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 .
I wonder if the Tib Mutants back on Earth could use their Psychic abilities to decode the Prothean stuff...?

They managed with the Tacitus after all....
It has nothing to do with psychic powers and the Tacitus was created for use by the scrin or a faction fighting them that make use of Tiberium. Prothean abilities are completely different from that.
 
I wonder if the Tib Mutants back on Earth could use their Psychic abilities to decode the Prothean stuff...?

They managed with the Tacitus after all....
Tratos had a form of Psychometry~...


...HOLY FUCKING SHIT!


It has nothing to do with psychic powers and the Tacitus was created for use by the scrin or a faction fighting them that make use of Tiberium. Prothean abilities are completely different from that.
Actually no. Tratos had Psychometry and Clairvoyance.
 
Actually no. Tratos had Psychometry and Clairvoyance.
Yes but just because the have Psychmetry doesn't mean they work the same way dude. The Prothean's ability was unique to them because they had a completely different DNA structure compared to everyone else. And Clairvoyance doesn't matter. Plus it isn't likely that anyone else would develop that ability since most of them just die from Tiberium or get enhanced strength before it kills them not get super powers.
 
please the clans wrecked everyone.
Also aw sad.
Only when they had surprise on their side because "someone" was too much of an ass to do their job. Once the Inner Sphere got over their shock they ground the Invasion to a halt and then kicked their asses all the way to their homeworlds and could have wiped them out if they felt inclined to do so. The Clans talk a big game but in the end all they are is a bunch of spoiled dumbasses that wouldn't know proper military doctrine if it bit them in the ass (which it did when the Inner Sphere finally struck back.)
 
1 Year Anniversary (Turn 3)
[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 Tungsten Ingots
--[X] Sell 20 Silver Ingots
--[X] Sell 7 Heavy Metal Ingot Ingot

-[X] Military 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

2141, Fort Monteriggioni, Shanxi
It's now the 1 year anniversary of the founding of Shanxi and the colony is about to receive its next shipment of colonist, mostly the families of the initial colonist, it will more than double your current population but you have prepared your colony's economy the best you could. The colony is currently preparing for their arrival with a celebration. Everyone is pitching in to make it a day to remember, Lin is in charge of organizing the food stalls, Strongarm is in charge of decorating and putting together the space, Jackson volunteered to set up games and entertainment in the form of a play, Liang had his research team focus on flying drones so that we will have a drone light show to cap off the event, and West will handle security. You invited Captain Locke to join in and he agreed to send his men down in rotation for some R&R. For now, you'll compile all of the reports for the past 6 months into a single report for the brass to be delivered next year.

[X] [IR] Protect Prospecting Team: Have your infantry guard the people prospecting the mountains from getting attacked by the wildlife. (Negate Wildlife Attack Roll on Prospectors)
[X] [IR] Scout the Lake Area: Order your infantry to scout the area around the lake. (Reveal areas around Eastern Lake Region)
[X] [IR] Patrol Perimeter: Have your infantry patrol the perimeter of the colony to prevent any of the local wildlife from getting someone injured. (Negate Wildlife Attack Roll on Colony)
The now reorganized Shanxi 1st Infantry continue to do good work. The ones assigned to defend the prospecting team, managed to kill a few packs of Terrorwolves that lived in the area and would have most likely heavily injured the Engineers. The wolves' thick fur is no match for the Werewolf Rifles and their claws are only able to scratch the paint on GDI Infantry armor. Those assigned to patrol the colony placed some guards along the various chokepoints of the valley including the recently found lava tube and mark locations for future fortifications. Those assigned to escort the Surveyor and scout out the Lake area have sent in their findings. Further east of the lake there is a river that flows into the ocean through a delta. To the north of the Lake is a series of hills while in the south is the eastern side of the large forest you found. Those Hills could contain ores to mine and the nearby forest would provide a boost to Wood Production.
New Areas Explored (Eastern Hills, Eastern Delta, Eastern Forest)

[X] [EC] Prospect Valley Mountains: Before you can mine the earth, you'll need to find an ore vein so you won't be wasting your time. (2/4 Tries Remaining, Rolls 10 D100 to see if you find any metals to harvest)

After the very valuable find on the North and West, it would probably be asking for too much for the entire region to be mineral rich. Thus with your lowered expectations, you aren't that surprised when the prospecting team report back with 'pretty good' instead of 'amazing'. The Valley wall to the south that separates the colony from the nearby forest is fairly rich with metals with even a few deposits of Gold and Silver. Further East there is very little of note other than a lot of copper and a bit of iron.

Copper 1: DC 20 = 19 = Not Found
Copper 2: DC 25 = 77 = Large Deposit
Copper 3: DC 25 = 25 = Small Deposit
Tin-Tungsten: DC 30 = 92 = Huge Deposit
Iron 1: DC 25 = 97 = Huge Deposit
Iron 2: DC 35 = 68 = Medium Deposit
Iron 3: DC 35 = 12 = Not Found
Silver: DC 60 = 72 = Small Deposit
Gold: DC 75 = 81 = Small Deposit
Heavy Metals: DC 90 = 11 = Not Found

Copper 1: DC 20 = 16 = Not Found
Copper 2: DC 25 = 79 = Large Deposit
Copper 3: DC 25 = 62 = Large Deposit
Tin-Tungsten: DC 30 = 47 = Small Deposit
Iron 1: DC 25 = 21 = Not Found
Iron 2: DC 35 = 64 = Medium Deposit
Iron 3: DC 35 = 11 = Not Foun
Silver: DC 60 = 9 = Not Found
Gold: DC 75 = 67 = Not Found
Heavy Metals: DC 90 = 75 = Not Found

[X] [SP] Overwatch Surveyor: Have your snipers overwatch the surveyor to prevent any of the local wildlife from damaging the surveyor. (Negate All Wildlife Attack Roll on Surveyor)
Your snipers tasked with escorting the Surveyor, reported that the Surveyor arrived at the Lake with minimal difficulties. While the Outpost is busy constructing, the snipers observed the local wildlife that uses the lake as a watering hole. They reported seeing various birds, tiny furred creatures, amphibians and more. Terrorwolves were seen stalking the area looking for an easy kill on either fish or small critters. They also suspect that there might be an ambush predator in the lake, like a Crocodile and various other fish that they haven't seen yet. Not exactly a safe place at the moment but several railgun shots should dissuade any dangerous animals from coming closer.

[X] Build Mine: While everyone agreed that Tiberium is a poison and caused the most deaths in history, they do also admit that it made extracting minerals from the earth incredibly easy. Now that Tiberium is contained on Earth with GDI Navy feeding asteroids to be processed by the TCN, the colonist will have to mine resources the old fashion way. With drills, explosives, a mining truck. (+1 Mine, Requires 2 Population, +300 Ore/Turn, Costs: 500 M)
[X] Build Sawmill: When Tiberium covered most of the Earth, trees either becomes Blossom Trees that help spread Tiberium growth or heavily mutated into something alien. By the time of the 3rd Tib War, Tiberium becomes so toxic that it kills faster than it can mutate, trees become a rare luxury as large swathes of them died out. GDI have managed to document and preserve many different species of trees, both mutated and non-mutated and are currently in the middle of a tree replanting program on Earth. For the colonists trees provide a wood supply for cheap construction and furniture that could be sold to other colonies too. (+1 Sawmill, Requires 2 Population, -2 Power, +200 Wood/Turn, -1 Space, Costs: 600 M)
[X] Build Warehouse: You'll need a place to store all of the goods you plan to sell to GDI. (+1 Warehouse, Unlocks Inventory Tab Secures Resources, -2 Space, Costs: 500 M)
[X] Send Surveyor (Lake): Have your Surveyor build an outpost next to the lake, that area will give a boost (20%) towards food production. (+1 Lake Outpost, +50 Space, +2 Construction Actions, -1 Surveyor)
[X] Build Conventional Farm: While the colony have a store of rations that can last for a year, getting locally produced food will be essential to long term survival. Creating conventional farms can is a fairly cheap source of food, however it may be vulnerable to pests or weather that will damage the yield. The advantage is that it is fairly easy to make and expand. (+1 Conventional Farm, Requires 3 Population, +500 Food/Year, -3 Space, Costs: 500 M)Build at the Lake Outpost
Your Conyard continue to work around the clock resulting in a Mine going to the North the Sawmill cutting down more of the trees around your capital. Strongarm mentioned that there should be more build space to for you to work with from the continuous logging operation with an estimated 2 years' worth of wood before they run out.
Port Balhae +2 Space for 3 Turns

The Surveyor reached the lake without much issue, there was a waterfall in its path but thankfully there was a ramp next to the waterfall that the Surveyor can drive downwards. It deploy for a couple of hours so that it can build a proper ramp and once it's done, continued on its way. Once it reached the Lake, it deployed and started to build a farm. Now you'll probably need to name that new settlement too.
Lake Outpost established.
[] [Lake Town] Name:

[X] Robot Drone Tech: GDI have rarely used Robots in their arsenal, mainly due to the dangers of an enemy taking control of your own robots, the control signal being jammed due to interference, and study done decades ago that proves Humans supported by AI is superior than AI controlled armies. However, robots have found a niche for themselves as patrol and scout units. A recent robotic addition to GDI's arsenal is the War Dog which is a scaled down Mastadon frame with a machine gun head. Advanced sensors and pack intelligence makes it an ideal scouting unit while being very cheap to produce. (Unlocks War Dogs, Drone Swarm, Repair Drones, & Custom Drones Designs) (1 Turn Required)

Liang sent a report on what we are capable of building a week before the new colonists arrived. Several Drones designs of note are the ubiquitous Repair Drones that automatically repair vehicles and aircraft, the War Dogs robotic dogs with a Rifle for a head and some top of the line sensors resulting in an excellent scout unit, and finally the Drone Swarm armed quad-rotor drones with a coilgun. Other than that, this research will allow us to design our own drones.
Unlocks War Dogs, Drone Swarm, Repair Drones, and Customizable Drone Designs

[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 Tungsten 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

When the shipment of colonists arrived, everyone came together to reunite with their families. Once the last transport offloads all of their cargo and colonist, the colonist started the celebration. Roasted Fake Meats, Fried Dumplings, Noodles, and various other street foods are served in the main street of the town. Other than food, a quarter of the stalls are for games, like darts, ring toss, and etc. Traditional Chinese music is in the air as you spent the night just enjoying the sights, West assigned one of her agents to be your bodyguard but you don't mind. You wish your family was here with you but your kids are busy with their deployment and Mrs. Williams said she'll come by next year so that's something to look forward too. You see civilians and soldiers having a good time and enjoying the night and you can't help but just stand there and soak it all in.

By midnight, Liang and his team is ready to start the main event. Dozens of the new Drone Swarm fly to the North of the city and started to do their choreographed moves with flashing lights constantly changing color, from the Drones themselves pretending to be fireworks to symmetric maneuvers. By the end of the show, everyone is cheering and clapping, in a final display the Drones arrayed themselves into the GDI Eagle in its iconic yellow color and a variety of simulated fireworks in the background.

The party lasted throughout the night until dawn, but the families have already gone to bed once the show is over. Once the sun is shining, the Colonists go about cleaning up and getting ready to be relocated to their new homes in the Lake town that hasn't been named yet. Shanxi now has a large enough population to recruit Colonial Militias to handle simple tasks like patrolling the colony which will free up your professional soldiers for other duties.
Militia Training Available

The Shanxi 1st Infantry Battalion, the one that was sent to guard the Prospectors, have been ordered to escort the colonist to the Lake Settlement along with the Housing District and Farm, since they have already completed their task. Your new Factory you have deployed in the capital since it is near the warehouse.
Housing and Farm unpacked in Lake Outpost & Factory unpacked in Port Balhae. Unlock Factory Actions

And last to get off the GST is the new Zone Trooper Battalion that you requisitioned. They'll be ideal for exploring that Lava tunnel you found last year. Their tough armor, advanced scanners, and heavy weapons should be able to handle whatever that tunnel had in store for you. They are currently settling into the barracks and should be ready for duty tomorrow.
Zone Trooper Battalion added (Zone Armor Trait, +1 Re-roll)

Random Event: 97
However it looks like they will be sent out much sooner than you thought. A week before the start of the bi-annual meeting, miners in the North Mountain found an inconsistency in the rock in the form of a line of loose rocks that are reminiscent to a collapsed tunnel. They reported their findings to Lin who in turn sent it to you. After a few days of digging, the miners found a metal blast door that according to their sensors reads back as regular rock. Jackson is immediately called along with the newly arrived Zone Troopers, their military grade sensors were able to detect how thick the door is and whether there is an air pocket on the other side. The Zone Troopers quarantine the tunnel with a pre-fab airlock is case of any dangerous pathogens or toxic chemicals inside.

You are with the rest of your advisors in your ConYard, seeing the various helmet feeds of Jackson and the new Zone Trooper Battalion. 3 Squads will enter the Ruins with Jackson, while the others cordon off the area and be ready to reinforce if the initial team encountered any problems. While normally the signal would have been blocked by the mountain itself, the airlock has a radio receiver and cable to a transmitter outside of the mountain so that we can advise the ground team directly.

Placing a Thermite Breaching Charge that Strongarm and Liang fabricated, the team readies to insert. "Fire in the Hole!" With the signal given, the Breaching Charge does its work, melting an outline of a hole into the door. Once the outline is sufficiently melted, the explosives kick fragments of the door inside the Ruins. Jackson quickly threw in a Sensor grenade which gives a Virtual Reality view of what's inside, similar to how fighter pilots in the 21st century can see through their plane. The Sensor grenade is also equipped with thermal imager and will automatically outline heat sources like body heat through the wall.

With the Sensor Grenade showing that the interior is empty, Jackson and the Zones moved in to secure it. Attachable gun-mounted cameras allowed the squads to look and shoot around corners without exposing themselves are also put to use in this scenario. The interior looks like a well-designed kill zone, with what appears to be physical barricades put in use on the ground floor while on the 2nd floor there is no cover, but it is very likely that it is an energy based barricade and that it is just low on power. Exploring the Ruins paints a depressing picture as what looks like 2 Protheans or at least their armor is found in their rooms with no sign of struggle with only a knife in their hands. West hypothesized that they most likely committed suicide once they knew that they are trapped and have no chance of rescue. After several minutes of clearing each room, it becomes clear that this is just a supply depot, or a bunker for a guerrilla force.

Expired rations, medical supplies, and infantry armor and weapons are the most common artefacts found, while these find are very valuable that isn't the only thing they found. One of the Prothean has what looks like a Data disk in his/her room, you do not have any idea on where to start in decoding it, thus West suggests you leave that for the Archaeology Team to translate. They'll have the Prothean team decode it but it's very likely just a final message to whoever found this tomb. The real prize, however, is what looks like a deactivated server bank that could contain an AI like our EVA Units. Whatever it is, West cautioned us not to touch it until an archaeology team arrives on a frigate in 6 months. Everything other than the potential Ancient AI and Data Disk, which are off limits, you are free to analyse for yourself so long as you share the results of your research with the Prothean team when they arrive.
35 = Spare Armor Segments
53 = Full suits of Prothean Armor
4 = REALLY Expired Prothean Rations
50 = Prothean Data Disc
12 = Medical Supplies (Most likely toxic and expired)
56 = ME Field Deployable Barrier
49 = Disassembled of a Prothean Weapon parts
93 = Deactivated Prothean VI
19 = Weapon Maintenance Toolkits
25 = Spent Power Packs
Prothean Ruins Explored

For now, everything that could be brought back was put in specially sealed crates and under armed guard to be delivered to the Lab back in Monteriggioni. These Artefacts could be sold to the Colonization Office for a large amount of points or you can study them yourself and the exchange the results for points, however researching those Artefacts yourself will take time for Liang's team to understand what they are dealing with. You have a feeling that GDI would post increased security for your colony in light of this discovery, so you best prepare accordingly.

- Port Balhae (27/27 Space, 11/15 Power, 15/20 Population, 15/15 Employed (5 from North Mountain))
-- ConYard (1x, +5 Power, -2 Space)
-- Housing Complex (1x, -1 Power, -4 Space)
-- Conventional Farm (3x, -3 Space, 2 Population, + 500 Food)
-- Tech Lab (1x, -3 Power, -1 Space)
-- Barracks (1x, -1 Power, -1 Space)
-- Sawmill (2x, 2 Population, +200 Wood, -2 Power, -1 Space)
-- Wind Turbine Farm (1x, +10 Power)
-- Warehouse (1x, Unlock Inventory, -2 Space)
-- Factory (+1 Factory, -2 Power, -2 Space)
-- Power Line (Port Belhae to North Mountain)

- Lake (10/40 Space, 3/0 Power, 20/20 Population, 6/20 Employed)
-- Surveyor (1x, -2 Power, -1 Space)
-- Conventional Farm (2x, -3 Space, 2 Population, +600 Food)
-- Housing Complex (1x, -1 Power, -4 Space)

- North Mountain (2/10 Space 13/15 Power, 5/0 Population (From Port Belhae), 5/5 Employed 2/3 Mine Capacity)
-- Mine (2x, 2 Population, +300 Ores, +500CM)
-- Refinery (1x, -2 Power, -2 Space, 1 Population, Converts Ore into Ingots in 2:1 ratio, Capacity of 1000 Ingots)
-- Power Line (Port Belhae to North Mountain)

Construction Materials: 600+800 (Wood)+1000(Mines)+100(Requisition) = 2500 CM
Employed: 17/35
Food: 2700 – 1750 = 950 Food (1 Pop = -50 Food/Turn)

North Mines
Copper: 13.7 x 2(3+1+3) = 192 Ore = 96 Ingots
Iron: 13.7 x 2(3+2+3) = 220 Ore = 110 Ingots
Tungsten: 13.7 x 2(3) = 82 Ore = 41 Ingots
Silver: 13.7 x 2(3) = 82 Ore = 41 Ingots
Palladium: 13.7 x 2(1) = 27,4 Ore = 13.7 Ingots

Warehouse: 405.7/ 2000
Wood: Converted to CM
Copper: 144 Ingots
Iron: 165 Ingots
Tungsten: 41.5 Ingots
Silver: 41.5 Ingots
Palladium: 13.7

Primary Objective:
- 1 Barracks complexes by Turn 2 (Completed)
- Generate 2000 Food/Turn by Turn 3 (Completed)
- Build 2 Mines and 1 Refinery by Turn 3 (Completed)
- (NEW) Build 1 Archaeology Lab by Turn 5

Secondary Objective:
- Build Outpost to expand food supply (Completed)
- Generate 3000 Food/Turn by Turn 4

Military Action: Jackson suggests that we have enough people to start a Colonial Militia, he can have one of the Battalions train the colonists into Militia so they can take over guarding the settlements so the Regular Infantry can do other tasks. He also recommends we send the Zone Troopers down the Lava Tunnel as they are much better protected and equipped in case things goes wrong.

1st Infantry Regiment: a Regiment of Riflemen armed with Werewolf Rifles and accompanying Missile Troopers 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 Battalions = 3 Actions)

[] [IR] Patrol Perimeter (Port Belhae): Have your infantry patrol the perimeter of the colony to prevent any of the local wildlife from getting someone injured. (Negate Wildlife Attack Roll on Colony)

[] [IR] Patrol Perimeter (Lake): Have your infantry patrol the perimeter of the colony to prevent any of the local wildlife from getting someone injured. (Negate Wildlife Attack Roll on Lake)

[] [IR] Build Basic Fortifications: Have your Infantry put their fortification training to work and build a basic perimeter defence of Bunkers and Walls. (Walls and Bunkers Constructed,-1 Space, Costs 500 M)

[] [IR] Protect Prospecting Team: Have your infantry guard the people prospecting the mountains from getting attacked by the wildlife. (Negate Wildlife Attack Roll on Prospectors)

[] [IR] Scout the Forest Area: Order your infantry to scout the area around the forest. (Reveal areas around the Southern Forest Region)

[] [IR] Scout the Northern Mountain: Order your infantry to scout the area around the northern mountain. (Reveal areas around the Northern Mountain Region)

[] [IR] Scout the Western Mountain Range: Order your infantry to scout the area around the western mountain range. (Reveal areas around the Western Mountain Region)

[] [IR] Scout the Lava Tunnel: Have your infantry explore the Lava tunnel to make sure nothing dangerous lives there. (Reveals the areas inside the Lava Tunnel)

[] [IR] Scout the Eastern Hills: Order your infantry to scout the area around the eastern hills. (Reveal areas around the Eastern Hills)

[] [IR] Scout the Eastern Delta: Order your infantry to scout the area around the eastern delta. (Reveal areas around the Eastern Delta)

[] [IR] Scout the Eastern Forests: Order your infantry to scout the area around the eastern forests. (Reveal areas around the Eastern Forests)

(NEW) [] Train Militia: Have your infantry train a group of volunteers from the local colonist to become part of the Colonial Militia (Trains Colonial Militia) (-1 Pop = 1 Colonial Militia)

[] [IR] Write-In:


(NEW) 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 Battalion = 1 Action) (Trait = Zone Armor = +1 Re-roll)

[] [ZB] Patrol Perimeter (Port Belhae): Have your infantry patrol the perimeter of the colony to prevent any of the local wildlife from getting someone injured. (Negate Wildlife Attack Roll on Colony)

[] [ZB] Patrol Perimeter (Lake): Have your infantry patrol the perimeter of the colony to prevent any of the local wildlife from getting someone injured. (Negate Wildlife Attack Roll on Lake)

[] [ZB] Protect Prospecting Team: Have your infantry guard the people prospecting the mountains from getting attacked by the wildlife. (Negate Wildlife Attack Roll on Prospectors)

[] [ZB] Scout the Forest Area: Order your infantry to scout the area around the forest. (Reveal areas around the Southern Forest Region)

[] [ZB] Scout the Northern Mountain: Order your infantry to scout the area around the northern mountain. (Reveal areas around the Northern Mountain Region)

[] [ZB] Scout the Western Mountain Range: Order your infantry to scout the area around the western mountain range. (Reveal areas around the Western Mountain Region)

[] [ZB] Scout the Eastern Hills: Order your infantry to scout the area around the eastern hills. (Reveal areas around the Eastern Hills)

[] [ZB] Scout the Eastern Delta: Order your infantry to scout the area around the eastern delta. (Reveal areas around the Eastern Delta)

[] [ZB] Scout the Eastern Forests: Order your infantry to scout the area around the eastern forests. (Reveal areas around the Eastern Forests)

[] [ZB] Scout the Lava Tunnel: Order your infantry explore the Lava tunnel, to make sure nothing dangerous lives there. (Reveals the areas inside the Lava Tunnel and Possible Wildlife Attack Roll)

[] [ZB] Write In:


1st Engineer 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 Corps = 2 Actions)

[] [EC] Build Basic Fortification: Have your Engineers put their fortification training to work and build a basic perimeter defence of Bunkers and Walls. (Walls and Bunkers Constructed, -1 Space, Costs 500 M)

(NEW) [] [EC] Prospect Easter Hills: Before you can mine the earth, you'll need to find an ore vein so you won't be wasting your time. (1/1 Tries Remaining, Rolls 10 D100 to see if you find any metals to harvest)

[] [EC] Help with Colony Construction: Have your Engineers assigned to Strongarm's command to help with general Construction. (Exchange Engineer Actions to Construction Actions)

[] [EC] Write-In:


1st 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 Snipers = 1 Action) (Trait = Snipers = Invisible and Extreme Ranged attacks)

[] [SP] Overwatch the Colony: Have your snipers overwatch the colony to prevent any of the local wildlife from getting someone injured. (Negate All Wildlife Attack Roll on Colony)

[] [SP] Overwatch Lake Settlement: Have your snipers overwatch the surveyor to prevent any of the local wildlife from damaging the surveyor. (Negate All Wildlife Attack Roll on Lake Settlement)

[] [SP] Hunt Local Wildlife: Using Ionized Railguns on local wildlife might be overkill but you never know if they encounter something the only a Railgun can penetrate. (Gain information on local wildlife & receive bonus food income)

[] [SP] Scout the Northern Mountain: Order your infantry to scout the area around the northern mountain. (Reveal areas around the Northern Mountain Region)

[] [SP] Scout the Western Mountain Range: Order your infantry to scout the area around the western mountain range. (Reveal areas around the Western Mountain Region)

[] [SP] Scout the Eastern Hills: Order your infantry to scout the area around the eastern hills. (Reveal areas around the Eastern Hills)

[] [SP] Scout the Eastern Delta: Order your infantry to scout the area around the eastern delta. (Reveal areas around the Eastern Delta)

[] [SP] Scout the Eastern Forests: Order your infantry to scout the area around the eastern forests. (Reveal areas around the Eastern Forests)

[] [SP] Scout the Lava Tunnel: Order your infantry explore the Lava tunnel, to make sure nothing dangerous lives there. (Reveals the areas inside the Lava Tunnel and Possible Wildlife Attack Roll)

[] [SP] Write-In:


Construction Options: With the new Factory, you can convert the Ingots you refined into various vehicles. Strongarm recommends getting that Tunnel Excavator to get started on the underground network. (6 Actions)

[] Build Housing Complex: The colonists need roofs over so their heads so they won't die of exposure and have access to basic amenities like water and electricity. (+1 Housing Complex, Houses 20 Population, -1 Power, -4 Space, Costs: 2000 M)

[] Build Barracks Complex: Your soldiers will also need a place to sleep, they could sleep outside but they wouldn't be happy about it. (+1 Barracks for your soldier, -1 Power, -1 Space, Cost: 500 M)

[] Build Conventional Farm: While the colony have a store of rations that can last for a year, getting locally produced food will be essential to long term survival. Creating conventional farms can is a fairly cheap source of food, however it may be vulnerable to pests or weather that will damage the yield. The advantage is that it is fairly easy to make and expand. (+1 Conventional Farm, Requires 2 Population, +500 Food/Year, -3 Space, Costs: 500 M)

[] Build 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, -2 Power, Requires 1 Population, +250 Food/Year, -2 Space, Costs: 1000 M)

[] Build Granary: A place to safely store your food so it doesn't spoil. (+1 Granary, -1 Power, Secures Food Surplus, -1 Space, Costs: 500 M)

[] Build Sawmill: When Tiberium covered most of the Earth, trees either becomes Blossom Trees that help spread Tiberium growth or heavily mutated into something alien. By the time of the 3rd Tib War, Tiberium becomes so toxic that it kills faster than it can mutate, trees become a rare luxury as large swathes of them died out. GDI have managed to document and preserve many different species of trees, both mutated and non-mutated and are currently in the middle of a tree replanting program on Earth. For the colonists trees provide a wood supply for cheap construction and furniture that could be sold to other colonies too. (+1 Sawmill, Requires 2 Population, -2 Power, +200 Wood/Turn, -1 Space, Costs: 600 M)

[] Build Mine: While everyone agreed that Tiberium is a poison and caused the most deaths in history, they do also admit that it made extracting minerals from the earth incredibly easy. Now that Tiberium is contained on Earth with GDI Navy feeding asteroids to be processed by the TCN, the colonist will have to mine resources the old fashion way. With drills, explosives, a mining truck. (+1 Mine, Requires 2 Population, +300 Ore/Turn, Costs: 500 M)

[] Build Refinery: Once you have a supply of ore, you'll need a location to smelt it. 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 Refinery, -2 Power, Refine Ore 500 Ore/Turn into Metal Ingots, -2 Space, Costs: 1500 M)

[] Build Factory: Once you have a steady supply of metal, you'll need a Factory to transform the metal into useful components. Fabrication technology has come a long way and specialized fabrication equipment will open a large variety of useful possibilities. (+1 Factory, -2 Power, Unlocks Factory Actions + Airfield + Tech Lab + Tier 2 Defences, -2 Space, Costs: 2000 M)

(NEW) [] Build Airfield: To build and house aircraft, an Airfield is required to house, arm, fuel, and repair them. A squadron of 16 Aircraft can be house in an Airfield, with a majority of GDI Aircraft being VTOL and the hangars itself being underground does help in saving space. To save cost, the Airfield merely assembles the aircraft in their hangers, creating the parts itself is handled by the Factory fabricator. (+1 Airfield, Unlock Aircraft Production, -2 Power, -2 Space, Costs: 1500 M)

(NEW) [] Build Combat Support Airfield: A much cheaper alternative to a full Airfield, the CSA can't produce aircraft but can refuel, repair, and rearm aircraft like a normal Airfield but can only hold 4 Aircraft at a time. (+1 CSA, -1 Power, -1 Space, Costs: 300M)

(NEW) [] 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, +1 Research Action, -3 Power, -1 Space, Costs: 4000 M)

(NEW) [] Archaeology Lab: A place for the Prothean Research team to study the ruins and the AI inside. They'll most likely bring their own advanced gear so all that is needed is housing with ample supply of electricity and clean water. Luckily you have a supply of Silver to make Solar Panels.(+1 Archaeology Lab, -1 Space, Costs: 1500M & 1 Silver Ingot)

[] Build Warehouse: You'll need a place to store all of the goods you plan to sell to GDI. (+1 Warehouse, + 2000 Capacity, -2 Space, Costs: 500 M)

[] Build Biofuel Power Plant: A growing Colony needs a lot of power, the one that kicked off the Industrial Revolution is the Steam Generator by burning Fossil Fuels. Now, Biofuel from Wood or certain plant based oil can be burned instead. (+1 Biomass Power Plant, +20 Power, Requires 100 Wood/Turn or 150 Food/Turn, -1 Space, Costs: 800M)

[] Build Wind Turbine Farm: Wind Turbines is a cheap and hassle free form of power, the drawback is that it isn't as consistent as other power plants and during an invasion, very obvious targets. (+1 Wind Turbine Farm, +10 Power, Costs: 1000 M, Requires Mountains in the Region)

[] Solar Power Plant: Now that you have a steady supply of Silver, you can use Solar Power as a means of producing power for your colony. (+1 Solar Power Plant, +8 Power, -2 Space, Costs: 1000M + 8 Ingots of Silver)

[] Power Lines (... to ...): Connecting Settlements into a Power Grid would help reduce the need for Power Plants in every area. (+1 Power Lines, Connects 2 Settlement's Power Meter, Costs 500M/Area)

[] Build Watchtower Coilgun Defence System: A Rapid-fire Coilgun Defence systems that are able to shred any hostile wildlife or infantry put on top of a 30 meter tower. (+1 Watchtower Perimeter Defence, -5 Power, Negate Wildlife Attack Roll, Costs: 1200 M)

(NEW) [] Warden Coilgun Cannons Defense System: Full-auto upgrade to the venerable Guardian Cannon, the Warden is capable of firing of 30mm rounds, from Frag to HEAT, at 800 rounds/minute and switch between the 2 at a push of a button. Using a programmable fuse, the 30mm rounds are capable of being set to Impact, Timed, or Proximity allows it to engage a wide variety of targets including enemy infantry, missiles, bombs, vehicles, or aircraft. (+1 Warden Perimeter Defence, -10 Power, Negate Wildlife Attack Roll, Intercept enemy Munitions and Aircraft, Anti-Armor weapon, Costs: 3000 M)

(NEW) [] Banisher AA Battery: Based on the Anti-Aircraft Battery used in the 3rd TibWar, The Banisher uses Rotary Coilgun technology to boosts its range and rate of fire while also being equipped with Counter-Precision Guided Munitions system, able to launch 4 of its 16 Missiles every second with an auto-loading system to reload a pod of 4 missiles every 2 seconds, resulting in a continuous barrage of precision missiles. (+1 Banisher AA Battery System, -8 Power, Intercept Enemy Munitions & Aircraft, Can't Attack Ground, Costs: 2000 M)

[] Build Surveyor: It is essentially a miniature MCV, the Surveyor can construct buildings from materials like the MCV a Surveyor can unpack into an outpost once it finds a suitable location. (+1 Surveyor, Costs: 1500 M)

[] Send Surveyor (Forest): Have your Surveyor build an outpost inside of the forests, that are will give a boost (40%) towards Wood Production. (+1 Forest Outpost, +20 Space (Trees can be cut down to increase space), +2 Construction Action, -1 Surveyor)

[] Build Tunnel Excavator: Have your MCV build a Tunnel Excavator to get started on hollowing out the nearby mountain. (+1 Tunnel Excavator, +4 Underground Space/Turn, Cost: 2000 M)

[] Build Geothermal Power Plant: Strongarm suggested that with the Tunnel Excavator, it is possible to build a Geothermal Power plant. It will be very expensive, but should provide a lot of Power. (Requires 1 Tunnel Excavator for 2 Turns, -2 Space, nearby source of water, +80 Power, Cost: 2500M)

[] Upgrade (...): Upgrading existing building is a good way to increase production without using up space. (+25% Production, 50% original CM cost, -1 Power)

(NEW) [] Solar Panel Upgrade (...): Upgrade existing building with Solar Panels, increasing granting additional +2 Power per 1 Space. (Costs: 100 M & 2 Silver Ingot per Building Space)


(NEW)
Factory: With the Factory ready, Vehicles and Drones are available for production. (1 Action)

[] Build Surveyor: It is essentially a miniature MCV, the Surveyor can construct buildings from materials like the MCV a Surveyor can unpack into an outpost once it finds a suitable location. (+1 Surveyor, Costs: 1 Copper Ingots & 15 Iron Ingots)

[] Build Tunnel Excavator: Have your MCV build a Tunnel Excavator to get started on hollowing out the nearby mountain. (+1 Tunnel Excavator, Costs: 1 Copper Ingots, 10 Iron Ingots, & 5 Tungsten Ingots)

[] Build Hunter Mk.2 AFVs: By combining the Predator's main cannon with an APC's chassis, the Hunter have the firepower of a Predator but the speed of a Pitbull with its Hydrogen Turbine Engine and Adjustable Computer Controlled Suspension in a Vanadium Steel Alloy body keeps it well protected. It is also armed a Coaxial Machine Gun, a Laser Point Defense System, and a deployable scout drone for increased situational awareness and stealth detection. (+1 Hunter AFV Battalion, Costs: 5 Copper Ingots & 25 Iron Ingots)

[] Build Beetle APCs: With the lacklustre performance of the GDI Armadillo during the Ascension Conflict, GDI Engineers studied, Nod Reckoners given to them from the Liberated, to see if a better APC can be gleamed from Nod's design. The result is the Beetle APC, much lighter and faster than the Armadillo and being able to carry a squad of 6 Riflemen or 4 Zone Troopers, featuring a rapid fire Coilgun like the ones used on Watchtowers, firing Ports for the infantry inside to fire outside, and the ability to deploy itself into a bunker similar to Nod's Reckoner. With a Drill Tip Upgrade, the Beetle is capable of burrowing and move underground similar to its Reckoner predecessor. What differentiates it from its Reckoner roots is the inclusion of GDI Repair Drones equipped with Nanotech Repair Mechanisms that are released when it is deployed, allowing it to repair and heal nearby Infantry and Vehicles, similar to the 3rd TibWar era Rig and Mobile Repair Transport of the Steel Talons. (+1 Beetle APC Battalion, Costs: 5 Copper Ingots, 25 Iron Ingots, & 5 Tungsten Ingots)

[] Build Spartan Mk.2 Tanks: An upgrade to the autonomous Spartan Tank, instead of needing its treads to be destroyed to become a Turret, the Spartan instead uses a similar system used in Nod's Tick Tank to borrow its main body underground, whilst leaving its heavily armoured turret that is able to survive several shots from a Mammoth Tank on the surface. (+1 Spartan Tank Battalion, Costs: 5 Copper Ingots, 15 Iron Ingots, & 10 Tungsten Ingots)

[] Build War Dogs: Based on a quadrupedal chassis that was built for a 1/200th scale prototype of the Mammoth Mk. II walker. Although that chassis design was unworkable at Mammoth scale, GDI scientists found it to be an excellent platform on which to build a light autonomous scout vehicle. With integrated sensors, swarm intelligence, and head mounted Werewolf, it is a very cheap and effective infantry support drone. It can provide Overwatch, ferry supplies, and robust enough to continue to function even after several shots from infantry grade Coilguns. They are assigned to infantry squads and can follow voice commands like follow, stay, guard, retreat, and etc. (Equip Infantry with 4 War Dogs, Costs: 10 Copper Ingots & 10 Iron Ingots)

[] Write In:


Research: With a large amount of research projects down the pipe, Liang recommends you build more Labs to have more people work through the backlog. (1 Action)

[] 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 HFV, Sonic Grenades, & Sonic Cannons and etc.) (1 Turn Required)

[] Zone Armor Tech: While you don't have access to the current generation Zone Armor currently in use by GDI. It does supply a variety of upgrade packages to make Colonial Militia Zone Troopers a combat effective fighting force. (Unlocks Zone Trooper Militia Training, Armory, Zone Armor, Zone Upgrade Packs, Zone Heavy Weapons, Jump Jets) (1 Turn Required)

[] 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)

[] 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)

[] 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)

[] 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)

[] Shanxi Xenobiology: Studying the native wildlife could result in interesting research that could be useful later on. (1D100 Roll on how useful it is, Can be taken multiple times)

[] Custom Vehicle Design: While GDI as a whole utilize a wide variety of vehicles with various different roles, customized designs made for specific situations do have their place in GDI's arsenal. The Hunter is a famous example of a customized design meant to fill a specific role. Colonies have started to design their own vehicles for their own specific environments that the general GDI arsenal of vehicles are insufficient for the job.
-[] Name: Description

[] Study Prothean Artefacts: The Remnants of an ancient civilization that was wiped out 50,000 years ago, by studying the Martian Archive, GDI jump started its progress by a 100 years. While this isn't the Mars Archive, any insight into their technology would still be a valuable find. – []
- Spare Armor Segments Cumulative DC 80 (Prothean Metallurgy)
- Full suits of Prothean Armor Cumulative DC 180 (ME Personal Shields)
- REALLY Expired Prothean Rations Cumulative DC 40 (???)
- Medical Supplies (Most likely toxic and expired) Cumulative DC 60 (Xeno Medicine)
- ME Field Deployable Barrier Cumulative DC 90 (ME Shields)
- Disassembled of a Prothean Weapon Parts Cumulative DC 200 (Particle Weapons)
- Weapon Maintenance Toolkits Cumulative DC 75 (Reduce DC to Prothean Weapons Research)
- Spent Power Cells Cumulative DC 70 (Better Power Cells)


Diplomacy: With the colony firmly established and the civilian roles delegated, Lin has much more free time to contact various corporations to help your growth.
[] Defiance Industries: The Corporation who won the Mechanized Weapon Platform Program that challenges companies to design replacements for the last generation of Wolverine and Titan Walkers. Having them set up a factory here would mean we will have locally produced mech walkers for the foreseeable future at a very high discount along with having another source of jobs for our colonist. They get to test mechs in mountainous terrain and produce mechs to nearby colonies whilst you got their expertise in walker technology. (Access to Mechs and Cheaper Mech Production, Requires 1 Mech Factory, & Occasionally buys ingots to fulfil mech orders) DC 70

[] Bray Tech: A corporation that used to produce Civilian EVA units and sometimes gets commissioned to build military EVAs before they got bought by Future Tech and put in charge of handling Nanotechnology by having custom EVAs be the interface to control the nanotechnology. The Engineer Suit used during the Ascension Conflict was their design. Renamed to Bray Tech, they specialize in AI and nanotechnology, their long term goal is to crack Scrin nano-assemblers, so far they have a very expensive MCV prototype. They have very little interest in a Frontier Colony but Lin can obtain a license for you to produce their equipment. (Access to Exo-suit Engineers in next Requisition and Colonial Engineer Training) DC 60

[] Deep Rock Galactic: An interstellar mining company that specialize in Asteroid Mining. Hiring their services could provide an asteroid's worth in materials. However their services aren't cheap and require significant investment in orbital infrastructure to begin operations. Lin and Strongarm suggests that Shanxi can't afford their high of a price as demand for Asteroid mining is incredibly high with the many colonies GDI is developing. (Access to Asteroid Mining, Requires Space Mining Station and GST) DC 80

[] Vanguard Enterprises: With a bit of convincing, you agree to house a branch of Vanguard Enterprises with a lab and 10 units of space for their use. In exchange you can have access to prototype technology that is joint developed between the 2 of you and a design team to develop your own equipment and vehicles for your use. (Access to Vanguard Design Action, Requires 1 Space Tech Lab and 10 Units of Space) DC 40

[] Write-In:

-----------
AN: I noticed that the Farms are a bit too Population heavy so I cut their Pop to 2 for conventional and 1 for hydro. I did some research on what we have today and Rheinmetall's Oerlikon Skynex video and Futureweapons Mark 110 57mm Naval Gun was a great help in assembling the Warden. The Banisher I got from combining the 3rdWar era AA Battery with Nod SAMs, like the Kashtan CIWS used by the Russian Navy but uses the Skynex Counter-PGM and Counter-RAM missile system instead.

For the vehicles, you'll notice that Tungsten is used in all of the vehicles that can burrow, that Tungsten is used to make the drill bit. Copper is used to make the circuitry and Iron for the main body. You are also making a Battalion of 4 combat vehicles/platoon instead of just 1 vehicle per Factory Action.

For the Prothean "AI" GDI doesn't know that Protheans hate AI and only use VIs instead, so that is just their assumptions that Protheans are capable of making AI. If you have any questions or a write-in you want to include, @ me to let me know.

Moratorium for 3 Days due to the huge amount of options and choices.
 
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Diplomacy:

[] Contact GDI: You found Prothean ruins and various artifacts, but you know that your colony isn't equiped to deal with them, so you decided to contact GDI and ask them for help.
Reward: To be decided by QM

This works @Warmach1ne32 ? I know it's rough, but i almost never do write-ins.
 
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To be honest, Defiance Industries sound like a good idea. Jobs, cheap battlements and, well, in case of an attack, whatever they have ready that has not been shipped off world yet? Jump in, turn on the key, shoot aliens. All around a solid option.

Vanguard Enterprises... Hmm. Are we limited to one "deal", or can we try for more?
 
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I think we should stop prospecting for a turn, and use the engineers to build defenses at the lake, that way, we free up out main battalion to train militias for the main settlement
 
This works @Warmach1ne32 ? I know it's rough, but i almost never do write-ins.
That won't be necessary, West already wrote an encrypted e-mail and had Captain Locke deliver it back to GDI HQ, members of GDI's Prothean Research team will study the ruins next turn. Diplomacy can be any corporation you want to have in Shanxi but I have veto power so that the quest doesn't get too crazy. I just need a name, description, what they do, and what would they want with Shanxi that would entice them to work with you? You can look at the examples to better understand what is allowed.
Hmm. Are we limited to one "deal", or can we try for more?
According to Cryptoam, since it was his idea, no you are not limited to 1 deal.
That's going to be OP in the long term(out side of the quest). That right there could give GDI an edge in decoding Prothean data and tech.
They'll need to turn it one first, find a way to move it without breaking it, and get it out of Shanxi before the Turians arrive. There is also the fact that Protheans hate AI and programmed that caution into their VIs and guess who is uses AI in their military?
 
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Looks at Mat costs of new build options, twitches, we need all the CM income! For industries deep rock is out, we don't even have the requirements unlocked and by the time we do we are likely close to invasion time.

We need a 2nd tech lab ASAP given how our research options have exploded, and a archeology lab. We also need more power. We also want the tunneler because that generates space over time and we can do so in an area defended by shields.

For engineers- 1 action on prospecting 1 on bunker construction, zone troops check out the lava, infantry and snipers go protect.

Of note we can also upgrade buildings to get more out of them which saves on space (might be good to do the mines to grab more CM income)

edit @Warmach1ne32 how many wind turbines can we build at each location?
 
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[] Plan: An Idea
-[] [IR] Patrol Perimeter (Port Belhae): Have your infantry patrol the perimeter of the colony to prevent any of the local wildlife from getting someone injured. (Negate Wildlife Attack Roll on Colony)
-[] [IR] Patrol Perimeter (Lake): Have your infantry patrol the perimeter of the colony to prevent any of the local wildlife from getting someone injured. (Negate Wildlife Attack Roll on Lake)
-[] Train Militia: Have your infantry train a group of volunteers from the local colonist to become part of the Colonial Militia (Trains Colonial Militia) (-1 Pop = 1 Colonial Militia)
-[] [ZB] Protect Prospecting Team: Have your infantry guard the people prospecting the mountains from getting attacked by the wildlife. (Negate Wildlife Attack Roll on Prospectors)
-[] [EC] Build Basic Fortification: Have your Engineers put their fortification training to work and build a basic perimeter defence of Bunkers and Walls. (Walls and Bunkers Constructed, -1 Space, Costs 500 M)
-[] [EC] Prospect Easter Hills: Before you can mine the earth, you'll need to find an ore vein so you won't be wasting your time. (1/1 Tries Remaining, Rolls 10 D100 to see if you find any metals to harvest)
-[] [SP] Hunt Local Wildlife: Using Ionized Railguns on local wildlife might be overkill but you never know if they encounter something the only a Railgun can penetrate. (Gain information on local wildlife & receive bonus food income)
-[] Build Mine: While everyone agreed that Tiberium is a poison and caused the most deaths in history, they do also admit that it made extracting minerals from the earth incredibly easy. Now that Tiberium is contained on Earth with GDI Navy feeding asteroids to be processed by the TCN, the colonist will have to mine resources the old fashion way. With drills, explosives, a mining truck. (+1 Mine, Requires 2 Population, +300 Ore/Turn, Costs: 500 M)
-[] Build Watchtower Coilgun Defence System: A Rapid-fire Coilgun Defences system that are able to shred any hostile wildlife or infantry put on top of a 30 meter tower. (+1 Watchtower Perimeter Defence, -5 Power, Negate Wildlife Attack Roll, Costs: 1200 M)
-[] Archaeology Lab: A place for the Prothean Research team to study the ruins and the AI inside. They'll most likely bring their own advanced gear so all that is needed is housing with ample supply of electricity and clean water. Luckily you have a supply of Silver to make Solar Panels.(+1 Archaeology Lab, Costs: 1500M & 1 Silver Ingot)
-[] Upgrade (Mine): Upgrading existing building is a good way to increase production without using up space. (+25% Production, 50% original CM cost, -1 Power)
-[] Upgrade (Mine): Upgrading existing building is a good way to increase production without using up space. (+25% Production, 50% original CM cost, -1 Power)
-[] Solar Panel Upgrade ( Lake, Housing Complex): Upgrade existing building with Solar Panels, increasing granting additional Power per unit of Space. (Costs: 250 M & 1 Silver Ingot per Building Space)
-[] Build Tunnel Excavator: Have your MCV build a Tunnel Excavator to get started on hollowing out the nearby mountain. (+1 Tunnel Excavator, Costs: 1 Copper Ingots, 10 Iron Ingots, & 5 Tungsten Ingots)
-[] Build War Dogs: Based on a quadrupedal chassis that was built for a 1/200th scale prototype of the Mammoth Mk. II walker. Although that chassis design was unworkable at Mammoth scale, GDI scientists found it to be an excellent platform on which to build a light autonomous scout vehicle. With integrated sensors, swarm intelligence, and head mounted Werewolf, it is a very cheap and effective infantry support drone. It can provide Overwatch, ferry supplies, and robust enough to continue to function even after several shots from infantry grade Coilguns. They are assigned to infantry squads and can follow voice commands like follow, stay, guard, retreat, and etc. (10 Copper Ingots & 10 Iron Ingots)
-[] 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)
-[] Bray Tech: A corporation that used to produce Civilian EVA units and sometimes gets commissioned to build military EVAs before they got bought by Future Tech and put in charge of handling Nanotechnology by having custom EVAs be the interface to control the nanotechnology. The Engineer Suit used during the Ascension Conflict was their design. Renamed to Bray Tech, they specialize in AI and nanotechnology, their long term goal is to crack Scrin nano-assemblers, so far they have a very expensive MCV prototype. They have very little interest in a Frontier Colony but Lin can obtain a license for you to produce their equipment. (Access to Exo-suit Engineers in next Requisition and Colonial Engineer Training) DC 60


Just an idea and I feel we need to do at lest some of these.
 
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Hmm, 1 Turbine Farm per area and they can only be built on mountain regions or on coastline like irl Wind Farms. You can upgrade them too tho.
Also does factory construction use our pool of actions or is it a separate pool?
Is power shared (so wind turbines on the mountain would they power stuff at the lake?)
Upgrading is less than ideal as that is +2.5 power, -1 power for a net 1.5 power at 500 CM
We dont have enough CM for your plan, we have 2,500 this turn.
 
Its not to use plan, just an idea I wanted to share. Felt it would be easier in that format then others. But you do have a point, what do you think could be changed?
We already have a factory so that is not needed and hydroponics farm is also not needed as we have excess food supply currently so those are two things that can be dropped. Our bigger issue is our CM bottleneck so building a mine so we use our 3 slots to generate more ingots as well as more CM. Probably upgrade our 2 current mines as well as build a wind turbine to cover power needs.
 
We already have a factory so that is not needed and hydroponics farm is also not needed as we have excess food supply currently so those are two things that can be dropped. Our bigger issue is our CM bottleneck so building a mine so we use our 3 slots to generate more ingots as well as more CM. Probably upgrade our 2 current mines as well as build a wind turbine to cover power needs.
I have modified it, thoughts now? No more new factory or farms, and working on the mines instead.

That is not a plan to vote on, its an idea so we can work out what we need.
 
Also does factory construction use our pool of actions or is it a separate pool?
Is power shared (so wind turbines on the mountain would they power stuff at the lake?)
Upgrading is less than ideal as that is +2.5 power, -1 power for a net 1.5 power at 500 CM
Separate pool, obviously you will using the Factory itself to build your vehicles not your Conyard. I'll add a (1 Action)
Power is not shared, but I'll add a Construction Action to build Power Lines between Settlements
That -1 Power is for buildings that use power, I never figured out a clean way of informing the thread. Farms and Power Plants doesn't have that apply.
I have modified it, thoughts now?
For the Solar Panel Upgrade Action you need to specify what structure you want to upgrade in the dotted line and specify which area that is at, at the end of the action like this
-[] Solar Panel Upgrade (Conventional Farm): Upgrade existing building with Solar Panels, increasing granting additional Power per unit of Space. (Costs: 250 M & 1 Silver Ingot per Building Space) (Lake Town)
 
For the Solar Panel Upgrade Action you need to specify what structure you want to upgrade in the dotted line and specify which area that is at, at the end of the action like this
-[] Solar Panel Upgrade (Conventional Farm): Upgrade existing building with Solar Panels, increasing granting additional Power per unit of Space. (Costs: 250 M & 1 Silver Ingot per Building Space) (Lake Town)
I would check that again, given that is what I did. Well not fully but I did something similar.
 
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