I don't know what's worse: People expecting to eat the SCOP Bay's CRP, or to live in the Very High Desnity Housing's super-tiny and crowded apartments.
Both would improve with each revision.
CRP could be used to feed insects or molluscs to produce something more palatable. Or maybe someone will work out a way to grow it into something more edible than a fungus bar, instead of less.
More experimentation with high density living will show what does and does not work, so we'd be able to get designs that are more compact, but don't feel like it.
And should they ultimately not work, then they will be replaced.
 
I think, at least in terms of GDI public fear, it's important to remember, that we are publicly working a lot on underground mines, deploying inhibitors and even cooperating a lot with several NOD factions.

There is a lot of new development in the fight against tiberium, and while it's always easier to think about what's going wrong then right, what we are doing is gonnw count for something.

There is undoubtable always going to be that undercurrent of fear, but unless red zone dice decides to hulk out next few turns and go for max growth. I don't think public panic is gonna be that massive, as long as there is some progrsss on both space and tiberium cleansing.

Not to say we shouldn't work on space, the tiberium clock is still ticking, but i don't think we need to be that worried about general public knocking down our door about lax space expansion
 
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Just a write up on the bays for the living quarters section of the stations bays:

-[] SCOP Bay
This one is something you should build as agricultural land is at an extreme premium in space. Also its existence will basically force people to research ways to make is less bad to taste and eat. Will very much help with deep space/far system exploration as it can make supplies stretch out and with good hydroponics choices you can grow the flavoring out of things less dense in nutrients. Also good for carbon scrubbing as a side effect.

Housing evaluations:
-[But why?] Very High Density Housing (+1.5k Permanent Residents)
-[Do IT] High Density Housing (+1.2k Permanent Residents)
-[DONE] Medium Density Housing (+0.8k Permanent Residents)
-[Really people?] Low Density Housing (+0.5k Permanent Residents)

Medium Housing already has a test bed so its not something useful to do again. High density is half again as much as medium and talks about how you start having to micromanage people's schedules to keep things working. Low density actively feels like someone rich designed a space suburb wants to test it out. Its not really an efficient use of space... which to me means the point is to have lots of recreational space going or establish dominance on the other people in the station by lording your free space over them.

Realistically the best(not elitist) use of low density housing in a practical sense is so you can build a park with empty space or vegetation around these dwellings. Making them something to pair with the VHD housing as an overflow destresser really. VHD housing sounds like a recipe for disaster in that your primary goal when living there is to spent as little time there as possible. VHD is a place to sleep next to the mess hall before going back to work. Its very corpo needs your paycheck back badly level design. Both pairs equal 2K population anyway.

VHD is warehousing population and calling it housing. Its something you'd do if you wanted to film a reality show and needed people on edge all the time. Ultimately I expect the end size will be one taking the best of MD and HD and ending up around 1K population once the bugs are ironed out of the system. At HD your already talking about clockwork schedules in the description(deviation will cause problems as described)... VHD is going to be even more micromanagement intensive beyond that level... and its cabin fever as SOP.

I'd rather heavily recommend against VHD housing, but if you must, take it with a hospital wing (and possibly low density housing) and something outside the housing for them to do all the time.

-[] Hospital Bay
Good pick for longevity of the station, particularly with VHD housing having everyone on edge all the time. VHD is just asking for a plague outbreak realistically.

-[] Tourism Bay
Need PS? No? Because the legislature wants to have somewhere to stay on their photo-ops... IN SPACE!!

-[] Assembler Bay
Just a good idea in the long run. Logistics, maintenance, a second job for those going stir crazy. Also local repairs for personal electronics and goods.

-[] Spaceport Bay
If the point of the place is to house the workers for other stations this is kind of needed before you get them to work. Never mind the other benefits, without this one your pretty much asking for traffic snarls and delays. Constantly. The complaining will be endless.
---

In short, all told, LD and VHD housing are probably not worth the knock on effects. Medium housing has already been completed. So 3 out of 9 aren't needed. HD housing is needed for testing so 4-9 covered. Spaceport Bay is pretty much a no brainer. 5-9 covered. You have too much PS for Tourism Bay to be a needed realistically on the test bed station. Its not like your not getting interest in getting off this death world.

So Spaceport and HD housing are easy choices. Leaving Hospital/Assembler/SCOP bay for the other two choices. So the combos are:

Assembler/Hospital: Internal maintenance mode activated. Your a transport and housing hub. Food station is for food making.
Assembler/SCOP: There is already a hospital on the other station... its not going to take that long to go other there. Spaceport is .3 hospitals.
Hospital/SCOP: Meat component maintenance facilities. Spaceport can just dock a maintenance ship in the future.

Also remember that all these bays are the leg up for the other future stations. The real question is what helps out the most at this stage. Realistically having to redesign to handle SCOP upgrades later is the one with the most station restructuring effort later.
 
Just to clarify, there are six slots.

Currently occupied slots are: Medium Housing, Hospital Bay.
The overwhelming majority of voters want to have: Assembler bay, HDH bay, Spaceport bay.
And the remaining bay being fought over: Hospital 2 bay, SCOP bay, VHDH bay.
 
There is undoubtable always going to be that undercurrent of fear, but unless red zone dice decides to hulk out next few turns and go for max growth. I don't think public panic is gonna be that massive, as long as there is some progrsss on both space and tiberium cleansing.
Yeah. I'm not expecting public panic, really. What I'm mostly saying is that there needs to be a logical connection between the way GDI approaches space policy and the kind of policy advocated by those in GDI who want space expansion.

Starbound isn't such a big party in such a position to exert so much political pressure on us because they're idealists who want to live on Mars. They got this powerful because GDI voters genuinely deeply want space colonization and hope it will be a realistic option to evacuate much of Earth's remaining population before the world ends, something they genuinely and not without reason think may happen quite soon, even within their lifetimes.

Thus, there is a consciousness on their minds that urgency and cost-effectiveness matter greatly. Thus, it behooves us to design our space operations as though urgency and cost-effectiveness are priorities to us, as well. To do otherwise is to create dissension between civilian political leaders and the voterbase on the one hand, and GDI Treasury officials on the other, as to how space colonization is to proceed. And that's a bad thing for many reasons.
 
I'm not sure what to vote for but I do know I want one of everything possible. I'm all for us testing high and low density as well. I don't think we need a second medical though.

As a note every time I see the world map I want us to build a coast to coast train, I think it would be super cool.
 
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There's a pretty significant difference between communal living structures and "cramped accommodations even by the standards of late 20th century space exploration." That's an objective amount of space, and it ain't much - less than the International Space Station's per person.

Frankly, I don't think even the average professional spacer could handle being in scaled up but cut down ISS conditions. Others are going to snap, and in an environment that it sounds like there is about zero margin of error.

We can throw a lot of people up into space if we need to, but it's likely to get them killed if done like this. Even if Nod hypothetically might be ordered not to attack these, the Visitors absolutely would, and to great effect. This is a bet that needs to be hedged, not maximized.
Again, I think it's worth trying a prototype. If the prototype turns out to be a massive disappointment (and it very well may), it can be repurposed as transient barracks several years from now when we're shipping hundreds of people a day back and forth to the moon.
 
Our job is to create the first (or should we call this the second?) centers of spaceside humanity, not to do it in a particular way. The public also isn't going to want to hear "Earth is super doomed, if you get lucky enough to be evacuated you can live in a space coffin and eat Nod cardboard rations made from your own recycled waste, by the way the alien invaders annexed Jupiter a decade ago" (as our opposition would spin it). But I also don't think the public outside Starbound is going to pay a massive amount of attention to any bay choice, from low to very high.

The only option Starbound has explicitly objected to is low density. Even that could work if we keep cracking away at gravity engines and portals. Maybe the deepest Starbound partisans would object to taking any path but VHD, but that isn't going to represent the general public. If we assume they will care, is very easy to make VHD look like the government rationalizing your existence and ignoring what you elected them for. We have been automatically losing political support just for building the cardboard rations, on Earth, explicitly only as "we stuffed five tons of this in an underground vault so if Nod decides to nuke every population center on the planet the survivors will have something to eat that isn't tiberium".

Quality of life has been nearly as large an issue as maintaining survival for most of the quest. This is an unavoidable consequence of GDI's zoning system, but it isn't wrong either. A bloated evacuation strategy could easily collapse and kill everyone involved.

I simply do not see any way to make VHD seem sensible to an everyday person, even one who has been through the ringer of Command and Conqueror's Earth and is facing planetary collapse. Under the prototyping line, I think high has more merit since medium is already in use.
 
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Our job is to create the first (or should we call this the second?) centers of spaceside humanity, not to do it in a particular way. The public also isn't going to want to hear "Earth is super doomed, if you get lucky enough to be evacuated you can live in a space coffin and eat Nod cardboard rations made from your own recycled waste, by the way the alien invaders annexed Jupiter a decade ago" (as our opposition would spin it). But I also don't think the public outside Starbound is going to pay a massive amount of attention to any bay choice, from low to very high.

The only option Starbound has explicitly objected to is low density. Even that could work if we keep cracking away at gravity engines and portals. Maybe the deepest Starbound partisans would object to taking any path but VHD, but that isn't going to represent the general public. If we assume they will care, is very easy to make VHD look like the government rationalizing your existence and ignoring what you elected them for. We have been automatically losing political support just for building the cardboard rations, on Earth, explicitly only as "we stuffed five tons of this in an underground vault so if Nod decides to nuke every population center on the planet the survivors will have something to eat that isn't tiberium".

Quality of life has been nearly as large an issue as maintaining survival for most of the quest. This is an unavoidable consequence of GDI's zoning system, but it isn't wrong either. A bloated evacuation strategy could easily collapse and kill everyone involved.

I simply do not see any way to make VHD seem sensible to an everyday person, even one who has been through the ringer of Command and Conqueror's Earth and is facing planetary collapse. Under the prototyping line, I think high has more merit since medium is already in use.
Let me clarify my position.

The underlying design purpose of Columbia is to act as a prototype for a wide variety of future space habitats. This includes large space stations, small hab modules adjunct to research bases, military installations, and mining outposts, and also large bases on the surface of celestial bodies (e.g. Mars and the Moon).

As such, it behooves us to test a wide, diverse variety of different housing conditions... but only those types of housing arrangements we are reasonably likely to need. Even housing types that prove undesirable for mass production should probably be tested, if only to gain experience on what does and does not work under a variety of conditions. For instance, lessons learned on what is wrong with a HD bay may be applicable to future space housing constructed at 'merely' MD density.

Now, I think there is broad agreement that both the MD and HD bays are reasonable and are likely to be represented in our future space habitat design plans.

As to the rest...

...

It is a grim fact that there are very plausible scenarios where being able to cram 10% more people per ten thousand cubic meters of housing mean that a couple million more people get to still be alive in the year 2100 or 2110. Even if we choose never to do it again and the TCN or other circumstances relieve us of the need, I think that at a bare minimum, we should at least know how. Know what to do if we ever, Heaven forbid, need to pay the price just to maximize how many people get to live.

With all this in mind, the inclusion of a VHD bay is not a political necessity. I do not intend to present it as such! However, the exclusion of a possible LD bay is, and that is the thing I was originally arguing on those grounds. I think that adding an LD bay to Columbia would send the wrong message to many of the very people who have been our most fervent supporters in space colonization. Whereas a VHD bay, it will soon become apparent, is simply a prototype that (very possibly) won't work out and will not be duplicated on a massive scale if it can be avoided.
 
I wanted to get my thoughts out yesterday, but yesterday would've been a very bad time actually do that, what with the infusion, blood loss, and lack of sleep.
There has also been an evolution in arcology design; advances in life support systems as a result of work in space have decreased the required volume dedicated to such systems, better hydroponics technology has resulted in between five and ten percent less water waste in the green spaces, and a wide variety of other minor improvements across the system distinguish the newer designs from those patterned off pre-war arcologies. While even added together they are far from being enough to significantly shift the quality or upkeep costs, they are noticeable, especially in the structures that are being built as extensions to existing arcology complexes.
It's very interesting to read how arcologies have evolved since we stopped actively building them. It's obvious they'd be changing with our new technologies and behavioral studies, not to mention practical experience. But reading about all these little things coming to together and changing how they'd made tickles my fancy, even if it doesn't add up to much. Though does get me wondering about a genuine arcologies 2.0 (well more like 3.0 or 3.5) project in future.
A standard pattern of camouflage makes that harder, however, even enhanced by coatings of texturing paint to make the lines significantly less distinct as is common procedure. The boron carbide plates that make up a significant part of the Initiative's infantry armor tend to leave noticeable profiles despite best efforts, but adding sections of adaptive camouflage to the softer sections – such as around the elbow and wrist joints, backs of the knees, and around the neck – significantly help in breaking up the outline of an Initiative soldier just that little bit more.

On the other side, there is the 'dazzle camouflage' approach, more appropriate to the world of fashion than the battlefield. The simplest, and usually easiest way to use adaptive cloth, is to simply integrate a set of microcontrollers, and play regulated patterns across the cloth, with most patterns using simple geometric or natural arrays to create flashing visual interest. The other approach is to actually use a set of heat sensors placed against the body and apply the feedback from those to adjust the coloration on the surface.
Now that's more then I thought we'd be getting. I was thinking we'd skip military applications all together and just let the fashionable make themselves look silly with this stuff, but the camo stuff has my attention. Sounds like a nice and cheap project to give the people a new toy that's fun for all ages, and give our brave soldiers just that little bit of extra protection. If we can't work on Bergen, this sounds very attractive.
Agricultural mechanization has run into a number of issues, the biggest being the shift in needed skills. While farm work has needed mechanical skills for centuries, the next generation of robots has shifted the needed skill set once again. Repairing a myomer-based walker, designed to precisely step between rows of crops, or calibrating a grabber so that it can pluck berries without squishing them is in and of itself a set of skills that the vast majority of Initiative farmers simply don't have, and ones that there are fairly limited means to learn. While farmers are looking to learn those skills, they are competing with factory workers, and other departments for a skill that is less than a decade old – and in many cases, losing out.
Yeah, this doesn't sound like it's working out the way we're hoping it would. I'm not sure I want to finish this right now.
In the Arabian Zone, negotiations with the Caravanserai have broken down, with no consensus in sight. This is primarily due to GDI's minimum needs, and internal divisions within the Caravanserai.
Yeah, that sucks for them. What sucks more is Tiberium eating everything in the region, so let us do our work!
GDI's version takes advantage of the nature of the Red Zones. With a full containment seal an effective requirement, GDI's Mammoth Armored Reclamation Vehicles are – just barely, sort of – large enough to fit an extremely stripped down APK refinery system into the frame of the vehicle. Rather than trying to contain, reprocess, or refine much of anything beyond the easiest, it can simply vent or dump anything inconvenient over the side, leaving it to the Tiberium around it to claim whatever leavings it produces.
I'm not sure how this'll be taken, but my thoughts on this are simple. This technology alone makes a new design of MARV worthwhile. We should do a couple of refits so we can get experience with the technology, but then move into getting the new generation of heavy tanks designed and finish the Steel Talons crawlers. We have a lot of new technology, the Scrin harvesting tentacles, the Nod claws, T-glass, all sorts of Zerbite stuff, the alloys. And that's not to mention new military needs, that the old MARVs just aren't going to meet with refits. We need STUs and badly. This seems the best STU button we have right now. We should make it our best button.
Space for a seventh bay for additional capabilities has been opened up by the redesign. While it required breaking apart the station and reassembling many of its outermost structures, the need for additional space was deemed great enough that it was worth the relatively small cost.
This is interesting, though not because I really feel like we need all 7 bays we had options for. Core Crops wasn't a less needed bay, it was just an expansion of what Shala's main body did. It wouldn't been bad, but all the other bays were better for a lot of reasons. What I'm thinking of a secondary bay of one of the others. And right now, I'm leaning towards either a second experimental crops bay, or a second animal preservation bay. Mostly the latter. Earth has a lot of life, and while I'm confident GDI can save our planets, who knows how many species could die out before we do. A second bay would save so many of our fellow natives that could disappear otherwise.
In terms of roles, there are three turret systems currently in consideration: a lightweight crystal beam laser system; an anti-aircraft focused missile launcher platform: and finally, a sensor platform, mounting a relatively high powered phased array radar dish among other sensors to help move Initiative stealth detection roles away from manned platforms, especially as hunting stealth tanks is a relatively high risk job to begin with.
Kinda soulds like an XCOM SHIV, but bigger. While I never used them in that game, for the kind of fighting force GDI uses they sound perfect. I'm happy to thrown drones at Nod, especially while we're still spinning up mass power armor deployment.

__ - - - - ___ - _ - ___ - - - - __​

[X] Plan A Good Spread
[X] Plan Space Health Service

I was already against the VHDH bay, and everything I've read just make it even worse. We don't need to study how badly people will react to getting stuffed in a closet and being told it's a home, we have many, many examples of that in the here and now. They get a combination of angry, depressed, and violent. They develop mental and physical health problems. And if something goes wrong, they'll die a lot easier. It's just bad.

Of the other options... well, I'm still not crazy about the SCOP Bay. It's interesting, but the Void Crops Bay on Shala will do something similar and probably better. Still, as this station is an experiment, I'm willing to experiment in ways that could prove useful. The second Hospital Bay definitely sounds more useful though, a way to really develop space-side health care. A practical development we do need.

Assembler and Spaceport Bays are no brainers though, they're basically a need. And I'll never say no to more Capital Goods.
 
As such, it behooves us to test a wide, diverse variety of different housing conditions... but only those types of housing arrangements we are reasonably likely to need. Even housing types that prove undesirable for mass production should probably be tested, if only to gain experience on what does and does not work under a variety of conditions. For instance, lessons learned on what is wrong with a HD bay may be applicable to future space housing constructed at 'merely' MD density.

While normally I would have agreed with your reasoning, we got this bit earlier today.

This is getting a lot more into the nitty gritty than you really need to go. Think of the bays more as influencing the average, and what people expect when it comes to extraterran living.

With this in mind I can't think of any reason to do VHD.

HD should be reasonable for various things, like previously mentioned examples of the space equivalent of oil rigs, and perhaps temporary living conditions like evacuating to different areas and so on.

And the already built medium should cover everything else.

Those are the conditions we want people to reasonably expect from living in space I think. Not packed like sardines or in luxurious space penthouses.
 
I'm not sure how this'll be taken, but my thoughts on this are simple. This technology alone makes a new design of MARV worthwhile. We should do a couple of refits so we can get experience with the technology, but then move into getting the new generation of heavy tanks designed and finish the Steel Talons crawlers. We have a lot of new technology, the Scrin harvesting tentacles, the Nod claws, T-glass, all sorts of Zerbite stuff, the alloys. And that's not to mention new military needs, that the old MARVs just aren't going to meet with refits. We need STUs and badly. This seems the best STU button we have right now. We should make it our best button.
From my read I'm pretty sure, though I could be wrong, that while we can mount a mobile refinery on a MARV chassis, we do so at the cost of stripping nearly everything else OFF the chassis. Such as most of the guns, the harvesting equipment, and so on.

If I'm right, then this tech justifies building a type of mobile refinery, which could be serviced at existing MARV hubs, but would not in itself justify a radical redesign of the existing MARV into a "MARV Mk III." * Simply because a MARV with the refinery on its back could not do all the things an existing MARV does, let alone do them better, and so would not be a direct replacement.

Then again, I could be wrong.
________________________

*(the existing version is an enhanced Mk II when compared to the original Tib War III unit).

Kinda soulds like an XCOM SHIV, but bigger.
I eagerly used the robot tanks in the original X-COM back when I used to play that on DOSBox, so yeah. Good times. Also reminds me of the Sentry Drone automated tankettes from Command and Conquer: Generals, though those were stealth units so... wacky.

While normally I would have agreed with your reasoning, we got this bit earlier today.

With this in mind I can't think of any reason to do VHD.

HD should be reasonable for various things, like previously mentioned examples of the space equivalent of oil rigs, and perhaps temporary living conditions like evacuating to different areas and so on.

And the already built medium should cover everything else.

Those are the conditions we want people to reasonably expect from living in space I think. Not packed like sardines or in luxurious space penthouses.
Again, I really am thinking forward to the possibility of us having to end the game with the space evacuation timeline. I'm honestly not sure how to prepare for that apart from projects like this.
 
Again, I really am thinking forward to the possibility of us having to end the game with the space evacuation timeline. I'm honestly not sure how to prepare for that apart from projects like this.
This feels very pessimistic to me.

We've done very well at pushing tiberium back. And we have made great strides in every area techwise. We are probably going to start a moon city or something in two or three turns.

We're doing good. I don't think we'll need to evacuate earth. I think Kane will try and make a deal before that.

And if we do have to evacuate due to some unforseen thing I imagine we'll have time to put a decent effort into it.
 
[X] Plan A Good Spread
[X] Plan Space Idiot Proofing
[X] Plan Evacuation Prep

--
So basically I have zero interest in a second medical bay, I want the assembler and spacebport, and am open to variants on the other bays.

Also nobody has a Low Density, too bad that is not an option, I would vote for it too.

-
For my piece of mind these are the ones I am voting for since we can do more than one.

[] Plan A Good Spread
-[] High Density Housing
-[] Assembler Bay
-[] Spaceport Bay
-[] SCOP Bay

[] Plan Space Idiot Proofing
-[] High Density Housing
-[] Tourism Bay
-[] Assembler Bay
-[] Spaceport Bay

[] Plan Evacuation Prep
-[] High Density Housing
-[] Assembler Bay
-[] Spaceport Bay
-[] Very High Density Housing
 
I don't think VHD is wise as it seems to me to be taking on risk that we don't need. If it were damaged, by NOD, Visitors, or pure random space debris, it seems to me to be a decent risk of losing a descent portion of the folks on it if not all of them. It is directly called out as risky.

I want to ensure the folks we evacuate (if nessessary) stay alive after we evacuate them. Cause if we are evacuating, NOD is going to do their best to make their own stations, which we will probably shutdown if we can as we have every reason to ensure NOD never gets off Earth to continue this feud beyond the death of the homeworld, invade/board/take our stations, or try to destroy them out of spite. That orbital conflict, which I'm pretty sure will ensue if we ever hit a mass evacuation point, has a high likelyhood of damaging stations, which then if we are using the VHD housing is risky.
 
Then again, I could be wrong.
I think you are. There's no mention of stripping anything from the MARV to make the refinery fit, they just made them more cramped and are likely getting closer to the weight limit then the people driving the thing would care for. I'm not sure how they did that, but engineers can be wizards like sometimes.
I eagerly used the robot tanks in the original X-COM back when I used to play that on DOSBox, so yeah. Good times. Also reminds me of the Sentry Drone automated tankettes from Command and Conquer: Generals, though those were stealth units so... wacky.
Weeeeeeeell we do still have stealth tech coming down the line. It's the old Nod stuff, so it isn't hard for them to detect, but that probably means it doesn't need STUs, so cheap for what it is. Sounds like the kind of expendable upgrade that'd be good to slap on an expendable drone.
 
As a note every time I see the world map I want us to build a coast to coast train, I think it would be super cool.
You're not the only person, and it's been hinted that there are plans in the works for doing it, once we get a path through the Great Plains Red Zone.
Yeah, this doesn't sound like it's working out the way we're hoping it would. I'm not sure I want to finish this right now.
I think it would be worthwhile doing the 1 die needed to finish it, so that all the buildings and equipment are ready for the people to trickle in.
 
When it comes to the MARV... well, we tacked on a new chunk to the rear for Super Marv. Time to slap a second additional section to create MegaMaid Mega MARV. ;)
 
This feels very pessimistic to me.

We've done very well at pushing tiberium back. And we have made great strides in every area techwise. We are probably going to start a moon city or something in two or three turns.

We're doing good. I don't think we'll need to evacuate earth. I think Kane will try and make a deal before that.

And if we do have to evacuate due to some unforseen thing I imagine we'll have time to put a decent effort into it.
I don't think that we will need to, but I feel compelled to prepare to need to. When my ship may sink, it behooves me to make sure the lifeboats are as effective as they can be, because the magnitude of the task of evacuation would be utterly immense.

And in this case, even "the best we can do" in "plenty of time" may prove to be less than we'd like, especially if we take the uncompromising road and refuse to compromise quality in the name of quantity. Which seems safe enough to do now, confident as we are that the evil day will not come.

I think you are. There's no mention of stripping anything from the MARV to make the refinery fit, they just made them more cramped and are likely getting closer to the weight limit then the people driving the thing would care for. I'm not sure how they did that, but engineers can be wizards like sometimes.
The language is:

GDI's version takes advantage of the nature of the Red Zones. With a full containment seal an effective requirement, GDI's Mammoth Armored Reclamation Vehicles are – just barely, sort of – large enough to fit an extremely stripped down APK refinery system into the frame of the vehicle. Rather than trying to contain, reprocess, or refine much of anything beyond the easiest, it can simply vent or dump anything inconvenient over the side, leaving it to the Tiberium around it to claim whatever leavings it produces.

It looks like you read "just barely, sort of, large enough to fit... into the frame of the vehicle" as "can fit in without displacing much of the other functional equipment that lets the vehicle do its job." To me, it reads as "this would take up basically all the space there is, with almost none to spare, and even then would strain the size of the platform."

I don't know.
 
My read on the matter is that the APK refinery is replacing whatever minimal Tiberium-processing/milling hardware there was previously, and probably some of the hopper space.
 
My read on the matter is that the APK refinery is replacing whatever minimal Tiberium-processing/milling hardware there was previously, and probably some of the hopper space.
Given that MARVs don't fight very often anymore and that we have huge operations in the Red Zones which are basically hundreds of miles from serious Nod interference... It probably wouldn't bother anyone very much to build an unarmed MARV variant that leaves the guns off too, if that was what it took to get the mobile refinery working properly.
 
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