[Machina]
Construct advancement slows to a crawl [4/12], while a new batch of Clockwork Men begins [2/3], and movements to fortify the Free Army/Machina border commence [1/2]. Improvements to the forge also begin [1/8].
[Nova America]
Improving Nova America's image crawls along [3/6], and improved Tanks are still underway [2/6]. Nova America expands its lands [+5 hex]!
[Mad Medicine]
The experiment is found [Doppelganger Abomination [+4]]; what should the party do? Meanwhile, the study of better medicine nears completion [7/8], land is still being cleared for the farm [3/6], and a 'Mad' AI is underway [4/8].
[Afairika]
Development begins [1/6], and the Mad Brigade completes its training [+2.4]{Flight}(-1 food/currency//turn). Afairika expands its lands [+5 hex], and construction of Everytown nearly finishes [4/6]! Also, the trade route is made. It's pretty small though [-1 food/turn; +1 currency/turn].
[Altech]
>Due to Afairika's trade route, food increases by +1/turn!
. The internet is greatly improved [5/6], but there isn't any progress on integration.
[New Albion]
New Albion's researchers prove no help to the Taach Okaan, but they do make progress on their own weaponry [5/12]. New Albion, once again, is shit at helping, but the royal engineer undergoes training [2/5].
[Free Army]
As a last act of salty vengeance, the Free Army sends its technologies to the Hunger, and trashes all data and blueprints. Nothing is left but empty buildings.
[Odab]
More militia start their training [1/3], and construction begins on the silos [2/6]. The super-soldier program is ready [Super-Soldiers I]! And finally, rearming begins [3/6].
[Taach Okaan]
Progress is had (No thanks to New Albion) [7/12], and cybernetics technology nears completion [5/6]. The quarry is updated [+2 stone/turn]!