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 .
If the sonic tech can be accurate and powerful enough to control Tiberium growth, they probably can be repurposed for mining. Not sure why or if it even efficient but it should be possible.
Sonic tech is used against Tiberium because GDI found the resonant frecuency of Tiberium that will shatter it like glass and completely break it down. I ak not smart enough to figure out if it works on regular rocks or not, but I assume it has the same effect on buildings as an earthquake.

Also food is way too important to just leave it to the normal amount sent. It also gives us a better buffer zone and more things to sell when GDI comes back.
Fair
 
Sonic tech is used against Tiberium because GDI found the resonant frecuency of Tiberium that will shatter it like glass and completely break it down. I ak not smart enough to figure out if it works on regular rocks or not, but I assume it has the same effect on buildings as an earthquake.
Anything will break with right frequency, which is why sonic tech is used btw. Since it will only break things with right frequency. However, its uses in mining is a bit...questionable? Unless there's convenient crystals jutting out or massive singular deposit, sonic will be more useful on small-scale stuff like specialized sonic drill. Since dirt and earth is made of combination of things, using sonic on them for large-scale mining tech is a bit...

Eh, there probably someone who research it in the internet.
 
Exactly. Maybe I'll allow it for Ezo mining by breaking the dirt around Ezo deposits?
 
Exactly. Maybe I'll allow it for Ezo mining by breaking the dirt around Ezo deposits?
The only thing you get from breaking dirt is dirt. Sonic more useful to break rocks to get through as some rocks simply too big or too hard without specialized or expensive drill. So if some rocks block their way or contain valuable mineral, you can use sonic for it I guess.
 
Might be worth dropping the Power Plant for some extra space.

I suggest dropping Snipers, they aren't very needed right now and we can get them later. This would free up space for 2 more technologies. I suggest picking Robotic Drone and Hover Tech.

Edited, because i forgot about point cost of Shield Tech.
 
Last edited:
Snipers barely take up any space.
Flat Pack Snipers.
Snipers will probably be you main source of immediate food by hunting local wildlife. They would have been given videos and studies about the local wildlife by the initial survey team. 6 months spent hunting big game could bring a lot of food.

Riflemen could do the same job but they are not trained in hunting like snipers are and would likely just gun down any animal they saw, most likely ruining portions of the meat, lowering yield.
 
Last edited:
[] 109th 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
jet back equipped troopers are perfect for mountain environments
[] 99th 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
engineers are useful all around for both defenses and the settlement
[] 52nd 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
these guys would be nasty and effective in the extreme operating in the mountains with plenty of cover , concealment and the high ground especially if set up in per prepared positions
[] MCV: The Mobile Construction Vehicle has been in the GDI arsenal since it's very founding and while it has gone through many iterations, its core purpose stays the same. The MCV supplied by GDI are based on the old MCVs of the 3rd Tib War but has been modified for Colony use. You are only allowed 1 MCV for now as they are in high demand with other colonies too. (+1 MCV & +4Construction Action) 300/200 (only 1 allowed)
this is a must have for very clear reasons
[] 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 RA1 style Ore Mine) 150/100

[] 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. (+1 RA2 style Refinery) 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+ War Factory) 150/150
these are essential to maximize the usefulness of the MCV and set up an economy though I think we can do without the factory and rely on the MCV to set it up later
[] 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

[] Subterranean Tech: During the 2nd Tib War, GDI ruled the heavens but Nod ruled the underworld and they do that through subterranean technology. Nod used this network to great effect as it is the only place where they are protected from GDI Air superiority and our Ion Cannons. By the 3rd Tib War, Tiberium has grown deep within the Earth's crust and tunnelling through Tiberium is too difficult and dangerous, thus the tunnels were abandoned until the TCN has been established and managed to clear most of the Tiberium, allowing Nod's global tunnel network to return to service. This technology is relatively simple and GDI saw potential in having a Tunnel Network in their colonies in the event the Scrin achieved orbital supremacy. It should be made aware however that unscrupulous individuals may make use of these tunnels if they are not properly supervised. (Unlocks Subterranean APC, Drill Pod, and Tunnel Network System) 200/10
seeing as we are setting up in a very rough terrain environment these will be critical the subterranean tech in particular since it will let us set up cities under ground and make guerilla warfare that much more effective through using an extensive underground tunnel network

total space cost =790
total point cost = 1550
that is the essentials that leaves 210 points of space and 950 points to spend
 
Last edited:
Alright so since this is just the first choice of stuff and we can build our own stuff just fine I am going to hold back on trying to get everything right now. With my choices we have 2100 Points and 1000 Space used up.

For military assets we don't need Zone Troopers or a bunch of advanced units. A regiment of infantry with engineers and some air support will be more than flexible enough for us to start out. We have 10 turns to build up our forces and 5 more resupply trips for GDI to get anything we can't make on our own.

[] 140th 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

[] 99th 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

[] 91st 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


For Infrastructure it is all about getting some of our industry set up immediately so we can stockpile and sell for more when the next resupply mission shows up. As well as giving us larger amounts of what we need to build our own stuff.

[] MCV: The Mobile Construction Vehicle has been in the GDI arsenal since it's very founding and while it has gone through many iterations, its core purpose stays the same. The MCV supplied by GDI are based on the old MCVs of the 3rd Tib War but has been modified for Colony use. You are only allowed 1 MCV for now as they are in high demand with other colonies too. (+1 MCV & +4Construction Action) 300/200 (only 1 allowed)

[] 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 RA1 style Ore Mine) 150/100

[] 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. (+1 RA2 style Refinery) 100/150

[] 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 & +100 tons of Food/Year) 50/100


Now for tech as it doesn't take up room and we have plenty of points I went with the ones that are most useful for us. Tech that lets us equip our own units with better gear, allows the creation of the kinds of units that will work best here and the subterranean tech to make the most of the mountains we have.

[] Subterranean Tech: During the 2nd Tib War, GDI ruled the heavens but Nod ruled the underworld and they do that through subterranean technology. Nod used this network to great effect as it is the only place where they are protected from GDI Air superiority and our Ion Cannons. By the 3rd Tib War, Tiberium has grown deep within the Earth's crust and tunnelling through Tiberium is too difficult and dangerous, thus the tunnels were abandoned until the TCN has been established and managed to clear most of the Tiberium, allowing Nod's global tunnel network to return to service. This technology is relatively simple and GDI saw potential in having a Tunnel Network in their colonies in the event the Scrin achieved orbital supremacy. It should be made aware however that unscrupulous individuals may make use of these tunnels if they are not properly supervised. (Unlocks Subterranean APC, Drill Pod, and Tunnel Network System) 200/10

[] Robotic 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) 200/10

[] 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

[] Zone Armor: While it doesn't hold a candle to the stuff currently in use by the military, GDI does supply a variety of upgrade packages to make Colonial Militia Zone Troopers a combat effective fighting force. (Unlocks Basic Zone Trooper Armor, Zone Upgrade Packs, Zone Heavy Weapons, and Jump Jets) 200/10
 
[] 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 & +100 tons of Food/Year) 50/100

all around good plan and likely to get my vote but I am not sure about the farms the planet is mostly mountains or hills not exactly the best place for conventional farming , Terrance faming sure underground or hydroponic farms farms ok but I have reservations about the usefulness of a conventional farm on this planet and its not like we can't import food until until hydroponic underground farms are set up since we are to be a mining colony so we won't have any issues with income
 
MCV has a built in power plant that will cover initial needs, plus we can build one quickly.
The Mining and Smelting Equipment is still useful without the Factory, as the MCV (and probably the Engineering Corp) can use minerals to build stuff, plus any excess can be sold at the next trade opportunity.

I don't really see any reason to take the Infantry Regiment over the Zone Battalion. As I doubt they would see much use for a while, and I'd rather just get in the more specialist units that would handle the terrain better. Plus, if we have a Zone Battalion, we have the option of reverse engineering the Zone Armor instead of buying it.

And I agree that it seems risky to take the Farming Equipment instead of the Hydroponics Farm here. Suitable land may be difficult to find and we aren't intending to Farm this planet.
 
Are conventional farms on mountainous terrain viable?
Japan and China have a history of Terrace farming, and since the initial batch of Colonists are mostly ethnically Chinese with farming and mining experience setting a terrace farm would not be a problem.
Terrance faming sure underground or hydroponic farms farms ok but I have reservations about the usefulness of a conventional farm on this planet and its not like we can't import food until until hydroponic underground farms are set up since we are to be a mining colony so we won't have any issues with income
Conventional farm in this context means that you grow food from soil, not like in Hydroponics where you grow food on water.
Looking at Mining and Smelting Equipment, would it be useless without a Factory and Power Plant?
Your MCV, like in C&C3 can generate its own power so unless you build something that requires a lot of energy, you don't really need a power plant immediately. The Mine and Smelter itself could just accumulate ingots until you can sell it back to GDI, you can have a factory turn those ingots into various products for your military or fulfill custom orders from GDI for a much higher profit.

I don't really see any reason to take the Infantry Regiment over the Zone Battalion.
An Infantry Regiment can cover more ground, patrol the settlements, assist with defending the settlement from possible local wildlife much better than Zone Troopers due to how many they are, which is 3x the number of men. Zone Troopers would be great in surveying the surrounding are and protecting prospecting teams while they do their jobs. I'll be making a pretty flexible action system once you make landfall.
 
Your MCV, like in C&C3 can generate its own power so unless you build something that requires a lot of energy, you don't really need a power plant immediately. The Mine and Smelter itself could just accumulate ingots until you can sell it back to GDI, you can have a factory turn those ingots into various products for your military or fulfill custom orders from GDI for a much higher profit.

can we build our own factory using our MCV ?
 
@Warmach1ne32 If we don't take any Military Assets, does it mean we'll be undefended or would we have "generic" units?

Truthfully, I'm leaning towards

Points: 2500/2500
Space: 960/1000

MCV
Mining Equipment
Smelting Equipment
Factory
Hydroponics Farm
Power Plant
Tech Lab

Sonic Tech
Laser Tech
Stealth Tech
Robotic Drone Tech
Hover Tech
Subterranean Tech

if we do have some defenders.

If not, I'd rather go a balance build and select

Points: 2500/2500
Space: 970/1000

140th Infantry Regiment
99th Engineering Corp
52nd Sniper Platoon
91st Orca Air Squadron

MCV
Farming Equipment
Power Plant
Tech Lab

Stealth Tech
Robotic Drone Tech
Hover Tech
Subterranean Tech
 
2 plans here, one is just @HousePet plan with name so it can be easier to vote for and second is modification of first one.

[] Plan: HousePet Option 1
-[] 109th 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
-[] 99th 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
-[] 52nd 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
-[] 91st 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
-[] MCV: The Mobile Construction Vehicle has been in the GDI arsenal since it's very founding and while it has gone through many iterations, its core purpose stays the same. The MCV supplied by GDI are based on the old MCVs of the 3rd Tib War but has been modified for Colony use. You are only allowed 1 MCV for now as they are in high demand with other colonies too. (+1 MCV & +4Construction Action) 300/200 (only 1 allowed)
-[] 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 RA1 style Ore Mine) 150/100
-[] 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. (+1 RA2 style Refinery) 100/150
-[] 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 & +50 tons of Food/Year) 150/100
-[] 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 fairly easily enough, but you never know what you would prioritize. (+1 Power Plant & +10 Power Generation) 50/100
-[] Zone Armor: While it doesn't hold a candle to the stuff currently in use by the military, GDI does supply a variety of upgrade packages to make Colonial Militia Zone Troopers a combat effective fighting force. (Unlocks Basic Zone Trooper Armor, Zone Upgrade Packs, Zone Heavy Weapons, and Jump Jets) 200/10
-[] Subterranean Tech: During the 2nd Tib War, GDI ruled the heavens but Nod ruled the underworld and they do that through subterranean technology. Nod used this network to great effect as it is the only place where they are protected from GDI Air superiority and our Ion Cannons. By the 3rd Tib War, Tiberium has grown deep within the Earth's crust and tunnelling through Tiberium is too difficult and dangerous, thus the tunnels were abandoned until the TCN has been established and managed to clear most of the Tiberium, allowing Nod's global tunnel network to return to service. This technology is relatively simple and GDI saw potential in having a Tunnel Network in their colonies in the event the Scrin achieved orbital supremacy. It should be made aware however that unscrupulous individuals may make use of these tunnels if they are not properly supervised. (Unlocks Subterranean APC, Drill Pod, and Tunnel Network System) 200/10

[] Plan: HousePet Option 2
-[] 109th 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
-[] 99th 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
-[] 91st 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
-[] MCV: The Mobile Construction Vehicle has been in the GDI arsenal since it's very founding and while it has gone through many iterations, its core purpose stays the same. The MCV supplied by GDI are based on the old MCVs of the 3rd Tib War but has been modified for Colony use. You are only allowed 1 MCV for now as they are in high demand with other colonies too. (+1 MCV & +4Construction Action) 300/200 (only 1 allowed)
-[] 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 RA1 style Ore Mine) 150/100
-[] 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. (+1 RA2 style Refinery) 100/150
-[] 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 & +50 tons of Food/Year) 150/100
-[] 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 fairly easily enough, but you never know what you would prioritize. (+1 Power Plant & +10 Power Generation) 50/100
-[] Zone Armor: While it doesn't hold a candle to the stuff currently in use by the military, GDI does supply a variety of upgrade packages to make Colonial Militia Zone Troopers a combat effective fighting force. (Unlocks Basic Zone Trooper Armor, Zone Upgrade Packs, Zone Heavy Weapons, and Jump Jets) 200/10
-[] Subterranean Tech: During the 2nd Tib War, GDI ruled the heavens but Nod ruled the underworld and they do that through subterranean technology. Nod used this network to great effect as it is the only place where they are protected from GDI Air superiority and our Ion Cannons. By the 3rd Tib War, Tiberium has grown deep within the Earth's crust and tunnelling through Tiberium is too difficult and dangerous, thus the tunnels were abandoned until the TCN has been established and managed to clear most of the Tiberium, allowing Nod's global tunnel network to return to service. This technology is relatively simple and GDI saw potential in having a Tunnel Network in their colonies in the event the Scrin achieved orbital supremacy. It should be made aware however that unscrupulous individuals may make use of these tunnels if they are not properly supervised. (Unlocks Subterranean APC, Drill Pod, and Tunnel Network System) 200/10
-[] Sonic Tech: Through the use of sonic crystals, GDI is able to project a wave of sonic energy that can vibrate any target to piece. This is instrumental in abating the spread of Tiberium on Earth and while Tiberium isn't a threat to Earth anymore, with the Tiberium Control Network up and running; Sonic technology still has a place in GDIs arsenal. (Unlocks Shockwave/Shatterer, Sonic Grenades, Sonic Cannons) 200/10
-[] 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

Option 2 offers more technology in excahnge for military strenght at start. Sonic Tech because it ignores ME shields (by QM word) and Hover Tech because of terrain.
 
can we build our own factory using our MCV ?
Yes
If we don't take any Military Assets, does it mean we'll be undefended or would we have "generic" units?
You'll only have the colonist themselves for defense and maybe the MCV can build you automatic defenses but yes, you will not get any professional military units until you can train them from the local populace which will reduce the amount of colonist working on the economy and thus reduces your income.
Option 2 offers more technology in excahnge for military strenght at start. Sonic Tech because it ignores ME shields (by QM word) and Hover Tech because of terrain.
Sonic passes through armor too. Lasers can ignore shields but have to burn through armor, which isn't that big of a problem since Nod has been using high energy lasers for AT work before, but lasers are also longer ranged than Sonics
 
An Infantry Regiment can cover more ground, patrol the settlements, assist with defending the settlement from possible local wildlife much better than Zone Troopers due to how many they are, which is 3x the number of men. Zone Troopers would be great in surveying the surrounding are and protecting prospecting teams while they do their jobs. I'll be making a pretty flexible action system once you make landfall.
Eh, I'm happy with getting some Grunts in the next supply run.
 
Guys....

We should get Zone Trooper Military and Snipers and Engineers.

We can reverse engineer the Sniper Stealth Tech and Zone Trooper Armour and Jumpjets.

No need to buy shoddy civvy knock off Zone Trooper tech on top of that.

We do not need a power plant now either.
 
I have to admit I'm torn between these two.

[] 140th 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

[] 109th 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

On the one hand, the infantry regiment makes sense because it provides us with a greater pool of general-purpose manpower who can cover a wider space and give us the ability to provide greater cover to the colonists as an extension to that to add to this they have anti-air an anti-armour capability which we may need. Then, on the other hand, we have the zone troopers who have jump packs and sensor systems as well as heavy armour which would be useful the problem is one only really have one battalion which mean we will have to be careful how we deploy them.
 
going put forward my own plan basic focuses on infrastructure and basic military unit for defence and as you can see 0 teck couse we really dont need it right away we need get people jobs so they dont get upset

first step with no teck
1250/1000
[] 140th 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
[] 99th 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
[] MCV: The Mobile Construction Vehicle has been in the GDI arsenal since it's very founding and while it has gone through many iterations, its core purpose stays the same. The MCV supplied by GDI are based on the old MCVs of the 3rd Tib War but has been modified for Colony use. You are only allowed 1 MCV for now as they are in high demand with other colonies too. (+1 MCV & +4Construction Action) 300/200
[] Mining Equipment x 3: 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 RA1 style Ore Mine) 450/300
[] 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. (+1 RA2 style Refinery) 100/150
[] 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 & +100 tons of Food/Year) 50/100



think getting mines for our income and smelter will be great set up for when factory comes online also we dont need factory make locking camp we just need good blacksmith for basic stufe so logging camp not even considerd
 
Last edited:
Back
Top