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 .
The deployed Surveyor at the Lake site gives +2 Construction Actions. We'll be fine.
If you are really concerned about the Construction Action economy, buy more Engineers.
You missed the point completely. The Farms are part of our objectives. They are also fairly easy to build but they still take up actions. If we can lower that requirement it is worth far more than the cost. By buying one farm and the housing we can set them up at the Lake that means the lake only needs to use one of its actions for a single farm and the other action is free to use on what ever it is we need. This isn't about getting more actions it is about using the actions we do have more effectively.


[X] Plan Selling and Baseline tech
-[X] Construction Materials: 100 CM (20/10)
-[X] Sell Ingots: Your main source of income in the Frontier are the metal ingots that you sell to GDI.
--[X] Sell 20 Tungstun Ingots
--[X] Sell 20 Silver Ingots
--[X] Sell 7 Heavy Metal Ingot Ingots

-[X] Miltary Units
--[X] 1st Zone Battalion: A Battalion of Zone Power Armored infantry with access to Jump Packs, Ionized Railgun Cannons, and shoulder mounted heavy weapons. Each suit has an array of advanced sensors and communications equipment making them ideal for patrol work and combating anything they find while on patrol. The armor also enhances the users strength, speed, and reflexes like previous generations of Zone Armor, along with an aim assist to better inform the user where their round will land. (+1 Zone Infantry Battalion) 200/50


-[X] Pre-Fab Buildings
--[X] Pre-fab Housing: You colonist need a place to live and prefab housing is the most efficient way to house them until the colony is properly set up and (+1 Housing Complex, +20 Pop Cap, -1 Power, -4 Space) 100/150

--[X] Farming Equipment: While the colony have a store of rations that can last for a year, getting locally produced food will be essential to long term survival. Creating conventional farms can is a fairly cheap source of food, however it may be vulnerable to pests or weather that will damage the yield. The advantage is that it is fairly easy to make and expand. (+1 Conventional Farm & +500 tons of Excess Food/Year, -3 Space, 3 Population) 50/100

--[X] Factory: To turn those ingots into useable parts you'll need a factory to process the raw materials into useable products like vehicles, guns, and missiles to trucks, tools, and batteries. The Factory can be reconfigured to produce a wide variety of products and is required to produce the more high-tech pieces of equipment. (1+ Factory, -2 Power, -2 Space) 150/150

-[X] Technology
--[X] Laser Tech: While you won't be able to make your own Obelisk of Light since there isn't any blueprints for it, you do have access to Laser based upgrades to your equipment from Laser Rifles to Laser Countermeasures for your vehicles. You will likely need to research how to make large lasers yourself or get the clearance necessary to access Large-scale Laser technology. (Unlocks Laser Small Arms, Laser Countermeasures, Laser Slingshot, Laser Cannons, Laser Turrets, Laser Fences, & Advanced Laser Tech Research) 350/10

--[X] Stealth Tech: Even though the main GDI Research Facility tasked with reverse engineering Nod Stealth technology was lost in Australia, GDI does keep backup records in other parts of the world. Even with those records GDI have not managed to recreate the ability to create a cloaking field however, and GDI Commanders always target Nod Disruption Towers first in every engagement thus very few of them are recoverable or functional enough to study, it doesn't help that all Disruption Towers are designed to self-destruct when heavily damaged rendered too damaged to function. So the best GDI can do with this technology is to cloak individual units with very expensive equipment. (Unlocks Personal, Vehicle, and Aircraft Cloaking) 300/10

--[X] Energy Shield Tech: The Firestorm Shield has been around since the 2nd Tiberium War, it can produce an impenetrable wall of energy for a minute whilst requires a long recharge time, however it has proved useful in protecting GDI bases from Nod Missile Strikes. Now, the technology has been made much more energy efficient and offers a full area protection at the cost of not being impenetrable anymore. It has been put in use on GDI vessels and designs of a City shield has been developed and deployed in many major cities. Having a shield over your city would cut the risk of orbital bombardment down at the cost of an enormous amount of energy to keep it running. Captured Scrin Stasis technology has resulted in an upgrade to convert the energy shield into a stasis field which turns everything inside the shield indestructible for a short period of time. (Unlocks Firestorm Barrier, Crystal Shield, and Stasis Shield) 300/10

-[X] Hover Tech: While Hover technology has been around since the start of the 1st Tib War, the technology gained more prominent use in the 2nd Tib War as a weapons platform in the form of the Hover MLRS which allows it to hover over bodies of water and assist in amphibious assaults. By the 3rd Tib War, Hover vehicles begin to fall into specialist roles with the Slingshot and Shatterer due to their fragility, high production cost, and high maintenance cost compared to treaded vehicles. However, during the Ascension Conflict, the ability to hover over rough terrain, water, and even jump over cliffs have proven essential in protecting convoys of material for the construction of the TCN. Now it seems that Hover technology has found its niche as a versatile vehicle platform that sacrifice a bit of armor and being high maintenance for all terrain mobility. (Unlocks Hover Platform, Sandstorm, Shockwave, Shatterer, & Slingshot) 150/10
 
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[] Pre-fab Housing: You colonist need a place to live and prefab housing is the most efficient way to house them until the colony is properly set up and (+1 Housing Complex, +20 Pop Cap, -1 Power, -4 Space) 100/150
[X] 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

Advent looked at your plan and found that your option was off by 50 in space. So you might wanna just take a look at what you can add and while I think it is a good idea to grab farming equipment I would rather we took the more heavy CM options just incase we don't have enough to meet the demand and we end up juggling.
 
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Advent looked at your plan and found that your option was off by 50 in space. So you might wanna just take a look at what you can add and while I think it is a good idea to grab farming equipment I would rather we took the more heavy CM options just incase we don't have enough to meet the demand and we end up juggling.
We have a very good income of CM already dude the mines alone give us an extra 1000 the sawmill an extra 800 and we have 419 from the Iron and Copper Ingots. We also should be building 2 more mines and a refinery at a second mining location soon enough. And again the farm is part of our objectives as in something we need to complete and if we can do with even less use of our materials and action points then there is little reason to switch to something else. The extra 50 space is likely to be used for either CM or the Zone battalion. As they are the smallest space required.
 
Just a heads up, you'll need to store your aircraft in an Airfield in the near future. I initially thought you'd go Factory first which will then unlock Airfield for aircraft but since you plan on just buying them so in the next turn you can make Airfields. The Orcas you buy will sit in the GST landing pad once they returned back to HQ. That GST landing pad is huge enough to hold 16 Orcas, but you do need to build an Airfield so that the Orcas have their own place. You can build a Combat Support Airfield to fix the problem, it'll be much cheaper than a regular Airfield but it can't build more aircraft. These should be perfect for Outpost. I am also not sure on how to implement aircraft into the quest in a fun an engaging way so I am open to suggestions. All I have is just to give an Orca Squadron 4 Actions and just have you guys think up ways to use them.
 
Yes we have a good CM Income but we also have a lot of actions to make use of and having to build up a farm will lower the total CM cost in a plan and allow us to pursue other construction projects that are costly in themselves. As for arguing that the farm is a better pick I don't think it is. Yes we need to get it done but using the limited space to grab a farm to avoid spending an action (We have 4-6 depending on what we have the engineers doing) is no good if we have to burn CM quite heavily to produce some of the heavier buildings and I don't think we have enough to just do as we please just yet though that will change once we have those 2 mines and refinery.

A Farm will cost 500 CM while the Factory will cost 2000 CM and both can be done in a turn.

We need the Factory for getting production up and also further tech and defense options so we're going to have to get it. The Farms on the other hand we can set up this coming turn. I agree that we need them but I would build them in the coming turn so that we get a good start-up of resources stockpiled for use in the coming turns. While also seen what we need for further expansion the Farms are easy enough to build and won't strain anything. Though if we build a factory and another heavy CM structure it will start limiting our choices.
 
All I have is just to give an Orca Squadron 4 Actions and just have you guys think up ways to use them.
Both the Orcas and the Engineer teams could potentially be used to support other actions or support the 'production' at a location.
Examples:
Orcas by themselves could be used to scout an area. But they aren't really going to be doing more than just an aerial survey. If combined with a scouting action for a ground team, they would be supporting the scouting with aerial imagery and by moving the ground crews around faster.
While the Lake Farms and the North Mountain Mines are being worked more than competently by the colonists, there are always things that could be done better or faster. Assigning an Engineering team to a location for a turn would give the colonists extra manpower and expertise in getting things optimised.
Should distant outposts become a thing, Orcas could be assigned to help speed up the transportation of people and materials to the new site, increasing Construction Actions available.
With the range and detection capability of the Orcas, these could be used to provide an early warning against any potential attack/problem against multiple locations. It won't be as good as having troops or defences at those locations, but it can mitigate damage or give give the troops on the ground a 'heads up'.
 
[X] Plan Preparing for expansion

I feel that the factory pushes us along faster. It is an unlock for new building types compared to just buying a farm.
 
Question: Does a farm produce food during a turn it is created/set up? If not, we only have enough food for 17 pop + whatever is hunted.

Cutting that too close sounds... risky in case of a lacking harvest because of bad weather or whatever.

[X] Plan Selling and Baseline tech

Hopefully we won't need to send out a battalion of scouts in power armor to hunt because of a food crisis, but with bad enough rolls that might happen.
 
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Does a farm produce food during a turn it is created/set up?
They grow pretty fast thanks to extensive Genetic Modifications when Earth is only 20% Habitable in TibWar3 and they had 100 years to improve their crops so that it can mature and be ready to harvest in 6 months or a Turn. GDI also makes sure that their crops don't become an invasive species for obvious reasons. (looks at Tiberium)
 
[X] Plan Selling and Baseline tech
We can only research 2 techs before the next acquisition phase why are you buying all 4 instead of using the space for stuff like more CM/pop/buildings/units. We also still have 2 techs from the initial group that we bought. It would be better to just pick 2 techs that we may want to research over the next 2 turns and then grab the other 2 techs next acquistion
 
Just a heads up, you'll need to store your aircraft in an Airfield in the near future. I initially thought you'd go Factory first which will then unlock Airfield for aircraft but since you plan on just buying them so in the next turn you can make Airfields. The Orcas you buy will sit in the GST landing pad once they returned back to HQ. That GST landing pad is huge enough to hold 16 Orcas, but you do need to build an Airfield so that the Orcas have their own place. You can build a Combat Support Airfield to fix the problem, it'll be much cheaper than a regular Airfield but it can't build more aircraft. These should be perfect for Outpost. I am also not sure on how to implement aircraft into the quest in a fun an engaging way so I am open to suggestions. All I have is just to give an Orca Squadron 4 Actions and just have you guys think up ways to use them.
Might swap out the Orcas then. The runway would be more important to have first though not sure. Maybe buy the factory or something.
We can only research 2 techs before the next acquisition phase why are you buying all 4 instead of using the space for stuff like more CM/pop/buildings/units. We also still have 2 techs from the initial group that we bought. It would be better to just pick 2 techs that we may want to research over the next 2 turns and then grab the other 2 techs next acquistion
Because the techs are the most expensive items we have. This way we have them already and don't need to worry about getting any of them later and the points they cost can be used to get other units instead.
 
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