Mind you, the complete unreasonableness of the Council depend a bit on what the Councils real job is, according to the current councilors:
If the councils main job is to protect the Council race populations from trouble - then they are already failing horribly and have failed horribly for hundreds of years, ref. Batarians & Quarians. So either the Council is completely inept, the Council are effectively powerless figureheads, or they repeatedly drop the ball for other reasons. Other reasons could be: This is not actually the Councils main job according to the Councilors.
If the Councils main job is to keep the three council races on top of the hill come hell or high water, then the Quarians very much make sense. They were too powerful, a potential rival, but are now a resource politically instead: The minor races need the threat of the Council fleet to avoid the Quarians squatting in their systems.The Batarian situation also makes sense, as national rulers are not the ones picked up on the fringes by slavers, and if it happens? Send in the special forces and/or a spectre. And again, the Batarian is a nice "think about what might happen if you leave the protection of the Council" situation that makes the Council look good - both as protectors and in comparison.
If we then take for granted that the Councils main job is to keep Council Supremacy, then the unreasonableness is basically "it would cost us politically if you are right, and therefore you are not right". As evidence builds up, they have already stated Reapers don't exist, and going back on that and admit being wrong would make the whole thing worse for the Council. The whole thing becomes a political problem where it's cheaper politically to sweep it under the rug.
Is this a good way to lead? No. Is it a good way to keep political power? Yes, as long as people in general don't actually realize their main goal is political power, gained and kept at significant cost to those they lead. And even then it can be spun. Ref: Real world.
[X] Plan CM Train has no Brakes
Military (150 CM spent)
-[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] 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)
-[X] [ZB] Scout the (Western Mountain Range): Order your infantry to scout the area. (Reveal areas around the Region)
-[X] [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)
-[X] [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)
-[X] [SP] Patrol Perimeter (Quarry): 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 Quarry
-[X] [TE] Expand Underground Space (Western Mountains): Send the Tunnel Excavator to start digging an underground section in a specific settlement.
Construction(5/6) (2500 CM spent)
-[X] 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)
-[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 2 Population, +500 Food/Year, -3 Space, Costs: 500 M) (Lake)
-[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 CM) x3 (Western Mountain)
Factory (1/1)
-[X] 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)
Research (1/1)
-[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)
With the final orders discussed all that is left for today is to send a progress report back to HQ along with this year's requisition list. A lot of stuff is going to happen on this year's shipment. First is that Shanxi has been sent a Heavy Armament License which enables Shanxi from manufacturing and obtaining GDI's more advanced hardware.
Getting that License is similar to getting a Firearm License for an assault rifle, it is just that it costs 8000 points to pay for it. But with the discovery of the Prothean ruins, Shanxi has been bumped up in level of importance, so much so that HQ waived the cost of the License allowing Shanxi access to GDI's more advanced ground combat vehicles for better protection. From the latest Mammoth Tanks to the various Walkers in service, of course we still need to build the factories to make them or pay for it to be delivered in a shipment.
Next bit of news is that Shanxi is going to have its first Space Station in the next shipment. It will need to be fed raw materials but it should open up various options for Shanxi once the Space Elevator is completed. Like a space port that allows for civilian trade and immigration.
"Alright, we are almost done for today, last order of business is to figure out if we need anything requisitioned."
Jackson was the first to speak up, "Well, I wouldn't mind some more infantry to cover all our cities. A Hunter Battalion would be nice to have, to help patrol both of our settlements while the boots do something else. Thanks to the Heavy Armament License we can now have access to Wolverines as an alternative for our patrol vehicle. It will be much more expensive but its modular arms and equipment packages can be extremely useful especially with Shanxi's mountainous terrain. R&D haven't made jump pack equipped Wolverines yet so we'll have to settle for a Grappling Hook module on them to provide the needed mobility when traversing mountains."
"We should also buy a Prefab Archaeology Lab," West said. "Since the Prothean Archaeology team is due to arrive this shipment and we decided that we aren't going to build that Lab locally, we have to buy a Prefab Lab and install several solar panels so the scientists can store their equipment and get started as soon as possible."
"I would also like to have a 2nd Lab to double our research speed; the extra scientists should help in processing through our backlog of research much faster." Liang mentioned.
"I'm would be much happier to have more resources to work with so that the Space Station can get to work as soon as possible. But we do have enough materials stockpiled that it shouldn't be a problem." Strongarm gave her thoughts on the matter.
"We currently have a lot of our population currently unemployed. A lot of them work part time helping the farms and mine, but a majority are making their own businesses at Lake Town from barber shops to restaurants. But with the next wave of immigrants, I would feel much more comfortable if more jobs are available for the colonist with opening more mines, lumber yard, or farms."
[] Construction Materials: The raw materials that MCVs use in constructing their buildings. (10 Points = +50 CM = 5 Space) (CM Requested = ...)
[] Population: You'll need a civilian population to develop a strong economy thus you can spend points to have more population to work with. (100 Point = +1 Pop = 10 Food/Turn) (Population Requested ...)
[] Sell Ingots: Your main source of income in the Frontier are the metal ingots that you sell to GDI.
Military Assets: These are enlisted members of GDI that volunteered to be permanently stationed at Shanxi. If they are chosen, they will become members of the Shanxi Command Structure.
[] 2nd Infantry Regiment: a Regiment of Riflemen armed with Railgun Rifles and accompanying Missile Trooper 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 Battalion) 200/150
[] 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
[] 2nd Engineering 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 Corp & +2 Construction Action) 150/100
[] 2nd 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 Sniper Teams) 150/20
[] 1st Armor Battalion: The Hunter Mk.2 AFVs is an upgraded version of the Hunter AFV used in the Incursion War. With an upgraded Coilgun based main gun with a coaxial machine gun, a new Hydrogen Turbine Engine with Computer Controlled Suspension and a Vanadium Steel alloy body the new Hunter Mk2s can hit harder, run faster, and much tougher than the Mk1 thanks to newer technology and more time to better optimized the design which was literally a Predator's turret on an APC chassis. The Mk2s are armed with Werewolf Cannon system that can switch from Sabot, Canister, and Buckshot for lightly armored vehicles. It is also future-proofed with excess power generation cap to allow space for future upgrade packages. From Energy Shields that are currently in the final stages of implementation, a Laser Active Defence System, an Advanced Sensor Suite, or an EMP Cannon the Hunter is designed to be very modular and can fill a variety of roles. (+1 Hunter AFV Battalion = 36 Hunters) 600/360
(NEW) [] 1st Heavy Armor Company: The latest iteration of the iconic Mammoth Tank it is armed with dual 75mm Coilguns, Hornet Multi-Purpose Missile Launchers, Nanotech Auto-Repair Systems, and the latest generation of Adaptive Armor that diverts power from the Mammoth's weapons to its engine and armor making the Mk.6 able to keep up with other GDI vehicles like the Hunter and Titan where it would usually lag behind due to its low speed. However the new Adaptive Armor isn't limited to giving the Mammoth a speed boost as well as increased armor, it also has a second mode that divert power from its engines to weapons and armor, increasing its armor and its rate of fire. The Mammoth can switch between these modes anytime however there is a brief period of 3 seconds that the Mammoth is vulnerable as it switches modes. GDI High Command and the drivers operating the vehicles feel that it is a manageable drawback in exchange for the increased performance and versatility it provides. (+1 Mammoth Heavy Tank Company = 12 Mammoths) 1800/300
(NEW) [] 1st Light Walker Battalion: The Wolverine Mk.4 Light Walker is a modular redesign of the Wolverine Walker Platform. Designed with a Modular Armament System, the Wolverine can be equipped with a variety of weapons, from the standard M99 Rotary Coilguns, Hornet Multi-Purpose Missiles, Sonic Grenade Launchers, or even a high energy Laser Cannon if you have it.. The Mk.4 is controlled with a Neural Interface resulting in faster reaction time as well as increased situational awareness as the Wolverine's sensors readings can be inputted directly into the pilot as well as the Wolverine's movements being much more responsive than with a controller. This increased precision is necessary for the Wolverines to use their Jump Jets to jump over cliffs or as quick speed boost without falling over. Other than weapons, it can be upgraded with a Drone pod that can house a Repair Drone that can provide auto-repair or a Scout Drone that is equipped with advanced sensors. (+1 Wolverine Light Walker Battalion = 36 Wolverines) 900/300
(NEW) [] 1st Assault Walker Battalion: The Titan Mk.5 Assault Walkers is one of the first vehicles in GDI's arsenal to be improved upon with reversed engineered Nod technology, specifically the "Testudo" energy shield from Nod's Centurion. The new Hoplite Shield is installed as upgrade package that can be installed to the left side of the Titan, acting as a left arm. The Shield can be turned to cover the front of the Titan and absorb a moderate amount of enemy fire before deactivating and needs to recharge, which takes 4 seconds, before immediately re-activating. It was quickly found that the Hoplite shield consumes far too much power to operate in conjunction with the Pierce Laser Cannon of its predecessor. Thus it was decided that the Mk.5 is armed with the less energy intensive 75mm Coil Cannon similar to the one used by the current generation of Mammoth Tanks, in exchange for the increased survivability the Hoplite Shield provided. (+1 Titan Assault Walker Battalion = 24 Titans) 1600/360
(NEW) [] 1st Artillery Walker Battery: The Juggernaut Mk. 5 Artillery Walkers is GDI's latest mobile artillery platform. Not much have changed in its design when compared to its predecessors, being a triple barrelled artillery emplacement on legs. The Mk. 5 was given a fairly basic upgrade to keep it up to date with the rest of GDI's arsenal with better armour, motors, computers, and new main guns. Armed with 105mm Coil Cannons, it is capable of launching 105mm guided high explosive, air burst, smoke, armor piercing, and sonic shells up to a maximum range of 40km. A feature unique to the Mk.5 is its MRSI or Multiple Round Simultaneous Impact capability, allowing a single Mk.5 to launch a barrage of 9 rounds and have them hit the same target at the same time resulting in no time at all for the enemy to take cover. Like the Mk. Juggernaut used in the 3rd War, Snipers can be used to spot targets for Juggernauts up to 50km away. However, if Snipers are unavailable the Juggernaut is perfectly capable of going to the battlefield alongside other GDI units since three 105mm Coil Cannons can be of great help in assaulting enemy fortifications and armies. To compensate for this heavy firepower, the Juggernaut is lightly armoured when compared to other GDI Walkers like the Titans, however (+1 Juggernaut Artillery Battery = 6 Juggernauts) 1200/90
[] 1st Orca Air Squadron: The new Mk.6 Orca combines the firepower and versatility of the Orca Mk.5 with the Stratofighter Booster of the 3rd Tiberium War Firehawks, giving it the ability to fly over most AA defences with ease by going near orbital. (+16 Orca Strikecraft) 400/160
[] 1st Firehawk Air Squadron: A Squadron of Firehawks Mk.3 Air Superiority Fighter, with the Orca Mk.6 taking the Firehawks usual role of a Multi-role fighter, the new Mk.3 is designed to be an air superiority fighter due to how the 1st generation Firehawks were extremely effective against Scrin ships. The Mk.3 uses a reverse engineered Nod Stealth Module from a captured intact Cobra Gunship which allows it to close in on enemy air targets and deliver a first strike that the enemy will rarely see coming. (+16 Firehawk Fighters) 400/160
Infrastructure: Pre-fab structures packed up into neat little packages.
[] 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) 100/200
(NEW) [] Pre-fab Lab: A Pre-fabricated building that can be converted into a Lab, once it is filled with the right research equipment. (+1 Archaeology Lab, -2 Power, -1 Space) 50/50
[] Mining Equipment: 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, +300 Ore, +500 CM, 2 Population) 50/100
[] Smelting Equipment: Once you have a supply of ore, you'll need a location to smelt it so that it can be useable in many different applications. 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. (+1Refinery, -2 Power, Convert Ores to Ingots, 1 Population) 100/150
[] 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
[] Logging Equipment: 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, 2 Population, -2 Power, -1 Space, +200 Wood/Turn) 150/100
[] 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
[] 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 & +250 tons of Excess Food/Year, -3 Power, -1 Space) 150/100
[] Biomass Power Plant: The blood of any city is electricity and its heart is the Power Plant. A Power plant is required to operate automated defences and have all of your production structures operating at maximum efficiency. An MCV can construct a Power Plant easy enough, but you never know what you would prioritize. (+1 Biomass Power Plant & +20 Power Generation, -100 Wood/Turn, -1 Space) 100/100
[] Wind Turbine Farm: Wind Turbines is a cheap and hassle free form of power, the drawback is that during an invasion, they are very obvious targets. (+1 Wind Turbine Farm, +10 Power) 50/100
[] Thorium Power Core: While GDI has maintained its promise to never use nuclear weapons, nuclear power is a different matter entirely. Having a Thorium Power plant could fuel all of a developing colony's energy for quite some time. 1 ton of Thorium should be enough to keep that reactor running for a decade on a colony, of course making Nuclear Reactors isn't easy or cheap thus are usually reserved for colonies who can afford it. GDI's more power hungry technology are much easier to reach with this centuries old technology. (+1 Thorium Core, Required to Build Thorium Power Plant (gives +200 Power, -1 Space)) 750/150
[] Watchtowers: Automatic Perimeter Defenses should be able to shred any hostile wildlife. (+1 Watchtower Perimeter, -5 Power, Negate Wildlife Attack Roll on Colony, Provide additional layer of defense) 100/50
[] 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) 100/50
[] 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, or 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) 200/100
Technologies: Advanced technologies that requires dedicated research to implement.
[] Advanced Laser Tech: This is the last piece of technology contain blueprints for GDI's large scale Lasers Defence System. From anti-orbital Focus-Beam Lasers to GDI's new Spectrum Tower defence system. Nearby Spectrum Towers can send their charge toward and adjacent Spectrum Tower to make a chain of photons that combine and amplify their power. A chain of 5 Spectrum Towers is enough to severely damage a Mammoth Tank. (Unlock Focus Beam, Spectrum Towers, and Laser CIWS) 250/10
Space Assets: Assets that can be attached to Shanxi Station or placed in orbit. (Unlocked once Space Station is established)
[] Ore Collecting Module: A module designed to collect ore gather from asteroids mined by Gopher mining vessels. The Gopher is included with the Module which is basically a small dock meant to house and offload the Gophers. Once the ore is collected it is store in an internal tank that can hold 1000 Ore which can be transported, by Orbital Elevator, planet side to be refined there or on an Ore Refinery Module attached to the Station. (+1 Ore Collector, +500 Ore, +300 CM, 1 Population, -3 Power) 500/150
[] Ore Refinery Module: A module containing an electric arc furnace, similar to the furnace used on ground side refineries, used to refine ore into ingots. (+1 Ore Refinery, convert 500 Ore into Ingots, 1 Population, -5 Power) 200/100
[] Warehouse Module: A module that can be used to store all kinds of cargo, from food and supplies to ingots and He-3. (+3000 Storage, -1 Power) 100/100
[] Solar Satellites: A Satellite designed around a solar powered microwave emitter that can beam microwaves towards a receiver to be converted back into electricity. Extra satellites can beam the microwave to a planet side receiver and help power cities instead. (+1 Solar Satellite, +10 Power) 400/200
AN: I am really sorry for the really long update, had to update a majority if the military unit descriptions along with writing entirely new descriptions for the Locked Assets list for your new Space Station. Do note that specialist units like Sandstorms or Shatterers are not available for purchase and you'll have to make them yourself, so while you can't buy it you can customize them however you like. It will take a Research Action to build a prototype to test it before you can start producing them. Here is what I have come up with for a Vehicle Design format that you can use to make your own unit.
Size is to determine how much materials it is going to cost and how big of an impact it is going to be.
Armor is to help specify what type of unit it is going to be. A Hunter is a Medium Sized, Medium Armor unit while a Juggernaut is a Large sized, Light Armor unit and etc.
Locomotion is which of the different types of movement you unit is using and each type of locomotion has its advantages and disadvantages. Hoverlifts can cliffjump and hover over water but can't use weapons that have high recoil like Coil weapons.
Main Weapon is obviously what the unit is going to use to attack enemies. Like Locomotion each weapon has its pros and cons.
Additional Features are the fun stuff that you want your unit to have that makes it unique from all of the other units. Like the ability to burrow or deploy mines. You can put a maximum of 2 features that are integral to the unit itself but 1 or 2 upgrades can be added depending on the size and what the upgrade is about. The Hunter Mk2's features are periodic boosts like the Andromeda's Nomad and a powerful generator to power its boosts and any future upgrades.
Additional Information is to inform everyone what is the units intended role to be an how it would be used.
If you have a unit @ me so that I'll put in on a list of original units that you can make later in the quest.
Let me know if you disagree with the description of a unit or if you have ideas for new units you want to include in the quest. I should probably make an Informational about GDI's ground units in the future.
Scheduled vote count started by Warmach1ne32 on Apr 28, 2021 at 10:25 AM, finished with 10 posts and 10 votes.
[X] Plan Housing, Labs and Factory
-[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) 100/200
-[X] Pre-fab Lab: A Pre-fabricated building that can be converted into a Lab, once it is filled with the right research equipment. (+1 Archaeology Lab, -2 Power, -1 Space) 50/50
-[X] 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, or 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) 200/100
-[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] Population: You'll need a civilian population to develop a strong economy thus you can spend points to have more population to work with. (100 Point = +1 Pop = 10 Food/Turn) (5) 500 pts
Beatle class Multipurpose Smart Drone
Small scale drone that (Look up starcraft widow mine) meant to be in a swarm and controlled by an AI system and can be paired with ZONE troopers and EXO engineers Armor AI. Expensive for mines (5 iron 3 tungsten 1 copper for 2 divisions worth, with drone factory 4 divisions in 1 action) can take out most light to medium vehicles with ease and sensors systems. Alongside the mine variation, there multiple variants like sensor drones with advanced sensor array with the ability to conceal itself by tunneling (similar to a widow mine). As well another variation designed for prospecting, that can get through most forms of rock, and sensor system for finding Ores deposited (+10 on prospecting roles with engineers, bonus +5 for EXO engineers, due to being able to pair and training). Many other variations are in production, but these are one that is ready for factory assembly, in (1 turn) and produces (Enough for 4 platoons) but built can be improved.
(TLDR widow mines that can act as a run of mil smart mine, but can be paired with certain units to give a bonus to rolls at your disgression)
Side note (Drone Factories are more efficient at the creation of automated machines like repair drones, around, etc, decreasing construction cost or increasing production amount and 2 production ques, but high cost, 2 turns to build and at least 1 tier 2 factory to be constructed)
Description: Civilian variation is 6'4 in height, at the higher range of human height, with light protection, design for normal old job site accidents. Miltary variations are taller at 7'6 and bulkier than the civilian version due to armor, and military-grade parts making them more durable and stronger than standard infantry (half as strong and durable as Zone troopers). They have armor equivalent to normal infantry forces and can be required to fit with heavier weaponry, but lack tactical knowledge as militia, so best paired with other battalions as heavy troopers or shock troops. As well can be required with an AI, but have a rather good VI out of the box, and are modular, with addon packs and upgrades for the MARVIN system. They can work as engineers (Buildable engineers) and heavy troopers (gives combat bonus to battalion paired with) or on their own (Durable as all hell but normal version cannot use tactics unleash they get AI upgrade, so arguably worse than militia) but are relatively costly, at (4 tungsten 4 iron 4 copper for 1 division, dedicated drone factory make it 2 division for the price of one)
Side note (Drone Factories are more efficient at the creation of automated machines like repair drones, around, etc, decreasing construction cost or increasing production amount and 2 production ques, but high cost, 2 turns to build and at least 1 tier 2 factory to be constructed)
Description: Shanxi Robotics is a company started by Iva walker, Erwin Fritz, and Phoenix Williams, all of who were highly experienced robotic engineers from the company Hammond Robotics. They were some first arrivals to Shanxi, and had assisted with robotics research early on, and went on later to start their own company. Shanxi Robotics focuses on machines that work well on the frontier, and focus on being durable, easy to manufacture, and multipurpose, including military use. Their recent products, that being Beetle Multipurpose smart drone and Marvin Multipurpose Service Bot, exemplifies these facts, like beetles ability to with minimal retrofit can work as a smart mine, sensor drone, and prospecting drone, and more. Whereas Marvins focus upon highly capable engineer for civilian and military use, and has multiple addons, like an AI, as well during wartime be retrofitted to be a heavy assault droid, but with current cost lack tactical ability, which is where AI addon comes in but still works best as heavy troopers or Shock troops. This has led them to get quite a high-profit margin in civilian industries, and we can easily get contracts with them to begin building these at large-scale production.
Hammond Industries is an older manufacturing company that arose 15 years before Tiberium landed on Earth. it started off in the US, and expanded out focusing on the production of civilian equipment, be it, excavators, to cargo lifters, alongside construction and had become rather major within North America. But when the first Tib war began, they began expanding out, as well gained interest in the robotics industry. So in late 2025, they established Hammond robotics, a child company with a focus on civilian and military robotics.
Hammond Robotics, the child company of Hammond Industries as their name implies had focused upon robotics. They had first started constructing autonomous security droids for general security, and Heavy Autonomous machines for work within more hazardous areas or industries. But during Tib war 2 began working closely with GDI for the design and construction of wolverine, Titan MK 1, mammoth, and other heavy walkers, and combat robots. Due to GDI archiving the majority of their walkers after the firestorm crisis, Hammond Robotics and Hammond Industries faced a major decline. With there main source of income both Hammond began focus in civilian market. By end of 3rd Tib war they had bounced back with multiple new products in civilan Industries. Eventually, they began to reach the levels they once had with a contract to the steel talons, for the development and upgrading of multiple GDI walkers from the 2nd Tib war and the Firestorm Crisis. During the 4th Tib war, they once again become a household name, with larger amounts of walker force being used by GDI, and had developed the of crawler vanguard, with 3 variants. They had originally meant them to be a mobile industrial base, to push frontlines, able to produce units on go, and act as mobile hardpoints. While cralwers severed as vanguards, producing units, pushing and holding the line, GDI forces would push up and establish bases and assist the crawler vangaurds
After Tiberium was under control, and humanity reached the stars, they stated rather prominent in this era, and a major interstellar company. Currently, we can get a contract with both, which gives us access to some of their designs, both building, like their Drone construction facility, Aries heavy walker, and stalker assault bots, which share many similarities to Marvin, but overall better for combat due to out of box AI, better weaponry, armor, and ability to detonate, and other machines.
North Mountain
Copper 1: DC 20 = 70 = Large Deposit
Copper 2: DC 25 = 83 = Large Deposit
Copper 3: DC 25 = 33 = Small Deposit
Tin-Tungsten: DC 30 = 94 = Large Deposit
Iron 1: DC 25 = 80 = Large Deposit
Iron 2: DC 35 = 59 = Medium Deposit
Iron 3: DC 35 = 70 = Large Deposit
Silver: DC 60 = 29 Autopass = Large Deposit
Gold: DC 75 = 62 = Not found
Heavy Metals: DC 90 = 97 = Small Deposit (Roll: 3 = Palladium)
Western Mountain Range
Copper 1: DC 20 = Small Deposit
Copper 2: DC 25 = Large Deposit
Copper 3: DC 25 = Small Deposit
Tin-Tungsten: DC 30 = Not Found
Iron 1: DC 25 = 62 = Medium Deposit
Iron 2: DC 35 = 69 = Medium Deposit
Iron 3: DC 35 = 69 = Medium Deposit
Silver: DC 60 = 35 = Not Found
Gold: DC 75 = 39 = Not Found
Heavy Metals: DC 90 = 82 = Trace amounts (Roll: 2 = Iridium)
Eastern Hills Roll
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
Southern Valley Wall
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
Eastern Valley Walls
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 Found
Silver: DC 60 = 9 = Not Found
Gold: DC 75 = 67 = Not Found
Heavy Metals: DC 90 = 75 = Not Found
From: INOPS analyst-88d1f33b-f2a7-4750-a2b4-94299edde28f@PIN-0980-2813
To: SELF
Sir, you need to see this. This is from a sucessful intercept of some infiltrators in our RND divisions.
HAVE ISOLATE
Quantum Illumination/Correlation Assisted Radar
This effort seeks to create a radar system that uses the principles of quantum mechanics to increase it's effective SNR compared to traditional RADARs, especially in highly complex and noisy environments like an Ion storm or against highly stealthed targets. The same effort will also attempt to find both the envelopes of near and far future developments in this field as well as possible countermeasures to such systems.
-We need to prepare for a roll out of our tiberium based stealth/ECM composite panels if we wish to ensure that this effort does not reduce the effectiveness of our stealth systems. ~1a0b687b-c668-428e-aeb7-d250d81e3cb7
-Why would that be? Our current stealth composites have the capacity to drastically shorten the ranges that RADAR works, especially in ion storms or high tiberium particulate areas. ~
-You are right about the effectiveness of our stealth composites against RADARs that do not use quantum assitance. However, the issue here is that the systems that are being worked on here can drastically reduce the current methods in use by our stealth composites. ~1a0b687b-c668-428e-aeb7-d250d81e3cb7
-Uh, how? ~ce6b6cc1-b935-46ed-bc5a-104ee60d54c8
-Are you aware how quantum radars tend to work? No?
Okay.
The way that the vast majority of systems (of which this appears to be) that use quantum assistance in the RADAR depend on something called quantum illumination. The specifics or the mechanisms involved here is not important. The important thing here is that the radar is only highly sensitive to it's own emissions. Any noise(say from a ion storm) will be drowned out by the returns from the RADAR's emissions. Our current composites will still drastically reduce the strength of said emissions but enough will make it back that the radar can use to track us.
Tiberium enhanced composites have a trick up it's sleeve however. The tiberium specks included in the composite can act to screw up the specific quantum characteristics that the RADAR uses, regaining us the stealth advantage. ~1a0b687b-c668-428e-aeb7-d250d81e3cb7
-I see. That will however cause maintenance nightmares. ~ce6b6cc1-b935-46ed-bc5a-104ee60d54c8
-Yes. Yes it will. We don't have much choice if this sort of thing proliferates. ~1a0b687b-c668-428e-aeb7-d250d81e3cb7
-Fine. I'll see if I can muck up the project. There should be some tricks we can pull to do so. ~456153c4-bb6a-438c-9cb5-0af63ffac54b
-I'll see what I can do about prepping for the release of the tiberium enhanced stealth composites. ~ce6b6cc1-b935-46ed-bc5a-104ee60d54c8
-I agree as well. I have some planes that already have the needed stealth composites. If need be, I can have them demonstrate that GDI's attempts at countering our stealth will fail. ~8aa99281-90c5-496b-a7c2-f5454ff6a026
It details the reaction of NOD towards our new radar development efforts. The first goal was accomplished. We now have a lead on some of our NOD infiltrators and we know that they have sufficient knowledge and experience with tiberium to use them in their stealth composites without us being able to easily detect them. I would highly recomend that we continue this effort for a number of reasons. Doing so will give us experience with quantum radars. At the same time, the continuation of the effort will ensure that our infiltrators will not get spooked. Perhaps we can even use any of the more ... overt actions that they may take to interfere as an opportunity to take down some of our known infiltrators.