Quite so, but remember the comforting mantra: if the enemy is in range, so are you. The Scrin most assuredly have reactionless drives, and it's reasonable to suppose that any future alien invader will too. But then again, so do we.

I meant that we are looking at the potential nightmare scenario of random Nod terrorists being able to get their hands on cheap RKKVs if this tech spreads. This would not be a good thing for anyone.
 
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I meant that we are looking at the potential nightmare scenario of random Nod terrorists being able to get their hands on cheap RKKVs if this tech spreads. This would not be a good thing for anyone.
I don't imagine GDI will make it easy to access space-capable craft with Scrintech reactionless drives.

Note that the drive cannot, without extensive refinement (i.e. "we will know if Nod is approaching the ability to do this, well before they can do it"), generate enough acceleration to take off in Earth's gravitational field. Nod would have to build spaceships and launch them, with us seeing them and being in an excellent position to shoot them down. Or they'd have to hijack one of our spaceships, which we'd already be trying to prevent anyway.
 
Starbound Quest Q4 2055
Starbound Party Quest
It is a time to be alive in the political space. Parties are now ramping up and strategizing to form new governments throughout the globe. Conventions for the global parties are coming up to decide the leadership and standard-bearers of their respective parties. It is no different for the Starbound party; while the timing could have been earlier, it was only at this time that a party conference could be held.

It was a simple affair, renting a conference hall for the delegates around the world and then hashing out the policies for their party, as well as the new leadership elections. For now, the main candidates for the position of party leader are establishing themselves in the conference from the disparate regions of the world, only leading thanks to their efforts in substantially increasing the party's voice in the soon-to-be-former transitional assemblies. These transitional assemblies managed to hold on for six full years of the peace thanks to the universal failure of elections in all local assemblies by the Initiative Electoral Commission. With the passage of the 'General Local Elections Authorization for the 2056-2060 Session' Act the local zone authorities are empowered to provide ways to vote for their local representatives -- especially for those unable to vote in the global elections -- to prevent a new failure of elections. With that in mind on the last day of the conference a vote was set and the new leader is:

Party Leader Choices:

[] Albin Makart: (BZ1) A citizen from the European Blue Zone who hails from a family of refugees from Austria and Poland he had seen how desperate the world has become when the movement of people caused space issues before it got fixed. A former professor in architecture, he was the lead designer of the expansions of multiple universities throughout the blue zones and was part of a committee on creating designs for schools in a Tiberium-rich environment as well as orbital environments. At the party, he helped rally the grassroots movement globally to deliver the seats to the Starbound party.

Traits:

Scholar: Additional relations to universities.

Grassroots Organizer: Add 5 influence in national polls.

Goals:

Colombia expansion mandate by the next plan, and a research base on Mars.

[] Mumeko Peralta: (BZ6) A citizen from the Japanese Blue Zone and a Space Command veteran she had heard stories from her family of the various missions they took and was part of the proud tradition of space exploration. With the advent of the Third Tiberium War with the uselessness of Space Command, she was part of the working group for better defense procurement for Space Command during the 1st​ 4YP and when she reached the optional retirement age she took it and joined the Starbound Party during the first election after the Third Tiberium War. Her record and work in the local government of BZ6 allowed her to have a sort of machinery within her home region.

Traits:

Veteran of Space Command: Additional relations to military

Local networks: Add 10 influence to BZ6

Goals:

Philadelphia II expansion by next plan and reopening of the Tanegashima Space Center to current SCED standards

[] Ari Deddy Sciullio (BZ9) A citizen from what remains of the Australian Blue Zone who worked in the many agricultural programs throughout the world where he was part of the design team of the Shalla and various other farming installations of the GDI. His work in the civilian government got him a lot of contacts throughout the civil service network and as an advocate of permanent space habitation, it motivated him to go to politics with the current policies of abatement a priority for the foreseeable future. Before entering politics he successfully lobbied additional funds and willing donors for the creation of a new minor party. While seeing it as a success with two seats in the global parliament and a slew of local seats in Australia he was able to bring in more people in the project for the evacuation of Earth.

Traits:

Civil Servant Network: Additional Civil Service Relations

Donor's Darling: Additional 10pp income per turn.

Goals:

Shalla mandate by the next plan and Permanent habitable outpost on the moon



Turn 1

With the election of the new leader, it has come to decide how to use the resources and influence the party has. However, the transition was not yet complete so the executive committee in its final acts would decide to use its remaining time to help the party in any way it can before the new leader comes in with their vision.

Political Points: 100pp for the six months campaign period

LocationInfluence Points
Global10 Inf.
Blue Zone 15 Inf.
Blue Zone 65 Inf.
Blue Zone 95 Inf.

Choices: Each die costs pp so plan wisely.

Campaign Choices

[] Schedule Screen Time: With the rise of local media operations and mandatory political advertising laws each party has a set of mandatory minimum screen time which would be graciously paid out by the Treasury. The problem is production and while the transition isn't yet done there needs to be an ad to be put out in our media partners. (Will roll for quality of ad.) (10pp per die)

[] Ground Game for local seats: A whole of party approach is needed to at least have a temporary increase of influence for the local assemblies we have a chance of winning seats into. (No roll) (15pp per die for additional +10 temp influence in all existing local zones of influence)

[] Ground Game for global seats: A whole of party approach is needed to increase the amount of seats in parliament even if it could be used elsewhere to boost our local coalitions. (No roll) (15pp per die for additional +10 temp influence in the global arena)

[] Yellow Zone Citizen Outreach: The people from the Yellow Zones are becoming more of an important demographic for the GDI as well as almost all parties in parliament. Getting into the ground floor could help cement the party's position in the Yellow Zones when the United Yellow List would fade away in the next term. (Progress: 0/100) (10pp per die)

Politics

[] Coalition-Building with the Developmentalists: Some policy wrangling might be needed for the only big tent party left in parliament. If we are lucky maybe they can ask their local parties to help us in building coalitions. (DC 40 for additional local influence points)(5pp per die)

[] Coalition-Building with the Militarists: The Hawks have split and Al-Jilani is working on an even worse position than you are with how disorganized the split became. While it may be devious to take advantage of this split the Militarists may need some support to at least defeat the party machinery of Initiative First. A few deals could be made to help our local candidates even if Al Jilani is more focused on the global game. (DC 20 for additional local influence points) (5pp per die)

[] Coalition-Building with the Market Socialists: The leader of the new market socialists are quite confident of their win against their former allies in the FMP with every party listening to the political winds changing the position of the FMP as a pariah along with Initiative First. The party is also preparing for elections in multiple local seats as well being able to siphon off some of the old party machinery to good use. Unfortunately, some local seats are uncomfortably going to be a close race maybe a deal can be reached for mutual arrangement on global policies. (DC 60 for additional influence points)(10pp per die)

[] Speaker Elections Horse Trading: The Speaker of Parliament is a neutral position in the global political landscape and while most of the time they come from their former political parties that position holds a lot of political control especially with the assignment of committees and scheduling of bills and debates. The current outgoing speaker, an interim appointee from the Civil Service, stated her wishes to return to the Department of Justice. The party might leverage this on which they are willing to send their letters for approval if there is an ironclad agreement of the two committees the party has coveted the chairmanship for. These are the Orbital and Space Committee as well as the Space Command Subcommittee of the Defense Committee. Requirement for Speaker candidates: must have the letters of approval for the candidacy of 3/4ths of the parties of the last parliament. (DC 20/40/60) (5pp per die)

Local Branches

[] Expand Party Presence: The party has been thinking of expanding the base and a new presence must be established. A new party branch can be established but it would take some time for new office space and recruiting efforts. (Progress: 0/50)(10 pp per die)(Starts with 5 base influence)

-[] BZ not in the Influence Table

[] Intensify Party Presence: The party's influence in the zone it has branches in needs some work. Intensifying the party machinery could do some good work in ensuring that the party's influence won't wane after the elections. (Progress 0/100) (10pp per die)(Adds 5 base influence)

-[] Zones with influence

Central Office:

[] Request Office Space in the Philadelphia II: Parties in the GDI usually have their party headquarters in Manchester and while that is enough for most landbound parties the Starbound party needs to have an office in Philadelphia II when the all clear is given for party offices to be open. (DC 40)(5pp per die)

[] Civil Service Liaison: Being able to know the mood of the civil service is great and while there is something to be said of how there should be a division in the meritocratic and political side of the GDI being able to sponsor the various departments pet bills can go a long way to build a rapport. (No DC)(5 pp)(Gain Civil Service opinion tracker)

[] Space Command Liaison: As the Starbound party having multiple veterans of Space Command in its ranks there is no question of how important it is to get a liaison with this particular branch of the Armed Forces. Who knows maybe Carter may be amenable for endorsing the party's goals. (DC 30 for Carter endorsement)(5pp)(One die only)(Gain Space Command Tracker)

[] Rest of Military Liaison: The rest of the military does not excite the rank and file of the party even if a lot of them are veterans of those branches. Either way, a courtesy call is expected for the generals and admirals of the other branches of the Armed Forces. It is the least you can do as a global party. (No DC)(5pp)(Gain Rest of the Military Tracker)

[] Finishing the Manifesto: The manifesto for the general party is nearly finished just a few more touches before the new leader could come in and add their own spin to it. (Quality roll)(Free and one die only)

AN: Leader votes and Plan votes are separate.
 
Building up the party office and reaching out to the likely-allied parties, while also doing some local expansion.

[X] Ari Deddy Sciullio (BZ9)

[X]Plan Outreach and Office Setup
-[X] Schedule Screen Time: 1 die 10pp
-[X] Ground Game for local seats: 15 PP
-[X] Ground Game for global seats: 15 PP
-[X] Coalition-Building with the Developmentalists: 1 die, 5pp
-[X] Coalition-Building with the Militarists: 1 die, 5pp
-[X] Speaker Elections Horse Trading: 1 die, 5 pp
-[X] Expand Party Presence:
--[X] BZ 13 1 die 10 pp
--[X] BZ 11 1 die 10 pp
--[X] BZ 3 1 die 10 pp
-[X] Space Command Liaison: 1 die 5pp
-[X] Civil Service Liaison: 5pp
-[X] Rest of Military Liaison: 5pp
-[X] Finishing the Manifesto: 1 die
 
Hey. Fun quest. Been lurking for a bit, might poke around a bit in future, we'll see. Just popping in for a moment to poke at a thing. Hope you don't mind.

I would prefer 1) ground installations that can be hidden and protected by the atmosphere + metres of rock, but those are only likely to be effective against targets that enter LEO and would mean the planet would be exposed to orbital bombardment; 2) a suitably massive citadel that can resist concentrated attacks 3) ships with actual engines.

Given the level of materials science and other forms of defensive technology available to humanity at this time, I would expect it to be functionally impossible to produce a ground-based or otherwise fixed-orbit installation capable of surviving even the tactical scale kinetic impactors of a fully-fledged spacefaring civilisation.

Leaving aside how launching strikes out of a gravity well against a prepared opponent is really hard even with hitscan weapons.
 
[X] Mumeko Peralta: (BZ6)

[X]Plan greater expansion
-[X] Schedule Screen Time: 1 die 10pp
-[X] Ground Game for local seats: 15 PP
-[X] Ground Game for global seats: 15 PP
-[X] Coalition-Building with the Developmentalists: 1 die, 5pp
-[X] Coalition-Building with the Militarists: 1 die, 5pp
-[X] Speaker Elections Horse Trading: 1 die, 5 pp
-[X] Expand Party Presence:
--[X] BZ 13 1 die 10 pp
--[X] BZ 2 1 die 10 pp
--[X] BZ 11 1 die 10 pp
--[X] BZ 3 1 die 10 pp
-[X] Space Command Liaison: 1 die 5pp
-[X] Finishing the Manifesto: 1 die

Carter endorsement can be usefull before the election but the other outreach actions can wait till after in favor of expanding to one more area.
 
Given the level of materials science and other forms of defensive technology available to humanity at this time, I would expect it to be functionally impossible to produce a ground-based or otherwise fixed-orbit installation capable of surviving even the tactical scale kinetic impactors of a fully-fledged spacefaring civilisation.

Leaving aside how launching strikes out of a gravity well against a prepared opponent is really hard even with hitscan weapons.
Yes, and no.

The killer app in the Command and Conquer setting for making a fixed base defensible against orbital bombardment seems to be shield generator technology of various kinds.

Even as early as Tib War Two, with Earthly technology only, we see the seeds of this in the Firestorm defenses of Hammerfest base, which while vulnerable to approach underground or over waterways that represented gaps in the defenses, could repel significant bombardment.

In Tib War Three, Kane DOES manage to make Temple Prime immune to orbital ion cannon bombardment until certain critical facilities are destroyed by a ground assault. And the Scrin Threshold Towers, once fully activated, prove very much immune to GDI action, including massed bombardment with railguns (from the ground) and ion cannon fire (from space).

So it's actually quite conceivable to me that planetary fortresses are possible in the greater 'expanded Command and Conquer' setting, taking advantage of the physical size and bulk and unlimited mass budget of planetary installations to generate defensive shield bubbles that no conveniently mobile platform can readily penetrate by brute force.
 
Or something broadly similar. What I am more doubtful of is the ability of these planetary defense centers to actually project power or force themselves into being strategic locations.
 
Yes, and no.

The killer app in the Command and Conquer setting for making a fixed base defensible against orbital bombardment seems to be shield generator technology of various kinds.

Even as early as Tib War Two, with Earthly technology only, we see the seeds of this in the Firestorm defenses of Hammerfest base, which while vulnerable to approach underground or over waterways that represented gaps in the defenses, could repel significant bombardment.

In Tib War Three, Kane DOES manage to make Temple Prime immune to orbital ion cannon bombardment until certain critical facilities are destroyed by a ground assault. And the Scrin Threshold Towers, once fully activated, prove very much immune to GDI action, including massed bombardment with railguns (from the ground) and ion cannon fire (from space).

So it's actually quite conceivable to me that planetary fortresses are possible in the greater 'expanded Command and Conquer' setting, taking advantage of the physical size and bulk and unlimited mass budget of planetary installations to generate defensive shield bubbles that no conveniently mobile platform can readily penetrate by brute force.

Also vulnerable from orbit. The GDI end mission for Firestorm permitted the use of ion cannon strikes on CABAL's facilities, otherwise protected from all other forms of attack through firestorm defense barriers. Because of this, it's very likely that the barrier systems have a maximum height.

The Ion Disruption Field Generators are specific to ion weaponry, but how exactly they function is unknown. As is whether or not GDI can somehow deal with the forcefield that blocks ion cannon strikes other than the destruction of the generators. If nothing else, the fact that the generators are implied to be specific to ion cannons means that they can be trumped with a kinetic impactor or laser.

The Threshold Towers are phased out of reality and protected that way, how much that is a force field instead of reality not responding properly is uncertain. GDI actually managed to destroy at least one that was already phased out of reality by destroying the external phase generators protecting it. If we can't destroy Threshold 19, it's because we can't physically get at the equipment keeping it out of phase, not because our orbital weapons don't work.
 
Yes, and no.

The killer app in the Command and Conquer setting for making a fixed base defensible against orbital bombardment seems to be shield generator technology of various kinds.

Even as early as Tib War Two, with Earthly technology only, we see the seeds of this in the Firestorm defenses of Hammerfest base, which while vulnerable to approach underground or over waterways that represented gaps in the defenses, could repel significant bombardment.

In Tib War Three, Kane DOES manage to make Temple Prime immune to orbital ion cannon bombardment until certain critical facilities are destroyed by a ground assault. And the Scrin Threshold Towers, once fully activated, prove very much immune to GDI action, including massed bombardment with railguns (from the ground) and ion cannon fire (from space).

So it's actually quite conceivable to me that planetary fortresses are possible in the greater 'expanded Command and Conquer' setting, taking advantage of the physical size and bulk and unlimited mass budget of planetary installations to generate defensive shield bubbles that no conveniently mobile platform can readily penetrate by brute force.

As far as I'm aware, C&C energy shields fail if you hit them hard enough. The fact that we never saw them deployed in the third Tib War (I have vague memories of them showing up in the Kane's Wrath expansion?) also implies that they're either not cost effective or that some other limiting factor exists. The Scrin Threshold Towers do what they do via sidestepping their outer shell out of conventional reality whilst still remaining in realspace - or near enough. It's hard to put an exact methodology on this. And I highly doubt that Temple Prime would have been able to handle an orbital kinetic strike. The ion disruptors were specifically designed to do just that, disrupt ion weaponry to the point that they couldn't be used. This makes...well it makes sense within the context of C&C tech base. Physics was already over in the corner screaming about the inverse-square law and how particle weapons don't work that way (for a start).

To put this another way, there's a truly monumental difference between an artillery or even ion cannon bombardment, which we've only ever seen as something applicable on a very limited tactical scale, and a kinetic impactor hitting you at even a minor fraction of c. Ion cannons are certainly better as a continuous satellite bombardment presence, as reloading their particle storage would put much less strain on orbital lift flights. But for an invasion fleet that would likely be approaching Earth at a combined velocity that will almost certainly hit c-fractional? Just throw rocks out as you approach on set trajectories. Orbital mechanics are your friend in this case.

Orbital mechanics are not the friend of any defence centre trying to target said approaching fleet. As I highly, highly doubt that GDI has any idea how to target something moving that fast beyond in theory.
 
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Eventually, there will be micro-quests for each individual party who will collectively alter the options offered for the Treasury. Then, micro-quests will emerge for the other Departments of GDI. A Riot style quest for a GDI battalion regularly engaging with NOD, a Large Scale Nega-Verse Quest for Nod. After that, omakes and info discussions based within those micro-quests. As complexity and interest grows, recursive fiction within those Micro-Quests will also emerge, with omakes and user-fiction exploratory content and -

Wait, no, that's just a Forum inside a Forum.

...TiberiumBattles. GlobalGreenGlow. SufficientTiberium? TiberiumVelocity???

Who knows, really. The sky isn't even the limit, thanks to how many fusion dice we'll slowly be piling up.
 
KaneLives, obviously. What else would you call NOD forum?

It exists from before TW1 and despite being NOD-affiliated painfully holds itself as apolitical place.

IonSaturation for GDI
 
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Eventually, there will be micro-quests for each individual party who will collectively alter the options offered for the Treasury. Then, micro-quests will emerge for the other Departments of GDI. A Riot style quest for a GDI battalion regularly engaging with NOD, a Large Scale Nega-Verse Quest for Nod. After that, omakes and info discussions based within those micro-quests. As complexity and interest grows, recursive fiction within those Micro-Quests will also emerge, with omakes and user-fiction exploratory content and -

Wait, no, that's just a Forum inside a Forum.

...TiberiumBattles. GlobalGreenGlow. SufficientTiberium? TiberiumVelocity???

Who knows, really. The sky isn't even the limit, thanks to how many fusion dice we'll slowly be piling up.
If that is what people want to do, I am happy to facilitate to the best of my ability
 
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