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 .
kinda like the bubble shield, better protection from explosion damage.
I never said that you can't make a Bubble shield version, just that the ones found is a Deployable Cover Shield which can stay active for hours and tank a lot of punishment. You'll need to research the Deployable Shield and then research a Bubble Shield if you want Bubble Shields.
 
Still though a fairly good turn I'd say still we need probably increase the excavators to expand the tunnel network and build a power plant on that thermal bet.

Also those sonic fences would be useful since it free's up two infantry companies for other duties.
 
Shi. Any way we can get GPR(ground penetrating radar)? That stuff is usded when looking for things like oil deosits and can be very useful in finding such caves.
I wonder if we can create 2 more excavators...
(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)
OOh I want that~ That could seriously speed up expansion.
(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)
And a way to reduce the demands on our infantry.

OK: A view on the new stuff.
1st Infantry Regiment: Nothing.
1st Zone Battalion: Nothing
1st Engineer Corps:
(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)
Useful for us...
First gives us an duplicate, second gives us a unit that can be deployed later. on the frontlines. Both are a commitment though.
1st Sniper Platoon: Nothing
1st Tunnel Excavator: Either use to add space or in construction. Noted.

Construction:
[] 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)
Get at least one of these. We'll need it for the next wave.
(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)
[] 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)
If we can do it underground, this will prevent a simple loss of power from orbital attacks.
(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)
I want. This would help decrease the need for further CM generation by a bit.

Cheap fortification, does not give us defense against hostile attackers.
Factory: Nothing
Lab:
[] 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. – []
Yeah, we want at least one more lab before we tackle this. Another one if we want Vanguard Design Action.

Overall, a bunch of stuff on our plate. None of it is too hard but we need to start allocating resources and rolls. We also need to start thinking about training up new units and fortifications(moving stuff under ground). Right now would be a bit too soon but by the end of the next two turns, we'll need to get things started. At the minimum, we'll need to factor in the loss of actions due to the units being used to train other units.
 
Stockpile 200 Copper Ingots, 300 Iron Ingots, & 50 Silver by Turn 5 (3000 Points)
Copper: 311 Ingots
Iron: 347 Ingots
Tungsten: 108.5 Ingots
Silver: 113.5 Ingots
Palladium: 37.7

Just checking but it looks like we hit one of the objectives already

Also the question is do we want the archeology lab this turn or next turn as that makes a big deal at 1500 CM in what we can build. As is we are able to have a housing complex and potentially farms bought via points at the end of this turn.

Build Plan Archeology:
[] 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) (Port Belhae)
[] 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) (Port Belhae)
[] 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)

2500/2750


Build Plan CM Train has no breaks
[] 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 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) (Lake)
[] 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) x3 (Western Mountain)

2500/2750

Sonic Fencing frees up 1 infantry action and uses the last of the power in the port (2 is being sent to run the upgraded mines). Quarry at +1k CM a turn is a big boost in income (that alone puts us at 3750 next turn) the 2nd plan puts off the archeology lab until next turn in exchange for 3 mines that add another 1500 CM income (taking us to 5250 CM income in total)

With CM train has no breaks next turn 5 would be:
Archeology Lab-1500
Sonic Fencing (Lake) 500
Farm x2 (Lake) 1000
3000/5250- remaining 2250 is to hit objectives
Requisition (??? points/500 space)
Housing 100/150 (finishes primary objective and provides space for new colonists)

Edit- swapped to farm as we need 1 farm this turn to have the food to support the 25 colonists coming in. Housing can be done with the requisition though


Edit 2-
Current thoughts:

Military (150 CM spent)
[] [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] 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] Scout the (Western Mountain Range): Order your infantry to scout the area. (Reveal areas around the Region)
[] [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)
[] [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)
[] [SP] Scout the (North Western Mountain Range): Order your infantry to scout the area. (Reveal areas around the Region)
[] [TE] Expand Underground Space (Western Mountains): Send the Tunnel Excavator to start digging an underground section in a specific settlement.

Infantry keeps our 2 spots safe, and trains some militia to garrison the Eastern Hills, Zone and Snipers start poking around the Western Mountain Range to get an idea what borders what will be an important spot with the thermal vent we found there. Engineers train a new unit of engineers and field engineers while we find more prospect sites.

Construction(5/6) (2500 CM spent)
[] 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 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) (Lake)
[] 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) x3 (Western Mountain)

All the CM income- archeology lab next turn, housing complex through requisition at end of this turn, the 1 farm gives us enough food for the incoming 25 colonists

Factory (1/1)
[] 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)

We need 2 to do tunnel networks so lets get that up and rolling

Research (1/1)
[] 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)

We can do energy shield research the turn we build the thermal generator as we cant really use it before then, laser tech also opens up anti-wildlife options so lets see what those are

2650/2750 CM spent, 100 CM left over, new CM income: 5,250 gives us 5,350 to spend next turn

Requisition:
Housing Complex 150 Space - needed to house incoming colonists (we have 5 spots open, this gets us 20 more)
 
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Shi. Any way we can get GPR(ground penetrating radar)? That stuff is usded when looking for things like oil deosits and can be very useful in finding such caves.
Your Engineers on Prospecting duty carry them, the guys constructing bunkers and walls didn't think they'd need them, I mean why would they? Now that they know it isn't as safe as they would like, they start to have someone carry them whenever they have a construction project.
I wonder if we can create 2 more excavators...
You can, as it would speed up construction of the network by 50%, so it would eat a Turn out of the construction time.
If we can do it underground, this will prevent a simple loss of power from orbital attacks.
GDI has been using underground power lines since 1st Tib War since there overhead power lines in any of the Tiberium games. After 100 years I doubt they'd return to overhead power lines. GDI most likely have an automated vehicle digger to dig small trenches for the power lines.

Just checking but it looks like we hit one of the objectives already
Great, just make sure it stays there until Turn 5.

For the Archaeology lab, you could just buy 3 Mining Equipment with the excess heavy metal ingots you currently don't have a use for, to get both the the lab and the mines running next turn.
 
Great, just make sure it stays there until Turn 5.

For the Archaeology lab, you could just buy 3 Mining Equipment with the excess heavy metal ingots you currently don't have a use for, to get both the the lab and the mines running next turn.
Are you talking about turning palladium ingots into CM? As is my impression was we would want to sell some of our ingots for more points in the requisition phase (any chance we can see what our point total and what the req options are so we can plan on how many ingots we can convert to CM as opposed to points?)
 
Are you talking about turning palladium ingots into CM? As is my impression was we would want to sell some of our ingots for more points in the requisition phase (any chance we can see what our point total and what the req options are so we can plan on how many ingots we can convert to CM as opposed to points?)
No, you are right in selling your palladium ingots for points in the Req Phase, I meant using those points you get from selling the ingots to buy Mines. Your total points are in the Colony Assets tab and you can look at the previous Req Phase for the list.
 
No, you are right in selling your palladium ingots for points in the Req Phase, I meant using those points you get from selling the ingots to buy Mines. Your total points are in the Colony Assets tab and you can look at the previous Req Phase for the list.
Right but the space thing is a bigger issue. As it is housing complex and refinery are better to be grabbed through points, we can also grab a power source via point as well to better set us up. Though for the coming requisition is there going to be new options or will the options stay the same (like would tech lab be added onto the new requisition?)
 
Though for the coming requisition is there going to be new options or will the options stay the same (like would tech lab be added onto the new requisition?)
I thought I added Tech Lab to the Req list. Your only new option that I remember is the Thorium Power Core for a Thorium Power Plant. After that you'll get access to Orbital Stuff once your Space Station is completed. I'll add a "Spoiler: Locked Options" at the bottom of the next Req Phase, which is directly after this, to let you know ahead of time what to expect later down the line. Remind me if I forgot something else.
 
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Only the 4 green tiles at the top which are basically more mountains. The North is basically the Himalayas so lots of mountains.

I'm liking how things are going so far, but the fact that we have no airborne scouting whatsoever is really becoming an issue. These mountains are killing us and Zone Troopers only have so much mobility. How soon can we put in for a squadron of Orcas? If not then I really think that in the next turn we need to put in research for a long-range aerial drone or try and contact a corporation who can set us up with an equivalent, even if its just a relatively rugged and reliable civilian model aircraft that we can retrofit. What are the odds of success on that kind of action? It doesn't have to be to complex, just something we can point in a direction and say "go scout and try not to die".
 
AA/AO Vehicle Design
Finally had the time to read and think this through. I am guessing this is a Tunguska style vehicle with a laser, dual railguns, and missile pods? I don't think an IFV sized vehicle is big enough to have all of those weapons crammed in there. For one thing you'd need a beefy power plant to power the lasers, railguns, sensors, and propulsion carrying all of that. Mastodon sized vehicles are probably the way to go, with the extra space, you could increase the number of missiles to 24, install a more powerful laser ADS, and have more space for ammo on the Railguns.

Titan / Juggernaut / Mammoth sized could work as well but with your original specifications.
 
I'm liking how things are going so far, but the fact that we have no airborne scouting whatsoever is really becoming an issue. These mountains are killing us and Zone Troopers only have so much mobility. How soon can we put in for a squadron of Orcas? If not then I really think that in the next turn we need to put in research for a long-range aerial drone or try and contact a corporation who can set us up with an equivalent, even if its just a relatively rugged and reliable civilian model aircraft that we can retrofit. What are the odds of success on that kind of action? It doesn't have to be to complex, just something we can point in a direction and say "go scout and try not to die".
You have 2 options on the Orcas, build an Airfield and the use an Airfield Action to build Orcas or Build a Support Airfield and Buy Orcas in the Req Phase. Aerial Drones the size of laptops can be made in the Factory but also requires an Airfield, mostly to transmit the control signal to remote control them at long ranges. Drone Swarms can be assigned to Infantry squads but they have to stay close or else they will lose the signal if they fly a kilometer away from the operator and their portable transmitter (They can be set to patrol waypoints without needing constant operator supervision). If you want Predator or Global Hawk sized Drones you need an Airfield. Also thanks for reminding me that you guys have Drone tech now.
 
if we could get camouflage watchtowers like hunters use in our world we would be much better at anti rodent and hostile wildlife as they can not see shot coming they also great early warning systems and fairly cheap on man power in real life to support so all round good investment but not best to hold an area compared to bunkers
 
What's your opinion on watchtowers as it seems like we need one?
if we could get camouflage watchtowers like hunters use in our world we would be much better at anti rodent and hostile wildlife as they can not see shot coming they also great early warning systems and fairly cheap on man power in real life to support so all round good investment but not best to hold an area compared to bunkers
Watchtowers here are like the C&C3 GDI Watchtowers which are just towers with automated machine guns with advanced sensors provide both stealth detection and incredible accuracy.
 
Watchtowers here are like the C&C3 GDI Watchtowers which are just towers with automated machine guns with advanced sensors provide both stealth detection and incredible accuracy.
That's not quite my intention, but the additional information is helpful.
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."
I meant actually building towers on the recommendation of our advisors so we don't need the troops to guard people.
 
What's your opinion on watchtowers as it seems like we need one?
Sonic Fences are cheaper power wise and CM and until then I feel like the militia and 3 IR can cover as is. Right now focusing on spending CM on CM income and special buildings like labs to spool up

Edit- at 1200 CM and -5 power we generally have better things to spend CM on, in this case we can get 2 sonic fences for 1000 CM and 4 power and even those I am willing to put off until turn 5 or 6
 
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