| Rolled 18, 24, 23, 32 = 97 (4d100) |
>Name: The Warmar Ascendant Republic
>Colour: Grey
>Fluff/background:
>The Warmar Ascednant Republic arose from the ashes of the former War State, having undergone a peoples revolution. A loyal member state of the Ascendants, and fiercely militaristic much of their culture, society, and ideology revolves around upholding the state throughout a phase of near perpetual war or war readiness, and the buildup and maintenance of its army. Civilian fashion is primarily industry focused, gas masks for factory fumes, overalls, and hard hats, as well as psudo-military uniforms such as helmets and camo are common as well. They believe themselves to be able to be conscripted as soldiers at a moments notice, while their leadership and military command are one and the same.
>Their technology is unique in that, where other civilizations focused on shrinking down of advanced cybernetics and electronics, the War State focused on growing them. Research focused on advances in both material sciences, recycling, and structural integrity.
>Tanks, aircraft, and ships would be designed to be as large as practically possible, while infantry developed to hold bigger, more powerful firearms of greater size. The standard infantry, are equipped with kinetic motor servos, allowing them to carry heavier loads and fire guns with greater recoil. The iconic War Rifleman is armed with a 20mm "Anti-Tank" guns often taller than the men who wield them, as of 20mm shells.
>This "Maximized Minimalism", and focus on brute force and size over finesse or compactness, is a staplemark of all their technology. Thanks to the simplicity of their technology being simple but massively upscaled models, they are both easy to maintenance, and cheap to produce in bulk.
>Their capital is "Fortress 001", also known as "Fortress Capital", a mighty military-industrial complex fortification with gigantic artillery pieces built into the infrastructure of society, serviced by its people who produce armaments and ammunition.
>Fertile: 11 [6] (1 Mobile Fortress, 2 Sapper Tank, 2 Combat Engineers)
>Metal: 9 [7] (1 Mobile Fortress, 2 Sapper Tank)
>Oil: 9 [8] (1 Mobile Fortress, 2 Sapper Tank)
>Energy: 3
>Territory: 83
>Tech:
3d-Printing (weak), NBC protection (Weak), Surface-to-space missiles (weak), Missiles (weak), fission (weak), Railguns (average), Cyber Security (weak), Materials durability (Weak), 2/3 Genetics, Nanites (Average) 1/7, DD-Space understanding, DD-weapons [weak], DD-resistance (Average) 4/7 next, Orbital Launch (Weak), Plasma (Weak), Space structures (Weak), AA (Weak) 2/5 next, Airplanes (Average), Jets (Average), Computers (Weak), Weaponized Nanites (Weak), Counter intel (Weak), Plasma Weapons (Average), [Teleportation understanding]. Heavy plasma (Weak), Teleporter gates (Weak). Powerarmor (Average), Submarine (Average)
>RAPID EXPANSION POLICY: +1 territory each successful expansion
>Bonuses:
>Armies:
>2 Combat Engineers
>2 Sapper Tank
>MOBILE FORTRESS SUPERUNIT
>Upkeep: M 3, F2, O 3
>Attack: 16
>Defence: 16
>Move: 3
>Bonus:
>[Guns of The Mobile Fortress : any combat roll within 10 territories get a bonus of 20 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
>Perk: The massivisation of your military leads to your troops in general having an increased upkeep but also increased attack and defence. But the readiness of your nation leads to there being no need to pay production cost as long as you actually can handle the upkeep.
>[Guns of Fortress Capital Monument: any combat roll within 10 territories get a bonus of 30 minus 2 per territory away from the fortress. The guns can target ground, Air and to a limited degree space.]
Troop Movement: Move the Mobile Fortress onto the landbridge east of it
1-2. Finish up the Mobile Fortress Construction Module 4/6
3-4. Research: Government Construction Directive. Our economy is stimulated and gains a bonus whenever constructions (especially massive constructions) are undertaken.