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 .
You know, to make asteroid mining more profitable as well as efficient for the colony, GDI should do some cluster searching and establish orbital asteroid around planets or just crash them into moons, for mining when the colony reaches orbital standards.
That is what Captain Locke and his Wolfpacks has been doing while patrolling Shanxi-Theta, cataloguing and scanning Near-Shanxi Asteroids and finding Asteroids of interest for when the Space Station is unpacked and operational. Once the Space Station's arrived, the Ingots that you had stockpiled will be used to build a mining module. It is like the starting cash at the start of a Skirmish game, if it was just the MCV and you are out of money, then it is useless right? the same thing applies here, the Ingots you gathered planetside would be sent to the Space Station to be converted into Refineries, Solar Panels, and Mining vessels. Once a Refinery and Asteroid harvesting is establish it will harvest Carbon Asteroids first to make the Graphene Cable for the Space Elevator and the Metallic asteroids get their precious metals melted down into Ingots to be sold back to GDI. It will continue to grow as the Turns go by and diversify into He-3 Mining and GST Freighter Production. You will also be able to buy CM much more quickly as they can just Drop-pod several tonnes of CM directly to you in exchange for Ingots.
 
That is what Captain Locke and his Wolfpacks has been doing while patrolling Shanxi-Theta, cataloguing and scanning Near-Shanxi Asteroids and finding Asteroids of interest for when the Space Station is unpacked and operational. Once the Space Station's arrived, the Ingots that you had stockpiled will be used to build a mining module. It is like the starting cash at the start of a Skirmish game, if it was just the MCV and you are out of money, then it is useless right? the same thing applies here, the Ingots you gathered planetside would be sent to the Space Station to be converted into Refineries, Solar Panels, and Mining vessels. Once a Refinery and Asteroid harvesting is establish it will harvest Carbon Asteroids first to make the Graphene Cable for the Space Elevator and the Metallic asteroids get their precious metals melted down into Ingots to be sold back to GDI. It will continue to grow as the Turns go by and diversify into He-3 Mining and GST Freighter Production. You will also be able to buy CM much more quickly as they can just Drop-pod several tonnes of CM directly to you in exchange for Ingots.
Man this quest is so awesome.

Thoughts on Tiberium, as pointed out in the video mining resources on earth has diminishing returns hence why we dont filter out the water in our oceans to get at the gold thats in them is because it be to expensive to do, tiberium can make it easier but its super toxic and we want to fix the earth not make it worse. Now as for asteroids I think its a better idea, doubly so to a metallic (class M) asteroid which is mostly metals of very kinds, with tiberium it can speed the process of extraction and with the right technology get tons more from it then just drilling into it and gathering what you can from the hole you made, still lots of ore, just less efficient and more costly.

If GDI has a problem with it, we can propose a test bed using asteroids in our system as an example of if it works out for us or not in the long run.
 
Now as for asteroids I think its a better idea, doubly so to a metallic (class M) asteroid which is mostly metals of very kinds, with tiberium it can speed the process of extraction and with the right technology get tons more from it then just drilling into it and gathering what you can from the hole you made, still lots of ore, just less efficient and more costly.
I don't think the TCN can control Tibeirum if it is in space so if you infect an asteroid with Tiberium, yes it will convert all of its metals into Tiberium, now you need to bring it to Earth so the TCN can harvest it since the latest strain of Tiberium is immune to sonics and only the TCN can remove them. So now it is a matter of which is safer, a metal asteroid or a Tiberium asteroid? If one speck of Tiberium goes escape velocity and somehow lands on Mars in several decades, GDI better learn how to make a Scrin Tower by then or Mars will have to be evacuated. GDI will try to gently land (at least to the point that there isn't a mushroom cloud or an explosion) the Asteroids in Australia where it will then get infected with Tiberium and in a month get dissolved by the TCN.
 
I don't think the TCN can control Tibeirum if it is in space so if you infect an asteroid with Tiberium, yes it will convert all of its metals into Tiberium, now you need to bring it to Earth so the TCN can harvest it since the latest strain of Tiberium is immune to sonics and only the TCN can remove them. So now it is a matter of which is safer, a metal asteroid or a Tiberium asteroid? If one speck of Tiberium goes escape velocity and somehow lands on Mars in several decades, GDI better learn how to make a Scrin Tower by then or Mars will have to be evacuated. GDI will try to gently land (at least to the point that there isn't a mushroom cloud or an explosion) the Asteroids in Australia where it will then get infected with Tiberium and in a month get dissolved by the TCN.
I figure tiberium seeded in a new location isnt the newer stuff but reverts to the beginning stages were sonic technology worked.

So we can exploit the beginning stages of tiberium.
 
I figure tiberium seeded in a new location isnt the newer stuff but reverts to the beginning stages were sonic technology worked.

So we can exploit the beginning stages of tiberium.
I think the Scrin used the 1st generation Tiberium because it can spread much faster by mutating plant life and releasing Tiberium spores. This makes them really good at spreading in planets with plants, while the later generations evolved better resource extraction in exchange for slower growth rates. This is why the Scrin don't just plop 4th Gen Tiberium on Earth, it would probably take 50 years for it to spread across a continent instead of it already infesting all 5 continents if it didn't have Blossom Trees to turn that Tib into airborne particles.

I mean if you take a 4th generation Tiberium crystal and put it in an asteroid, it is not going to magically transform into a 3rd generation Tiberium crystal, that is not how evolution works. Scrin can artificially make Tiberium, GDI can't and won't. Like a disease in Plague Inc. you go ham on transmission and resistance first so that once everyone is infected, then you go total organ failure.
 
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[X] +6 Underground Space & +1 Thermal Vent

Regarding orbital stuff, I'm honestly figuring that our early stuff is sort of like the early game Stellaris stuff - ie., we've maybe got early orbital habitat tech, but other than that we don't really have nearly as impressive as some of the late-game Stellaris megastructures. So, Orbital Habitats yes, Dyson Spheres, Ring Worlds, and other such megastructures no.
 
No. Again, There is a reason why tiberium is under extremely high lockdown by GDI. If it escapes, you have a grey goo scenario that will not be able to be stopped. Thankfully, tiberium can still be detected from long range, even under cloak.
 
Anyway, what is our long-term plan at the moment? To move all important infrastructure underground?
To be cadia 2. Will be the most meat grinder of meat grinders. once you step foot on our planet you're not coming off unless we allow you and if you somehow do come off our planet well you're not going to be fully intact. Hahaha. they're going to have to inevent a new mental disorder named cadia because of how much we're going to mess them up.
 
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Regarding orbital stuff, I'm honestly figuring that our early stuff is sort of like the early game Stellaris stuff - ie., we've maybe got early orbital habitat tech, but other than that we don't really have nearly as impressive as some of the late-game Stellaris megastructures. So, Orbital Habitats yes, Dyson Spheres, Ring Worlds, and other such megastructures no.
This is true for the Frontier colonies, I was going to save this tidbit for the next chapter but GDI is going to start building a Dyson Swarm in Sol. It will probably be 10% complete by ME1 and able to harness 1-2% of the Sun's light for a lot of stuff. Kugzgesagt made a really helpful plan on how to build a Dyson Swarm that is completely within GDI's ability to make.
they're going to have to event a new mental disorder named kadia because of how much we're going to mess them up.
I think Shanxi Syndrome is a much better name :V
 
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So after first contact war, do we become some sort of Shanxi System Administration Command (SSAC) which is more broad strokes of resource gathering from our orbital structures and what units (ships) we have command over. While General Williams is the planets General which from whatever traits he gained during the war being applied to the planet. Of course such a position of the solar system as well as the prestige of fending off the turians gives us some leeway in GDI command so we can order some units in bulk, not to mention being connected to the galaxy at large it be interesting few years trying to upgrade the solar system to be a hub.
 
So after first contact war, do we become some sort of Shanxi System Administration Command (SSAC) which is more broad strokes of resource gathering from our orbital structures and what units (ships) we have command over. While General Williams is the planets General which from whatever traits he gained during the war being applied to the planet. Of course such a position of the solar system as well as the prestige of fending off the turians gives us some leeway in GDI command so we can order some units in bulk, not to mention being connected to the galaxy at large it be interesting few years trying to upgrade the solar system to be a hub.
That is mostly up to you guys if you want to continue the quest, I plan on ending the quest once the peace treaty is signed and everyone shakes hands since there is very little to do at that point that I can make interesting. Other than shadow wars with STG against InOps, GDI integrating with the Galactic economy, and send a whole lot of military assets to defend the only known route to Citadel Space, very little happened to Shanxi after the war.
 
That is mostly up to you guys if you want to continue the quest, I plan on ending the quest once the peace treaty is signed and everyone shakes hands since there is very little to do at that point that I can make interesting. Other than shadow wars with STG against InOps, GDI integrating with the Galactic economy, and send a whole lot of military assets to defend the only known route to Citadel Space, very little happened to Shanxi after the war.

TBH after that point, it seems like it would be better if Williams somehow became Director-General of GDI.

Edit: Though that would depend on how the First Contact war went.
 
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That is mostly up to you guys if you want to continue the quest, I plan on ending the quest once the peace treaty is signed and everyone shakes hands since there is very little to do at that point that I can make interesting. Other than shadow wars with STG against InOps, GDI integrating with the Galactic economy, and send a whole lot of military assets to defend the only known route to Citadel Space, very little happened to Shanxi after the war.

We could do a time skip and continue with the planet's contribution to the reaper war. And you give us some broad options to decide on how it changed during those years.
 
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This is a old design brief from Vanguard Defense Enterprises(Technically Vanguard Enterprises, Defense Enterprises but that's just the old name for it). The vehicle is already designed but as for how it ended up, read on to find out.

Oh and can someone give me a name for this vehicle?
AA/AO Vehicle Design
HAVE SLING

VEDE Has decided to create a new vehicle intended for force protection against aerial and theoretically orbital threats.
The vehicle will be somewhat armored with emphasis on survivability of the crew and mobility systems.
The armor shall be sufficient against low level mortar explosions(resist a direct hit from a mortar) and nullify common AMR(anti-material rounds). There will be countermeasures against mines and other similar devices, however, it is understood that the level of protection may not suffice to fully neutralize the most common threats reliably.
The vehicle will permit addition of a wide variety of APS and addon armor to be added when needed.
The vehicle shall have a radar geared for local search, track and lockon(10-5KM unimpeded). It may also add additional systems to assist in doing so(IR, LRV(Long range visual)). The craft shall be able to fire at targets beyond it's acquisition range if it is connected to a network via an integrated datalink.
The craft shall be armed with the following systems:
  1. Laser capable of rapidly swatting targets like ultra light drones and engaging in long range take downs given time.
  2. Two Railgun systems capable of firing a mix of ammo types including Prox Fuse(see AHEAD) and APDFS.
  3. Eight missile tubes, each capable of firing a single SOM(Surface to Orbit Missile). It is also hoped that the tubes/pods can hold multiple smaller missiles(eg 2 SHORAD missiles for in atmosphere targets)
VEDE shall start work on this project immediately.
Well, the first vehicles were designed fairly early on in GDI's history(after the scrin was repelled). It was intended to act as a flexible force protection vehicle, with the possible targets being determined by how it was deployed and the missile loadout. Of course, the limited tech at the time(missile guidance laws and etc.) caused various difficulties (most notably for the missiles) for the project and GDI passed over the first designs for their force protection vehicles(especially as the stealth detectors that were on the Pitbull needed to be added on) with only a few commanders making use of the vehicle.

Of course, when it was used, the vehicle was pretty good at the job. Being able to identify targets using it's radar and datalink, it rapidly dished out damage to the enemy forces and denied them the airspace. At the same time, any cheeky enemies that tried to use ground forces to flank the vehicles had a hard time. APCs would be shredded by the APDFS rounds of the twin cannons, infantry were massacred by any rounds from the same cannon(AHEAD rounds were noted to be especially good), while tanks that failed to stay undetected could be fired upon by the vehicle's missiles. A rapid retrofit (which was made standard) allowed the vehicle to also use ATGMs (at the cost of the AAMs), allowing it to be a tank killer.

Despite the impressive performance of the vehicle, there were multiple issues. The vehicle was a well known ammo hog and early versions had problems with sustaining the laser(it was joked that the craft was armed with laser pointers(fixed in the newer versions)(also caused VEDE to add the ability to use the vehicle as a target painter(cheaply))) output. Worst of all, the missiles could be very quickly used up(at which point you had an expensive IFV with radar). This forced commanders to have to be picky with their loadouts for the vehicle.

Nowadays, GDI has accepted the vehicle as a potential craft for deployment on the field(many problems were solved and the missiles are way better and reliable than their predecessors), however it is not a cheap one. The armor is decently strong with the most reliable and efficient way to permanently kill the vehicle being either a tank, standoff weapons(ideally using stealth(this vehicle can natively(no addons) detect such groups but only at close range)), or to target one that has already taken severe damage (eg. mobility kill). Infantry weapons are near useless(except for AT style stuff) with only vehicle mounted weaponry having a decent chance against the vehicle. At the same time, The craft is still fairly limited in missile count and can not carry many long range missiles, which is still a major limitation for the craft. Reloading such missiles can take a while on the field.

On the field, everything must be cautious of the vehicle. Capable of downing all sorts of targets (including missiles) especially while it's missile load is still available, for not doing so means a quick death most of the times. Most of the times mind you. A common tactic used by Nod remnants is to remove the missiles from the equation by decoys(firing into false targets and positions), saturation attacks(have a bunch of targets that have defenses against the missiles), or detonating the missile pods(not easy and doin so doesn't kill the vehicle thanks to blowout panels but it does prevent the usage of missiles).
This vehicle is highly flexible. hen given the right missile loadout and a supporting network to cue targets, you can target anything.

AT? Light tanks can be flanked and have their rear and side armors degraded and then destroyed under a flanking attacks(not easy or recommended though, there are other vehicles that are cheaper for the same job)
Heavier ones van be targeted via AGTMs fired by the vehicle.(Note that using one of the best ATGMs, the BARB MK5(25% under the hardest scenarios) require the firing of 8 missiles in their recommended range to get a pkill of 90%~the most difficult targets(eg max countermeasures))
target y=0.1 (1-0.9pkill gives survival chance)
chance of survival=1-0.75^missiles fired (1-0.25pkill)
math works out to 8.004~ missiles
Only applies against the most difficult targets(eg missile is blinded to target and the target has the best active kill systems with rapid multiple engagement capability. Rare)
EDIT: Typos shot with twin railcannons
AA? Local protection against Tac Air or standoff weapons can be done easily.(Theoretical max of 32 SHORAD ultra light and small missiles can be fitted onto the vehicle(8 tubesX4 per tubes) although you will be sacrificing range to at most 2.5KM in that scenario.)
Drones get picked of by the laser/cannon combination
Cruise missiles can be engaged without missiles depending on the specifics(eg a Tomahawk vs one of the vehicle on a ridge looking down at the flight path)
Medium to long range? Load up the appropriate missiles and cue the targets for the vehicle via datalink because the vehicle can not lockon independently at the needed range.
AO(anti orbital)? You only get 8 shots max. Hope the target is easy or distracted. Try popping up the vehicle when the target is very close for best usage. Target kill not guaranteed but ruining their attack/plans is. Well, at least until you run out of missiles(very easy to have happen. Most targets can shoot down incoming missiles.) And don't think that you can use this like Skyshock artillery in AO mode. That will not work well for you. Oh and the missiles can really only kill landers. Everything else will just take some damage(enough to force them to call off the attack/plan for the target hit. Corvettes will need some time under damcon before they can reengage)

And of course, you will need to have sufficient missile stocks ready to reload.
One final thing: The crew will live but not everything is equally armored against attacks. You will want to have the appropriate repair facilities at hand. Repairs are not easy to do for this vehicle.
EDIT: Typos shot with twin railcannon
 
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Wondering how the hell the earlier vehicle can (attempt to) target orbital assets?
Here's how.

AOM-5 MK7
This missile is intended to act as a popup threat, causing issues for targets that are in orbit. It is a extremely lightweight and small(for it's role so don't go around trying to cram these into everything. they need to be vehicle mounted) missile that possesses a extremely long range capable of targeting enemies from LEO to GEO on Earth in a limited engagement zone(Pkill drops quickly outside the very limited zone).
It uses advanced staging design that allows for rapid exit of the atmosphere and multiple high efficiency stages to reach the target intercept zone. It then uses multiple very advanced and lightweight (3) kinetic kill interceptor to attempt a target hit.
When fired in favorable conditions on Earth(specifics depend on environmental conditions including atmosphere and gravity), the following pkills can be obtained:
  1. 90% for incoming hypersonics and ballistic threats
  2. 85% for very low orbits/extremely high altitude atmospheric targets
  3. 65% for LEO
  4. 45% for MEO
  5. 10% for High eccentricity targets and GEO
Note that these assume a excellent target track, excellent placement of the launcher, midcourse guidance from assisting platforms, and the lack of any countermeasures from the target(eg no movement, active defenses(eg laser defenses), and jamming). Performance in more degraded environments are worse.
This missile can not be used on certain planets(no atmo/ inert atmo) due to the ramjet first stage.
Well, first of all, this missile is geared for interception of targets and setting up traps for your enemy, denying them the ability to easily bombard an area. For smaller threats(hypersonics and ballistics), this missile can handle them easily(pkill of 75% under most engagements in normal scenarios(eg limited decoys)). Large targets likely have countermeasures that can defeat a limited attack from these missiles. However, even a limited attack can cause issues by forcing the enemy to spend delta-v and making them maneuver. Would be opponents that do not take heed of this missile(when used appropriately) will suffer attrition.

As for use?
Well, there is a reason why it can be used on the earlier posted vehicle. It allows a commander to spoil enemy plans and movement by ambushing them with this missile. Ideally, one would have already engaged with more effective (and therefore threatening) missiles, forcing the target/s to evade. Then a swarm of these (8 at minimum) can approach from an unexpected vector, causing the opponent to have to chose between ditching their plans or having to take damage from either the more effective missile hitting(catastrophic) or getting hit multiple times.

In the field, these need a higher level of mantience due to the advanced propulsion on multiple stages. The missile can be made ready for usage for a small amount of time(30 hrs) after which it must be rechecked and calibrated. At the same time, an accurate target track must be maintained and midcourse guidance updates must be made available for the missile until it gets close to the target engagement zone or when it has a solid lock for a while.

TLDR: Think of these as enhanced up SM-3s and use them like how the Iranians tried (and failed due to many issues) to use AAA in their air defense for the orbital defenses. Force the threat to move away, buying time or attriting them. And if they try using munitions(eg hypersonic missiles), well let's just say that those will quickly be shot down. Be annoying and set up traps. Move your launching platforms around at the same time.

PS: Older versions were much bulkier due to the limits of the launching technology. The older versions also had worse pkill as well. It is only due to recent developments that the missile even was able to get anywhere near the needed performance and reliability to be useful as a popup threat.
PS: Feel free to assign this missile to any arbitrary company.

EDIT:
I just did the math. Assuming that we are targeting a GEO target under favorable conditions, we get a pkill of approximately 0.57 with eight missiles. Off course, it is likely that the target will just fire up their GARDIAN arrays and shoot down some of them. However, depending on the specifics of the scenario, doing so may allow for some friendly action to go unmolested for the length of the engagement which is the goal of these missiles. Of course, another option is to just burn some delta v to escape the engagement zone. Doing so however cost a chunk of the delta v budget(allowing for the possibility of forcing the target to run dry theoretically) and forces the target to waste time.

As for closer targets, each missile fired decreases the survival chance of incoming threats(eg ICBMs) by a order of magnitude. Fast moving targets(say a drop ship that is not heading for the launching platform but has a trajectory that enters the possible engagement zone) at the edge of the atmosphere have a similar reduction in survival rates.

If this sort of missile was available to the US military, it would nearly completely nullify the threat of ballistic and hypersonic missiles. The only thing that would have a chance of penetrating the protection would be mass attacks(eg 500 ballistic missiles aimed at a single alone carrier strike group) that exhaust the Aegis system's ability to respond and/or complex multivector attacks with multiple methods(eg 12 cruise AShM from land, another 12 from sea, and 6 hypersonic missiles) to complicate the defense.

Of course, modern day(in this quest) threats have all sorts of penaids(better decoys, maneuvering payloads, active ECM, CIWS) that cause issues. At the same time the missile has all sorts of countermeasures against those(multiple interceptors per missile, AESA, ability to use transient remote/command guidance). The closer the target, the more likely the missile is to hit even under the same threat countermeasures(closer to burnthrough range(for ECM), better delta v, lower reaction time). Expect a degradation from 20% loss of pkill for closer targets (eg ICBMs) to 70% loss of pkill for GEO/ highly eccentric targets(active defenses and longer reaction times) against a target that is actively defending itself.
 
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Business as Usual (Turn 4)
[X] Plan CM Expansions
-[X] [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)
-[X] [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)
-[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] [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)
-[X] [EC] Build Basic Fortification (Port): 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)
-[X] [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)
-[X] [SP] Scout the Northern Mountain: Order your infantry to scout the area around the northern mountain. (Reveal areas around the Northern Mountain Region)
-[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] Upgrade (Mine 1): Upgrading existing building is a good way to increase production without using up space. (+25% Production, 50% original CM cost, -1 Power) 250 CM
-[X] Upgrade (Mine 2): Upgrading existing building is a good way to increase production without using up space. (+25% Production, 50% original CM cost, -1 Power) 250 CM
-[X] Build Biofuel Power Plant: A growing Colony needs a lot of power best to get that up and running as soon as possible. (+1 Biomass Power Plant, +20 Power, Requires 100 Wood/Turn or 150 Food/Turn, -1 Space, Costs: 800M) Lake expansion, Use Food to power
-[X] 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)
-[X] 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)
-[X] 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

2141, Fort Monteriggioni, Shanxi

Another 6 months, another meeting in the Conyard Office. There hasn't been any major issue since the colony is established thus protocol is loosened. First order of business is that in 6 months, Shanxi is about to receive it's 1st Space Station in the next shipment. When GDI started to expand to other stellar systems, Otani-Lincoln unveiled their MSC or Mobile Space Constructor. Using their experience in Pre-fab construction and MCV technology, the MSC is akin to a seed that will grow into a space station in the span of a year, so long as its fabricators are fed metals to construct modules and the like.

When the station is operational, a whole host of options will open for Shanxi, from being the Refinery of an asteroid mining operation to a naval refuelling station. The station would be under the jurisdiction of the Navy, so you don't have any say in how it is run but you are obligated to feed it resources in exchange for HighCom paying Points that can be used to improve Shanxi's garrison army. The way this is done is with a quota system, if you exceed your quotas you'll get extra points. When the next GSTs arrive with the next batch of colonists, they will put an MSC in geosynchronous orbit and ferry the first batch of materials to it. You currently have enough resources stockpiled for the MSC begin constructing Refineries and Shipyards for Mining Vessels, which the Station will use to harvest nearby carbon asteroids to make the Carbon Nanotube cable needed for the Space Elevator. Once that Elevator is established, tons of CM can be sent down as waste from Asteroid Mining to be converted to concrete in exchange for Points or Metal Ingots.

Other than the Space Station, there would also be the yearly shipment of colonists to arrive necessitating expanding our food and housing which should be simple enough to do. Lin mentioned that there are unused farmland that the locals are using to produce non-essential crops like spices and cash crops for the civilian market. Building another Conventional Farm should be enough to feed the incoming batch of immigrants comfortably. Lin also mentions that the colonist are starting to create businesses of their own so expect the Employed population to start growing as more and more people are hired by private businesses.

There is also that Prothean Ruin in the North Mountain that needs a Lab built to house the archaeologist and their tools. Last thing to discuss is the plan to construct a Tunnel Network system in case of an invasion, Strongarm mentioned that we would need 3 Tunnel Excavators digging for an entire year to make, but it should be doable. Once the Network is established, additional features like hidden orbital defences, vehicle elevators, and much more can be added in to improve its capabilities further.

New Objectives Received

Overall the colony is developing at a steady pace and should be fully up and running for the next wave of colonization.

-[X] [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 Belhae)
-[X] [IR] Patrol Perimeter (Lake Town): 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 Town)
-[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)

"1st Battalion was assigned patrol duty on Port Belhae, they also have a secondary job of keeping an eye on the engineers while they build up our passive defences, aka walls and bunker. Things got interesting when one of the engineers found a nest of a dozen worms the size of a human thigh with teeth." Jackson gave a brief summary of the incident report. "The nearest Riflemen, Oleg Petrovsky, saved the engineer by dragging him out of the hole and throwing a grenade in the worm nest. He also unloaded his full mag into the nest to make sure none of them are alive."

"We believe the Worms to be hibernating, but the construction and digging up their nest agitated and woke them up. It is most likely that they live a majority of their lives underground and only come to the surface to hibernate together to both preserve body heat and for safety in numbers. A study of the nest and the remains found dozens of passageways that could be used to drain any water that might have entered the nest, giving a way to drain the nest in case there is a lot of rain. We likely never encountered them before is because we haven't dug that deep into the soil during the winter, since most of the planting was done in spring and fall, the both of us missed each other most of the time. Once winter is over, they likely go their separate ways and feed on other organism deeper underground." Liang's assessment explains why this had never come up before.

"2nd Battalion was notified and ordered to let the farmers know what is hiding under their feet. Other than the usual Terrorwolves trying to a bite out of our colonists, nothing eventful happened. 3rd Battalion was assigned to protect the Prospecting team, they encountered a herd of grazing herbivores that looks like Earth goats the size of Bison but have thin spikes on their necks and backs like a porcupine. It is fairly territorial but the team kept their distance and the herd continued to graze in the area, other than that, same old same old. Strongarm got the report on what the Zoners found, she'll handle the rest." Jackson closed his report before returning to his seat.

Wildlife Attack Roll Negated, Rockworm Hazard identified, & Quillgoat herd identified

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

"Last but not least, the Snipers we sent to explore the North. What did they find?"

Jackson uploaded an updated map of the North and as expected is surrounded by mountains "Mountains, Mountains as far as the eye can see. Well not literally, Liang mentioned that we are living next to a convergent plate boundary, where 2 continental tectonic plates are crashing into each other, forming the mountains. It is likely that on the other side of the mountains are flat land but until we get aircraft I doubt we can reach there. Tunnelling a route through the mountains would take a year at least so I saw we don't bother going further North until we have an Airfield up and running."

Far North Area Scouted, Shanxi Map Updated

-[X] [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)
Roll: 65

Strongarm stood up from her seat and uploaded a holographic map to the primary projector. "Right, The Zoners explored the Lava Tube west of Belhae, it lead to a cave system with a Geyser." The map zooms in on the lava tube and ending in a small hollow cave where a holographic geyser can be seen.

"The cave system can be expanded with a lot of Tunnel Excavators but it is filled with toxic gas from the geyser. The cave air would need to be filtered and the geyser sealed before it would be habitable. But the geyser itself can be used to set up a Geothermal Plant without having to wait months for an Excavator to drill down to the optimal depth so we can get a plant built in half a year instead of a full year anywhere else. Once we have a Plant up and running, we'll be able to power more energy intensive equipment like Shields and set up a proper centralized energy grid."

+6 Underground Space & 1 Thermal Vent in Western Mountains

-[X] [EC] Build Basic Fortification (Port): 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)
-[X] [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)

"Next up on the list, the Bunkers and Walls on Port finished right on schedule, other than the worm scare, no other issue came up. Here are the Prospectors' results from their survey of the Hills, a whole lot of Iron and a possible Limestone Quarry that could be mined for a lot of Construction Material. I recommend plopping a Quarry there stat."

Copper 1: DC 20 = 14 = Not Found
Copper 2: DC 25 = 3 = Not Found
Copper 3: DC 25 = 31 = Small Deposit
Tin-Tungsten: DC 30 = 9 = Not Found
Iron 1: DC 25 = 100 = Huge Deposit Crit
Iron 2: DC 35 = 67 = Medium Deposit
Iron 3: DC 35 = 35 = Small Deposit
Silver: DC 60 = 45 = Not Found
Gold: DC 75 = 6 = Not Found
Heavy Metals: DC 90 = 75 = Not Found
Bonus Roll: 6 = Quarry Rocks = Large CM Boost

"I predict that the Hills would be a good place for the unemployed colonist to find work, but it does mean that they will need protection from the wildlife too. The North Mountains don't really need it since all of their work is done indoors or underground and the workers travel in a convoy of cars so they are fairly well protected on the way to work. The Hills on the other hand will have to use an open top mine and quarry which opens the possibility of an animal attack down the line if nothing is done. I recommend some Watchtowers on the Hills should keep it secure so long as they are supplied with Power or train and station some Militias to protect them."

Walls and Bunkers Added to Port Belhae (+60 DC for enemy attack rolls) & New Construction Options

-[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] Upgrade (Mine 1): Upgrading existing building is a good way to increase production without using up space. (+25% Production, 50% original CM cost, -1 Power) 250 CM
-[X] Upgrade (Mine 2): Upgrading existing building is a good way to increase production without using up space. (+25% Production, 50% original CM cost, -1 Power) 250 CM
-[X] Build Biofuel Power Plant: A growing Colony needs a lot of power best to get that up and running as soon as possible. (+1 Biomass Power Plant, +20 Power, Requires 100 Wood/Turn or 150 Food/Turn, -1 Space, Costs: 800M) Lake expansion, Use Food to power

"Alright, what's the progress on our other projects?"

"All done right on schedule, the new Mine is working as expected, the old mines received their new equipment resulting in increased output, and the Biofuel Plant is supplying more than enough energy for Lake Town. With Lake Town having its own power supply, the colonist will start to open their own businesses soon"

Construction Complete & Unemployed colonists will decrease overtime as they find work in the civilian economy +1 Employed/Turn

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)

"The Factory completed the order for the Tunnel Excavator and is currently running final checks to make sure everything is where it should be. It'll be ready to start digging sometime tomorrow. We'll need a 2nd TE and 18 months to build a rudimentary Tunnel Network system for Shanxi upgrades could be added in once the basic frame is in place."

Tunnel Excavator complete, requires 2 TEs to unlock Tunnel Network Construction.

-[X] 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)

"How's the Sonic research coming along Doctor?"

"I have submitted several plans to make use of our old sonic technology, from Sonic Fencing to deter animals to Sonic Grenades. I think that now would be an excellent time to build a 2nd Tech Lab, we are going to need more people and a 2nd facility to burn through all of the research material we have acquired."

Sonic Technology Obtained

-[X] 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
Roll: 64

"Last but not least, Lin and I managed to get the License to produce Exo suit Engineers and general Engineering equipment from Bray Tech. Took a while but they sent us the schematics for their standard Engineering equipment. It costs us a bit, but it should be worth the cost in the long run."

Engineer and Exo-Suit Engineer Training Available, -100 Points

Random Event: 48

Nothing interesting happened

"And, that about covers everything that happened for the past 6 months. Now we should discuss what to do for the rest of the year."

- Port Balhae (27/31 Surface Space, 0/4 Underground Space, 11/15 Power, 15/20 Population, 15/15 Employed (7 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, +1 Factory Action, -2 Power, -2 Space)
-- Power Line (Port Belhae to North Mountain)
-- Basic Fortifications (Walls, Barbed Wire, & Bunkers, +60DC to Enemy Attack Rolls)
-- Tunnel Excavator (1x, +4 Underground Space/Turn)

- Lake (10/40 Surface Space, 3/20 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)
-- Biofuel Power Plant (1x, +20 Power, 150 Food/Turn, -1 Space)

- North Mountain (2/10 Surface Space, 13/15 Power, 7/0 Population (From Port Belhae), 7/7 Employed 3/3 Mine Capacity)
-- Mine (2x, 2 Population, +300 Ores, +500CM)
-- Mine L2 (2x, 2 Population, +375 Ores, +625CM)
-- 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)

- Western Mountains (0/15 Surface Space, 0/6 Underground Space, 0/0 Power, 0/0 Population, 0/3 Mine Capacity)
-- Thermal Vent

Construction Materials: 200 + 800 (Wood) + 1750 (Mines) = 2750 CM
Points: 730 – 100 = 630
Employed: 19/35 (+4 Employed/Turn)
Food: 2700 – 1750 – 150 (Power Plant) = 800 Food (1 Pop = -50 Food/Turn)

North Mines (300 : (ntotal deposits)) x (Mine Levels)(Individual Metal Deposits) = Ore : 2 = Ingots
Copper: 13.7 x 3.5(3+1+3) = 335,6 Ore = 168 Ingots
Iron: 13.7 x 3.5(3+2+3) = 383,6 Ore = 192 Ingots
Tungsten: 13.7 x 3.5(3) = 143,8 Ore = 72 Ingots
Silver: 13.7 x 3.5(3) = 143,8 Ore = 72 Ingots
Palladium: 13.7 x 3.5(1) = 47,9 Ore = 24 Ingots

Warehouse: 917.7/ 2000
Wood: Converted to CM

Copper: 311 Ingots
Iron: 347 Ingots
Tungsten: 108.5 Ingots
Silver: 113.5 Ingots
Palladium: 37.7

Primary Objective:
- Build 1 Archaeology Lab by Turn 5
- (NEW) Generate 3500 Food/Turn by Turn 5
- (NEW) Stockpile 200 Copper Ingots, 300 Iron Ingots, & 50 Silver by Turn 5 (3000 Points)
- (NEW) Build Housing Complex by Turn 5
- (NEW) Build Tunnel Network System

Secondary Objective:
- (NEW) Build Quarry in Eastern Hills
- (NEW) Construct 3 Tunnel Excavators to Unlock Tunnel Network Construction
- (NEW) Stockpile 300 Copper Ingots, 400 Iron Ingots, & 70 Silver by Turn 5 (4000 Points)

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 while the Regular Infantry can do other tasks.

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. (1 Infantry Regiment = 3 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 (...): Order your infantry to scout the area. (Reveal areas around the Region)

[] [IR] 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:


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 (...): Order your infantry to scout the area. (Reveal areas around the Region)

[] [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)

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

(NEW) [] [EC] Train New Engineering Corp: With Bray Tech's Engineering Equipment now available to you, you can train the local recruits to become new Military Engineers. (Recruit 2nd Engineering Corp, Costs 50 M, 2 Turns)

(NEW) [] [EC] Train Exo-Suit Engineers: With Bray Tech's Nano-fabricator, the humble Engineer can become a very versatile tool in on the battlefield. From building a Turrets and deploying infantry cover in seconds to providing vehicle repairs in the middle of a fight. (Recruit 1st Field Engineer Corp, Costs: 100M, 5 Iron Ingots, & 1 Silver Ingot, 2 Turns)

[] [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 (...): Order your infantry to scout the area. (Reveal areas around the Region)

[] [SP] Write-In:


(NEW) 1st Tunnel Excavator: Created to quickly dig an underground space, the Tunnel Excavator is an essential tool in creating a Tunnel Network quickly on a Frontier Colony. (1 Action)

[] [TE] Expand Underground Space (...): Send the Tunnel Excavator to start digging an underground section in a specific settlement.


Construction Options: With the colony expanding faster and faster, more Materials are needed to sustain that growth, a Quarry in the Eastern Hills would provide a significant boost to our Materials budget, while making more Tunnel Excavators are required to build an Underground Network that has been planned since the colony's founding. (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, -1 Space, Costs: 750 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 CM)

[] 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 CM)

(NEW) [] Build Quarry: The Prospecting Team found a Limestone Quarry in the Eastern Hills, a Quarry could be built to harvest that Limestone and convert it into concrete resulting in a large boost in Construction Material. (+1 Quarry, Requires 2 Population, +1000 CM/Turn, Costs 500 CM)

[] 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)

[] 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)

[] 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)

[] 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)

[] 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 powered 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)

(NEW) [] Build Sonic Fencing: Initially created to stop the spread of Tiberium, with slight modifications it can deter local Wildlife. (+1 Sonic Fencing, -2 Power, Negate Wildlife Attack Roll, Costs: 500)

[] 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, +40 DC to Hostile Attack Rolls, Costs: 1200 M)

[] 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)

[] 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 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 / 1 Thermal Vent, -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)

[] 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)


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: Created to quickly dig an underground space, the Tunnel Excavator is an essential tool in creating a Tunnel Network quickly on a Frontier Colony. (+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 a 2nd Lab to have more people work through the backlog. (1 Action)

[] 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

[] 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:

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AN: Sorry for the long wait, Job hunting did not work out for me so I am currently practicing baking at home with my tiny oven and maybe selling the bread online once I know what I'm doing, but its gonna eat up a lot of my time and the main reason this update was soo slow. It was 95% done for a week but had never found the drive to finish it but finally found the time so here you go.

In other news, I am buffing the Hydroponics to only need 1 Space and costs 250M less. You can build the Quarry on the Eastern Hills for 1k CM/Turn but you'll need to protect it with something but you have a lot of options, from Colonial Militia, to the new Sonic Fences, to plain old Watchtowers. You also need 2 Tunnel Excavators to be able to start making the Tunnel Network and it will take 3 Turns to finish since I am considering putting it in a megaproject category. You also get new Objectives, the Food and Housing is to prepare for the next shipment of 25 Pop Colonists.

1 Day Moratorium
 
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Those deployable ME shields got me thinking of halo.



I think it would be a rather handy one time consumable for most units in the field to tank a hit that would otherwise wipe out a whole platoon.
 
Just a question, but what does the 'Scout Northern Mountains' action do now that we've scouted them once already?
 
Those deployable ME shields got me thinking of halo.
Its more like deployable chest high walls like Rainbow 6 Siege but ME shield instead of metal.
Just a question, but what does the 'Scout Northern Mountains' action do now that we've scouted them once already?
Most likely me forgetting to edit that out.
Edit: Alright, I changed the all scouting actions to this

[] [..] Scout the (...): Order your infantry to scout the area. (Reveal areas around the Region)

All you need to do is insert the region you want scouted.
 
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