[X] Plan Selling and Baseline tech
-[X] Construction Materials: 100 CM (20/10)
-[X] Sell Ingots: Your main source of income in the Frontier are the metal ingots that you sell to GDI.
--[X] Sell 20 Tungsten Ingots
--[X] Sell 20 Silver Ingots
--[X] Sell 7 Heavy Metal Ingot Ingot
-[X] Military Units
--[X] 1st Zone Battalion: A Battalion of Zone Power Armored infantry with access to Jump Packs, Ionized Railgun Cannons, and shoulder mounted heavy weapons. Each suit has an array of advanced sensors and communications equipment making them ideal for patrol work and combating anything they find while on patrol. The armor also enhances the users strength, speed, and reflexes like previous generations of Zone Armor, along with an aim assist to better inform the user where their round will land. (+1 Zone Infantry Battalion) 200/50
-[X] Pre-Fab Buildings
--[X] Pre-fab Housing: You colonist need a place to live and prefab housing is the most efficient way to house them until the colony is properly set up and (+1 Housing Complex, +20 Pop Cap, -1 Power, -4 Space) 100/150
--[X] Farming Equipment: While the colony have a store of rations that can last for a year, getting locally produced food will be essential to long term survival. Creating conventional farms can is a fairly cheap source of food, however it may be vulnerable to pests or weather that will damage the yield. The advantage is that it is fairly easy to make and expand. (+1 Conventional Farm & +500 tons of Excess Food/Year, -3 Space, 3 Population) 50/100
--[X] Factory: To turn those ingots into useable parts you'll need a factory to process the raw materials into useable products like vehicles, guns, and missiles to trucks, tools, and batteries. The Factory can be reconfigured to produce a wide variety of products and is required to produce the more high-tech pieces of equipment. (1+ Factory, -2 Power, -2 Space) 150/150
-[X] Technology
--[X] Laser Tech: While you won't be able to make your own Obelisk of Light since there isn't any blueprints for it, you do have access to Laser based upgrades to your equipment from Laser Rifles to Laser Countermeasures for your vehicles. You will likely need to research how to make large lasers yourself or get the clearance necessary to access Large-scale Laser technology. (Unlocks Laser Small Arms, Laser Countermeasures, Laser Slingshot, Laser Cannons, Laser Turrets, Laser Fences, & Advanced Laser Tech Research) 350/10
--[X] Stealth Tech: Even though the main GDI Research Facility tasked with reverse engineering Nod Stealth technology was lost in Australia, GDI does keep backup records in other parts of the world. Even with those records GDI have not managed to recreate the ability to create a cloaking field however, and GDI Commanders always target Nod Disruption Towers first in every engagement thus very few of them are recoverable or functional enough to study, it doesn't help that all Disruption Towers are designed to self-destruct when heavily damaged rendered too damaged to function. So the best GDI can do with this technology is to cloak individual units with very expensive equipment. (Unlocks Personal, Vehicle, and Aircraft Cloaking) 300/10
--[X] Energy Shield Tech: The Firestorm Shield has been around since the 2nd Tiberium War, it can produce an impenetrable wall of energy for a minute whilst requires a long recharge time, however it has proved useful in protecting GDI bases from Nod Missile Strikes. Now, the technology has been made much more energy efficient and offers a full area protection at the cost of not being impenetrable anymore. It has been put in use on GDI vessels and designs of a City shield has been developed and deployed in many major cities. Having a shield over your city would cut the risk of orbital bombardment down at the cost of an enormous amount of energy to keep it running. Captured Scrin Stasis technology has resulted in an upgrade to convert the energy shield into a stasis field which turns everything inside the shield indestructible for a short period of time. (Unlocks Firestorm Barrier, Crystal Shield, and Stasis Shield) 300/10
-[X] Hover Tech: While Hover technology has been around since the start of the 1st Tib War, the technology gained more prominent use in the 2nd Tib War as a weapons platform in the form of the Hover MLRS which allows it to hover over bodies of water and assist in amphibious assaults. By the 3rd Tib War, Hover vehicles begin to fall into specialist roles with the Slingshot and Shatterer due to their fragility, high production cost, and high maintenance cost compared to treaded vehicles. However, during the Ascension Conflict, the ability to hover over rough terrain, water, and even jump over cliffs have proven essential in protecting convoys of material for the construction of the TCN. Now it seems that Hover technology has found its niche as a versatile vehicle platform that sacrifice a bit of armor and being high maintenance for all terrain mobility. (Unlocks Hover Platform, Sandstorm, Shockwave, Shatterer, & Slingshot) 150/10
2141, Fort Monteriggioni, Shanxi
It's now the 1 year anniversary of the founding of Shanxi and the colony is about to receive its next shipment of colonist, mostly the families of the initial colonist, it will more than double your current population but you have prepared your colony's economy the best you could. The colony is currently preparing for their arrival with a celebration. Everyone is pitching in to make it a day to remember, Lin is in charge of organizing the food stalls, Strongarm is in charge of decorating and putting together the space, Jackson volunteered to set up games and entertainment in the form of a play, Liang had his research team focus on flying drones so that we will have a drone light show to cap off the event, and West will handle security. You invited Captain Locke to join in and he agreed to send his men down in rotation for some R&R. For now, you'll compile all of the reports for the past 6 months into a single report for the brass to be delivered next year.
[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] [IR] Scout the Lake Area: Order your infantry to scout the area around the lake. (Reveal areas around Eastern Lake Region)
[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)
The now reorganized Shanxi 1st Infantry continue to do good work. The ones assigned to defend the prospecting team, managed to kill a few packs of Terrorwolves that lived in the area and would have most likely heavily injured the Engineers. The wolves' thick fur is no match for the Werewolf Rifles and their claws are only able to scratch the paint on GDI Infantry armor. Those assigned to patrol the colony placed some guards along the various chokepoints of the valley including the recently found lava tube and mark locations for future fortifications. Those assigned to escort the Surveyor and scout out the Lake area have sent in their findings. Further east of the lake there is a river that flows into the ocean through a delta. To the north of the Lake is a series of hills while in the south is the eastern side of the large forest you found. Those Hills could contain ores to mine and the nearby forest would provide a boost to Wood Production. New Areas Explored (Eastern Hills, Eastern Delta, Eastern Forest)
[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. (2/4 Tries Remaining, Rolls 10 D100 to see if you find any metals to harvest)
After the very valuable find on the North and West, it would probably be asking for too much for the entire region to be mineral rich. Thus with your lowered expectations, you aren't that surprised when the prospecting team report back with 'pretty good' instead of 'amazing'. The Valley wall to the south that separates the colony from the nearby forest is fairly rich with metals with even a few deposits of Gold and Silver. Further East there is very little of note other than a lot of copper and a bit of iron.
Copper 1: DC 20 = 19 = Not Found
Copper 2: DC 25 = 77 = Large Deposit
Copper 3: DC 25 = 25 = Small Deposit
Tin-Tungsten: DC 30 = 92 = Huge Deposit
Iron 1: DC 25 = 97 = Huge Deposit
Iron 2: DC 35 = 68 = Medium Deposit
Iron 3: DC 35 = 12 = Not Found
Silver: DC 60 = 72 = Small Deposit
Gold: DC 75 = 81 = Small Deposit
Heavy Metals: DC 90 = 11 = Not Found
Copper 1: DC 20 = 16 = Not Found
Copper 2: DC 25 = 79 = Large Deposit
Copper 3: DC 25 = 62 = Large Deposit
Tin-Tungsten: DC 30 = 47 = Small Deposit
Iron 1: DC 25 = 21 = Not Found
Iron 2: DC 35 = 64 = Medium Deposit
Iron 3: DC 35 = 11 = Not Foun
Silver: DC 60 = 9 = Not Found
Gold: DC 75 = 67 = Not Found
Heavy Metals: DC 90 = 75 = Not Found
[X] [SP] Overwatch Surveyor: Have your snipers overwatch the surveyor to prevent any of the local wildlife from damaging the surveyor. (Negate All Wildlife Attack Roll on Surveyor)
Your snipers tasked with escorting the Surveyor, reported that the Surveyor arrived at the Lake with minimal difficulties. While the Outpost is busy constructing, the snipers observed the local wildlife that uses the lake as a watering hole. They reported seeing various birds, tiny furred creatures, amphibians and more. Terrorwolves were seen stalking the area looking for an easy kill on either fish or small critters. They also suspect that there might be an ambush predator in the lake, like a Crocodile and various other fish that they haven't seen yet. Not exactly a safe place at the moment but several railgun shots should dissuade any dangerous animals from coming closer.
[X] Build Mine: While everyone agreed that Tiberium is a poison and caused the most deaths in history, they do also admit that it made extracting minerals from the earth incredibly easy. Now that Tiberium is contained on Earth with GDI Navy feeding asteroids to be processed by the TCN, the colonist will have to mine resources the old fashion way. With drills, explosives, a mining truck. (+1 Mine, Requires 2 Population, +300 Ore/Turn, Costs: 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 Wood/Turn, -1 Space, Costs: 600 M)
[X] Build Warehouse: You'll need a place to store all of the goods you plan to sell to GDI. (+1 Warehouse, Unlocks Inventory Tab Secures Resources, -2 Space, Costs: 500 M)
[X] Send Surveyor (Lake): Have your Surveyor build an outpost next to the lake, that area will give a boost (20%) towards food production. (+1 Lake Outpost, +50 Space, +2 Construction Actions, -1 Surveyor)
[X] Build Conventional Farm: While the colony have a store of rations that can last for a year, getting locally produced food will be essential to long term survival. Creating conventional farms can is a fairly cheap source of food, however it may be vulnerable to pests or weather that will damage the yield. The advantage is that it is fairly easy to make and expand. (+1 Conventional Farm, Requires 3 Population, +500 Food/Year, -3 Space, Costs: 500 M)Build at the Lake Outpost
Your Conyard continue to work around the clock resulting in a Mine going to the North the Sawmill cutting down more of the trees around your capital. Strongarm mentioned that there should be more build space to for you to work with from the continuous logging operation with an estimated 2 years' worth of wood before they run out. Port Balhae +2 Space for 3 Turns
The Surveyor reached the lake without much issue, there was a waterfall in its path but thankfully there was a ramp next to the waterfall that the Surveyor can drive downwards. It deploy for a couple of hours so that it can build a proper ramp and once it's done, continued on its way. Once it reached the Lake, it deployed and started to build a farm. Now you'll probably need to name that new settlement too. Lake Outpost established.
[] [Lake Town] Name:
[X] Robot Drone Tech: GDI have rarely used Robots in their arsenal, mainly due to the dangers of an enemy taking control of your own robots, the control signal being jammed due to interference, and study done decades ago that proves Humans supported by AI is superior than AI controlled armies. However, robots have found a niche for themselves as patrol and scout units. A recent robotic addition to GDI's arsenal is the War Dog which is a scaled down Mastadon frame with a machine gun head. Advanced sensors and pack intelligence makes it an ideal scouting unit while being very cheap to produce. (Unlocks War Dogs, Drone Swarm, Repair Drones, & Custom Drones Designs) (1 Turn Required)
Liang sent a report on what we are capable of building a week before the new colonists arrived. Several Drones designs of note are the ubiquitous Repair Drones that automatically repair vehicles and aircraft, the War Dogs robotic dogs with a Rifle for a head and some top of the line sensors resulting in an excellent scout unit, and finally the Drone Swarm armed quad-rotor drones with a coilgun. Other than that, this research will allow us to design our own drones. Unlocks War Dogs, Drone Swarm, Repair Drones, and Customizable Drone Designs
[X] Plan Selling and Baseline tech
-[X] Construction Materials: 100 CM (20/10)
-[X] Sell Ingots: Your main source of income in the Frontier are the metal ingots that you sell to GDI.
--[X] Sell 20 Tungsten Ingots
--[X] Sell 20 Silver Ingots
--[X] Sell 7 Heavy Metal Ingot Ingots
-[X] Miltary Units
--[X] 1st Zone Battalion: A Battalion of Zone Power Armored infantry with access to Jump Packs, Ionized Railgun Cannons, and shoulder mounted heavy weapons. Each suit has an array of advanced sensors and communications equipment making them ideal for patrol work and combating anything they find while on patrol. The armor also enhances the users strength, speed, and reflexes like previous generations of Zone Armor, along with an aim assist to better inform the user where their round will land. (+1 Zone Infantry Battalion) 200/50
-[X] Pre-Fab Buildings
--[X] Pre-fab Housing: You colonist need a place to live and prefab housing is the most efficient way to house them until the colony is properly set up and (+1 Housing Complex, +20 Pop Cap, -1 Power, -4 Space) 100/150
--[X] Farming Equipment: While the colony have a store of rations that can last for a year, getting locally produced food will be essential to long term survival. Creating conventional farms can is a fairly cheap source of food, however it may be vulnerable to pests or weather that will damage the yield. The advantage is that it is fairly easy to make and expand. (+1 Conventional Farm & +500 tons of Excess Food/Year, -3 Space, 3 Population) 50/100
--[X] Factory: To turn those ingots into useable parts you'll need a factory to process the raw materials into useable products like vehicles, guns, and missiles to trucks, tools, and batteries. The Factory can be reconfigured to produce a wide variety of products and is required to produce the more high-tech pieces of equipment. (+1 Factory, -2 Power, -2 Space) 150/150
-[X] Technology
--[X] Laser Tech: While you won't be able to make your own Obelisk of Light since there isn't any blueprints for it, you do have access to Laser based upgrades to your equipment from Laser Rifles to Laser Countermeasures for your vehicles. You will likely need to research how to make large lasers yourself or get the clearance necessary to access Large-scale Laser technology. (Unlocks Laser Small Arms, Laser Countermeasures, Laser Slingshot, Laser Cannons, Laser Turrets, Laser Fences, & Advanced Laser Tech Research) 350/10
--[X] Stealth Tech: Even though the main GDI Research Facility tasked with reverse engineering Nod Stealth technology was lost in Australia, GDI does keep backup records in other parts of the world. Even with those records GDI have not managed to recreate the ability to create a cloaking field however, and GDI Commanders always target Nod Disruption Towers first in every engagement thus very few of them are recoverable or functional enough to study, it doesn't help that all Disruption Towers are designed to self-destruct when heavily damaged rendered too damaged to function. So the best GDI can do with this technology is to cloak individual units with very expensive equipment. (Unlocks Personal, Vehicle, and Aircraft Cloaking) 300/10
--[X] Energy Shield Tech: The Firestorm Shield has been around since the 2nd Tiberium War, it can produce an impenetrable wall of energy for a minute whilst requires a long recharge time, however it has proved useful in protecting GDI bases from Nod Missile Strikes. Now, the technology has been made much more energy efficient and offers a full area protection at the cost of not being impenetrable anymore. It has been put in use on GDI vessels and designs of a City shield has been developed and deployed in many major cities. Having a shield over your city would cut the risk of orbital bombardment down at the cost of an enormous amount of energy to keep it running. Captured Scrin Stasis technology has resulted in an upgrade to convert the energy shield into a stasis field which turns everything inside the shield indestructible for a short period of time. (Unlocks Firestorm Barrier, Crystal Shield, and Stasis Shield) 300/10
-[X] Hover Tech: While Hover technology has been around since the start of the 1st Tib War, the technology gained more prominent use in the 2nd Tib War as a weapons platform in the form of the Hover MLRS which allows it to hover over bodies of water and assist in amphibious assaults. By the 3rd Tib War, Hover vehicles begin to fall into specialist roles with the Slingshot and Shatterer due to their fragility, high production cost, and high maintenance cost compared to treaded vehicles. However, during the Ascension Conflict, the ability to hover over rough terrain, water, and even jump over cliffs have proven essential in protecting convoys of material for the construction of the TCN. Now it seems that Hover technology has found its niche as a versatile vehicle platform that sacrifice a bit of armor and being high maintenance for all terrain mobility. (Unlocks Hover Platform, Sandstorm, Shockwave, Shatterer, & Slingshot) 150/10
When the shipment of colonists arrived, everyone came together to reunite with their families. Once the last transport offloads all of their cargo and colonist, the colonist started the celebration. Roasted Fake Meats, Fried Dumplings, Noodles, and various other street foods are served in the main street of the town. Other than food, a quarter of the stalls are for games, like darts, ring toss, and etc. Traditional Chinese music is in the air as you spent the night just enjoying the sights, West assigned one of her agents to be your bodyguard but you don't mind. You wish your family was here with you but your kids are busy with their deployment and Mrs. Williams said she'll come by next year so that's something to look forward too. You see civilians and soldiers having a good time and enjoying the night and you can't help but just stand there and soak it all in.
By midnight, Liang and his team is ready to start the main event. Dozens of the new Drone Swarm fly to the North of the city and started to do their choreographed moves with flashing lights constantly changing color, from the Drones themselves pretending to be fireworks to symmetric maneuvers. By the end of the show, everyone is cheering and clapping, in a final display the Drones arrayed themselves into the GDI Eagle in its iconic yellow color and a variety of simulated fireworks in the background.
The party lasted throughout the night until dawn, but the families have already gone to bed once the show is over. Once the sun is shining, the Colonists go about cleaning up and getting ready to be relocated to their new homes in the Lake town that hasn't been named yet. Shanxi now has a large enough population to recruit Colonial Militias to handle simple tasks like patrolling the colony which will free up your professional soldiers for other duties. Militia Training Available
The Shanxi 1st Infantry Battalion, the one that was sent to guard the Prospectors, have been ordered to escort the colonist to the Lake Settlement along with the Housing District and Farm, since they have already completed their task. Your new Factory you have deployed in the capital since it is near the warehouse. Housing and Farm unpacked in Lake Outpost & Factory unpacked in Port Balhae. Unlock Factory Actions
And last to get off the GST is the new Zone Trooper Battalion that you requisitioned. They'll be ideal for exploring that Lava tunnel you found last year. Their tough armor, advanced scanners, and heavy weapons should be able to handle whatever that tunnel had in store for you. They are currently settling into the barracks and should be ready for duty tomorrow. Zone Trooper Battalion added (Zone Armor Trait, +1 Re-roll)
Random Event: 97
However it looks like they will be sent out much sooner than you thought. A week before the start of the bi-annual meeting, miners in the North Mountain found an inconsistency in the rock in the form of a line of loose rocks that are reminiscent to a collapsed tunnel. They reported their findings to Lin who in turn sent it to you. After a few days of digging, the miners found a metal blast door that according to their sensors reads back as regular rock. Jackson is immediately called along with the newly arrived Zone Troopers, their military grade sensors were able to detect how thick the door is and whether there is an air pocket on the other side. The Zone Troopers quarantine the tunnel with a pre-fab airlock is case of any dangerous pathogens or toxic chemicals inside.
You are with the rest of your advisors in your ConYard, seeing the various helmet feeds of Jackson and the new Zone Trooper Battalion. 3 Squads will enter the Ruins with Jackson, while the others cordon off the area and be ready to reinforce if the initial team encountered any problems. While normally the signal would have been blocked by the mountain itself, the airlock has a radio receiver and cable to a transmitter outside of the mountain so that we can advise the ground team directly.
Placing a Thermite Breaching Charge that Strongarm and Liang fabricated, the team readies to insert. "Fire in the Hole!" With the signal given, the Breaching Charge does its work, melting an outline of a hole into the door. Once the outline is sufficiently melted, the explosives kick fragments of the door inside the Ruins. Jackson quickly threw in a Sensor grenade which gives a Virtual Reality view of what's inside, similar to how fighter pilots in the 21st century can see through their plane. The Sensor grenade is also equipped with thermal imager and will automatically outline heat sources like body heat through the wall.
With the Sensor Grenade showing that the interior is empty, Jackson and the Zones moved in to secure it. Attachable gun-mounted cameras allowed the squads to look and shoot around corners without exposing themselves are also put to use in this scenario. The interior looks like a well-designed kill zone, with what appears to be physical barricades put in use on the ground floor while on the 2nd floor there is no cover, but it is very likely that it is an energy based barricade and that it is just low on power. Exploring the Ruins paints a depressing picture as what looks like 2 Protheans or at least their armor is found in their rooms with no sign of struggle with only a knife in their hands. West hypothesized that they most likely committed suicide once they knew that they are trapped and have no chance of rescue. After several minutes of clearing each room, it becomes clear that this is just a supply depot, or a bunker for a guerrilla force.
Expired rations, medical supplies, and infantry armor and weapons are the most common artefacts found, while these find are very valuable that isn't the only thing they found. One of the Prothean has what looks like a Data disk in his/her room, you do not have any idea on where to start in decoding it, thus West suggests you leave that for the Archaeology Team to translate. They'll have the Prothean team decode it but it's very likely just a final message to whoever found this tomb. The real prize, however, is what looks like a deactivated server bank that could contain an AI like our EVA Units. Whatever it is, West cautioned us not to touch it until an archaeology team arrives on a frigate in 6 months. Everything other than the potential Ancient AI and Data Disk, which are off limits, you are free to analyse for yourself so long as you share the results of your research with the Prothean team when they arrive.
35 = Spare Armor Segments
53 = Full suits of Prothean Armor
4 = REALLY Expired Prothean Rations
50 = Prothean Data Disc
12 = Medical Supplies (Most likely toxic and expired)
56 = ME Field Deployable Barrier
49 = Disassembled of a Prothean Weapon parts
93 = Deactivated Prothean VI
19 = Weapon Maintenance Toolkits
25 = Spent Power Packs
Prothean Ruins Explored
For now, everything that could be brought back was put in specially sealed crates and under armed guard to be delivered to the Lab back in Monteriggioni. These Artefacts could be sold to the Colonization Office for a large amount of points or you can study them yourself and the exchange the results for points, however researching those Artefacts yourself will take time for Liang's team to understand what they are dealing with. You have a feeling that GDI would post increased security for your colony in light of this discovery, so you best prepare accordingly.
- North Mountain (2/10 Space 13/15 Power, 5/0 Population (From Port Belhae), 5/5 Employed 2/3 Mine Capacity)
-- Mine (2x, 2 Population, +300 Ores, +500CM)
-- Refinery (1x, -2 Power, -2 Space, 1 Population, Converts Ore into Ingots in 2:1 ratio, Capacity of 1000 Ingots)
-- Power Line (Port Belhae to North Mountain)
Construction Materials: 600+800 (Wood)+1000(Mines)+100(Requisition) = 2500 CM
Employed: 17/35
Food: 2700 – 1750 = 950 Food (1 Pop = -50 Food/Turn)
North Mines
Copper: 13.7 x 2(3+1+3) = 192 Ore = 96 Ingots
Iron: 13.7 x 2(3+2+3) = 220 Ore = 110 Ingots
Tungsten: 13.7 x 2(3) = 82 Ore = 41 Ingots
Silver: 13.7 x 2(3) = 82 Ore = 41 Ingots
Palladium: 13.7 x 2(1) = 27,4 Ore = 13.7 Ingots
Primary Objective:
- 1 Barracks complexes by Turn 2 (Completed)
- Generate 2000 Food/Turn by Turn 3 (Completed)
- Build 2 Mines and 1 Refinery by Turn 3 (Completed)
- (NEW) Build 1 Archaeology Lab by Turn 5
Secondary Objective:
- Build Outpost to expand food supply (Completed)
- Generate 3000 Food/Turn by Turn 4
Military Action: Jackson suggests that we have enough people to start a Colonial Militia, he can have one of the Battalions train the colonists into Militia so they can take over guarding the settlements so the Regular Infantry can do other tasks. He also recommends we send the Zone Troopers down the Lava Tunnel as they are much better protected and equipped in case things goes wrong.
1st Infantry Regiment: a Regiment of Riflemen armed with Werewolf Rifles and accompanying Missile Troopers armed with FGM-150 Missile Launchers to provide Anti-Armor and Air support. The regiment wears the new standard issue exo-skeletal body armor which is much slimmer than the Zone series heavy armor but is still an exo-skeleton it just noticeably weaker yet cheaper to make. They are also trained in deploying Infantry Bunkers, to provide additional protection. (3 Infantry Battalions = 3 Actions)
[] [IR] Patrol Perimeter (Port Belhae): 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)
[] [IR] Patrol Perimeter (Lake): 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 Lake)
[] [IR] Build Basic Fortifications: Have your Infantry put their fortification training to work and build a basic perimeter defence of Bunkers and Walls. (Walls and Bunkers Constructed,-1 Space, Costs 500 M)
[] [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)
[] [IR] Scout the Forest Area: Order your infantry to scout the area around the forest. (Reveal areas around the Southern Forest Region)
[] [IR] Scout the Northern Mountain: Order your infantry to scout the area around the northern mountain. (Reveal areas around the Northern Mountain Region)
[] [IR] Scout the Western Mountain Range: Order your infantry to scout the area around the western mountain range. (Reveal areas around the Western Mountain Region)
[] [IR] Scout the Lava Tunnel: Have your infantry explore the Lava tunnel to make sure nothing dangerous lives there. (Reveals the areas inside the Lava Tunnel)
[] [IR] Scout the Eastern Hills: Order your infantry to scout the area around the eastern hills. (Reveal areas around the Eastern Hills)
[] [IR] Scout the Eastern Delta: Order your infantry to scout the area around the eastern delta. (Reveal areas around the Eastern Delta)
[] [IR] Scout the Eastern Forests: Order your infantry to scout the area around the eastern forests. (Reveal areas around the Eastern Forests)
(NEW) [] Train Militia: Have your infantry train a group of volunteers from the local colonist to become part of the Colonial Militia (Trains Colonial Militia) (-1 Pop = 1 Colonial Militia)
[] [IR] Write-In:
(NEW) 1st Zone Battalion: A Battalion of Zone Power Armored infantry with access to Jump Packs, Ionized Railgun Cannons, and shoulder mounted heavy weapons. Each suit has an array of advanced sensors and communications equipment making them ideal for patrol work and combating anything they find while on patrol. The armor also enhances the users strength, speed, and reflexes like previous generations of Zone Armor, along with an aim assist to better inform the user where their round will land. (1 Zone Battalion = 1 Action) (Trait = Zone Armor = +1 Re-roll)
[] [ZB] Patrol Perimeter (Port Belhae): 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)
[] [ZB] Patrol Perimeter (Lake): 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 Lake)
[] [ZB] Protect Prospecting Team: Have your infantry guard the people prospecting the mountains from getting attacked by the wildlife. (Negate Wildlife Attack Roll on Prospectors)
[] [ZB] Scout the Forest Area: Order your infantry to scout the area around the forest. (Reveal areas around the Southern Forest Region)
[] [ZB] Scout the Northern Mountain: Order your infantry to scout the area around the northern mountain. (Reveal areas around the Northern Mountain Region)
[] [ZB] Scout the Western Mountain Range: Order your infantry to scout the area around the western mountain range. (Reveal areas around the Western Mountain Region)
[] [ZB] Scout the Eastern Hills: Order your infantry to scout the area around the eastern hills. (Reveal areas around the Eastern Hills)
[] [ZB] Scout the Eastern Delta: Order your infantry to scout the area around the eastern delta. (Reveal areas around the Eastern Delta)
[] [ZB] Scout the Eastern Forests: Order your infantry to scout the area around the eastern forests. (Reveal areas around the Eastern Forests)
[] [ZB] Scout the Lava Tunnel: Order your infantry explore the Lava tunnel, to make sure nothing dangerous lives there. (Reveals the areas inside the Lava Tunnel and Possible Wildlife Attack Roll)
[] [ZB] Write In:
1st Engineer Corp: A Corp of Engineers, there isn't much to say about them, they can make basic defences like Watchtowers, AA Turrets, Trenches, Bunkers, Minefields, and etc. They can also help with civilian construction if you feel that you are sufficiently protected. (1 Engineering Corps = 2 Actions)
[] [EC] Build Basic Fortification: Have your Engineers put their fortification training to work and build a basic perimeter defence of Bunkers and Walls. (Walls and Bunkers Constructed, -1 Space, Costs 500 M)
(NEW) [] [EC] Prospect Easter Hills: Before you can mine the earth, you'll need to find an ore vein so you won't be wasting your time. (1/1 Tries Remaining, Rolls 10 D100 to see if you find any metals to harvest)
[] [EC] Help with Colony Construction: Have your Engineers assigned to Strongarm's command to help with general Construction. (Exchange Engineer Actions to Construction Actions)
[] [EC] Write-In:
1st Sniper Platoon: A Platoon of Snipers, armed with an Ionized Railgun Rifle, the same technology used in the Main cannon of the Hunter AFV allowing it to have extremely high penetration. Sniper teams are also equipped with a stealth cloak to hide in plain sight. (16 Snipers = 1 Action) (Trait = Snipers = Invisible and Extreme Ranged attacks)
[] [SP] Overwatch the Colony: Have your snipers overwatch the colony to prevent any of the local wildlife from getting someone injured. (Negate All Wildlife Attack Roll on Colony)
[] [SP] Overwatch Lake Settlement: Have your snipers overwatch the surveyor to prevent any of the local wildlife from damaging the surveyor. (Negate All Wildlife Attack Roll on Lake Settlement)
[] [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)
[] [SP] Scout the Northern Mountain: Order your infantry to scout the area around the northern mountain. (Reveal areas around the Northern Mountain Region)
[] [SP] Scout the Western Mountain Range: Order your infantry to scout the area around the western mountain range. (Reveal areas around the Western Mountain Region)
[] [SP] Scout the Eastern Hills: Order your infantry to scout the area around the eastern hills. (Reveal areas around the Eastern Hills)
[] [SP] Scout the Eastern Delta: Order your infantry to scout the area around the eastern delta. (Reveal areas around the Eastern Delta)
[] [SP] Scout the Eastern Forests: Order your infantry to scout the area around the eastern forests. (Reveal areas around the Eastern Forests)
[] [SP] Scout the Lava Tunnel: Order your infantry explore the Lava tunnel, to make sure nothing dangerous lives there. (Reveals the areas inside the Lava Tunnel and Possible Wildlife Attack Roll)
[] [SP] Write-In:
Construction Options: With the new Factory, you can convert the Ingots you refined into various vehicles. Strongarm recommends getting that Tunnel Excavator to get started on the underground network. (6 Actions)
[] 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)
[] 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)
[] Build Conventional Farm: While the colony have a store of rations that can last for a year, getting locally produced food will be essential to long term survival. Creating conventional farms can is a fairly cheap source of food, however it may be vulnerable to pests or weather that will damage the yield. The advantage is that it is fairly easy to make and expand. (+1 Conventional Farm, Requires 2 Population, +500 Food/Year, -3 Space, Costs: 500 M)
[] Build Hydroponics Farm: With the much of the world's farm land becoming Tiberium Wastelands, Hydroponics helped prevent millions of people from starving both in Blue and Yellow Zones. Having your own Hydroponics Farm should help provide a steady food supply for your colony that won't be affected by pests or weather at the cost of being more expensive, takes up more space, and produce less food. (+1 Hydroponics farm, -2 Power, Requires 1 Population, +250 Food/Year, -2 Space, Costs: 1000 M)
[] Build Granary: A place to safely store your food so it doesn't spoil. (+1 Granary, -1 Power, Secures Food Surplus, -1 Space, Costs: 500 M)
[] 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 Wood/Turn, -1 Space, Costs: 600 M)
[] Build Mine: While everyone agreed that Tiberium is a poison and caused the most deaths in history, they do also admit that it made extracting minerals from the earth incredibly easy. Now that Tiberium is contained on Earth with GDI Navy feeding asteroids to be processed by the TCN, the colonist will have to mine resources the old fashion way. With drills, explosives, a mining truck. (+1 Mine, Requires 2 Population, +300 Ore/Turn, Costs: 500 M)
[] Build Refinery: Once you have a supply of ore, you'll need a location to smelt it. Using lessons learnt from Tiberium refining, a single refinery can process multiple different types of ores and separate them into their component elements and transformed into ingots for easy storage. (+1 Refinery, -2 Power, Refine Ore 500 Ore/Turn into Metal Ingots, -2 Space, Costs: 1500 M)
[] Build Factory: Once you have a steady supply of metal, you'll need a Factory to transform the metal into useful components. Fabrication technology has come a long way and specialized fabrication equipment will open a large variety of useful possibilities. (+1 Factory, -2 Power, Unlocks Factory Actions + Airfield + Tech Lab + Tier 2 Defences, -2 Space, Costs: 2000 M)
(NEW) [] Build Airfield: To build and house aircraft, an Airfield is required to house, arm, fuel, and repair them. A squadron of 16 Aircraft can be house in an Airfield, with a majority of GDI Aircraft being VTOL and the hangars itself being underground does help in saving space. To save cost, the Airfield merely assembles the aircraft in their hangers, creating the parts itself is handled by the Factory fabricator. (+1 Airfield, Unlock Aircraft Production, -2 Power, -2 Space, Costs: 1500 M)
(NEW) [] Build Combat Support Airfield: A much cheaper alternative to a full Airfield, the CSA can't produce aircraft but can refuel, repair, and rearm aircraft like a normal Airfield but can only hold 4 Aircraft at a time. (+1 CSA, -1 Power, -1 Space, Costs: 300M)
(NEW) [] Tech Lab: While Battles are won in the field, Wars are won in the Lab. Without R&D, GDI would not have the Sonic technology needed to beat the Scrin, the Ion Cannon, the Mammoth Tank, Walkers, and etc. Having your own would allow you to analyse and study the technology that GDI has available as well as make prototypes to see if they are viable to be produced. (+1 Tech Lab, +1 Research Action, -3 Power, -1 Space, Costs: 4000 M)
(NEW) [] Archaeology Lab: A place for the Prothean Research team to study the ruins and the AI inside. They'll most likely bring their own advanced gear so all that is needed is housing with ample supply of electricity and clean water. Luckily you have a supply of Silver to make Solar Panels.(+1 Archaeology Lab, -1 Space, Costs: 1500M & 1 Silver Ingot)
[] Build Warehouse: You'll need a place to store all of the goods you plan to sell to GDI. (+1 Warehouse, + 2000 Capacity, -2 Space, Costs: 500 M)
[] Build Biofuel Power Plant: A growing Colony needs a lot of power, the one that kicked off the Industrial Revolution is the Steam Generator by burning Fossil Fuels. Now, Biofuel from Wood or certain plant based oil can be burned instead. (+1 Biomass Power Plant, +20 Power, Requires 100 Wood/Turn or 150 Food/Turn, -1 Space, Costs: 800M)
[] 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 M, Requires Mountains in the Region)
[] Solar Power Plant: Now that you have a steady supply of Silver, you can use Solar Power as a means of producing power for your colony. (+1 Solar Power Plant, +8 Power, -2 Space, Costs: 1000M + 8 Ingots of Silver)
[] Power Lines (... to ...): Connecting Settlements into a Power Grid would help reduce the need for Power Plants in every area. (+1 Power Lines, Connects 2 Settlement's Power Meter, Costs 500M/Area)
[] Build Watchtower Coilgun Defence System: A Rapid-fire Coilgun Defence systems that are able to shred any hostile wildlife or infantry put on top of a 30 meter tower. (+1 Watchtower Perimeter Defence, -5 Power, Negate Wildlife Attack Roll, Costs: 1200 M)
(NEW) [] Warden Coilgun Cannons Defense System: Full-auto upgrade to the venerable Guardian Cannon, the Warden is capable of firing of 30mm rounds, from Frag to HEAT, at 800 rounds/minute and switch between the 2 at a push of a button. Using a programmable fuse, the 30mm rounds are capable of being set to Impact, Timed, or Proximity allows it to engage a wide variety of targets including enemy infantry, missiles, bombs, vehicles, or aircraft. (+1 Warden Perimeter Defence, -10 Power, Negate Wildlife Attack Roll, Intercept enemy Munitions and Aircraft, Anti-Armor weapon, Costs: 3000 M)
(NEW) [] Banisher AA Battery: Based on the Anti-Aircraft Battery used in the 3rd TibWar, The Banisher uses Rotary Coilgun technology to boosts its range and rate of fire while also being equipped with Counter-Precision Guided Munitions system, able to launch 4 of its 16 Missiles every second with an auto-loading system to reload a pod of 4 missiles every 2 seconds, resulting in a continuous barrage of precision missiles. (+1 Banisher AA Battery System, -8 Power, Intercept Enemy Munitions & Aircraft, Can't Attack Ground, Costs: 2000 M)
[] Build Surveyor: It is essentially a miniature MCV, the Surveyor can construct buildings from materials like the MCV a Surveyor can unpack into an outpost once it finds a suitable location. (+1 Surveyor, Costs: 1500 M)
[] Send Surveyor (Forest): Have your Surveyor build an outpost inside of the forests, that are will give a boost (40%) towards Wood Production. (+1 Forest Outpost, +20 Space (Trees can be cut down to increase space), +2 Construction Action, -1 Surveyor)
[] Build Tunnel Excavator: Have your MCV build a Tunnel Excavator to get started on hollowing out the nearby mountain. (+1 Tunnel Excavator, +4 Underground Space/Turn, Cost: 2000 M)
[] Build Geothermal Power Plant: Strongarm suggested that with the Tunnel Excavator, it is possible to build a Geothermal Power plant. It will be very expensive, but should provide a lot of Power. (Requires 1 Tunnel Excavator for 2 Turns, -2 Space, nearby source of water, +80 Power, Cost: 2500M)
[] Upgrade (...): Upgrading existing building is a good way to increase production without using up space. (+25% Production, 50% original CM cost, -1 Power)
(NEW) [] Solar Panel Upgrade (...): Upgrade existing building with Solar Panels, increasing granting additional +2 Power per 1 Space. (Costs: 100 M & 2 Silver Ingot per Building Space)
(NEW) Factory: With the Factory ready, Vehicles and Drones are available for production. (1 Action)
[] Build Surveyor: It is essentially a miniature MCV, the Surveyor can construct buildings from materials like the MCV a Surveyor can unpack into an outpost once it finds a suitable location. (+1 Surveyor, Costs: 1 Copper Ingots & 15 Iron Ingots)
[] Build Tunnel Excavator: Have your MCV build a Tunnel Excavator to get started on hollowing out the nearby mountain. (+1 Tunnel Excavator, Costs: 1 Copper Ingots, 10 Iron Ingots, & 5 Tungsten Ingots)
[] Build Hunter Mk.2 AFVs: By combining the Predator's main cannon with an APC's chassis, the Hunter have the firepower of a Predator but the speed of a Pitbull with its Hydrogen Turbine Engine and Adjustable Computer Controlled Suspension in a Vanadium Steel Alloy body keeps it well protected. It is also armed a Coaxial Machine Gun, a Laser Point Defense System, and a deployable scout drone for increased situational awareness and stealth detection. (+1 Hunter AFV Battalion, Costs: 5 Copper Ingots & 25 Iron Ingots)
[] Build Beetle APCs: With the lacklustre performance of the GDI Armadillo during the Ascension Conflict, GDI Engineers studied, Nod Reckoners given to them from the Liberated, to see if a better APC can be gleamed from Nod's design. The result is the Beetle APC, much lighter and faster than the Armadillo and being able to carry a squad of 6 Riflemen or 4 Zone Troopers, featuring a rapid fire Coilgun like the ones used on Watchtowers, firing Ports for the infantry inside to fire outside, and the ability to deploy itself into a bunker similar to Nod's Reckoner. With a Drill Tip Upgrade, the Beetle is capable of burrowing and move underground similar to its Reckoner predecessor. What differentiates it from its Reckoner roots is the inclusion of GDI Repair Drones equipped with Nanotech Repair Mechanisms that are released when it is deployed, allowing it to repair and heal nearby Infantry and Vehicles, similar to the 3rd TibWar era Rig and Mobile Repair Transport of the Steel Talons. (+1 Beetle APC Battalion, Costs: 5 Copper Ingots, 25 Iron Ingots, & 5 Tungsten Ingots)
[] Build Spartan Mk.2 Tanks: An upgrade to the autonomous Spartan Tank, instead of needing its treads to be destroyed to become a Turret, the Spartan instead uses a similar system used in Nod's Tick Tank to borrow its main body underground, whilst leaving its heavily armoured turret that is able to survive several shots from a Mammoth Tank on the surface. (+1 Spartan Tank Battalion, Costs: 5 Copper Ingots, 15 Iron Ingots, & 10 Tungsten Ingots)
[] Build War Dogs: Based on a quadrupedal chassis that was built for a 1/200th scale prototype of the Mammoth Mk. II walker. Although that chassis design was unworkable at Mammoth scale, GDI scientists found it to be an excellent platform on which to build a light autonomous scout vehicle. With integrated sensors, swarm intelligence, and head mounted Werewolf, it is a very cheap and effective infantry support drone. It can provide Overwatch, ferry supplies, and robust enough to continue to function even after several shots from infantry grade Coilguns. They are assigned to infantry squads and can follow voice commands like follow, stay, guard, retreat, and etc. (Equip Infantry with 4 War Dogs, Costs: 10 Copper Ingots & 10 Iron Ingots)
[] Write In:
Research: With a large amount of research projects down the pipe, Liang recommends you build more Labs to have more people work through the backlog. (1 Action)
[] Sonic Tech: Through the use of sonic crystals, GDI is able to project a wave of sonic energy that can vibrate any target to piece. This is instrumental in abating the spread of Tiberium on Earth. And while Tiberium isn't a threat to Earth anymore, with the Tiberium Control Network up and running, sonic technology still has a place in GDIs arsenal. (Unlocks Shockwave/Shatterer HFV, Sonic Grenades, & Sonic Cannons and etc.) (1 Turn Required)
[] Zone Armor Tech: While you don't have access to the current generation Zone Armor currently in use by GDI. It does supply a variety of upgrade packages to make Colonial Militia Zone Troopers a combat effective fighting force. (Unlocks Zone Trooper Militia Training, Armory, Zone Armor, Zone Upgrade Packs, Zone Heavy Weapons, Jump Jets) (1 Turn Required)
[] Laser Tech: While you won't be able to make your own Obelisk of Light since there isn't any blueprints for it, you do have access to Laser based upgrades to your equipment from Laser Rifles to Laser Countermeasures for your vehicles. You will likely need to research how to make large lasers yourself or get the clearance necessary to access Large-scale Laser technology. (Unlocks Laser Small Arms, Laser Countermeasures, Laser Slingshot, Laser Cannons, Laser Turrets, Laser Fences, & Advanced Laser Tech Research)
[] Stealth Tech: Even though the main GDI Research Facility tasked with reverse engineering Nod Stealth technology was lost in Australia, GDI does keep backup records in other parts of the world. Even with those records GDI have not managed to recreate the ability to create a cloaking field however, and GDI Commanders always target Nod Disruption Towers first in every engagement thus very few of them are recoverable or functional enough to study, it doesn't help that all Disruption Towers are designed to self-destruct when heavily damaged rendered too damaged to function. So the best GDI can do with this technology is to cloak individual units with very expensive equipment. (Unlocks Personal, Vehicle, and Aircraft Cloaking)
[] Energy Shield Tech: The Firestorm Shield has been around since the 2nd Tiberium War, it can produce an impenetrable wall of energy for a minute whilst requires a long recharge time, however it has proved useful in protecting GDI bases from Nod Missile Strikes. Now, the technology has been made much more energy efficient and offers a full area protection at the cost of not being impenetrable anymore. It has been put in use on GDI vessels and designs of a City shield has been developed and deployed in many major cities. Having a shield over your city would cut the risk of orbital bombardment down at the cost of an enormous amount of energy to keep it running. Captured Scrin Stasis technology has resulted in an upgrade to convert the energy shield into a stasis field which turns everything inside the shield indestructible for a short period of time. (Unlocks Firestorm Barrier, Crystal Shield, and Stasis Shield)
[] Hover Tech: While Hover technology has been around since the start of the 1st Tib War, the technology gained more prominent use in the 2nd Tib War as a weapons platform in the form of the Hover MLRS which allows it to hover over bodies of water and assist in amphibious assaults. By the 3rd Tib War, Hover vehicles begin to fall into specialist roles with the Slingshot and Shatterer due to their fragility, high production cost, and high maintenance cost compared to treaded vehicles. However, during the Ascension Conflict, the ability to hover over rough terrain, water, and even jump over cliffs have proven essential in protecting convoys of material for the construction of the TCN. Now it seems that Hover technology has found its niche as a versatile vehicle platform that sacrifice a bit of armor and being high maintenance for all terrain mobility. (Unlocks Hover Platform, Sandstorm, Shockwave, Shatterer, & Slingshot)
[] Shanxi Xenobiology: Studying the native wildlife could result in interesting research that could be useful later on. (1D100 Roll on how useful it is, Can be taken multiple times)
[] Custom Vehicle Design: While GDI as a whole utilize a wide variety of vehicles with various different roles, customized designs made for specific situations do have their place in GDI's arsenal. The Hunter is a famous example of a customized design meant to fill a specific role. Colonies have started to design their own vehicles for their own specific environments that the general GDI arsenal of vehicles are insufficient for the job.
-[] Name: Description
[] Study Prothean Artefacts: The Remnants of an ancient civilization that was wiped out 50,000 years ago, by studying the Martian Archive, GDI jump started its progress by a 100 years. While this isn't the Mars Archive, any insight into their technology would still be a valuable find. – []
- Spare Armor Segments Cumulative DC 80 (Prothean Metallurgy)
- Full suits of Prothean Armor Cumulative DC 180 (ME Personal Shields)
- REALLY Expired Prothean Rations Cumulative DC 40 (???)
- Medical Supplies (Most likely toxic and expired) Cumulative DC 60 (Xeno Medicine)
- ME Field Deployable Barrier Cumulative DC 90 (ME Shields)
- Disassembled of a Prothean Weapon Parts Cumulative DC 200 (Particle Weapons)
- Weapon Maintenance Toolkits Cumulative DC 75 (Reduce DC to Prothean Weapons Research)
- Spent Power Cells Cumulative DC 70 (Better Power Cells)
Diplomacy: With the colony firmly established and the civilian roles delegated, Lin has much more free time to contact various corporations to help your growth.
[] Defiance Industries: The Corporation who won the Mechanized Weapon Platform Program that challenges companies to design replacements for the last generation of Wolverine and Titan Walkers. Having them set up a factory here would mean we will have locally produced mech walkers for the foreseeable future at a very high discount along with having another source of jobs for our colonist. They get to test mechs in mountainous terrain and produce mechs to nearby colonies whilst you got their expertise in walker technology. (Access to Mechs and Cheaper Mech Production, Requires 1 Mech Factory, & Occasionally buys ingots to fulfil mech orders) DC 70
[] Bray Tech: A corporation that used to produce Civilian EVA units and sometimes gets commissioned to build military EVAs before they got bought by Future Tech and put in charge of handling Nanotechnology by having custom EVAs be the interface to control the nanotechnology. The Engineer Suit used during the Ascension Conflict was their design. Renamed to Bray Tech, they specialize in AI and nanotechnology, their long term goal is to crack Scrin nano-assemblers, so far they have a very expensive MCV prototype. They have very little interest in a Frontier Colony but Lin can obtain a license for you to produce their equipment. (Access to Exo-suit Engineers in next Requisition and Colonial Engineer Training) DC 60
[] Deep Rock Galactic: An interstellar mining company that specialize in Asteroid Mining. Hiring their services could provide an asteroid's worth in materials. However their services aren't cheap and require significant investment in orbital infrastructure to begin operations. Lin and Strongarm suggests that Shanxi can't afford their high of a price as demand for Asteroid mining is incredibly high with the many colonies GDI is developing. (Access to Asteroid Mining, Requires Space Mining Station and GST) DC 80
[] Vanguard Enterprises: With a bit of convincing, you agree to house a branch of Vanguard Enterprises with a lab and 10 units of space for their use. In exchange you can have access to prototype technology that is joint developed between the 2 of you and a design team to develop your own equipment and vehicles for your use. (Access to Vanguard Design Action, Requires 1 Space Tech Lab and 10 Units of Space) DC 40
[] Write-In:
-----------
AN: I noticed that the Farms are a bit too Population heavy so I cut their Pop to 2 for conventional and 1 for hydro. I did some research on what we have today and Rheinmetall's Oerlikon Skynex video and Futureweapons Mark 110 57mm Naval Gun was a great help in assembling the Warden. The Banisher I got from combining the 3rdWar era AA Battery with Nod SAMs, like the Kashtan CIWS used by the Russian Navy but uses the Skynex Counter-PGM and Counter-RAM missile system instead.
For the vehicles, you'll notice that Tungsten is used in all of the vehicles that can burrow, that Tungsten is used to make the drill bit. Copper is used to make the circuitry and Iron for the main body. You are also making a Battalion of 4 combat vehicles/platoon instead of just 1 vehicle per Factory Action.
For the Prothean "AI" GDI doesn't know that Protheans hate AI and only use VIs instead, so that is just their assumptions that Protheans are capable of making AI. If you have any questions or a write-in you want to include, @ me to let me know.
Moratorium for 3 Days due to the huge amount of options and choices.
Was bored and wanted to create an generalized ATGM family that VE Defense was likely to design. Note that this is not the best ATGM in either antijam(resistance to ECM and other countermeasures) or damage, however it is a highly efficient one and fairly cheap relative to it's features set and reliability.
Note that this is an advertisement from VE defense. Therefore it will make *some* exaggerations about it's efficacy.
Anyways:
The Barb Family
Neutralize enemy targets at any range in any domain with the
proven Barb Family missiles.
The Barb Family is well known for it's high reliability and hit rate in highly degraded conditions and
is highly customizable, allowing one to adapt to any enemy
Barb MK5 EL- Ideal for special forces and light troops. Whenever mobility and speed is key, the Barb MK5EL is ideal. With a highly stripped down package, this missile can be quickly fired within 3 seconds of target sighting by one person. Max range is 3KM.
Barb MK5 L - The perfect lightweight ATGM solution. The Barb MK5L ATGM is designed for one to two person operation and to be used as a cheap and reliable squad weapon for paratroopers and similar forces that still require a lighter ATGM. Max range is 5KM.
Barb MK5 S - The standard setter in the family, the Barb MK5 is a highly advanced ATGM capable of targeting any adversary and achieving a guaranteed hit rate of 25% no matter the countermeasures employed if used by a trained operator and fired within it's no escape zone. Ranges up to 6KM.
Barb MK5 H - If you have a difficult target that needs to die immediately without knowing who or what hit it, use the Barb MK5. With the ER1 upgrade, this AGTM can service targets at a distance up to 8KM or fired at 6KM in NLOS to avoid the enemy from counterdetecting your forces and counterfiring.
Barb MK5 EH- This ATGM is intended for vehicle or stationary applications. With the ER 2 upgrade, this ATGM can engage at ranges greater 5KM(up 9KM) in any mode with a max range of 10KM.
Contact your local VE Defense sales expert for more information or to request an info sheet on any of these weapons.
Read: ask me about any of these variants and I will create an infosheet.
EDIT: Fixed typos and added placeholder ranges. Sorry!
Woops. Accidentally posted an imcomplete omake. Sorry!
Please wait for it's return.
Done
Selected excerpts of the Barb Family components general guidebook, intended for field users:
Sensors and Guidance:
All Barb ATGM share three primary sensors and a datalink capacity. These sensors and communication ability is the primary reason for the highly effective performance of the Barb Family even in highly degraded sensor and communication environments.
These sensors are:
FLIR broad band and narrow band elements.
Hyperspectral LIDAR sensor and scanning suite
Optical camera
There are also multiple guidance available for all Barb MK5 ATGMs.
Sensor mix usage:
FLIR system:
This system can be divided into 2 primary groups, wideband and narrowband sensors. The narrowband sensors are extremely receptive to their intended wavelengths and are very difficult to disable. However, they can be degraded by usage of specialized IR specific countermeasures. This is where the wideband sensor components come into play. The wideband elements are not as sensitive as the narrowband elements but have extremely good wavelength discrimination. This allows the system to rapidly identify a target via highly advanced signal processing.
LIDAR scanner and sensor:
The LIDAR system is sensitive to both visible length and UV radiation. Thanks to the high precision of tis sensor, it can with the combination of a friendly emitter(self or external) run highly advanced spectroscopy to identify and track an target. This system is still somewhat vulnerable to wideband emission blocking smoke when lockon has not yet been achieved.
Optical camera:
This system is the primary sensor for the operator and can rapidly acquire lockon onto targets if it is not blocked by countermeasures. This sensor system is responsible for certain variants of remote guidance modes.
Please also note that there may be additional sensors in the sensor mix. It is highly advised to review your ATGM's specific handbook for more information.
Sensor Fusion:
The Barb Family depends on sensor fusion to achieve it's high hit rate even in highly degraded environments. It is highly advised to review your ATGM's specific handbook for more information.
Guidance modes:
There are four primary guidance modes for the Barb family ATGMs.
Direct fire after Lockon
Fire after you have confirmed lockon. This mode is the standard fire mode for all Barb ATGMs.
Fire and then Lockon(AKA Fire and Forget)
Fire first and let the missile automatically lockon a target independently. This is useful for shoot-scoot tactics. It is advised to have a preloaded targeting profile in order to maximize Pkill.
Remote Lockon
Fire first and then assign target. This mode requires the shooter to stay in position up to terminal guidance. Hostile interference may be an issue. This method includes wire guidance.
Datalink
Fire and then use datalink to guide the target in autonomous, semi autonomous or directly controlled. This method allows other assets(such as aircraft with a laser designator) to guide the ATGM to the target.
Consult your handbook for the specifics of your variant.
If you are wondering how the hell does VE's Barb family even manage to sense targets in a small form factor(especially the EL versions which manage to pack a robust set of sensors in a small package), here you go. Also note that this is more of a showcase on how VE's stuff tends to be components everywhere and why GDI is worried about infiltration by hostile elements. After all, when a significant portion of the high tech components that all of your high end hardware is concentrated in a small set of very closely linked companies, you want to prevent any infiltration of said company. Unless you don't mind having said hardware sabotaged …
A excerpt in some advanced sensors tech sales whitepaper from VE....
A common issue for hyperspectral imagers is the need for multiple individual imagers which complement each other in wavelength coverage. This drastically increases the bulk and complexity of such imaging systems, creating a more expensive system overall. Our patented process allows us to easily implement a wide variety of sensor substrates from conventional silicon based substrates to more exotic ones like HgCdTe, InGaAs, and others. At the same time, there may be needs to rapidly increase the apparent resolution of the raw data in selected wavelengths. Combining multiple disparate substrates onto a single focal plane array without any defects is a incredibly difficult process, let alone also successfully integrating variable filters per each sensor cell. Our method uses tricks from many disparate manufacturing processes such as lithography and CVD to successfully integrate disparate sensor cells into a single FPA without any crossover or bleedover effects let alone defects in the final product. Choose us for your single hyperspectral sensor needs. We have prebuilt mass manufactured sensor systems and are willing to custom make one for your exacting needs. Choose Vanguard.
Another sales whitepaper...
What is our secret sauce in achieving high yield rates of no defect single element wide tunable hyperspectral sensors?
There are four components to our success:
Our ability to mix and match arbitrary sensor substrates with disparate characteristics in a single array.
Our advanced optical systems which help prevent cross activation and allow for arbitrary cell tuning.
Our ability to integrate a wide variety of additional capabilities to decreases sensor noise such as in chip cooling via built in nano-channels.
And mot importantly , the ability to combine all of the above three cheaply and with extremely low defect rates.
This is why we are the industry leader in advanced sensor technologies.
Another one in advanced radars systems....
Most advanced AESA antennae arrays on the market use monolithic antennae element designs. Only a few use a couple of antennae designs in their array designs. Only Vanguard EM has advanced AESA arrays that can make use of a wide variety of antennae elements and get such a array to work without interference. The ability allows for better tailoring of the array to your needs. If you need an AESA array with specialized frequency emission and response traits and can not tolerate excess in your design, we can help. Our expertise in designing such arrays allows us to tackle the various issues in the design of such arrays. We have solved may issues like crosstalk and handling signal processing for both emission and reception. Choose us for your bespoke, high end AESA needs. Choose Vanguard.
Yeah, no wonder the Barb family has the ability to easily acquire targets. The 25% figure is only that low due to the issues of extremely high amounts of hyperspectral smoke, ludicrous jamming and blinding attempts, and a lot of active(eg shoot the missile) defenses that are assumed to be involved in the opponent's countermeasures(eg. best case for the opponent/worst case scenario). Of course, user training is still key. Firing a long ranged one and not loading a good countermeasures profile on the target while telling the missile to only try using method that are easily jammed and counterdetected with poor target coordinates will not grant a kill, even with the advanced systems on said missile.
PS: it turns out that while Vanguard does have a awful lot of high end technologies(due to their ability to manufacture things that other have difficulties or declare impossible to mass produce), such systems can be fairly expensive to someone who only needs so much in their components. Still, the need for high end components do give Vanguard a steady stream of profit. Only if they could expand onto the market as a manufacture of end user products(like APCs) and not be relegated to component manufacturing....
*HINT HINT*--Seriously though, if VE's stuff gets used successfully in the invasion, they will get a bunch of orders from GDI and will remember Willaims
Oh, and some people really want their hands on Vanguard's ability to mass manufacture such components. I know that Future Tech hates having to get their single FPA hyperspectral sensors from Vanguard and would love to be able to make them reliably in house(Some execs hate having to pay ("What do you mean we can't build that? We're FutureTech for fucks sake."-A middle manglemant in FutureTech to scientists) for high end stuff from external sources even when it is at lower prices than what would be expected(eg pricing stuff high due to monopoly)).
*MORE HINTS*--READ: Expect corporate espionage. If that happens, expect the tech being leaked to unsavory elements due to the others not being able to keep tight compartmentalization. There is a reason why Vanguard is so dispersed across a variety of companies after all...
Scheduled vote count started by Warmach1ne32 on Feb 18, 2021 at 7:49 AM, finished with 40 posts and 10 votes.
[X] Plan CM Expansions
-[X] [IR] Patrol Perimeter (Port Belhae): 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] Patrol Perimeter (Lake): 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 Lake)
-[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] [ZB] Scout the Lava Tunnel: Order your infantry explore the Lava tunnel, to make sure nothing dangerous lives there. (Reveals the areas inside the Lava Tunnel and Possible Wildlife Attack Roll)
-[X] [EC] Build Basic Fortification (Port): Have your Engineers put their fortification training to work and build a basic perimeter defence of Bunkers and Walls. (Walls and Bunkers Constructed, -1 Space, Costs 500 M)
-[X] [EC] Prospect Easter Hills: Before you can mine the earth, you'll need to find an ore vein so you won't be wasting your time. (1/1 Tries Remaining, Rolls 10 D100 to see if you find any metals to harvest)
-[X] [SP] Scout the Northern Mountain: Order your infantry to scout the area around the northern mountain. (Reveal areas around the Northern Mountain Region)
-[X] Build Mine: While everyone agreed that Tiberium is a poison and caused the most deaths in history, they do also admit that it made extracting minerals from the earth incredibly easy. Now that Tiberium is contained on Earth with GDI Navy feeding asteroids to be processed by the TCN, the colonist will have to mine resources the old fashion way. With drills, explosives, a mining truck. (+1 Mine, Requires 2 Population, +300 Ore/Turn, Costs: 500 M)
-[X] Upgrade (Mine 1): Upgrading existing building is a good way to increase production without using up space. (+25% Production, 50% original CM cost, -1 Power) 250 CM
-[X] Upgrade (Mine 2): Upgrading existing building is a good way to increase production without using up space. (+25% Production, 50% original CM cost, -1 Power) 250 CM
-[X] Build Biofuel Power Plant: A growing Colony needs a lot of power best to get that up and running as soon as possible. (+1 Biomass Power Plant, +20 Power, Requires 100 Wood/Turn or 150 Food/Turn, -1 Space, Costs: 800M) Lake expansion, Use Food to power
-[X] Build Tunnel Excavator: Have your MCV build a Tunnel Excavator to get started on hollowing out the nearby mountain. (+1 Tunnel Excavator, Costs: 1 Copper Ingots, 10 Iron Ingots, & 5 Tungsten Ingots)
-[X] Sonic Tech: Through the use of sonic crystals, GDI is able to project a wave of sonic energy that can vibrate any target to piece. This is instrumental in abating the spread of Tiberium on Earth. And while Tiberium isn't a threat to Earth anymore, with the Tiberium Control Network up and running, sonic technology still has a place in GDIs arsenal. (Unlocks Shockwave/Shatterer HFV, Sonic Grenades, & Sonic Cannons and etc.) (1 Turn Required)
-[X] Bray Tech: A corporation that used to produce Civilian EVA units and sometimes gets commissioned to build military EVAs before they got bought by Future Tech and put in charge of handling Nanotechnology by having custom EVAs be the interface to control the nanotechnology. The Engineer Suit used during the Ascension Conflict was their design. Renamed to Bray Tech, they specialize in AI and nanotechnology, their long term goal is to crack Scrin nano-assemblers, so far they have a very expensive MCV prototype. They have very little interest in a Frontier Colony but Lin can obtain a license for you to produce their equipment. (Access to Exo-suit Engineers in next Requisition and Colonial Engineer Training) DC 60
using info the gm has given us so far i thought ''why not make a base map''. I can edit it if there large gaps. outer edges are not filled in due to not being scouted yet
Just a heads up, having trouble with Writer's block so the update is a bit delayed for a few days. As an apology I'll let you guys pick what you want for the Cave Results.
[ ] +20 Underground Space
[ ] +15 Underground Space & +1 Interesting Cave Biome
[ ] +6 Underground Space & +1 Thermal Vent
Also SV didn't notify me that you guys posted anything here so I am also sorry I didn't reply for a while.
On the subject of Tib against Reapers, Tiberium has a hard time converting forged metals like tank armor into Tiberium. I think the Codex mention that Indoctrination involves nano-technology too so I don't think converting Reapers into Tib will be effective as guys think it would be. If it was in Liquid-T Bomb form, I think it can kill a couple of Reapers if they get caught in the blast.
For the Tib mining, I think only metals and minerals get absorbed, regular rocks gets leeched of their minerals but still stay rocks if I'm not wrong. So, Asteroid mining a metallic asteroid would probably result in 60-70%Tib.
[X] Plan CM Expansions
-[X] [IR] Patrol Perimeter (Port Belhae): 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] Patrol Perimeter (Lake): 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 Lake)
-[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] [ZB] Scout the Lava Tunnel: Order your infantry explore the Lava tunnel, to make sure nothing dangerous lives there. (Reveals the areas inside the Lava Tunnel and Possible Wildlife Attack Roll)
-[X] [EC] Build Basic Fortification (Port): Have your Engineers put their fortification training to work and build a basic perimeter defence of Bunkers and Walls. (Walls and Bunkers Constructed, -1 Space, Costs 500 M)
-[X] [EC] Prospect Easter Hills: Before you can mine the earth, you'll need to find an ore vein so you won't be wasting your time. (1/1 Tries Remaining, Rolls 10 D100 to see if you find any metals to harvest)
-[X] [SP] Scout the Northern Mountain: Order your infantry to scout the area around the northern mountain. (Reveal areas around the Northern Mountain Region)
-[X] Build Mine: While everyone agreed that Tiberium is a poison and caused the most deaths in history, they do also admit that it made extracting minerals from the earth incredibly easy. Now that Tiberium is contained on Earth with GDI Navy feeding asteroids to be processed by the TCN, the colonist will have to mine resources the old fashion way. With drills, explosives, a mining truck. (+1 Mine, Requires 2 Population, +300 Ore/Turn, Costs: 500 M)
-[X] Upgrade (Mine 1): Upgrading existing building is a good way to increase production without using up space. (+25% Production, 50% original CM cost, -1 Power) 250 CM
-[X] Upgrade (Mine 2): Upgrading existing building is a good way to increase production without using up space. (+25% Production, 50% original CM cost, -1 Power) 250 CM
-[X] Build Biofuel Power Plant: A growing Colony needs a lot of power best to get that up and running as soon as possible. (+1 Biomass Power Plant, +20 Power, Requires 100 Wood/Turn or 150 Food/Turn, -1 Space, Costs: 800M) Lake expansion, Use Food to power
-[X] Build Tunnel Excavator: Have your MCV build a Tunnel Excavator to get started on hollowing out the nearby mountain. (+1 Tunnel Excavator, Costs: 1 Copper Ingots, 10 Iron Ingots, & 5 Tungsten Ingots)
-[X] Sonic Tech: Through the use of sonic crystals, GDI is able to project a wave of sonic energy that can vibrate any target to piece. This is instrumental in abating the spread of Tiberium on Earth. And while Tiberium isn't a threat to Earth anymore, with the Tiberium Control Network up and running, sonic technology still has a place in GDIs arsenal. (Unlocks Shockwave/Shatterer HFV, Sonic Grenades, & Sonic Cannons and etc.) (1 Turn Required)
-[X] Bray Tech: A corporation that used to produce Civilian EVA units and sometimes gets commissioned to build military EVAs before they got bought by Future Tech and put in charge of handling Nanotechnology by having custom EVAs be the interface to control the nanotechnology. The Engineer Suit used during the Ascension Conflict was their design. Renamed to Bray Tech, they specialize in AI and nanotechnology, their long term goal is to crack Scrin nano-assemblers, so far they have a very expensive MCV prototype. They have very little interest in a Frontier Colony but Lin can obtain a license for you to produce their equipment. (Access to Exo-suit Engineers in next Requisition and Colonial Engineer Training) DC 60
2141, Fort Monteriggioni, Shanxi
Another 6 months, another meeting in the Conyard Office. There hasn't been any major issue since the colony is established thus protocol is loosened. First order of business is that in 6 months, Shanxi is about to receive it's 1st Space Station in the next shipment. When GDI started to expand to other stellar systems, Otani-Lincoln unveiled their MSC or Mobile Space Constructor. Using their experience in Pre-fab construction and MCV technology, the MSC is akin to a seed that will grow into a space station in the span of a year, so long as its fabricators are fed metals to construct modules and the like.
When the station is operational, a whole host of options will open for Shanxi, from being the Refinery of an asteroid mining operation to a naval refuelling station. The station would be under the jurisdiction of the Navy, so you don't have any say in how it is run but you are obligated to feed it resources in exchange for HighCom paying Points that can be used to improve Shanxi's garrison army. The way this is done is with a quota system, if you exceed your quotas you'll get extra points. When the next GSTs arrive with the next batch of colonists, they will put an MSC in geosynchronous orbit and ferry the first batch of materials to it. You currently have enough resources stockpiled for the MSC begin constructing Refineries and Shipyards for Mining Vessels, which the Station will use to harvest nearby carbon asteroids to make the Carbon Nanotube cable needed for the Space Elevator. Once that Elevator is established, tons of CM can be sent down as waste from Asteroid Mining to be converted to concrete in exchange for Points or Metal Ingots.
Other than the Space Station, there would also be the yearly shipment of colonists to arrive necessitating expanding our food and housing which should be simple enough to do. Lin mentioned that there are unused farmland that the locals are using to produce non-essential crops like spices and cash crops for the civilian market. Building another Conventional Farm should be enough to feed the incoming batch of immigrants comfortably. Lin also mentions that the colonist are starting to create businesses of their own so expect the Employed population to start growing as more and more people are hired by private businesses.
There is also that Prothean Ruin in the North Mountain that needs a Lab built to house the archaeologist and their tools. Last thing to discuss is the plan to construct a Tunnel Network system in case of an invasion, Strongarm mentioned that we would need 3 Tunnel Excavators digging for an entire year to make, but it should be doable. Once the Network is established, additional features like hidden orbital defences, vehicle elevators, and much more can be added in to improve its capabilities further.
New Objectives Received
Overall the colony is developing at a steady pace and should be fully up and running for the next wave of colonization.
-[X] [IR] Patrol Perimeter (Port Belhae): 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 Belhae)
-[X] [IR] Patrol Perimeter (Lake Town): 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 Lake Town)
-[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)
"1st Battalion was assigned patrol duty on Port Belhae, they also have a secondary job of keeping an eye on the engineers while they build up our passive defences, aka walls and bunker. Things got interesting when one of the engineers found a nest of a dozen worms the size of a human thigh with teeth." Jackson gave a brief summary of the incident report. "The nearest Riflemen, Oleg Petrovsky, saved the engineer by dragging him out of the hole and throwing a grenade in the worm nest. He also unloaded his full mag into the nest to make sure none of them are alive."
"We believe the Worms to be hibernating, but the construction and digging up their nest agitated and woke them up. It is most likely that they live a majority of their lives underground and only come to the surface to hibernate together to both preserve body heat and for safety in numbers. A study of the nest and the remains found dozens of passageways that could be used to drain any water that might have entered the nest, giving a way to drain the nest in case there is a lot of rain. We likely never encountered them before is because we haven't dug that deep into the soil during the winter, since most of the planting was done in spring and fall, the both of us missed each other most of the time. Once winter is over, they likely go their separate ways and feed on other organism deeper underground." Liang's assessment explains why this had never come up before.
"2nd Battalion was notified and ordered to let the farmers know what is hiding under their feet. Other than the usual Terrorwolves trying to a bite out of our colonists, nothing eventful happened. 3rd Battalion was assigned to protect the Prospecting team, they encountered a herd of grazing herbivores that looks like Earth goats the size of Bison but have thin spikes on their necks and backs like a porcupine. It is fairly territorial but the team kept their distance and the herd continued to graze in the area, other than that, same old same old. Strongarm got the report on what the Zoners found, she'll handle the rest." Jackson closed his report before returning to his seat.
-[X] [SP] Scout the Northern Mountain: Order your infantry to scout the area around the northern mountain. (Reveal areas around the Northern Mountain Region)
"Last but not least, the Snipers we sent to explore the North. What did they find?"
Jackson uploaded an updated map of the North and as expected is surrounded by mountains "Mountains, Mountains as far as the eye can see. Well not literally, Liang mentioned that we are living next to a convergent plate boundary, where 2 continental tectonic plates are crashing into each other, forming the mountains. It is likely that on the other side of the mountains are flat land but until we get aircraft I doubt we can reach there. Tunnelling a route through the mountains would take a year at least so I saw we don't bother going further North until we have an Airfield up and running."
Far North Area Scouted, Shanxi Map Updated
-[X] [ZB] Scout the Lava Tunnel: Order your infantry explore the Lava tunnel, to make sure nothing dangerous lives there. (Reveals the areas inside the Lava Tunnel and Possible Wildlife Attack Roll)
Roll: 65
Strongarm stood up from her seat and uploaded a holographic map to the primary projector. "Right, The Zoners explored the Lava Tube west of Belhae, it lead to a cave system with a Geyser." The map zooms in on the lava tube and ending in a small hollow cave where a holographic geyser can be seen.
"The cave system can be expanded with a lot of Tunnel Excavators but it is filled with toxic gas from the geyser. The cave air would need to be filtered and the geyser sealed before it would be habitable. But the geyser itself can be used to set up a Geothermal Plant without having to wait months for an Excavator to drill down to the optimal depth so we can get a plant built in half a year instead of a full year anywhere else. Once we have a Plant up and running, we'll be able to power more energy intensive equipment like Shields and set up a proper centralized energy grid."
+6 Underground Space & 1 Thermal Vent in Western Mountains
-[X] [EC] Build Basic Fortification (Port): Have your Engineers put their fortification training to work and build a basic perimeter defence of Bunkers and Walls. (Walls and Bunkers Constructed, -1 Space, Costs 500 M)
-[X] [EC] Prospect Easter Hills: Before you can mine the earth, you'll need to find an ore vein so you won't be wasting your time. (1/1 Tries Remaining, Rolls 10 D100 to see if you find any metals to harvest)
"Next up on the list, the Bunkers and Walls on Port finished right on schedule, other than the worm scare, no other issue came up. Here are the Prospectors' results from their survey of the Hills, a whole lot of Iron and a possible Limestone Quarry that could be mined for a lot of Construction Material. I recommend plopping a Quarry there stat."
Copper 1: DC 20 = 14 = Not Found
Copper 2: DC 25 = 3 = Not Found
Copper 3: DC 25 = 31 = Small Deposit
Tin-Tungsten: DC 30 = 9 = Not Found
Iron 1: DC 25 = 100 = Huge Deposit Crit
Iron 2: DC 35 = 67 = Medium Deposit
Iron 3: DC 35 = 35 = Small Deposit
Silver: DC 60 = 45 = Not Found
Gold: DC 75 = 6 = Not Found
Heavy Metals: DC 90 = 75 = Not Found
Bonus Roll: 6 = Quarry Rocks = Large CM Boost
"I predict that the Hills would be a good place for the unemployed colonist to find work, but it does mean that they will need protection from the wildlife too. The North Mountains don't really need it since all of their work is done indoors or underground and the workers travel in a convoy of cars so they are fairly well protected on the way to work. The Hills on the other hand will have to use an open top mine and quarry which opens the possibility of an animal attack down the line if nothing is done. I recommend some Watchtowers on the Hills should keep it secure so long as they are supplied with Power or train and station some Militias to protect them."
Walls and Bunkers Added to Port Belhae (+60 DC for enemy attack rolls) & New Construction Options
-[X] Build Mine: While everyone agreed that Tiberium is a poison and caused the most deaths in history, they do also admit that it made extracting minerals from the earth incredibly easy. Now that Tiberium is contained on Earth with GDI Navy feeding asteroids to be processed by the TCN, the colonist will have to mine resources the old fashion way. With drills, explosives, a mining truck. (+1 Mine, Requires 2 Population, +300 Ore/Turn, Costs: 500 M)
-[X] Upgrade (Mine 1): Upgrading existing building is a good way to increase production without using up space. (+25% Production, 50% original CM cost, -1 Power) 250 CM
-[X] Upgrade (Mine 2): Upgrading existing building is a good way to increase production without using up space. (+25% Production, 50% original CM cost, -1 Power) 250 CM
-[X] Build Biofuel Power Plant: A growing Colony needs a lot of power best to get that up and running as soon as possible. (+1 Biomass Power Plant, +20 Power, Requires 100 Wood/Turn or 150 Food/Turn, -1 Space, Costs: 800M) Lake expansion, Use Food to power
"Alright, what's the progress on our other projects?"
"All done right on schedule, the new Mine is working as expected, the old mines received their new equipment resulting in increased output, and the Biofuel Plant is supplying more than enough energy for Lake Town. With Lake Town having its own power supply, the colonist will start to open their own businesses soon"
Construction Complete & Unemployed colonists will decrease overtime as they find work in the civilian economy +1 Employed/Turn
Build Tunnel Excavator: Have your MCV build a Tunnel Excavator to get started on hollowing out the nearby mountain. (+1 Tunnel Excavator, Costs: 1 Copper Ingots, 10 Iron Ingots, & 5 Tungsten Ingots)
"The Factory completed the order for the Tunnel Excavator and is currently running final checks to make sure everything is where it should be. It'll be ready to start digging sometime tomorrow. We'll need a 2nd TE and 18 months to build a rudimentary Tunnel Network system for Shanxi upgrades could be added in once the basic frame is in place."
-[X] Sonic Tech: Through the use of sonic crystals, GDI is able to project a wave of sonic energy that can vibrate any target to piece. This is instrumental in abating the spread of Tiberium on Earth. And while Tiberium isn't a threat to Earth anymore, with the Tiberium Control Network up and running, sonic technology still has a place in GDIs arsenal. (Unlocks Shockwave/Shatterer HFV, Sonic Grenades, & Sonic Cannons and etc.) (1 Turn Required)
"How's the Sonic research coming along Doctor?"
"I have submitted several plans to make use of our old sonic technology, from Sonic Fencing to deter animals to Sonic Grenades. I think that now would be an excellent time to build a 2nd Tech Lab, we are going to need more people and a 2nd facility to burn through all of the research material we have acquired."
Sonic Technology Obtained
-[X] Bray Tech: A corporation that used to produce Civilian EVA units and sometimes gets commissioned to build military EVAs before they got bought by Future Tech and put in charge of handling Nanotechnology by having custom EVAs be the interface to control the nanotechnology. The Engineer Suit used during the Ascension Conflict was their design. Renamed to Bray Tech, they specialize in AI and nanotechnology, their long term goal is to crack Scrin nano-assemblers, so far they have a very expensive MCV prototype. They have very little interest in a Frontier Colony but Lin can obtain a license for you to produce their equipment. (Access to Exo-suit Engineers in next Requisition and Colonial Engineer Training) DC 60
Roll: 64
"Last but not least, Lin and I managed to get the License to produce Exo suit Engineers and general Engineering equipment from Bray Tech. Took a while but they sent us the schematics for their standard Engineering equipment. It costs us a bit, but it should be worth the cost in the long run."
Engineer and Exo-Suit Engineer Training Available, -100 Points
Random Event: 48
Nothing interesting happened
"And, that about covers everything that happened for the past 6 months. Now we should discuss what to do for the rest of the year."
Primary Objective:
- Build 1 Archaeology Lab by Turn 5
- (NEW) Generate 3500 Food/Turn by Turn 5
- (NEW) Stockpile 200 Copper Ingots, 300 Iron Ingots, & 50 Silver by Turn 5 (3000 Points)
- (NEW) Build Housing Complex by Turn 5
- (NEW) Build Tunnel Network System
Secondary Objective:
- (NEW) Build Quarry in Eastern Hills
- (NEW) Construct 3 Tunnel Excavators to Unlock Tunnel Network Construction
- (NEW) Stockpile 300 Copper Ingots, 400 Iron Ingots, & 70 Silver by Turn 5 (4000 Points)
Military Action: Jackson suggests that we have enough people to start a Colonial Militia, he can have one of the Battalions train the colonists into Militia so they can take over guarding the settlements while the Regular Infantry can do other tasks.
1st Infantry Regiment: a Regiment of Riflemen armed with Werewolf Rifles and accompanying Missile Troopers armed with FGM-150 Missile Launchers to provide Anti-Armor and Air support. The regiment wears the new standard issue exo-skeletal body armor which is much slimmer than the Zone series heavy armor but is still an exo-skeleton it just noticeably weaker yet cheaper to make. They are also trained in deploying Infantry Bunkers, to provide additional protection. (1 Infantry Regiment = 3 Battalions = 3 Actions)
[] [IR] Patrol Perimeter (Port Belhae): 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)
[] [IR] Patrol Perimeter (Lake): 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 Lake)
[] [IR] Build Basic Fortifications: Have your Infantry put their fortification training to work and build a basic perimeter defence of Bunkers and Walls. (Walls and Bunkers Constructed,-1 Space, Costs 500 M)
[] [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)
[] [IR] Scout the (...): Order your infantry to scout the area. (Reveal areas around the Region)
[] [IR] Train Militia: Have your infantry train a group of volunteers from the local colonist to become part of the Colonial Militia (Trains Colonial Militia) (-1 Pop = 1 Colonial Militia)
[] [IR] Write-In:
1st Zone Battalion: A Battalion of Zone Power Armored infantry with access to Jump Packs, Ionized Railgun Cannons, and shoulder mounted heavy weapons. Each suit has an array of advanced sensors and communications equipment making them ideal for patrol work and combating anything they find while on patrol. The armor also enhances the users strength, speed, and reflexes like previous generations of Zone Armor, along with an aim assist to better inform the user where their round will land. (1 Zone Battalion = 1 Action) (Trait: Zone Armor = +1 Re-roll)
[] [ZB] Patrol Perimeter (Port Belhae): 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)
[] [ZB] Patrol Perimeter (Lake): 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 Lake)
[] [ZB] Protect Prospecting Team: Have your infantry guard the people prospecting the mountains from getting attacked by the wildlife. (Negate Wildlife Attack Roll on Prospectors)
[] [ZB] Scout the (...): Order your infantry to scout the area. (Reveal areas around the Region)
[] [ZB] Write In:
1st Engineer Corp: A Corp of Engineers, there isn't much to say about them, they can make basic defences like Watchtowers, AA Turrets, Trenches, Bunkers, Minefields, and etc. They can also help with civilian construction if you feel that you are sufficiently protected. (1 Engineering Corps = 2 Actions)
[] [EC] Build Basic Fortification: Have your Engineers put their fortification training to work and build a basic perimeter defence of Bunkers and Walls. (Walls and Bunkers Constructed, -1 Space, Costs 500 M)
[] [EC] Help with Colony Construction: Have your Engineers assigned to Strongarm's command to help with general Construction. (Exchange Engineer Actions to Construction Actions)
(NEW) [] [EC] Train New Engineering Corp: With Bray Tech's Engineering Equipment now available to you, you can train the local recruits to become new Military Engineers. (Recruit 2nd Engineering Corp, Costs 50 M, 2 Turns)
(NEW) [] [EC] Train Exo-Suit Engineers: With Bray Tech's Nano-fabricator, the humble Engineer can become a very versatile tool in on the battlefield. From building a Turrets and deploying infantry cover in seconds to providing vehicle repairs in the middle of a fight. (Recruit 1st Field Engineer Corp, Costs: 100M, 5 Iron Ingots, & 1 Silver Ingot, 2 Turns)
[] [EC] Write-In:
1st Sniper Platoon: A Platoon of Snipers, armed with an Ionized Railgun Rifle, the same technology used in the Main cannon of the Hunter AFV allowing it to have extremely high penetration. Sniper teams are also equipped with a stealth cloak to hide in plain sight. (16 Snipers = 1 Action) (Trait: Snipers = Invisible and Extreme Ranged attacks)
[] [SP] Overwatch the Colony: Have your snipers overwatch the colony to prevent any of the local wildlife from getting someone injured. (Negate All Wildlife Attack Roll on Colony)
[] [SP] Overwatch Lake Settlement: Have your snipers overwatch the surveyor to prevent any of the local wildlife from damaging the surveyor. (Negate All Wildlife Attack Roll on Lake Settlement)
[] [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)
[] [SP] Scout the (...): Order your infantry to scout the area. (Reveal areas around the Region)
[] [SP] Write-In:
(NEW) 1st Tunnel Excavator: Created to quickly dig an underground space, the Tunnel Excavator is an essential tool in creating a Tunnel Network quickly on a Frontier Colony. (1 Action)
[] [TE] Expand Underground Space (...): Send the Tunnel Excavator to start digging an underground section in a specific settlement.
Construction Options: With the colony expanding faster and faster, more Materials are needed to sustain that growth, a Quarry in the Eastern Hills would provide a significant boost to our Materials budget, while making more Tunnel Excavators are required to build an Underground Network that has been planned since the colony's founding. (6 Actions)
[] 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)
[] 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)
[] Build Conventional Farm: While the colony have a store of rations that can last for a year, getting locally produced food will be essential to long term survival. Creating conventional farms can is a fairly cheap source of food, however it may be vulnerable to pests or weather that will damage the yield. The advantage is that it is fairly easy to make and expand. (+1 Conventional Farm, Requires 2 Population, +500 Food/Year, -3 Space, Costs: 500 M)
[] Build Hydroponics Farm: With the much of the world's farm land becoming Tiberium Wastelands, Hydroponics helped prevent millions of people from starving both in Blue and Yellow Zones. Having your own Hydroponics Farm should help provide a steady food supply for your colony that won't be affected by pests or weather at the cost of being more expensive, takes up more space, and produce less food. (+1 Hydroponics farm, -2 Power, Requires 1 Population, +250 Food/Year, -1 Space, Costs: 750 M)
[] 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 Wood/Turn, -1 Space, Costs: 600 CM)
[] Build Mine: While everyone agreed that Tiberium is a poison and caused the most deaths in history, they do also admit that it made extracting minerals from the earth incredibly easy. Now that Tiberium is contained on Earth with GDI Navy feeding asteroids to be processed by the TCN, the colonist will have to mine resources the old fashion way. With drills, explosives, a mining truck. (+1 Mine, Requires 2 Population, +300 Ore/Turn, Costs: 500 CM)
(NEW) [] Build Quarry: The Prospecting Team found a Limestone Quarry in the Eastern Hills, a Quarry could be built to harvest that Limestone and convert it into concrete resulting in a large boost in Construction Material. (+1 Quarry, Requires 2 Population, +1000 CM/Turn, Costs 500 CM)
[] Build Refinery: Once you have a supply of ore, you'll need a location to smelt it. Using lessons learnt from Tiberium refining, a single refinery can process multiple different types of ores and separate them into their component elements and transformed into ingots for easy storage. (+1 Refinery, -2 Power, Refine Ore 500 Ore/Turn into Metal Ingots, -2 Space, Costs: 1500 M)
[] Build Factory: Once you have a steady supply of metal, you'll need a Factory to transform the metal into useful components. Fabrication technology has come a long way and specialized fabrication equipment will open a large variety of useful possibilities. (+1 Factory, -2 Power, Unlocks Factory Actions + Airfield + Tech Lab + Tier 2 Defences, -2 Space, Costs: 2000 M)
[] Build Airfield: To build and house aircraft, an Airfield is required to house, arm, fuel, and repair them. A squadron of 16 Aircraft can be house in an Airfield, with a majority of GDI Aircraft being VTOL and the hangars itself being underground does help in saving space. To save cost, the Airfield merely assembles the aircraft in their hangers, creating the parts itself is handled by the Factory fabricator. (+1 Airfield, Unlock Aircraft Production, -2 Power, -2 Space, Costs: 1500 M)
[] Build Combat Support Airfield: A much cheaper alternative to a full Airfield, the CSA can't produce aircraft but can refuel, repair, and rearm aircraft like a normal Airfield but can only hold 4 Aircraft at a time. (+1 CSA, -1 Power, -1 Space, Costs: 300M)
[] Tech Lab: While Battles are won in the field, Wars are won in the Lab. Without R&D, GDI would not have the Sonic technology needed to beat the Scrin, the Ion Cannon, the Mammoth Tank, Walkers, and etc. Having your own would allow you to analyse and study the technology that GDI has available as well as make prototypes to see if they are viable to be produced. (+1 Tech Lab, +1 Research Action, -3 Power, -1 Space, Costs: 4000 M)
[] Archaeology Lab: A place for the Prothean Research team to study the ruins and the AI inside. They'll most likely bring their own advanced gear so all that is needed is housing with ample supply of electricity and clean water. Luckily you have a supply of Silver to make Solar Panels.(+1 Archaeology Lab, -1 Space, Costs: 1500M & 1 Silver Ingot)
[] Build Warehouse: You'll need a place to store all of the goods you plan to sell to GDI. (+1 Warehouse, + 2000 Capacity, -2 Space, Costs: 500 M)
[] Build Biofuel Power Plant: A growing Colony needs a lot of power, the one that kicked off the Industrial Revolution is the Steam Generator powered by burning Fossil Fuels. Now, Biofuel from Wood or certain plant based oil can be burned instead. (+1 Biomass Power Plant, +20 Power, Requires 100 Wood/Turn or 150 Food/Turn, -1 Space, Costs: 800M)
[] 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 M, Requires Mountains in the Region)
[] Solar Power Plant: Now that you have a steady supply of Silver, you can use Solar Power as a means of producing power for your colony. (+1 Solar Power Plant, +8 Power, -2 Space, Costs: 1000M + 8 Ingots of Silver)
[] Power Lines (... to ...): Connecting Settlements into a Power Grid would help reduce the need for Power Plants in every area. (+1 Power Lines, Connects 2 Settlement's Power Meter, Costs 500M/Area)
(NEW) [] Build Sonic Fencing: Initially created to stop the spread of Tiberium, with slight modifications it can deter local Wildlife. (+1 Sonic Fencing, -2 Power, Negate Wildlife Attack Roll, Costs: 500)
[] Build Watchtower Coilgun Defence System: A Rapid-fire Coilgun Defence systems that are able to shred any hostile wildlife or infantry put on top of a 30 meter tower. (+1 Watchtower Perimeter Defence, -5 Power, Negate Wildlife Attack Roll, +40 DC to Hostile Attack Rolls, Costs: 1200 M)
[] Warden Coilgun Cannons Defense System: Full-auto upgrade to the venerable Guardian Cannon, the Warden is capable of firing of 30mm rounds, from Frag to HEAT, at 800 rounds/minute and switch between the 2 at a push of a button. Using a programmable fuse, the 30mm rounds are capable of being set to Impact, Timed, or Proximity allows it to engage a wide variety of targets including enemy infantry, missiles, bombs, vehicles, or aircraft. (+1 Warden Perimeter Defence, -10 Power, Negate Wildlife Attack Roll, Intercept enemy Munitions and Aircraft, Anti-Armor weapon, Costs: 3000 M)
[] Banisher AA Battery: Based on the Anti-Aircraft Battery used in the 3rd TibWar, The Banisher uses Rotary Coilgun technology to boosts its range and rate of fire while also being equipped with Counter-Precision Guided Munitions system, able to launch 4 of its 16 Missiles every second with an auto-loading system to reload a pod of 4 missiles every 2 seconds, resulting in a continuous barrage of precision missiles. (+1 Banisher AA Battery System, -8 Power, Intercept Enemy Munitions & Aircraft, Can't Attack Ground, Costs: 2000 M)
[] Build Surveyor: It is essentially a miniature MCV, the Surveyor can construct buildings from materials like the MCV a Surveyor can unpack into an outpost once it finds a suitable location. (+1 Surveyor, Costs: 1500 M)
[] Send Surveyor (Forest): Have your Surveyor build an outpost inside of the forests, that are will give a boost (40%) towards Wood Production. (+1 Forest Outpost, +20 Space (Trees can be cut down to increase space), +2 Construction Action, -1 Surveyor)
[] Build Geothermal Power Plant: Strongarm suggested that with the Tunnel Excavator, it is possible to build a Geothermal Power plant. It will be very expensive, but should provide a lot of Power. (Requires: 1 Tunnel Excavator for 2 Turns / 1 Thermal Vent, -2 Space, nearby source of water, +80 Power, Cost: 2500M)
[] Upgrade (...): Upgrading existing building is a good way to increase production without using up space. (+25% Production, 50% original CM cost, -1 Power)
[] Solar Panel Upgrade (...): Upgrade existing building with Solar Panels, increasing granting additional +2 Power per 1 Space. (Costs: 100 M & 2 Silver Ingot per Building Space)
Factory: With the Factory ready, Vehicles and Drones are available for production. (1 Action)
[] Build Surveyor: It is essentially a miniature MCV, the Surveyor can construct buildings from materials like the MCV a Surveyor can unpack into an outpost once it finds a suitable location. (+1 Surveyor, Costs: 1 Copper Ingots & 15 Iron Ingots)
[] Build Tunnel Excavator: Created to quickly dig an underground space, the Tunnel Excavator is an essential tool in creating a Tunnel Network quickly on a Frontier Colony. (+1 Tunnel Excavator, Costs: 1 Copper Ingots, 10 Iron Ingots, & 5 Tungsten Ingots)
[] Build Hunter Mk.2 AFVs: By combining the Predator's main cannon with an APC's chassis, the Hunter have the firepower of a Predator but the speed of a Pitbull with its Hydrogen Turbine Engine and Adjustable Computer Controlled Suspension in a Vanadium Steel Alloy body keeps it well protected. It is also armed a Coaxial Machine Gun, a Laser Point Defense System, and a deployable scout drone for increased situational awareness and stealth detection. (+1 Hunter AFV Battalion, Costs: 5 Copper Ingots & 25 Iron Ingots)
[] Build Beetle APCs: With the lacklustre performance of the GDI Armadillo during the Ascension Conflict, GDI Engineers studied, Nod Reckoners given to them from the Liberated, to see if a better APC can be gleamed from Nod's design. The result is the Beetle APC, much lighter and faster than the Armadillo and being able to carry a squad of 6 Riflemen or 4 Zone Troopers, featuring a rapid fire Coilgun like the ones used on Watchtowers, firing Ports for the infantry inside to fire outside, and the ability to deploy itself into a bunker similar to Nod's Reckoner. With a Drill Tip Upgrade, the Beetle is capable of burrowing and move underground similar to its Reckoner predecessor. What differentiates it from its Reckoner roots is the inclusion of GDI Repair Drones equipped with Nanotech Repair Mechanisms that are released when it is deployed, allowing it to repair and heal nearby Infantry and Vehicles, similar to the 3rd TibWar era Rig and Mobile Repair Transport of the Steel Talons. (+1 Beetle APC Battalion, Costs: 5 Copper Ingots, 25 Iron Ingots, & 5 Tungsten Ingots)
[] Build Spartan Mk.2 Tanks: An upgrade to the autonomous Spartan Tank, instead of needing its treads to be destroyed to become a Turret, the Spartan instead uses a similar system used in Nod's Tick Tank to borrow its main body underground, whilst leaving its heavily armoured turret that is able to survive several shots from a Mammoth Tank on the surface. (+1 Spartan Tank Battalion, Costs: 5 Copper Ingots, 15 Iron Ingots, & 10 Tungsten Ingots)
[] Build War Dogs: Based on a quadrupedal chassis that was built for a 1/200th scale prototype of the Mammoth Mk. II walker. Although that chassis design was unworkable at Mammoth scale, GDI scientists found it to be an excellent platform on which to build a light autonomous scout vehicle. With integrated sensors, swarm intelligence, and head mounted Werewolf, it is a very cheap and effective infantry support drone. It can provide Overwatch, ferry supplies, and robust enough to continue to function even after several shots from infantry grade Coilguns. They are assigned to infantry squads and can follow voice commands like follow, stay, guard, retreat, and etc. (Equip Infantry with 4 War Dogs, Costs: 10 Copper Ingots & 10 Iron Ingots)
[] Write In:
Research: With a large amount of research projects down the pipe, Liang recommends you build a 2nd Lab to have more people work through the backlog. (1 Action)
[] Zone Armor Tech: While you don't have access to the current generation Zone Armor currently in use by GDI. It does supply a variety of upgrade packages to make Colonial Militia Zone Troopers a combat effective fighting force. (Unlocks Zone Trooper Militia Training, Armory, Zone Armor, Zone Upgrade Packs, Zone Heavy Weapons, Jump Jets) (1 Turn Required)
[] Laser Tech: While you won't be able to make your own Obelisk of Light since there isn't any blueprints for it, you do have access to Laser based upgrades to your equipment from Laser Rifles to Laser Countermeasures for your vehicles. You will likely need to research how to make large lasers yourself or get the clearance necessary to access Large-scale Laser technology. (Unlocks Laser Small Arms, Laser Countermeasures, Laser Slingshot, Laser Cannons, Laser Turrets, Laser Fences, & Advanced Laser Tech Research)
[] Stealth Tech: Even though the main GDI Research Facility tasked with reverse engineering Nod Stealth technology was lost in Australia, GDI does keep backup records in other parts of the world. Even with those records GDI have not managed to recreate the ability to create a cloaking field however, and GDI Commanders always target Nod Disruption Towers first in every engagement thus very few of them are recoverable or functional enough to study, it doesn't help that all Disruption Towers are designed to self-destruct when heavily damaged rendered too damaged to function. So the best GDI can do with this technology is to cloak individual units with very expensive equipment. (Unlocks Personal, Vehicle, and Aircraft Cloaking)
[] Energy Shield Tech: The Firestorm Shield has been around since the 2nd Tiberium War, it can produce an impenetrable wall of energy for a minute whilst requires a long recharge time, however it has proved useful in protecting GDI bases from Nod Missile Strikes. Now, the technology has been made much more energy efficient and offers a full area protection at the cost of not being impenetrable anymore. It has been put in use on GDI vessels and designs of a City shield has been developed and deployed in many major cities. Having a shield over your city would cut the risk of orbital bombardment down at the cost of an enormous amount of energy to keep it running. Captured Scrin Stasis technology has resulted in an upgrade to convert the energy shield into a stasis field which turns everything inside the shield indestructible for a short period of time. (Unlocks Firestorm Barrier, Crystal Shield, and Stasis Shield)
[] Hover Tech: While Hover technology has been around since the start of the 1st Tib War, the technology gained more prominent use in the 2nd Tib War as a weapons platform in the form of the Hover MLRS which allows it to hover over bodies of water and assist in amphibious assaults. By the 3rd Tib War, Hover vehicles begin to fall into specialist roles with the Slingshot and Shatterer due to their fragility, high production cost, and high maintenance cost compared to treaded vehicles. However, during the Ascension Conflict, the ability to hover over rough terrain, water, and even jump over cliffs have proven essential in protecting convoys of material for the construction of the TCN. Now it seems that Hover technology has found its niche as a versatile vehicle platform that sacrifice a bit of armor and being high maintenance for all terrain mobility. (Unlocks Hover Platform, Sandstorm, Shockwave, Shatterer, & Slingshot)
[] Shanxi Xenobiology: Studying the native wildlife could result in interesting research that could be useful later on. (1D100 Roll on how useful it is, Can be taken multiple times)
[] Custom Vehicle Design: While GDI as a whole utilize a wide variety of vehicles with various different roles, customized designs made for specific situations do have their place in GDI's arsenal. The Hunter is a famous example of a customized design meant to fill a specific role. Colonies have started to design their own vehicles for their own specific environments that the general GDI arsenal of vehicles are insufficient for the job.
-[] Name: Description
[] Study Prothean Artefacts: The Remnants of an ancient civilization that was wiped out 50,000 years ago, by studying the Martian Archive, GDI jump started its progress by a 100 years. While this isn't the Mars Archive, any insight into their technology would still be a valuable find. – []
- Spare Armor Segments Cumulative DC 80 (Prothean Metallurgy)
- Full suits of Prothean Armor Cumulative DC 180 (ME Personal Shields)
- REALLY Expired Prothean Rations Cumulative DC 40 (???)
- Medical Supplies (Most likely toxic and expired) Cumulative DC 60 (Xeno Medicine)
- ME Field Deployable Barrier Cumulative DC 90 (ME Shields)
- Disassembled of a Prothean Weapon Parts Cumulative DC 200 (Particle Weapons)
- Weapon Maintenance Toolkits Cumulative DC 75 (Reduce DC to Prothean Weapons Research)
- Spent Power Cells Cumulative DC 70 (Better Power Cells)
Diplomacy: With the colony firmly established and the civilian roles delegated, Lin has much more free time to contact various corporations to help your growth.
[] Defiance Industries: The Corporation who won the Mechanized Weapon Platform Program that challenges companies to design replacements for the last generation of Wolverine and Titan Walkers. Having them set up a factory here would mean we will have locally produced mech walkers for the foreseeable future at a very high discount along with having another source of jobs for our colonist. They get to test mechs in mountainous terrain and produce mechs to nearby colonies whilst you got their expertise in walker technology. (Access to Mechs and Cheaper Mech Production, Requires 1 Mech Factory, & Occasionally buys ingots to fulfil mech orders) DC 70
[] Deep Rock Galactic: An interstellar mining company that specialize in Asteroid Mining. Hiring their services could provide an asteroid's worth in materials. However their services aren't cheap and require significant investment in orbital infrastructure to begin operations. Lin and Strongarm suggests that Shanxi can't afford their high of a price as demand for Asteroid mining is incredibly high with the many colonies GDI is developing. (Access to Asteroid Mining, Requires Space Mining Station and GST) DC 80
[] Vanguard Enterprises: With a bit of convincing, you agree to house a branch of Vanguard Enterprises with a lab and 10 units of space for their use. In exchange you can have access to prototype technology that is joint developed between the 2 of you and a design team to develop your own equipment and vehicles for your use. (Access to Vanguard Design Action, Requires 1 Space Tech Lab and 10 Units of Space) DC 40
[] Write-In:
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AN: Sorry for the long wait, Job hunting did not work out for me so I am currently practicing baking at home with my tiny oven and maybe selling the bread online once I know what I'm doing, but its gonna eat up a lot of my time and the main reason this update was soo slow. It was 95% done for a week but had never found the drive to finish it but finally found the time so here you go.
In other news, I am buffing the Hydroponics to only need 1 Space and costs 250M less. You can build the Quarry on the Eastern Hills for 1k CM/Turn but you'll need to protect it with something but you have a lot of options, from Colonial Militia, to the new Sonic Fences, to plain old Watchtowers. You also need 2 Tunnel Excavators to be able to start making the Tunnel Network and it will take 3 Turns to finish since I am considering putting it in a megaproject category. You also get new Objectives, the Food and Housing is to prepare for the next shipment of 25 Pop Colonists.