Tiberium Storm (A Mass Effect and Command and Conquer AU Xover)

Do you guys want Turn 1 to take place at 2112 or 2152 like in canon?

  • 2112

    Votes: 44 93.6%
  • 2152

    Votes: 3 6.4%

  • Total voters
    47
  • Poll closed .
[X] Plan Housing Setup
-[X] Military Actions
--[X] Infantry Units
---[X] [IR] Patrol Perimeter: Have your infantry patrol the perimeter of the colony to prevent any of the local wildlife from getting someone injured. (Negate Wildlife Attack Roll on Colony)
---[X] [IR] Explore Surroundings: The initial surveyors only did a flyby of the area, have your infantry explore the area around the colony to get a better lay of the land (Reveal surrounding environment)
---[X] [IR] Protect Prospecting Team: Have your infantry guard the people prospecting the mountains from getting attacked by the wildlife. (Negate Wildlife Attack Roll on Prospectors)
--[X] Engineers
---[X] [EC] Prospect Valley Mountains: Before you can mine the earth, you'll need to find an ore vein so you won't be wasting your time. (4/4 Tries Remaining, Rolls 10 D100 to see if you find any metals to harvest)
---[X] [EC] Prospect Valley Mountains: Before you can mine the earth, you'll need to find an ore vein so you won't be wasting your time. (4/4 Tries Remaining, Rolls 10 D100 to see if you find any metals to harvest)
--[X] Snipers
---[X] [SP] Hunt Local Wildlife: Using Ionized Railguns on local wildlife might be overkill but you never know if they encounter something the only a Railgun can penetrate. (Gain information on local wildlife & receive bonus food income)
-[X] Construction Actions
--[X] Build Barracks Complex: Your soldiers will also need a place to sleep, they could sleep outside but they wouldn't be happy about it. (+1 Barracks for your soldier, -1 Power, -1 Space, Cost: 500 M)
--[X] Build Sawmill: When Tiberium covered most of the Earth, trees either becomes Blossom Trees that help spread Tiberium growth or heavily mutated into something alien. By the time of the 3rd Tib War, Tiberium becomes so toxic that it kills faster than it can mutate, trees become a rare luxury as large swathes of them died out. GDI have managed to document and preserve many different species of trees, both mutated and non-mutated and are currently in the middle of a tree replanting program on Earth. For the colonists trees provide a wood supply for cheap construction and furniture that could be sold to other colonies too. (+1 Sawmill, Requires 2 Population, -2 Power, +200 tons of Wood/Turn, -1 Space, Costs: 600 M)
--[X] Build Wind Turbine Farm: Wind Turbines is a cheap and hassle free form of power, the drawback is that it isn't as consistent as other power plants and during an invasion, very obvious targets. (+1 Wind Turbine Farm, +10 Power, Costs: 1000)
--[X] Build Housing Complex: The colonists need roofs over so their heads so they won't die of exposure and have access to basic amenities like water and electricity. (+1 Housing Complex, Houses 20 Population, -1 Power, -4 Space, Costs: 2000 M)
-[X] Research Actions
--[X] Subterranean Tech: (Unlocks Tunnel Excavator, Subterranean APC, Drill Pod, and Tunnel Network System) (1 Turn Required)

After:
Space: 6-4 (Housing) - 1 (Barracks) - 1 (Sawmill) 0 spaces left
Pop: 15 (9 on farms, 2 on sawmill, 4 free enough for 2 mines)
Power: 4/5 (refinery uses 2 once unpacked) -1 (Housing) -1 (Barracks) 1 (Sawmill) + 10 (Wind Turbine) 7/15 (power sorted for the time being)
Con Mat:5000 - 2000 (Housing) - 1000 (Wind Turbine) - 500 (Barracks) - 600 (Sawmill) = 900 left

Sawmill to generate construction mats. Housing complex on the surface so that the refinery will be subterranean (refinery is 2 spaces). Otherwise looking for resources and protecting the colony.
 
We have half of them already packed and we will not be building them all at once dude. There is time and the next shipment from GDI before we reach the point where we need them to be at the max.
We have 3 farms, all setup, the only thing we have packed is 1 mine and 1 refinery (which takes 2 power and space). We can order/build more farms with mats or selling ore
 
We have 3 farms, all setup, the only thing we have packed is 1 mine and 1 refinery (which takes 2 power and space). We can order/build more farms with mats or selling ore
Could have sworn they said packed last time I saw them. But again why are you doing the housing right now when we don't need it. It isn't like the next wave is going to come with nothing but the clothes on their backs. They will come with more supplies and infrastructure for the colony and it is very likely that will include another housing complex. And the space we have would be better served as something else. If we have to build a housing complex building it here at the valley is a bad idea instead it should be at the outpost where there is both room and it will have better food production.

Am I interpreting this incorrectly then?
Yes you are by the end of those turns we need to have them done so the barracks need to be done after two turns pass and the rest after 3 turns pass.
 
Could have sworn they said packed last time I saw them. But again why are you doing the housing right now when we don't need it. It isn't like the next wave is going to come with nothing but the clothes on their backs. They will come with more supplies and infrastructure for the colony and it is very likely that will include another housing complex. And the space we have would be better served as something else. If we have to build a housing complex building it here at the valley is a bad idea instead it should be at the outpost where there is both room and it will have better food production.
The turn post has 3 farms not packed and the space used matches with those being unpacked. I am doing housing now because next turn we unpack the refinery and that plus other building puts us to the point the house will need to be below ground and we have been told below ground is more expensive. Most likely the next wave will come with whatever we buy at the end of turn 2
So next turn:
Unpack Mine at Silver or better spot depending on prospecting
Unpack Refinery below ground
Build Warehouse (to store refined goods for trade) 500 M + Subterranean costs
Build Mine (if we find a good spot) 500 M
 
The turn post has 3 farms not packed and the space used matches with those being unpacked. I am doing housing now because next turn we unpack the refinery and that plus other building puts us to the point the house will need to be below ground and we have been told below ground is more expensive. Most likely the next wave will come with whatever we buy at the end of turn 2
So next turn:
Unpack Mine at Silver or better spot depending on prospecting
Unpack Refinery below ground
Build Warehouse (to store refined goods for trade) 500 M + Subterranean costs
Build Mine (if we find a good spot) 500 M
Again if we need to build housing it will not be at the valley as that would be a waste of space instead it will be at the outpost we need to setup anyway. And without a surveyor, we can't build that outpost.
 
Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm

If it is by the end of turn 3, then I guess we have an extra 700 CMs to play with.
We will still have way more Construction Actions than we can use. I'm not really seeing what the Surveyor does that we can't do already.
 
Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm

If it is by the end of turn 3, then I guess we have an extra 700 CMs to play with.
We will still have way more Construction Actions than we can use. I'm not really seeing what the Surveyor does that we can't do already.
Add more actions and let us make a decanted farming area.
 
It allows us to make more outposts. That allows us to paperclip faster(we can move more food production elsewhere temporarily).
 
Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm

If it is by the end of turn 3, then I guess we have an extra 700 CMs to play with.
We will still have way more Construction Actions than we can use. I'm not really seeing what the Surveyor does that we can't do already.
It is the only way to do the outpost without we are stuck underground and spending more to build things.
 
Also note that we do need to disperse above ground(harder to take all sites(that you know because they are above ground)) if they are dispersed.
 
We'll have used up our Construction Materials in two turns. What do we need more actions for?

I just find it weird that Engineers and MCVs can't move.
Because they are busy in their area dude the outpost will be at either the lake or the coast sending something there means it stays there as it is too far to move thing like the MCV and the Engineers would have to walk. There is a reason it straight up says the surveyors are meant to set-up outposts.
 
It's more about the logistics. We landed at our site and rapidly established logistics here and fully scouted out the local area. The ship that brought us here is not available to help and the other sites do not have the needed logistic networks. That's why we need to make a surveyor.
 
I thought this was just about putting some construction in the next valley over.
If it is not about putting stuff in the next valley over, then we might be in a bit of trouble, as I don't see how we can afford to construct both a Surveyor and a Housing Complex at the new site. We'll have Farms, but nobody to work them.
 
I forgot to mention. The GST that brought you here will be going back to GDI space to do their regular job of cargo hauling. By Turn 3 you can also buy more buildings or Construction Materials by bartering your resources too. I'll also calculate Mission Objectives by the Result, so after the Colonists wave arrived and everything is sorted, then I'll count the mission objectives.
 
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I do not know why the people in-thread think that they will be able to trump and prevent the Salarian STG that has three millennia of cross-specie and cross-culture espionage from acquiring Tiberium samples and TCN blueprints. I really do not know why you think this.
Because Inops cuts their teeth against Nod. And unless Kane himself is masterminding it, they usually beat them.

Besides, getting a Human to smuggle tib for you is like getting a Quarian to help you build an AI. The cultural scars run deep
I fucking hope you are not making the Council having idiot!ball here.
Why not? They seem so fond of them in canon.

Claim Dismissing intensifies.
 
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