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 .
we need get people jobs so they dont get upset
The Colony Steward NPC will be the one in charge of taking care of the Civilian colonist. She already have a list of basic jobs for all of the colonist, which is mainly farm work and then prospecting. Next batch of colonists will be more of the same unless you get her a factory, then she'll recruit some factory workers.
 
[] Tech Lab: While Battles are won in the field, Wars are won in the Lab. Without R&D, GDI would not have the Sonic technology needed to beat the Scrin, the Ion Cannon, the Mammoth Tank, Walkers, and etc. Having your own would allow you to analyse and study the technology that GDI has available as well as make prototypes to see if they are viable to be produced. (+1 Tech Lab & Unlocks Tech Tree Research) 200/100
I don't think we will need this as we can just set up a tech lap with MCV after we have our economy set up
 
I believe that selecting multiple instances of the same building merely increases available actions.
EX:
If we could get multiple MCVs here, getting multiple would increase the amount of construction that we could do.
If we had multiple mines, we would be able to get more resources.
 
by the way are all buildings rolled separate or do you give bounes for extra ?
Each Resource building will get their own separate roll for extra or reduced resources. So if I roll a 50, that means business is normal and you get the expected amount. If I roll a 100, you get half extra resources. If I roll a 1, you get half of expected resource. Random events may cause problems too but I haven't finalize how I wanted the system to be like.
 
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We basically need the general infantry. Do not underestimate the manpower drain of policing a populace/area.

Sonic mining isn't as viable as I'd like, but what it is good for is very vital. Breaking apart very stubborn or otherwise hard to remove rocks. Valuable rocks too. The thing about gems is that its a very big gamble to find them, they're basically pock-marked all over the place under ground, its just cracking them out and finding one valuable enough to be worth it after its cut.

Anyway, still not sold on Zone Troopers. Take one or the other, it more depends on how much space we have left I suppose since we're primarily after the jump packs anyway. We can equip ourselves locally very easily as long as we have the tech and building tools.

Snipers jumped in importance thanks to their ability to go out and hunt while the general infantry can defend the colony from any hostile wildlife.

Farming equipment is viable because we're going to have to land somewhere. It can't be 100% mountains (ignoring the issues of that's not how planetary surface formation works) so we'll have some space to set up before we start digging.

Beyond that...

What do we need now. What lets us snowball the best as well.

Some of you mention building on site, which yes, we can, but how many actions and how long would that take? Especially for something as expensive and far into the building tree as the Lab?

We've all but discarded stealth and shielding tech this round for that very reason as well, so what else can we discard? If we don't have the lab and take the unit of Zone Troopers instead of their tech then we won't be seeing jump packs for everyone else for a long while. I'd recommend taking their tech over them right now, so we can just start making jump packs for everyone, but eh.

I'd love to have drones as well. Again, like infantry, don't underestimate the value of disposable assets when dealing with potential cave-ins.

Also it makes them easy to reverse engineer and since we'll have tons of metal, drones are an easy use of it if we need something, but eh.

Infantry (policing and colonial defense) - 200/150
Snipers (hunting and basic scouting) - 150/20
Engineers (needed) - 150/100

MCV (needed) - 300/200
Mining + Smelting equipment - 250/250
Farming equipment (Wanted - Feeding the troops) - 50/100
Tech Lab (Wanted - Get the snowball rolling ASAP) - 200/100

Sonic Tech (Wanted - Mining easier/more valuable) - 200/10
Zone Armor (Wanted - Jump pack production for regular troops, advanced scouting) - 200/10
Drones (Wanted - Disposable assets: Scouting, cave-ins, search and rescue) - 200/10
Hover Tech (Wanted - hover drones, advanced scouting, mobility) - 150/10
Subterranean Tech (Needed - Underground colony + mining) - 200/10

Current total: 2250
Space total: 970

*raises finger* ... *lowers finger* Uhh. Somehow I grabbed everything I want right now and ended up right next to the budget limit.

The only thing I can think of is maybe grabbing hydroponics instead of farming equipment? Or picking up a cheap tech on building our own? We can't afford any of the other techs and lack the space for anything else with the current idea I have here.

We'll be going underground quick and the only thing I can think of needing/wanting in the immediate future in that case is grabbing hydroponics. Because production isn't going to be a bottle neck for us as soon as we get the factory up and running that means knowing how to build the hydroponics would be unless we pick it up now as a cheap write-in tech or taking it over the conventional farm.
 
@Warmach1ne32 Uh maybe I'm blind but would it be possible to know how much food each Military Asset needs?
I did not include food because it would have been a such pain to calculate and keep track of. So we'll just assume that the 100tons of food is excess food. I'll mention if we are running low on rations and need to convert the some of the excess food that was going to be sold to GDI be converted to a Turn of Rations.
 
I did not include food because it would have been a such pain to calculate and keep track of. So we'll just assume that the 100tons of food is excess food. I'll mention if we are running low on rations and need to convert the some of the excess food that was going to be sold to GDI be converted to a Turn of Rations.
That seems a little too easy tbh, but I can understand it being a pain to keep track off.
 
That seems a little too easy tbh, but I can understand it being a pain to keep track off.
This is more of a narrative colony builder with a climax of an alien invasion. Just assume that Colony Steward shipped a years worth of rations along with the initial colonist and once she has a stable source of food can import more if there was a bad harvest or store them in case of future famines when you get a plentiful harvest. This is mostly for me to have fun with you guys and a lot of math is rarely fun for many people.
 
This is more of a narrative colony builder with a climax of an alien invasion. Just assume that Colony Steward shipped a years worth of rations along with the initial colonist and once she has a stable source of food can import more if there was a bad harvest or store them in case of future famines when you get a plentiful harvest. This is mostly for me to have fun with you guys and a lot of math is rarely fun for many people.
little note for you then a football stadium size area can feed 1000 people without problem for 1 year they usaly prouduce 500+ tons of food so i change the food amount in farming section to say area farmed or something else instead of the amount food makes easy so dont need trak numbers
 
little note for you then a football stadium size area can feed 1000 people without problem for 1 year they usaly prouduce 500+ tons of food so i change the food amount in farming section to say area farmed or something else instead of the amount food makes easy so dont need trak numbers
I have changed stats on the farms by labeling it excess food. Colony Steward has already prepared enough food and planned farms to feed the colony and be self sufficient so any additional farms are going to produce extra food.
 
Are conventional farms on mountainous terrain viable?
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
Actual farms means dirt and larger areas. They are easier to make, maintain,and produce more than an expensive hydroponics one does.
Either way, I'd rather go hydroponics just for the lesser risk.

Looking at Mining and Smelting Equipment, would it be useless without a Factory and Power Plant?
Hydroponics are more expensive for less out put for no good reason. We don't need to have them as they will take more to work on than normal farms. Also we can build anything we need this is only the first things we bring not everything we will have the entire game. So wasting points and space on stuff that is isn't needed is a bad idea.
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.
Really you don't see why normal troops that aren't in huge suits would be useful? They are the backbone of any military force going with Zone Troopers at this point when they offer nothing of great valve over normal trooper is a mismanagement of money. Stop looking at this as if they are all we are getting this is what we need to start. Not what we need to fight the Turians. We have 5 resupply missions coming that would give us more units later. If we need Zone Troopers and specialist units we can get them then. And no getting them won't help research for the armor as it will take 2x as much time even with samples. And it will not give us top tier armor either as we would still need to develop to that level and we would first get the same basic armor the tech option gives us.

And what threat? The farm is as safe as anything else and actually provides a much higher amount of food than hydroponics. Again you are mono focused on the Turians when you need to be focused on setting up a viable colony instead.
can we build our own factory using our MCV ?
Yes we can build anything we want.
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.
No the zone trooper are not useful to us compared to what we need. All that reverse engineering you want we take a lot longer than just getting the tech normally and no we will not get the same level of Zone armor if we do reverse engineer the stuff we would get the same basic armor we would get from the tech. Because to develop the advanced models would require more work. Stealth can be bought same as with jetpack for much less effort but they are not needed right now.

This is the main issue most people are only looking at this as tech and shiny equipment they want or too worried about the Turians. They are also ignoring that this is only the initial equipment and units that we are receiving. We have five more GDI resupply missions. That means we can get zone troopers snipers, and anything else we want during those missions we don't need to waste our points and space right now. When it's more important to get as much stuff to set up the colony quickly and efficiently first.
 
Really you don't see why normal troops that aren't in huge suits would be useful? They are the backbone of any military force going with Zone Troopers at this point when they offer nothing of great valve over normal trooper is a mismanagement of money. Stop looking at this as if they are all we are getting this is what we need to start. Not what we need to fight the Turians. We have 5 resupply missions coming that would give us more units later. If we need Zone Troopers and specialist units we can get them then. And no getting them won't help research for the armor as it will take 2x as much time even with samples. And it will not give us top tier armor either as we would still need to develop to that level and we would first get the same basic armor the tech option gives us.
Again, there is a reason why in my analysis of the options I opted for normal infantry over zone troops. Unless you want to use them to reduce research time and DC, there is absolutely no real need for them (we didn't select the dangerous jungle/forest planet).
Also, point noted about the resupply missions.
 
Again, there is a reason why in my analysis of the options I opted for normal infantry over zone troops. Unless you want to use them to reduce research time and DC, there is absolutely no real need for them (we didn't select the dangerous jungle/forest planet).
Also, point noted about the resupply missions.
I am saying we don't need Zone Trooper. Normal Infantry is more than good enough and we don't need them for research as we can get the research for cheap already and would still get the same basic armor even if we did.
 
Really you don't see why normal troops that aren't in huge suits would be useful? They are the backbone of any military force going with Zone Troopers at this point when they offer nothing of great valve over normal trooper is a mismanagement of money. Stop looking at this as if they are all we are getting this is what we need to start. Not what we need to fight the Turians. We have 5 resupply missions coming that would give us more units later. If we need Zone Troopers and specialist units we can get them then. And no getting them won't help research for the armor as it will take 2x as much time even with samples. And it will not give us top tier armor either as we would still need to develop to that level and we would first get the same basic armor the tech option gives us.

And what threat? The farm is as safe as anything else and actually provides a much higher amount of food than hydroponics. Again you are mono focused on the Turians when you need to be focused on setting up a viable colony instead.
Your analysis of my motives is sub-par.
I want Zone Troopers for escorting survey teams and taking out whatever potential threats there might be on this planet. As we have no intel indicating hostile forces on this planet, I have no immediate need for Grunts. I intend to get a Battalion in to defend the HQ once it is established.
And the threat to the farm? Highly variable and unknown weather conditions caused by a highly mountainous planet. Do you seriously think I consider a future invasion threat as a risk to initial Colony food supply? The daftness of your conclusion should have indicated that it was wrong.
 
The same role could be done easily by infantry as well.
Infantry can be fairy mobile in the terrain that we have at the colony (and the bigger problem here is coverage, not mobility).
 
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Hydroponics are more expensive for less out put for no good reason
Hydroponics is more expensive because you need to set it up in a building,which will protect it from pest and elements but is half of the reason it is expensive. The 2nd reason it is expensive is the Hydroponics system itself. You are not putting seeds in dirt that is already there like in conventional farming. You need to build the platform for the Hydroponics and then build systems that automate that which makes it really expensive. Because it is inside a building, it is also limited by the interior of the building and that reduces the total output of a Hydroponics module. But I forgot to add that since it is in a building, Hydroponic can be underground or stacked into a vertical farm which will save up on space
 
The same role could be done easily by infantry as well.
Infantry can be fairy mobile in the terrain that we have at the colony (and the bigger problem here is coverage, not mobility).
Possibly, but I would want to survey more than just the colony site.
Also, the Infantry take up three times as much space, and I want some room for Orcas.
And since someone seems to think that I only considered the eventual invasion, when I actually didn't factor that in at all...
The Orcas are for airlifting people and equipment around. We have a Colony to build. I'm not wasting any time telling people to lug gear up or down mountains when we can fly it around.
 
The Orcas are for airlifting people and equipment around. We have a Colony to build. I'm not wasting any time telling people to lug gear up or down mountains when we can fly it around.

Haven't thought of that. Give me a minute to think.

Ok, assume that it's like Japan, very mountainous but there is enough space to make a city and build roads to climb mountains. Orcas could be used to airlift supplies in emergencies but I think that air patroling and scouting will be their main purpose during the set up phase.
 
You offered 16 of them in one box. Of course I'm going to want to refit some for sky cranes and personnel transport. :p
Up until we have some transit infrastructure setup of course. Then I'm obviously going to suggesting we put some serious armaments on them.
 
You offered 16 of them in one box. Of course I'm going to want to refit some for sky cranes and personnel transport. :p
Up until we have some transit infrastructure setup of course. Then I'm obviously going to suggesting we put some serious armaments on them.
Once you have a Factory, your MCV can build an Airfield which allowing you to build air transports. But fine you can reconfigure your Orca's into Skycranes, maybe have the carrying capacity of a Black Hawk? or something similar. I feel like having an Orca be able to transport a tank is too much, so something below the capacity of a Chinook.
 
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