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

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

  • 2112

    Votes: 44 93.6%
  • 2152

    Votes: 3 6.4%

  • Total voters
    47
  • Poll closed .
nah there is no question about the power of a ion cannon, im just wondering if the barriers would actually activate at something actually going at or near light speed.

If they do go active then they will shatter fairly soon after. Though I'm not sure if they will heck we will only know when one actually hits a cruiser.
 
On the topic of Infantry scale Ion cannons, Ionized Railguns (Railgun slugs with a coating of ions, made in C&C4) is the best of both worlds. Range of the Railgun, power got boosted by IC. Pure Ion Cannons I think are reserved for Orbital Stations?
I think ships like Frigates use the Ionized Railguns due to being more energy efficient and faster firing. Cruisers and bigger ships with a bigger power plant can spend that power on a regular Ion Cannon. Not sure if the Ion Particles will disperse after a certain distance, I am not an expert of particle physics so if someone can provide a compelling reason why it should have been this instead of that, I would appreciate it. That means I have less time researching and more time actually finishing the update.

Edit: Found this in the Particle Cannon page in the cnc.wikia
"It is impossible to reflect particle beam by "mirror" on satellite; while charged particle beams could be reflected by magnetic fields, electrostatic repulsion of equally charged particles make the charged particle beams disperse fast in space, thus limiting their use for atmospheric-only conditions. And neutral particle beams could not be used in atmosphere, being strictly vacuum weapon."

So Cruisers and Dreads use Neutral Particle beams (I don't know why neutral beams can't be used in atmo) but they will have Ionized Railguns as a faster firing weapon while the main Ion Cannon recharges or cools down.

On what happens when an ME shield gets hit with particle beam, I am not 100% sure. The closest thing I know is the Collector Particle Rifle and their Cruiser's Particle Cannon. In the Rifle version shields does help defend against it better than not having shields at all. On the Cruiser's Cannon I have no idea how helpful a shield would be. Cause we only have the Collector Cruiser destroying the SR-1 and it was a just a Frigate with Frigate grade shields.

You forgot about various EMP weapons.
Isn't Overload ME's version of EMP?
 
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On what happens when an ME shield gets hit with particle beam, I am not 100% sure. The closest thing I know is the Collector Particle Rifle and their Cruiser's Particle Cannon. In the Rifle version shields does help defend against it better than not having shields at all. On the Cruiser's Cannon I have no idea how helpful a shield would be. Cause we only have the Collector Cruiser destroying the SR-1 and it was a just a Frigate with Frigate grade shields.

I wonder if it would depend on what kind of warship mounts it? Like a Dreadnaught or Battleship (depending on the parlance) is going to have a stronger Ion Cannon when compared to say a Cruiser.

Looking at it though and given the out put we see in games I'd say if something like a Corvette, Frigate or destroyer was hit by it the thing would be so much floating derbies. A cruiser depending if we are talking CL, CA and BC then it will come off badly damaged to near crippled though it would depend if we are talking about a glancing shot or an actual hit. Dreadnoughts though are more difficult in theory they most likely have the mass and armour to take a few hits but its one of those things we really don't know though of I'm honest I think that it would know its been hit if it would survive would depend on a few factors.
 
Like a Dreadnaught or Battleship (depending on the parlance) is going to have a stronger Ion Cannon when compared to say a Cruiser.
Cruisers get Cruiser Grade ICs, Dreads get Dread grade ICs. I welcome any interesting configuration cause I don't have the fleet stuff nailed down yet. Just have a general idea that is ironed out by you guys asking questions.
 
Cruisers get Cruiser Grade ICs, Dreads get Dread grade ICs. I welcome any interesting configuration cause I don't have the fleet stuff nailed down yet. Just have a general idea that is ironed out by you guys asking questions.

I guess Dread's get some fairly heavy-duty firepower the along with the Ion cannon I guess they most likely have rail gun batteries, missile tubes and laser point defence to go along with everything else. Heck, I guess these guys are built to tangle with whatever the Scrin could throw at them since I imagine GDI's main strategic assumption is they are going to be fighting them again in the future so their whole fleet doctrine may be built around fighting them in space again.

Edit: So other than the standard fleet duties of Patroling GDI space, Keeping the peace, providing S&R and some of the other stuff wet Navy do now. They most likely built their doctrine, logistics and the like to fight the Scrin.
 
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I guess Dread's get some fairly heavy-duty firepower the along with the Ion cannon I guess they most likely have rail gun batteries, missile tubes and laser point defence to go along with everything else. Heck, I guess these guys are built to tangle with whatever the Scrin could throw at them since I imagine GDI's main strategic assumption is they are going to be fighting them again in the future so their whole fleet doctrine may be built around fighting them in space again.

Edit: So other than the standard fleet duties of Patroling GDI space, Keeping the peace, providing S&R and some of the other stuff wet Navy do now. They most likely built their doctrine, logistics and the like to fight the Scrin.
I think Dreads can quickly flip to Stasis shield and then back to normal to defend against a massive first strike. It'll eat up a whole lot of power but being invulnerable for a couple of seconds to whether a barrage would be invaluable. Missiles, I think are reserved for the Destroyers and Frigates because Dreads and Cruisers are usually sniping at range and a Torpedo/Missile could be intercepted by fighters or PDs or avoided if the enemy have enough time to dodge. Plus if allows the Cruisers & Dreads more space for power or shields.
 
I think Dreads can quickly flip to Stasis shield and then back to normal to defend against a massive first strike. It'll eat up a whole lot of power but being invulnerable for a couple of seconds to whether a barrage would be invaluable. Missiles, I think are reserved for the Destroyers and Frigates because Dreads and Cruisers are usually sniping at range and a Torpedo/Missile could be intercepted by fighters or PDs or avoided if the enemy have enough time to dodge. Plus if allows the Cruisers & Dreads more space for power or shields.
Makes sense and I guess cruisers and Dreads would have a fighter complement are there any carriers in the fleet or are they filled by the dreadnaughts to some degree.
 
Makes sense and I guess cruisers and Dreads would have a fighter complement are there any carriers in the fleet or are they filled by the dreadnaughts to some degree.
I don't know, maybe a Light/Escort Carrier could work (No main gun, more power to shields, Fighter complement, & about the size of a Cruiser). They'll stay at the back and provide Fighter/Bomber complements and maybe be the one to carry the ground army. Cruisers and Dreads have their Marine complement and maybe an exploration vehicle but that's it for more space for the other systems. Best to have specialists working together in combined arms than a fleet of similar ships that can do alright in every role, like Star Wars's Star Destroyers.
Well, they did work against the Scrin... probably won't work on their ships tho, since they had to withstand Solar Storms or Cosmic Rays which are said to be even more powerful. Ground units are probably still vulnerable... I'll add C&C3's EMP Control Center as an option for you to build once Turn 1 starts.
 
don't know, maybe a Light/Escort Carrier could work (No main gun, more power to shields, Fighter complement, & about the size of a Cruiser). They'll stay at the back and provide Fighter/Bomber complements and maybe be the one to carry the ground army. Cruisers and Dreads have their Marine complement and maybe an exploration vehicle but that's it for more space for the other systems. Best to have specialists working together in combined arms than a fleet of similar ships that can do alright in every role, like Star Wars's Star Destroyers.

So your thinking more of an idea of a kinda 'fleet in being' doctrine? Where larger ships such as cruisers and dreads form the heavy hitters and flagships of various fleets and task forces with destroyers and frigates providing escort and the screen for the larger ships?

If I'm reading this right that is.

It would fit with the general GDI doctrine of a combined arms approach to warfare. It makes me wonder though how things like the Treaty of Farxian will effect this though since it will limit GDI force numbers if they sign it though.

Maybe developing variations of the cruiser to get around it to an extent? Like CLs (light cruisers), CA (Heavy Cruisers) and BC (Battle Cruisers)?
 
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Since I don't have time to flesh out a GDN doctrine and such. I'll let you guys suggest ways for a fleet to be organized while I finish up the latest chapter and introduce you guys to your advisors.

Your options in that chapter are to pick an area to build your first city on. On a coast, near a forest, near a mountain lake, or in a valley. This mostly effects what major project you can invest into on Turn 1.

The Coast could give you ample food supply from fishing and give you access to sea transport. The forest can be a source of food or research into the local wildlife. Lakes can be used to supply water to a lot of farms, increasing its max yield. Valleys would provide easier access to rarer minerals and reduces the amount of choke points you have to defend at the cost of even less space (you'll have to build your base outside of the city). I'll add your advisors preference after you see the choices.
 
We have tunneling tech and we know hostile aliens exist. Why would we build planetary military bases above ground. Or the cities for that matter? @Warmach1ne32 most of our cities should be like the fortress cities of Anatolia. Small fortified group surface buildings for trade and access. With the majority of the city built like a fantasy Dwarven fortress underground, thousands of kilometers of fortified tunnels along with underground highways to connect the cities. These were built thousands of years ago.

There is no reason GDI can't take the concept and make it a total nightmare for any enemy to attack.

With every production facility deep enough in the bedrock to be impossible to bombard from space it will be impossible to starve the defenders out. Underground hydroponics factories, industries and resource extraction and manufacturing
 
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I guess with building the GDN as a force I guess it could be broken into six major areas Strategic Assumptions, Strategic Concept, Fleet Mission, Fleet Design, Force Size and Force Management. Each Major area kind of feeds into the other and aids in the thinking of the others and development of the fleet as a whole.

Each can have subcategories which follow something like this.

- Strategic Assumptions =Security Environment =Fiscal Environment
- Strategic Concept = Strategic Goals
- Fleet Mission =Service Roles & Missions =Fleet Concept of Operation more commonly know as Fleet CONOPS =Fleet Posture
- Fleet Design =Fleet Capabilities =Fleet Size =Fleet Mix =Fleet Laydown
- Force Size =Manning Strategy =Organic Support Functions =Shore and Orbital Infrastructure
- Force Management =Personel Policy =Logistics Concept =Level of Afloat Readiness =Levels of Shoreside Readiness =Acqusitions Strategy

Eh am I think too much into this?
 
GDN doctrine with there drone teck i belive they would have
carriers for short range defence and anti fighter/bomber missions I highly doubt they have drone fighters due to massive risk of hacking and scramble tech. personally think all space drone fleets would be highly short range for same reason star wars fights are point blank range ie to much radio interference and falls targets reading creation.

Dreadnaught 2 main types 1 mcu type yeap why not scale a ground base up and make it in space a mobile command centre that can quickly make fighter craft and frigates while setting up orbital defence new colonys seems right up gdi alley. 2 type combat heavy heavy shields and 1 maybe 2 main cannons with a ton of aa defence i believe is the best bet

grand cruiser the start of wolf packs as the head ship made for killing blows with heavey weapons and designed for killing shots and shields. same idea with the Dreadnaught made simple to take a hit but deliver a very deadly payload

standard cruisers made for 2 sister ship to harass and weaken opponents for there bigger cousin the grand cruiser to kill lighter shields but a heavy focused on speed and AA fire.

frigates standard troop and resource transport very focused on hit and run tactics as well as rescue missions usaly found in miniumeum packs 4 due lack power for best shields due to size so designed for fast reactions and speed truest to being the fastest ship (always painted red heheh)

fighter/bomers made and designed for guard duty for space stations and planetary defence highly independent as drone teck would let 1 pilot effectively control 4 drone fighters along with pilot in close range meaning they fight in groups 5 but with 1 highly skilled operators with smaller chance hacking due to the 1 dedicated human trained for such things

just my personal idea on how our fleets would operate i might have some glaring weaknesses but easy be changed and there is still a few ship types that not been mentioned in the ones above so open to suggestions for change for the betterment of mankind :p
 
Eh am I think too much into this?
No. Welcome to the club.
Look to these for help:
Building the Imperial Navy: Strategic Assumptions | The Eldraeverse
Building the Imperial Navy: Strategic Goals | The Eldraeverse
Building the Imperial Navy: Fleet Missions | The Eldraeverse
Building the Imperial Navy: Fleet Design | The Eldraeverse
Building the Imperial Navy: Force Size | The Eldraeverse
Building the Imperial Navy: Force Management | The Eldraeverse

Atomic Rockets
ToughSF

If you can't tell, I love this universe. And overthinking -BLAM that's heresy- thinking about things.
PS: @Warmach1ne32 , the above links (barring Atomic rockets and ToughSF which are resource sites) carry you through an example of a writing exercise. This is useful for worldbuilding (and partially what I am using to build my plans).
 
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We have tunneling tech and we know hostile aliens exist. Why would we build planetary military bases above ground. Or the cities for that matter? @Warmach1ne32
Well, 1st you don't have tunneling tech, you have the blueprints and you need to make the tunneler to dig your underground base. That will take a while and in the mean time you have a colony to keep alive. 2nd you are going to triple you population next year from GDI shipping in more colonist and they need to eat too so going full hydroponics is expensive and while it is possible to feed your colonists with only hydroponic technology, it is going to be really expensive and cut into your defence budget.
 
The hydroponics are for sieges and emergencies much like the setup in the Cold War bunkers under several military bases and government installations. Ideally you farm on the surface and have enough underground production to keep the population fed if the surface is attacked
 
We have tunneling tech and we know hostile aliens exist. Why would we build planetary military bases above ground. Or the cities for that matter? @Warmach1ne32 most of our cities should be like the fortress cities of Anatolia. Small fortified group surface buildings for trade and access. With the majority of the city built like a fantasy Dwarven fortress underground, thousands of kilometers of fortified tunnels along with underground highways to connect the cities. These were built thousands of years ago.

There is no reason GDI can't take the concept and make it a total nightmare for any enemy to attack
we now there aliens out there true but there is a lot case studies that point to fact underground cities would highly affect the sanity of people in less they are build in certain ways just like spaceships. 2 is cost 1 earthquak can potently kill everyone so all underground building tunnels are so reinforced that the time effort is a joke compared to normal building but i can highly see all military building being made in mountins and hills easy. civilian however not so much good idea though defo has a lot merit just to much stuff to consider going full dwarf without the right mind frame from people liveing underground
 
I would prefer to have a significant portion of food being produced by hydroponics and have the rest of the slack be dealt by storage. Again, my plan is going to be like the Swiss National Redoubt:
  1. Deter the enemy from attacking (We know this will fail)
  2. Degrade any incoming attacks (This will succeed/fail depending on your definitions of degrading attacks)
  3. Hold out on the border to slow enemy attacks.
  4. Retreat main COG (center of gravity eg our manufacturing and civilians) into the mountains/fortified (for long term defense) areas.
  5. Split up the force into two separate responsibilities: Central(Resist the enemy's main advance/s into our abandoned areas. Focus on delay, not resistance(trade space for time)) and Side(Protect the COG and strike against the enemy)
  6. Harass the enemy, preventing them from stabilizing.
  7. Maneuver the enemy into strategically advantageous (for us) areas.
  8. Kill the enemy.
Every thing that I am advocating for is in service of furthering this plan.
 
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Early Space Doctrine:
The early phase is characterized with a major focus on stemming losses on Earth. There are no dedicated orbital/system defenses set up.

STRATEGIC ASSUMPTIONS:
Our baseline and needs.
-Security Environment:
What threats are we expecting?
--We had a major/minor (by our and their standard) attack by the Scrin. We are not ready for the next attack.
--We have no investments in this branch asides from ground support and orbital C3I.
--We are currently only using orbital to support ground forces (C3I and fire support (ion strikes) ).
-Fiscal Environment:
What resources do we get?
--We are bleeding. No other way that we can cut it. However, the primary source of the bleeding; tiberium, is now manageable and promises to be a major help in the rebuilding of Earth.
--We need to fund the reconstruction of infrastructure of Earth and take down Nod remnants. We have some help on that front but it will be long and expensive.
--There will not be much funding for space warships.

STRATEGIC GOALS:
What it says on the can.
-Focus on ground support.
-Try to create defenses (at least orbital layer). Focus on detection. We did not know that the Scrin were coming until it was almost too late.

FLEET MISSIONS:
-Service Roles:
What are we supposed to do? What are our responsibilities?
--Support Ground forces in C3I and fire support.
--Maintain at the minimum orbital supremacy.
--Space early warning.
-ConOps:
What is our concept of operations? In other words, how will we carry out our responsibilities (if we can carry them out)?
--For ground support, we will rebuild our C3I network and orbital Ion Cannon network. This will require rebuilding our ground side infrastructure.
--For early warning we will need to build a new sensor network and explore our local system. We will likely not get to do more than this given our limited resources.
--For orbital defense, liaise with other branches to create a umbrella under which we can create kill-sats to try and prevent attacks on the orbital layer (surface or system threats).
-Posture:
How are we deployed? Forward to catch all threats and prevent them from getting close? Dispersed to slow down the enemy? Held back to surprise or protect our forces?
--All forces will be held in reserve where our ground based defenses can support them.

FORCE DESIGN:
What is our forces made out of?
-Capabilities:
What things does our force need to do in order to complete our goals?
--Space borne ground C31
--Space based fire support for ground forces
--Ground based support for orbital activities.
--Space borne system early warning
--Kill-sats
-Total force size:
This determines how much of our forces will be available to assign as well as our overall size.
--Lack luster. We simply have too many things and not enough resources to handle them. Some things will fall to the wayside.
-Force mix:
How much are we going to put emphasis on our various capabilities?
--Focus on ground support and infrastructure first. These are vital to fixing up problems on Earth and ultimately freeing up resources for us.
--Focus on early warning and kill-sats next.
-Force location:
Where specifically are we going to put our forces in?
--Ground and Earth orbital layer. We do not have the ability to force project, nor the numbers to take up area.

FORCE MANAGEMENT:
Logistics, maintenance, recruitment and other things are vital to maintain a force that can accomplish it's missions. How does this occur?
-Personnel Management:
How are we going to recruit the necessary people and keep them? What is our PERSTEMPO (personnel tempo)?
--Copy previous strategy but focus on rebuilding our command and support (including RND) forces.
-Logistics:
How are vital supplies going to be distributed?
--Rebuild our ground support bases and put research into better space lift and perhaps space travel capabilities.
-Level of readiness:
How "on alert" will our forces be? How prepared will we be for conflict and how prepared should we be?
--We must be ready to support our ground forces.
--Perhaps drills for another Scrin attack? We simply don't have enough resources again to do everything we need to.
-Acquisitions Strategy:
How will we get new technology into the force? What is our focus? How quickly do we need new tech/assets in the force and what can be done to meet the demand?
--Maintain whatever policy we had before but focus on deep space and system sensors , space lift/travel, and kill-sat tech (anti-orbital).

PS: Note the focus on space infrastructure on the ground and space lift/travel. This will likely become a key force in creating colonies in the system for the time being until the Relay is discovered and opened.

EDIT: Typos begone!
 
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The hydroponics are for sieges and emergencies much like the setup in the Cold War bunkers under several military bases and government installations. Ideally you farm on the surface and have enough underground production to keep the population fed if the surface is attacked
Go right ahead, I changed my mind on the stats of the valley, instead of no space to build a base, you get less farmland since a majority are mountains and hills. Terrace farming will help a lot but it requires a lot of effort to convert a valley wall into a terrace farm.
 
PS: @Warmach1ne32 , the above links (barring Atomic rockets and ToughSF which are resource sites) carry you through an example of a writing exercise. This is useful for worldbuilding (and partially what I am using to build my plans).
I'll read it after I finished the last set up chapter.
 
Just letting you know, I'll being doing some prospective version of these(already doing one now lol).

EDIT: First one done! I love worldbuilding.
 
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GDI Space Doctrine
And for comparison's sake:
Current Space Doctrine:
The one that GDI is currently operating under.

STRATEGIC ASSUMPTIONS:
Our baseline and needs.
-Security Environment:
What threats are we expecting?
--It has been a while since the Scrin attacked. We have not yet found any signs that the Scrin are around. This means that they either are not around anymore (not likely) or that they do not use the relay network that we use for FTL (if they even use FTL). This means that we need to be highly mobile and prepare for an strike on any of our colonies a any times, even if the colony is supposedly protected by chokepoints in the relay network.
--Single system/system pirates. It is difficult for pirates to gain access to a Relay FTL capable ship. This means that the majority of the hostile attackers will be confined in system. We need to have patrol in every system with a active civilian colony at the minimum.
--We do not know what the hell happened to the creators of the relay. We should be on watch as per the Great Filter Hypothesis (See associated information here and here), especially given the fact that SETI efforts that we have funded (in part to look for the Scrin) have not fund where the Scrin are nor any signs of high Kardashev tier civilizations.
-Fiscal Environment:
What resources do we get?
--Our economy is slowly growing. We should help support trade between the colonies and Earth. We should also extend our colonies to create a buffer zone.

STRATEGIC GOALS:
What it says on the can.
-Antipiracy.
-Exploration of new relays
-Growth of new colonies along the relay network.
-SETI search for other alien civilization (hostile and/or friendly)
-Colony defense against hostile forces (the necessity is debated by the civilian side of GDI. However, we believe that this is still necessary (reason))

FLEET MISSIONS:
-Service Roles:
What are we supposed to do? What are our responsibilities?
--Maintain an active force capable of responding to hostile attacks against our capabilities and/or the colonies
--Deter piracy and maintain trade.
--Exploration and preemptive search for hostiles.
-ConOps:
What is our concept of operations? In other words, how will we carry out our responsibilities (if we can carry them out)?
-We will maintain our three branches: Reserve, Interstitial, and Exploration. These branches will handle our three main roles.
-Posture:
How are we deployed? Forward to catch all threats and prevent them from getting close? Dispersed to slow down the enemy? Held back to surprise or protect our forces?
--The three branches within our force will have different postures.
--Home: Held back in strategic locations to either replenish losses (from needing to take ships off for maintenance or other wise) or deter attacks (thankfully this is extraordinarily rare.)
--Interstitial: This force conduct our day to day missions of protecting trade. It will be dispersed along the main trade route as well as conducting patrols in border regions.
It is also responsible for deterring/stopping/buying time in case of a serious attack.
--Exploration: This branch is heavily forward deployed and has a different logistical network. It focuses on system recon and opening new relays.

FORCE DESIGN:
What is our forces made out of?
-Capabilities:
What things does our force need to do in order to complete our goals?
--System fortification and picket outpost.
--Coms and recon
--Escort duty/screen
--Low levels (rampable if needed) of capital ships (from destroyers to battleships)
-Total force size:
This determines how much of our forces will be available to assign as well as our overall size.
-Home: Some what largish. This force holds some of our dated ships but also hold some of the largest and most advanced ships (in reserve for the Exploration branch and as deterrence(if needed)). The largest ships in this fleet tend to be on indefinite loan to the other branches most of the time (mostly to the Exploration branch),
--Interstitial: Largest branch in terms of numbers. However, this branch does not hold much of the highest tier ships. Also hold the largest support network out of the entire force in order to support it's activity.
--Exploration: Somewhat small in size but holds the most advanced ships that can be sent out.
-Force mix:
How much are we going to put emphasis on our various capabilities?
--The largest number of mobile assets(ships) is in the Interstitial force's patrol ships (destroyers and patrol ships). The Exploration force holds the most cruisers.
The Home fleet handles the most high end capital ships.
-Force location:
Where specifically are we going to put our forces in?
--Home: At the largest colonies, Earth, and strategic garrisons.
--Interstitial: Everywhere in the territories we control
--Exploration: On the boundaries and outside our traditional logistic network.

FORCE MANAGEMENT:
Logistics, maintenance, recruitment and other things are vital to maintain a force that can accomplish it's missions. How does this occur?
-Personnel Management:
How are we going to recruit the necessary people and keep them? What is our PERSTEMPO (personnel tempo)?
--Global: Task forces tend to cycle between all three commands (Home, Interstitial, Exploration) to become well rounded. There are not that many task forces (say six in total, two for each command).
--Home: Minimal PERSTEMPO except for the forces on loan to other forces and those that are on active alert(akin to US policy of always having 2 fighter at each base ready to scramble). Personnel here mostly focus on training, preparation, and mantience.
--Interstitial: Normal PRESTEMPO. Mostly focused on patrols.
--Exploration: Extended PRESTEMPO due to the distance and demands of this role.
-Logistics:
How are vital supplies going to be distributed?
--Home and Interstitial: We make use of preexisting infrastructure and supplement where needed with logistic bases.
--Exploration: What logistics? We bring and create our own logistics network. Later on Home/Interstitial forces make use of the network we leave behind.
-Level of readiness:
How "on alert" will our forces be? How prepared will we be for conflict and how prepared should we be?
--Home: Depends on what the assets are. If it the the reserve section, it is likely that they are at minimal alert. For the "on call" assets, they are ready to respond any time.
--Interstitial: Depends on the general state of the area and intelligence.
--Exploration: Always alert. Failure to be alert can cause mass-cass events.
-Acquisitions Strategy:
How will we get new technology into the force? What is our focus? How quickly do we need new tech/assets in the force and what can be done to meet the demand?
--Imagine the US military acquisitions but more efficient. (Eg. Darpa is a thing)

A/N: Note how the GDI is somewhat paranoid about what is going on (Great Filter Hypothesis, links here and here). I would not be surprised to see that some analysts presented the Idea that the Scrin are operating under Dark Forest assumptions and that tiberium did two things for them: remove possibly hostile civilizations (us) and resource extraction. This means that GDI is justifiably paranoid about the universe. However as hinted in this, the relative peace has caused the GDI to semi atrophy:
Instead of continuing the growth of forces, they are focusing more on patrolling the area and have to settle with recon and SETI searches. The home fleet right now is mostly a bunch of second rate screens other craft (albeit still fairly high end) surrounding a core of one to two task forces.
Ouch... typing this out is painful...
Anyways, let me know what you think about this.
 
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We need to fund the reconstruction of infrastructure of Earth and take down Nod remnants. We have some help on that front but it will be long and expensive.
The major Nod remnants have already been dealt with, the Confession and the Liberated publicly denouncing Kane with decades of confidential files of Nod's war crimes sap nearly all of its manpower and support. All that are left are the smart ones that are like Hydra or Cerberus. The Liberated and InOps are currently in a shadow war against these Remnants. The Confession was released in 2090, that was 40 years ago, so the Liberated and InOps has had a lot of success, but they don't know if they gotten all of them yet. So the Liberated will do their own investigation and exploring Nod's Global Tunnel Network while gives them funding and help improve their technology. This is only a small fraction of GDI's budget, the majority of which is spent on the Navy and the Colony Office to get more materials for the Navy.
There will not be much funding for space warships.
There is funding, it is just the major bottle neck is eezo. Any mined eezo are stockpiled for FTL drives. So far supply is able to keep up with demand.
 
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