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 .
@Warmach1ne32 if we find local aquatic life that that humans can consume would that allow us to research or use Aquaponics - Wikipedia ?
Hydroponics already double as Aquaponics and the farmers have already found freshwater fish by fishing in the river during their free time. Of course the Lab tested if it is safe for consumption first but that usually takes a couple of hours in the background so it isn't worth a mention since it is easy enough to do. I think I'll buff the Hydroponics to take up less space. The Xenobiology Research action is to find anything really interesting like Rimworld's explosive cows or Earth's Horseshoe crabs, not some common fauna that is more valuable as food than anything else.
 
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Ah. Understandable, although I'm going to have to look that up, because that's still an "I'm sorry, what?" sort of thing.
I remember that ME had Space Cows that you can visit and that they do something (which is steal your money somehow), but I forgot what made them memorable and my brain just jumped to them being explosive. I remember the explosive bugs on Tunchanka so my monkey brain just accepted it without fact checking first.
 
Eva Files: Rhine Labs
Thanks go to @Warmach1ne32 for the beta!

EVA Files: Rhine labs

Founded in the city of Amsterdam in the Netherlands after the end of the Second World War by Doctor Lucas Mayer, Rhine Labs was created to broaden the scope of human medical knowledge. In the years following its founding they made great strides in developing new drugs and advanced treatments protocols which brought a great deal of capital to the labs, allowing them to expand into and multinational research organization. Adding to this they branched into zoological fields outside of human medicine as well as studying other fields, one of which lead to several major breakthroughs for a more effective antibiotic thanks to a mold discovered in an old Incan temple.

When Tiberium landed in Italy, Rhine Labs were initial uninterested, however as the mutating effect of Tiberium became apparent Rhine Labs alongside the Mobius Foundation and other groups began research into developing treatments for Tiberium exposure with initial research into the long term effects of Tiberium exposure.

These early research efforts were also the beginning of what has been termed The Black Research Project. What started as an effort to research a cure for Tiberium Exposure quickly changed, with rising fear of mutation and several of the head researchers being Brotherhood of Nod plants, more unethical research with vivisections, deliberate mutations, and other practices began to take place. The culmination of this was Project Ifrit, an attempt to encourage beneficial and rapid Tiberium mutation in humans and animals subjects similar to that of Project ReGenesis from the First Tiberium War for use as combat troops with the first subject being a young girl.

It was during this interim that Doctor Olivia Saria a young genius joined the company and rapidly rose through the ranks in the year before the Second Tiberium War with several research projects being pushed along due to her efforts. During this time she was invited to one of the Black Projects and was horrified to see what had been done to the then 13-year-old Ifrit.

Keeping calm she collected what evidence she could and made contact with an InOps operative Codename LADY. Following this contact, and with the information provided by Olivia a raid was carried out by GDI Military Police and Commando's with InOps agents arresting most of Rhine Lab's scientists including one of the Nod plants. However the other Nod scientists have been forewarned and managed to escape capture, unfortunately for them the majority of their files were left behind in a quarantine lab at the time and was unable to be retrieved. These Nod scientists would eventually turn back up during the Second Tiberium War being sighted by InOps and Forgotten agents at one of Nods medical colonies.

In the aftermath of the raid, a thorough investigation which included the seizure of many of the company's assets, the arrests and trials of those involved, and a more thorough investigation of how this was allowed to slip through the cracks. By the time the dust had cleared the company was a shell of its former self with the surviving board deciding to promote Olivia to the position of CEO and Head of Research given her hand in bringing down the Black Projects and also at the pressure of GDI. Olivia also adopted Ifrit who took the name Ifrit Saria after adoption and was one of the few mutants to stay in the Blue Zone after the exodus of the Forgotten.

The remainder of the Second Tiberium War was spent trying to rebuild the company's reputation and finances with Olivia expanding Rhine Labs repertoire with medical and Zoological research as well as branching out into Flora. All these efforts were slow going as they had to rebuild their trust with GDI, though they did manage to keep their role in Project Gaia and Project Artemis, Rhine Labs were kept under close watch by InOps up until the start of the Third Tiberium War. Though Olivia was able to still take over the role as director of Project Gaia and Project Artemis, passing much of the running of Rhine to Ifrit who begrudgingly took it over.

During the Third Tiberium War, the labs worked to both ease the suffering caused by the conflict, recover what they could from the destruction of the GDSS Philadelphia vault, and salvaging what they could from Nod raids on many of the Blue Zone labs. With the end of the Third Tiberium War, Rhine Labs worked with the Mobius Foundation and GDI in trying to recover from the damages cause by the War however with the rapid mutation of Tiberium things looked bleak even with the Launch of the Ark.

When Kane came to GDI with his solution, Rhine at the request of GDI threw whatever resources they have behind the TCN Project providing medical care to the workers in TCN sites as well as working to study the cybernetics that Nod had offered to GDI. After the Ascension Conflict, Rhine Labs has become the forefront of medical development, contributed to the recovery of Earth, and the Terraforming of many colonies whilst continuing to improve the quality of life for all of humanity.
 
Well my choice is probably not going to win but here it is:
[] GDI Base Vega
 
Eva Files: Reblossom Biotechnical Limited
EVA Files: Reblossom Biotechnical Limited

Founded in the aftermath of the Second World War in Yokohama Japan, as a pharmacological company that grew slowly through out the mid to late twentieth century. By using studies on various flora from around the world, they created new drugs based on their research. Access to large synthetic medication allowed them to branch out into experimental prosthetics which led to early cybernetics research. Their first animal test subjects that were outfitted with these cybernetics and were met with some mixed results due to rejection of the artificial limbs with some of the test subject.

Their involvement in the First Tiberium War was limited to selling medical supplies to GDI and cooperating with several other medical groups and companies including the Mobius Foundation and Rhine Labs. It's also believed that several researchers were kidnapped by the Brotherhood of Nod to aid in their Project ReGenesis program given some old archive footage acquire by InOps at the end of the War. It is also believed they eventually worked on the First Generation of Cyborgs seen in the Second Tiberium War though evidence of this is believed to have been destroyed.

Due to their specialty in floral studies, they were invited to participate in Project Gaia and Project Artemis to provide their expertise to the project. In between the First and Second Tiberium Wars, they continued to work on the Projects however with the general breakdown of the various national governments, Reblossom ran into economic troubles due to lack of buyers. While GDI is still their primary customer, the company is barely making a profit. To make matters worse a Nod cyber-attack stole their ongoing cybernetic and drug therpay research, along with the logic bomb left in their system that wiped decades of research including those in their major onsite backups.

Eventhough the Project Gaia and Project Artemis files were kept off-site the damage was done, the systems were wiped out by the attack and the theft caused major losses to Reblossom forcing it to declare bankruptcy with it's remaining assets being bought by various other companies six years before the Second Tiberium War.
 
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To make matters worse a Nod cyber-attack stole their ongoing cybernetic and drug research, along with the logic bomb left in their system that wiped decades of research including those in their major onsite backups.
Missing word.

So we should help them do more biological research and surveying right?
EDIT: BBcode autogeneration is annoying
 
Adhoc vote count started by Ash19256 on Jan 31, 2021 at 8:44 AM, finished with 15 posts and 6 votes.

We're going to need a tie-breaker soon.
What are you talking about? Before that post there were three votes for Vega vs the other one that only had 2 or 1 for the other 2. But you forced the vote to go so whatever.
 
Requisition Order 1
[] Plan Double Down on Materials
-[] Military Actions
--[] Infantry Units
---[] [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 Lake Area: Order your infantry to scout the area around the lake. (Reveal areas around Eastern Lake Region)
---[] [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)
--[] Engineers
---[] [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)
---[] [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)
--[] Snipers
---[] [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)

-[] Construction Actions
--[] 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 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 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)
--[] 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)
--[] 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

-[] Research Actions
--[] 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)
[] GDI Base: Monteriggioni

With the next 6 months planned, all that is left is to report Shanxi's progress back to HQ along with a list of any requests you'd want Con-O to deliver to your colony to speed up development. Since there isn't any stellar infrastructure like Comm Bouys in the system yet, you're left with the old fashioned messenger method. Once you finished with your requisition list, Captain Locke will send one of his Corvettes through the Relay back to Benning with your report and requisition requests.

Luckily for you, Ms. West have compiled the expected output of the mines and did most of the calculations for you so all you need to do is decide what do you want to spend your resources on.

- Port Balhae (25/25 Space, 11/15 Power, 15/20 Population)
-- ConYard (1x, +5 Power, -2 Space)
-- Housing Complex (1x, -1 Power, -4 Space)
-- Conventional Farm (3x, -3 Space, 2 Population, + 500 Food)
-- Tech Lab (1x, -3 Power, -1 Space)
-- Barracks (1x, -1 Power, -1 Space)
-- Sawmill (2x, 2 Population, +200 Wood, -2 Power, -1 Space)
-- Wind Turbine Farm (1x, +10 Power)
-- Warehouse (1x, Unlock Inventory, -2 Space)
- Lake (4/40 Space)
-- Surveyor (1x, -2 Power, -1 Space)
-- Conventional Farm (1x, -3 Space, 2 Population, +600 Food)

- North Mountain (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)

Construction Materials: 1400+800 (Wood)+500(Mines) = 2700 – 2100 = 600 CM
Employed: 9/15 -> Expected 17/35
Food: 2100 – 750 = 1350 Food (1 Pop = -50 Food/Turn)
Wood: 400
North Mines
Copper: 13.7 x (3+1+3) = 96 Ore = 48 Ingots = 144 Points
Iron: 13.7 x (3+2+3) = 110 Ore = 55 Ingots = 275 Points
Tungsten: 13.7 x 3 = 41 Ore = 20.5 Ingots = 205 Points
Silver: 13.7 x 3 = 41 Ore = 20.5 Ingots = 410 Points
Palladium: 13.7 x 1 = 13.7 Ore = 7 Ingots = 350 Points

400 Spare Points + 1000 Allowance Points = 1400 Points
Incoming 20 Population
Points/Space= 1400/500

[] 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.
1 Copper Ingot = 3 Points
1 Iron Ingot = 5 Points
1 Tungsten Ingot = 10 Points
1 Silver Ingot = 20 Points
1 Gold Ingot = 15 Points
1 Heavy Metal Ingot = 50 Points
- [] Sell ... Ingots

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 Company: A Company of Hunter Mk.2 AFVs, by combining the Predator's cannon on top of 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, close range laser point defense, and a deployable scout drone (+1 Hunter AFV Company = 25 Hunters) 500/200

[] 1st Orca Air Squadron: A Squadron of Orca Mk.6 Multirole Strikecraft, 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) 100/150

[] 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 it isn't as consistent as other power plants and during an invasion, 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

Technologies: Advanced technologies that requires dedicated research to implement.

[] 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

[] 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

[] 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

[] 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
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AN: Sorry for the late update, wanted to include late game power generation in the form of the Thorium Reactor (which involved a few hours of research), it will be your main source of power for your more powerful technology like Energy shields which eats up 50 units of power for a town wide coverage and can change depending on how big you want it and what type of shield are you using. You'll need to build the power plant yourself since GDI is only sending you the core but with a Conyard, it shouldn't be a problem. Its fuel will be delivered along side the Core and Wikipedia said that 1 ton of Thorium is like 200 tons of Uranium so I'll just say that GDI will send you another shipment every 10 years.

Also next chapter I'm resetting the infantry's regiment number so that it is much simpler to keep track of. For example, your 1st Infantry regiment will now be the Shanxi's 1st Infantry and so on since they are permanently stationed at Shanxi now.

24 Hour Moratorium
 
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So many choices and so little to use. I am thinking we grab a bit more CM for expansion and maybe a few buildings for use though I think we should leave the military forces for later though we could use a few more men to make use of the question is for what?
 
I think we should leave the military forces for later though we could use a few more men to make use of the question is for what?
Well, main reason for having them is to defend the colony from getting mauled by Mountain Wolves and any other dangerous locals along with being your main way of exploring. On War Turns when the Turians invade, they act like any CK2 quest army. You can also write-in whatever you want them to do, you are a general so you can order them around pretty freely, within reason. Vehicles could patrol 2 settlements/areas, Aircraft can fly over terrain, and etc.
 
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