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 .
It seems that buying a Surveyor is much cheaper than building one. Could be worth grabbing at least one to start chopping the jungle to the south quicker.
 
[]Plan Preparing for expansion
-[] 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
-[] 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
-[] 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
-[] 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
-[] 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
-[] 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
[] Sell Ingots: Your main source of income in the Frontier are the metal ingots that you sell to GDI. (total increase to points is 700)
- [] Sell 5 Heavy metal Ingots (worth 250 points)
- [] Sell 15 Tungsten Ingots (Worth 150 Points)
- [] Sell 15 Silver Ingots (Worth 300 Points)


Total Plan Costs 1450 points out of 2100 and it takes up 500 Space

So I am thinking we get what we will need for future expansion and not run into any bottlenecks and I also want to get that factory delivered instead of building it ourselves because it is expensive and would rather focus the resources where we can get more out of them. (This plan would work right? Also still basic so we might be able to get more if we drop the materials)

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Ya, we can fit a lot more if we just drop the CM So Getting a bit of tech and troops to expand our colony is not a bad idea. Especially the troops as I don't think we will grow that much for many more turns to come. Though I am open to suggestions if you guys think we should trade something out but the Surveyor and Factory are a must as they cost too much to just build locally.
 
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1 Tungsten Ingot = 10 Points
1 Silver Ingot = 20 Points
1 Gold Ingot = 15 Points
1 Heavy Metal Ingot = 50 Points

Sell all of these to GDI at full ingots only. That gets us an extra 650 Points. We have 20 Tungsten, 20 Silver, and 7 Heavy Metal.

We need cover so the Orca Squadron is going to be needed that is honestly the only military assets we should get this turn at least.

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

Some more Housing for the extra colonist to set up at the lake instead of in our valley.

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

Get a second Farm at the Lake so we only need to build one more on our own. It also makes the food reserves secured with little fuss. It also means we can spend our time setting up more mining operations and refineries.

[] 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

All the tech as with this we have our baseline set up. Plus with this we use up all our space and only spend 1650 out of 2050 so we are left with another 400 extra for next time.

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


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?
We get more CM from the mines and the iron and copper ingots than we do wasting space on those ships.
 
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-[] 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
We can build these easily enough. I don't think it is worth using up cargo space for one.

As for the Techs. I don't think it is worth buying many at the moment.
a) We still need to prepare the technology in the Lab. So the benefit takes time.
b) We can focus on getting out colony more established and buy some more from the next shipment.
That said, they don't take up a lot of room.

Some sort of Air units are a no brainer. We aren't in a position to build our own yet. And likely not for a few years.
We'll need more ground troops if we want to expand quickly. Personal preference is the Zone Troopers, so that we have more flexibility.

Thorium Power Core would likely negate Power management. But it is costly and huge. We'd need to weigh up getting it now vs later.
Buying a Surveyor is much cheaper than building one. (Probably because we don't have a Factory yet.) We should get at least 1 more.
A factory would greatly increase our production options. But it comes with a huge cargo space cost.
Pre-Fab Housing seems too big to be worth buying.
Nothing else is good enough to waste the space on.
 
I think we should grab us some aircraft, not only for scouting but also for air superiority. Hell the Firehawk is capable of operating to the edge of space, and with how hard those things hits they could do some serious damage or if someone wants to come and have a go. Furthermore the sheer speed that they can traverse a planet with is also an absolute godsend.
 
We can build these easily enough. I don't think it is worth using up cargo space for one.

True though what are we going to replace it with As I considered extra troops but we could only take the Zone Troopers in that case as the tanks and the regiment take up to much space and I only took the Sniper teams and tech to fill up the last bit of space we had to use. Also, I really think we are gonna need the new surveyor and factory. So the only thing that we could possibly drop is the air group and get it next time around and get the housing now. Though getting the tech now would not be a bad idea because we don't know how long it will take to get it all set up.
 
Just a heads up, you are going to get an additional 20 Population, so you are going to need that Housing complex since you didn't build one. I forgot to lower the cost for it so it was a bit steep.
 
Just a heads up, you are going to get an additional 20 Population, so you are going to need that Housing complex since you didn't build one. I forgot to lower the cost for it so it was a bit steep.
When is this additional Population arriving?
Do we have time to build one before it arrives, if so how much will it cost?

True though what are we going to replace it with
I'd go with a pre-made Factory. Gives a quick bootstrap.
 
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When is this additional Population arriving?
Do we have time to build one before it arrives, if so how much will it cost?
At Turn 3 along with all of the stuff you are buying this turn. If you buy one all it will build itself in and it only cost 100 Points and 150 Space. Points you don't spend now can be spent 2 Turns later.
 
As for the Techs. I don't think it is worth buying many at the moment.
a) We still need to prepare the technology in the Lab. So the benefit takes time.
b) We can focus on getting out colony more established and buy some more from the next shipment.
That said, they don't take up a lot of room.
Tech is small and we can't get any of the other big things anyways. Getting them now while we have the excess points is the smartest thing we could do. That way at the next turn we get from GDI we don't have to spend points on tech. It is about having the baseline tech secured so we can work on it quickly on our own time.
Thorium Power Core would likely negate Power management. But it is costly and huge. We'd need to weigh up getting it now vs later.
Buying a Surveyor is much cheaper than building one. (Probably because we don't have a Factory yet.) We should get at least 1 more.
A factory would greatly increase our production options. But it comes with a huge cargo space cost.
Pre-Fab Housing seems too big to be worth buying.
The Reactor is unneeded for now we have wind mills and more importantly we have geothermal energy available to us that would work better.
For now we are done with surveyors there is no major area that needs a new outpost. The lake was the most important one and we got it. Plus we are increasing our output every turn so there is no need worry about CM costs too much.
The factory we could build on our own with little difficulty now that most of the basics are established.
Really and where do you expect the new colonists to live exactly? They are showing up at the start of the turn you know. And we can't just build one next turn as that takes a whole six months to do.
Of course it is "cheaper" when shipping things. Except it is not cheaper really. Space is at a massive premium and the points are not the same as CM in fact because space is so limited everything should cost even more.

When is this additional Population arriving?
Do we have time to build one before it arrives, if so how much will it cost?
They are showing up with the ships. That is why we are buying stuff right now.
 
True I think I gonna drop the Surveyor and logging equipment and replace it with housing in the plan. I think we should really consider focusing more on getting more troops for the colony because it looks like we will only get so many of them so we might want to always acquire 2 Military units each time this pops up. Just so we have a sizeable force ready to go.
 
60 power?

Again, I wanted a stable and secure (non interdictable) power source for that reason specifically.
 
True I think I gonna drop the Surveyor and logging equipment and replace it with housing in the plan. I think we should really consider focusing more on getting more troops for the colony because it looks like we will only get so many of them so we might want to always acquire 2 Military units each time this pops up. Just so we have a sizeable force ready to go.
Except we can train our own units on the planet. That option is opened up with the new colonists. These are just new troops that are already trained up. And aside from the Orca's which are better suited for patrol and movement in this terrain, there is nothing else we should be getting this turn. We can train a few more infantry units and equip them with C&C 3 high level equipment as a militia most likely and when we get the first zone armor upgrade them either to that or to the exoskeleton armor our current infantry is using.
 
The factory we could build on our own with little difficulty now that most of the basics are established.
We can also build Farms right now.
Really and where do you expect the new colonists to live exactly? They are showing up at the start of the turn you know. And we can't just build one next turn as that takes a whole six months to do.
I had missed the note about 20 units of incoming Colonists. Taking up 40% of the cargo space for something we can easily build made no sense to me. The new space cost of 30% is more palatable.
Of course it is "cheaper" when shipping things. Except it is not cheaper really. Space is at a massive premium and the points are not the same as CM in fact because space is so limited everything should cost even more.
I'm mildly offended that you appear to think that I didn't account for the cargo space cost on those considerations. Accounting for point and space costs, the Surveyor is a bargain. We could establish a logging camp to the south. This would make it impossible for any possible future invading forces to do a surprise attack by hiding in the jungle.
 
I had missed the note about 20 units of incoming Colonists. Taking up 40% of the cargo space for something we can easily build made no sense to me. The new space cost of 30% is more palatable.
Well you are building an entire housing district, I would assume a block of apartments would take up a whole lot of space, just for the walls alone.
 
Yeah, I understood how big it would be. I have no idea why anyone would want to ship one of those between planets.
Would have pushed for building one, but we needed to get other things up and running first.
 
EVA Files: GDI Werewolf Standard Infantry Coilgun
With the end of the Ascension Conflict and the activation of the TCN, GDI experience an unprecedented level of growth. With the discovery of Mass Effect physics and FTL travel, that growth rate exploded in a series of controlled bursts managed by the Colonization Office, established to regulate and monitor GDI's expanding interstellar colonies. With the possibility of a Scrin invasion in the near future a certainty, GDI launched a military reorganization program to better prepare for any future conflict as an interstellar species.

The first to be reorganized is GDI's Zone Infantry Division. While powerful and maneuverable, the Ascension Conflict era Zone armor is too bulky and powerful to be used effectively onboard naval vessels, very maintenance heavy and too costly to make for colonial armed forces that does not have a TCN, and relies heavily on the Crawler system to support it in battle which is something most colonies will not be able too support. Thus GDI Directors chose to return to 3rd Tiberium War era command structure for all GDI Infantry. But what will the soldier of the 22nd Century be armed with?

To answer that question GDI launched a series of competitions to private corporations to be awarded a military contract of supplying GDI's new interstellar military. For GDI's Standard Issue Infantry Coilgun competition, it must be able to handle close, medium, and long range engagements, fairly low cost and low maintenance, have excellent ergonomics, and very easy to use. Hahne-Kedar's Werewolf Rifle won with a landslide victory and is awarded with the GD-4 designation, named after its 4 different configurations.

The Werewolf, is the first multi-form rifle in GDI's arsenal but it isn't the 1st multi-form rifle in history. Before the 1st Tiberium War the AR-15 platform contain a number of variants that can transform its characteristics but requires manually replacing half of the gun with a different segment more optimized for a certain role. The Sabre variant can turn a regular assault rifle into a Marksman's rifle, the Beowulf variant fires .50 BMG rounds in an AR platform for incredible short range armor piercing fire power, the IAR variant can become a squad automatic weapon, and the Barrett M468 variant for a much harder hitting assault rifle.

The Werewolf can be configured to become a DMR, a SAW, an AR, and PDW by simply adjusting it's length and charge. In a long range engagement, its DMR configuration can hit targets 1,200 meters away by lengthening the barrel and increasing its charge at the cost of rate of fire, similar to the Sabre. When engaging a horde of enemies or when covering fire is needed, it's SAW function will increase the Werewolf's rate of fire by slightly lowering it's charge in a lengthened barrel while still maintaining accurate fire, similar to the IAR. In medium range firefights, where the enemy is behind cover, the Werewolf's default AR configuration will increase it's charge at the cost of a slightly slower rate of fire in its default medium length barrel, similar to the Barrett M468. For close range engagements, its PDW configuration increases the charge to DMR levels but with a shortened barrel to deliver incredibly powerful shots that can even penetrate Zone level armor in 300 meters, similar to the Beowulf. The Werewolf is 4 different weapon systems in 1 package.

Along with it's different configurations it is also fairly robust, requiring very little maintenance due to the fact that the only moving parts are the magazine and bullet, and is compatible with a variety of attachments depending on the user's preference. It can hold 100 bullets in its magazine easily, it's ammunition is just a slug of steel can be made easily and cheaply in any GDI fabricator, ambidextrous controls, and a biometric lock so that only its intended user can fire that weapon. Its polymer body makes it strong yet lightweight, corrosion resistant, and water-proof. It will never jam because it is a coilgun it doesn't need to eject a cartridge like older chemical propellant firearms, works in every environment, and would still work even if the barrel is worn down or warped by the heat of the friction.

Overall an amazing weapon for the 22nd Century, however it does have its drawbacks. Because it requires a computer to automate its transformation process and operate the coils, an emp can stun the computer requiring a system reboot of several seconds. It is fairly power hungry and it is recommended to use a power pack or attach it to your armor's power core to use the Werewolf. It is also noticeably heavier than previous generations of infantry weapons and an exo-skeleton is recommended to but not necessary. Civilian versions are much more energy efficient at the cost of reduced firepower and weight. And it is unsuitable for extreme ranges that can be achieved by dedicated sniper rifles, because it wasn't designed with that role in mind and is more of a jack of all trades.

With the GD-4, GDI has become HK's primary customer and with this extremely lucrative military contract has fuelled HK's growth into one of the major corporations of Human Space with peers such as Otani-Lincoln Laboratory, Future Tech, and more. There have been rumors of HK developing a GD-5 specifically intended for Special Forces use but as of 2140 there has been no information on the subject.
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AN: Hope you enjoy this informational, as you can tell I am a gun nut and I place blame solely on watching Discovery Channel's Futureweapons as a kid. The 21st century weapons mentioned here, all appeared in Futureweapons (cause I watched clips of them on youtube for researching on what I wanted the Werewolf for General Infantry to be like).
 
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