
(Weapons Factory 4/8)
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windmills [+.6 Electricity], 
18
Giftshop [Currency], 
19
concession hall [Food]
20
Vehicle factory  (Electricity:-.4/turn; Scrap -.4/turn; Ruined Cars:-.4/turn; Cars: +.4/turn)
21
[Autofoundry] [Unprogrammed] (+3 industry)
22
The locker room (school) 
23
Hall of fame +.5/culture/turn
24
(bureaucratic Offices network (They're pretty good and make expanding the bureaucracy easier….
25
Really very nice embassy (clankers) 
26
Coal Plant (add resource: [Electricity:4+.5/turn]
27
(lab: 4/8)
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29
Defenses: Concrete Perimeter Wall [Small]
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Home:
32
2 Mobilized Fan Company [x13][Inf]
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St. Louis:
35
1 unit, player's name railgun tank [x5][AP/AT][Arm]
36
8 Mobilized Fan Company [x13][Inf]
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38
Returning home:
39
The Chief's APCs [x10][Mech][Inoperable]
40
1 unit M-198 Cluster [x5][Art][Bombard:10]
41
1 Texan Tanks Platoon [x10][Arm][Inoperable]
42-
Attacking:
42+
43-
NFC Offensive Line [6x]; 
43+
44-
1st Fan Company 1st Fan Company [x7]
44+
45-
The Chief's APCs [x10][Mech]
45+
46-
4 Mobilized Fan Company [x13][Inf]
46+
47
[Ammo:23.5+.9/turn]
48-
1 Texan Tanks Platoon [x10][Arm]
48+
[Small Arms:8.0+.2/turn]
49
[Heavy Arms:5.4+.1/turn]
50
Vehicles:
51
[Fuel:39.2+.9/turn]
52
[APCs:2]
53
[Ruined APCs:4]
54-
[Ammo:24.6+.9/turn]
54+
[Cars:15.8 +.4/turn]
55-
[Small Arms:7.8+.2/turn]
55+
56-
[Heavy Arms:5.3+.1/turn]
56+
57
[RVs:8.4+.2/turn]
58-
[Fuel:38.3+.9/turn]
58+
59
[Captured Chinese Warframe:1]
60
[Experimental Coilguns:1]
61-
[Cars:15.4 +.4/turn]
61+
[Ruined Tanks:3] [+0.0/turn] 
62
[Ruined Power Armor:3] [+0.0/turn] 
63
[Ruined Aircraft:5] [+0.0/turn]
64-
[RVs:8.2+.2/turn]
64+
65
Raw:
66
[Copper:2]
67
[Scrap:19.3+.3]
68
[Electricity:11.3+.7/turn]
69
[Steel:23.2+.5/turn]
70
[Corn:18.5+.5/turn]
71-
[Scrap:19.0+.3]
71+
[Weed:2]
72-
[Electricity:10.6+.7/turn]
72+
73-
[Steel:22.7+.5/turn]
73+
74-
[Corn:18.0+.5/turn]
74+
75
[Tools IV]
76
[Infrastructure II]
77
[Power II]
78
[Mechanics IV 4/12]
79
[Industry I]
80
[Cybernetics II]
81-
[Mechanics III 4/12]
81+
82
[Industrialization II]
83
[Autofoundries I]
84
[Railgun Theory I]
85
86
87
Military:
88
[Militias III]
89
[Reorganization/Upgrades I]
90
[Urban Warfare II]
91
[Civil Defense I]
92
[Infantry Tactics I]
93
[NBC tactics II]
94
95
Gov/Civ:
96
[Bureaucracy II]
97
[Pioneering IV]
98
[Propaganda I]
99
[Heating I]
100
[Espionage I]
101
[Terrorism I]
102
103
Research:
104
[Education I]
105
[Empiricism II]
106
 
107
Trade Routes: 
108
Clankers [Small:+2 currency/turn]
109
Territory: [I dunno I will count by hand later]
110
Bonuses: [generated by GM]
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112
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.
113
 
114
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.
115
116
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.
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118
Eccentricities:
119
 
120
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.