SHOW:
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- or go back to the newest paste.
| 1 | - | Population: [82.8] [+5.9/turn] |
| 1 | + | Population: [86.7] [+5.9/turn] |
| 2 | Food: [Above Average] | |
| 3 | - | Raw Currency: [88.2][+12.6/turn] |
| 3 | + | Raw Currency: [100.8][+12.6/turn] |
| 4 | Legitimacy: [Very Good] | |
| 5 | - | Culture: [1] |
| 5 | + | Culture: [1.5] [+.5/turn] |
| 6 | Industry: [5] | |
| 7 | Unique Buildings: | |
| 8 | [Announcer's Control Room; The Titan Dome], | |
| 9 | [Elwayan Titan Dome Sector] | |
| 10 | [Pierre, South Dakota to [City])(+.4/pop/turn] | |
| 11 | [Bismark, North Dakota] to [City])(+.2/pop/turn) | |
| 12 | [Des Moines, Iowa] fixed (+.3/pop/turn) | |
| 13 | (Weapons Factory 4/8) | |
| 14 | windmills [+.6 Electricity], | |
| 15 | Giftshop [Currency], | |
| 16 | concession hall [Food] | |
| 17 | Vehicle factory (Electricity:-.4/turn; Scrap -.4/turn; Ruined Cars:-.4/turn; Cars: +.4/turn) | |
| 18 | [Damaged Autofoundry] | |
| 19 | The locker room (school) | |
| 20 | Hall of fame +.5/culture/turn | |
| 21 | (Offices: 4/6) | |
| 22 | Really very nice embassy (clankers) | |
| 23 | ||
| 24 | - | Military Units: NFC Offensive Line [6x]; 1st Fan Company [2x] [INF] |
| 24 | + | |
| 25 | ||
| 26 | Military Units:2 Mobilized Fan Company [x13][Inf] | |
| 27 | Fan infantry [x3][Inf] | |
| 28 | ||
| 29 | Attacking: | |
| 30 | - | [Ammo:9.0+.2/turn] |
| 30 | + | NFC Offensive Line [6x]; 1st Fan Company [2x] [INF] |
| 31 | - | [Small Arms:6.4+.2/turn] |
| 31 | + | |
| 32 | - | [Heavy Arms:4.6+.1/turn] |
| 32 | + | |
| 33 | ||
| 34 | - | [Fuel:24.0+.7/turn] |
| 34 | + | |
| 35 | Resources/Quantity: | |
| 36 | Weapons: | |
| 37 | - | [Cars:12.6 +.4/turn] |
| 37 | + | [Ammo:13.4+.4/turn] |
| 38 | [Small Arms:6.6+.2/turn] | |
| 39 | [Heavy Arms:4.7+.1/turn] | |
| 40 | - | [RVs:6.8+.2/turn] |
| 40 | + | |
| 41 | [Fuel:29.9+.9/turn] | |
| 42 | [APCs:2] | |
| 43 | [Ruined APCs:4] | |
| 44 | [Cars:13. +.4/turn] | |
| 45 | [Ruined Cars: .8+-0.0/turn] | |
| 46 | [Solar Drones: 5] | |
| 47 | - | [Scrap:16.9+.3] |
| 47 | + | [RVs:7.2+.2/turn] |
| 48 | - | [Electricity:3.2+.2/turn] |
| 48 | + | |
| 49 | - | [Steel:19.2+.5/turn] |
| 49 | + | |
| 50 | - | [Corn:14.5+.5/turn] |
| 50 | + | |
| 51 | [Ruined BAE Railgun Tank:1] | |
| 52 | Raw: | |
| 53 | [Copper:2] | |
| 54 | [Scrap:17.2+.3] | |
| 55 | [Electricity:3.4+.2/turn] | |
| 56 | [Steel:19.7+.5/turn] | |
| 57 | [Corn:15.0+.5/turn] | |
| 58 | ||
| 59 | - | [Cybernetics II 4/13] |
| 59 | + | |
| 60 | - | [Power Armor I] |
| 60 | + | |
| 61 | [Tools IV] | |
| 62 | [Infrastructure II] | |
| 63 | [Power II] | |
| 64 | [Mechanics I] | |
| 65 | [Industry I] | |
| 66 | - | [Urban Warfare: 5/8] |
| 66 | + | [Cybernetics II 9/10] |
| 67 | - | [Urban Warfare I] |
| 67 | + | [Power armor II 6/12] |
| 68 | [Industrialization: 4/8] | |
| 69 | ||
| 70 | Military: | |
| 71 | [Militias III] | |
| 72 | [Reorganization/Upgrades I] | |
| 73 | [Urban Warfare II 5/8] | |
| 74 | [Civil Defense I] | |
| 75 | [Infantry Tactics I] | |
| 76 | ||
| 77 | Gov/Civ: | |
| 78 | [Bureaucracy II] | |
| 79 | [Pioneering IV] | |
| 80 | [Propaganda I] | |
| 81 | [Heating I] | |
| 82 | [Espionage I] | |
| 83 | ||
| 84 | Research: | |
| 85 | [Education I] | |
| 86 | [Empiricism II] | |
| 87 | ||
| 88 | Trade Routes: | |
| 89 | Clankers [Small:+2 currency/turn] | |
| 90 | Territory: [I dunno I will count by hand later] | |
| 91 | Bonuses: [generated by GM] | |
| 92 | ||
| 93 | 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. | |
| 94 | ||
| 95 | 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. | |
| 96 | ||
| 97 | 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. | |
| 98 | ||
| 99 | Eccentricities: | |
| 100 | ||
| 101 | 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. |