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 .
I'd feel like that is a bit of a cop-out for this story, the whole point of the Citadel seems to be to create a chokepoint for the Reapers to overwhelm. They'll have all these species in one place at one time to be gone through with a fine-tooth comb.
The Citadel could still act as a chokepoint and slowly indoctrinate its inhabitants to make it easier for them to jump right up to the center of galactic government.
Not to mention it seems the Citadel Council for whatever reason felt like storing their most vital secrets on the mainframe of the Citadel itself
I figured that the Archive is for public record keeping like the US National Archive. Each race would have their own much more confidential archive, but the ones on the Citadel are mostly the stuff that the other races feel comfortable sharing to those with high enough clearance.
It also helps that GDI has had experience with Nod using mind-control technology
Do you mean Rage tech? I can see where you are going and while Nod's Rage generator has been made obsolete since it isn't present in C&C4, most likely GDI developed ways to block the Rage Gen's energy or got Nod's own way to prevent their own armies from going berzerk. Scrin Mind Control is another thing entirely, while the Rage gen is like a hammer, the Scrin's MC is like a Rapier, precise and more versatile. GDI haven't found a way to directly counter that yet other than pure force of will developed in Commando training and being inside Epic units. But Scrin MC is different from InDoc, Scrin have an individual actively controlling while the Reapers sort of hypnotize its prey similar to Yuri's Psychic Beacon but more permanent. They are not the same.
Kind makes me wish mutants were still active then this would of been easier to handle.
Easier how? Mutants can be Mind controlled and Raged in C&C3 similar to regular humans.
 
Aye but they had there own way to read minds from what I recall. Would of been useful.
Is this from mods? I think we talked about how involved non-canon sources are. Canon material takes precedent and for non-canon material to be included I need a very good lore reason for them to be there.
 
Council's Political Priority and Motivation
Mind you, the complete unreasonableness of the Council depend a bit on what the Councils real job is, according to the current councilors:

If the councils main job is to protect the Council race populations from trouble - then they are already failing horribly and have failed horribly for hundreds of years, ref. Batarians & Quarians. So either the Council is completely inept, the Council are effectively powerless figureheads, or they repeatedly drop the ball for other reasons. Other reasons could be: This is not actually the Councils main job according to the Councilors.

If the Councils main job is to keep the three council races on top of the hill come hell or high water, then the Quarians very much make sense. They were too powerful, a potential rival, but are now a resource politically instead: The minor races need the threat of the Council fleet to avoid the Quarians squatting in their systems.The Batarian situation also makes sense, as national rulers are not the ones picked up on the fringes by slavers, and if it happens? Send in the special forces and/or a spectre. And again, the Batarian is a nice "think about what might happen if you leave the protection of the Council" situation that makes the Council look good - both as protectors and in comparison.

If we then take for granted that the Councils main job is to keep Council Supremacy, then the unreasonableness is basically "it would cost us politically if you are right, and therefore you are not right". As evidence builds up, they have already stated Reapers don't exist, and going back on that and admit being wrong would make the whole thing worse for the Council. The whole thing becomes a political problem where it's cheaper politically to sweep it under the rug.

Is this a good way to lead? No. Is it a good way to keep political power? Yes, as long as people in general don't actually realize their main goal is political power, gained and kept at significant cost to those they lead. And even then it can be spun. Ref: Real world.
 
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Hi was bored and wanted to post an omake. Yes, this is an omake that has very similar copies elsewhere in the questing forum on both SV and SB. Deal with it:p.
Anyways, this is supposed to be the sort of thing that you might see if you are in GDI along with the more conventional artillery force.


Oh and: Please comment. It helps me write better omakes.

NOTE: This is speculation and I am not an expert. I have only the assistance of the internet to help me here.

Enhanced Proximity Radio Fuse
1-Introduction
The proximity fuse is an old but highly potent force multiplier for the modern day military. Originally created in the second World War, it proved vital in helping to fend off dedicated aerial attacks and drastically enhanced the effectiveness of artillery barrages for the Allied forces. However, due to the small footprint requirement and the drastic forces and jerk that the fuses would be under; the proximity fuse has been a simple affair. A common design is as follows:
  1. Shock from launch breaks a ampule
  2. Fluid from ampule enables a short duration chemical battery to activate
  3. A small signal generator set by design to an appropriate frequency(determined by physics) starts creating a signal
  4. An antenna broadcasts the signal out.
  5. An antenna receives the returned signal.
  6. A simplistic bandpass filter is used in conjunction with signal strength to determine proximity.
  7. When both the bandpass filter and signal strength is sufficient, a detonation signal is sent to the payload.
While this system is highly reliable, cheap, and effective at it's job there are problems with such simple designs. Most notably, the entire design is extraordinarily vulnerable to ECM. This article will cover advances in ECCM enhanced radio proximity fuses.
2-The problem
The main issue of the proximity fuse is the limited resources. The fuse must be small, resistant to the stresses of which it may be under, and meet the required military specifications regarding it's resistance to environmental exposure. This forces a design with minimal complexity and power drain. Both features make it difficult to implement an effective ECCM system.
3-The threats
Let us take a look at the entire system. While the specifics of the fuse may be unknown to our adversary, there are some known characteristics. First, the frequency range is well known. Higher frequency bands require more power, draining the very limited battery even faster. At the same time, lower frequencies run into the issue of physics. The wavelength determines the general "closeness" of the proximity fuse's detonation. Longer wavelengths makes the detection of range more difficult after a certain point. These limits confine the possible frequency space, making it easier for a ECM system to degrade the proximity fuse's effectiveness.

Secondly there is a limited amount of power that can be supplied to the fuse for it's broadcast power. Let us take a look at the issue here. The radio proximity fuse can not rely on external emitters for it's signals and must generate it's own and analyze the return. This creates a very familiar situation for those in the EWAR community. We can model the effective power of the fuse by applying some basic physics regarding the signal strength. First the signal must reach our target. The effective signal strength at that point can be modeled by the inverse square law. However, the fuse does not see that signal. It only sees the return. Modeling the return as the target emitting the same signal but at a lower power(as determined by the inverse square law as mentioned earlier), we apply the inverse square law again. This means that the effective power of the fuse suffers from a reduction of 1/range^4. Compare this to the situation for our ECM source. It only has to radiate towards the fuse. That means that we only care about the directly applied power and do not care about the return bounce. The effective power of the ECM system will be impacted by the inverse square law one time.

A comparison of the power attenuations of both sides quickly show that the ECM system has the advantage. This is very bad given that the power of the proximity fuse's emissions is already very limited. Combine this mismatch with the sheer relative power that even man portable ECM systems have and we have a difficult ECCM situation.
4-Possible solutions
However, not all hope is lost. While the math and limitations of the situation does make it so that proximity fuses will always remain unreliable due to ECM, we can apply a wide variety of countermeasures to degrade hostile ECM performance and salvage a great deal of effectiveness. Given how potent proximity fuses can be, even a semi reliable one can still be a potent advantage.

We have four synergistic possible solutions:
  1. Signal modulation
  2. Power
  3. Signal processing
  4. Diversity
Let us take a look at all four.
Signal modulation includes things like modifying frequencies, using pulses to bump up effective power per pulse and other similar methods.
Power simply involves increasing radiated power and/or careful design that increases effective power(antenna).
Signal processing permits the rejection of false information.
Diversity simply seeks to overwhelm the ECM system with multiple agile systems, forcing it to have to distribute it's power and decreasing it's innate advantage against the fuse.

All four methods forces increases in complexity. This increase has forced the possible solutions out to basic implementations that leave a great deal of potential ECCM performance simply unreachable back in the day. However, advances in embedded digital signal processing has allowed for a far greater level of ECCM to be included cheaply and reliably into the radio proximity fuse.
 
Requisition Order 2
[X] Plan CM Train has no Brakes
Military (150 CM spent)
-[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] 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)
-[X] [ZB] Scout the (Western Mountain Range): Order your infantry to scout the area. (Reveal areas around the Region)
-[X] [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)
-[X] [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)
-[X] [SP] Patrol Perimeter (Quarry): 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 Quarry
-[X] [TE] Expand Underground Space (Western Mountains): Send the Tunnel Excavator to start digging an underground section in a specific settlement.

Construction(5/6) (2500 CM spent)
-[X] 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)
-[X] Build Conventional Farm: While the colony have a store of rations that can last for a year, getting locally produced food will be essential to long term survival. Creating conventional farms can is a fairly cheap source of food, however it may be vulnerable to pests or weather that will damage the yield. The advantage is that it is fairly easy to make and expand. (+1 Conventional Farm, Requires 2 Population, +500 Food/Year, -3 Space, Costs: 500 M) (Lake)
-[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 CM) x3 (Western Mountain)
Factory (1/1)
-[X] 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)
Research (1/1)
-[X] Laser Tech: While you won't be able to make your own Obelisk of Light since there isn't any blueprints for it, you do have access to Laser based upgrades to your equipment from Laser Rifles to Laser Countermeasures for your vehicles. You will likely need to research how to make large lasers yourself or get the clearance necessary to access Large-scale Laser technology. (Unlocks Laser Small Arms, Laser Countermeasures, Laser Slingshot, Laser Cannons, Laser Turrets, Laser Fences, & Advanced Laser Tech Research)

With the final orders discussed all that is left for today is to send a progress report back to HQ along with this year's requisition list. A lot of stuff is going to happen on this year's shipment. First is that Shanxi has been sent a Heavy Armament License which enables Shanxi from manufacturing and obtaining GDI's more advanced hardware.

Getting that License is similar to getting a Firearm License for an assault rifle, it is just that it costs 8000 points to pay for it. But with the discovery of the Prothean ruins, Shanxi has been bumped up in level of importance, so much so that HQ waived the cost of the License allowing Shanxi access to GDI's more advanced ground combat vehicles for better protection. From the latest Mammoth Tanks to the various Walkers in service, of course we still need to build the factories to make them or pay for it to be delivered in a shipment.

Next bit of news is that Shanxi is going to have its first Space Station in the next shipment. It will need to be fed raw materials but it should open up various options for Shanxi once the Space Elevator is completed. Like a space port that allows for civilian trade and immigration.

"Alright, we are almost done for today, last order of business is to figure out if we need anything requisitioned."

Jackson was the first to speak up, "Well, I wouldn't mind some more infantry to cover all our cities. A Hunter Battalion would be nice to have, to help patrol both of our settlements while the boots do something else. Thanks to the Heavy Armament License we can now have access to Wolverines as an alternative for our patrol vehicle. It will be much more expensive but its modular arms and equipment packages can be extremely useful especially with Shanxi's mountainous terrain. R&D haven't made jump pack equipped Wolverines yet so we'll have to settle for a Grappling Hook module on them to provide the needed mobility when traversing mountains."

"We should also buy a Prefab Archaeology Lab," West said. "Since the Prothean Archaeology team is due to arrive this shipment and we decided that we aren't going to build that Lab locally, we have to buy a Prefab Lab and install several solar panels so the scientists can store their equipment and get started as soon as possible."

"I would also like to have a 2nd Lab to double our research speed; the extra scientists should help in processing through our backlog of research much faster." Liang mentioned.

"I'm would be much happier to have more resources to work with so that the Space Station can get to work as soon as possible. But we do have enough materials stockpiled that it shouldn't be a problem." Strongarm gave her thoughts on the matter.

"We currently have a lot of our population currently unemployed. A lot of them work part time helping the farms and mine, but a majority are making their own businesses at Lake Town from barber shops to restaurants. But with the next wave of immigrants, I would feel much more comfortable if more jobs are available for the colonist with opening more mines, lumber yard, or farms."

"Alright, here's what we'll buy..."

- 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, 11/20 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

400 Spare Points + 1000 Allowance Points = 1400 Points
Incoming 20 Population
Points/Space= 1400/500

[] Construction Materials: The raw materials that MCVs use in constructing their buildings. (10 Points = +50 CM = 5 Space) (CM Requested = ...)

[] Population: You'll need a civilian population to develop a strong economy thus you can spend points to have more population to work with. (100 Point = +1 Pop = 10 Food/Turn) (Population Requested ...)

[] Sell Ingots: Your main source of income in the Frontier are the metal ingots that you sell to GDI.

1 Copper Ingot = 3 Points
1 Iron Ingot = 5 Points
1 Tungsten Ingot = 10 Points
1 Silver Ingot = 20 Points
1 Gold Ingot = 15 Points
1 Heavy Metal Ingot = 50 Points

- [] Sell ... Ingots

Military Assets: These are enlisted members of GDI that volunteered to be permanently stationed at Shanxi. If they are chosen, they will become members of the Shanxi Command Structure.

[] 2nd Infantry Regiment: a Regiment of Riflemen armed with Railgun Rifles and accompanying Missile Trooper armed with FGM-150 Missile Launchers to provide Anti-Armor and Air support. The regiment wears the new standard issue exo-skeletal body armor which is much slimmer than the Zone series heavy armor but is still an exo-skeleton it just noticeably weaker yet cheaper to make. They are also trained in deploying Infantry Bunkers, to provide additional protection. (+3 Infantry Battalion) 200/150

[] 1st Zone Battalion: A Battalion of Zone Power Armored infantry with access to Jump Packs, Ionized Railgun Cannons, and shoulder mounted heavy weapons. Each suit has an array of advanced sensors and communications equipment making them ideal for patrol work and combating anything they find while on patrol. The armor also enhances the users strength, speed, and reflexes like previous generations of Zone Armor, along with an aim assist to better inform the user where their round will land. (+1 Zone Infantry Battalion) 200/50

[] 2nd Engineering Corp: A Corp of Engineers, there isn't much to say about them, they can make basic defences like Watchtowers, AA Turrets, Trenches, Bunkers, Minefields, and etc. They can also help with civilian construction if you feel that you are sufficiently protected. (+1 Engineering Corp & +2 Construction Action) 150/100

[] 2nd Sniper Platoon: A Platoon of Snipers, armed with an Ionized Railgun Rifle, the same technology used in the Main cannon of the Hunter AFV allowing it to have extremely high penetration. Sniper teams are also equipped with a stealth cloak to hide in plain sight. (+16 Sniper Teams) 150/20

[] 1st Armor Battalion: The Hunter Mk.2 AFVs is an upgraded version of the Hunter AFV used in the Incursion War. With an upgraded Coilgun based main gun with a coaxial machine gun, a new Hydrogen Turbine Engine with Computer Controlled Suspension and a Vanadium Steel alloy body the new Hunter Mk2s can hit harder, run faster, and much tougher than the Mk1 thanks to newer technology and more time to better optimized the design which was literally a Predator's turret on an APC chassis. The Mk2s are armed with Werewolf Cannon system that can switch from Sabot, Canister, and Buckshot for lightly armored vehicles. It is also future-proofed with excess power generation cap to allow space for future upgrade packages. From Energy Shields that are currently in the final stages of implementation, a Laser Active Defence System, an Advanced Sensor Suite, or an EMP Cannon the Hunter is designed to be very modular and can fill a variety of roles. (+1 Hunter AFV Battalion = 36 Hunters) 600/360

(NEW) [] 1st Heavy Armor Company: The latest iteration of the iconic Mammoth Tank it is armed with dual 75mm Coilguns, Hornet Multi-Purpose Missile Launchers, Nanotech Auto-Repair Systems, and the latest generation of Adaptive Armor that diverts power from the Mammoth's weapons to its engine and armor making the Mk.6 able to keep up with other GDI vehicles like the Hunter and Titan where it would usually lag behind due to its low speed. However the new Adaptive Armor isn't limited to giving the Mammoth a speed boost as well as increased armor, it also has a second mode that divert power from its engines to weapons and armor, increasing its armor and its rate of fire. The Mammoth can switch between these modes anytime however there is a brief period of 3 seconds that the Mammoth is vulnerable as it switches modes. GDI High Command and the drivers operating the vehicles feel that it is a manageable drawback in exchange for the increased performance and versatility it provides. (+1 Mammoth Heavy Tank Company = 12 Mammoths) 1800/300

(NEW) [] 1st Light Walker Battalion: The Wolverine Mk.4 Light Walker is a modular redesign of the Wolverine Walker Platform. Designed with a Modular Armament System, the Wolverine can be equipped with a variety of weapons, from the standard M99 Rotary Coilguns, Hornet Multi-Purpose Missiles, Sonic Grenade Launchers, or even a high energy Laser Cannon if you have it.. The Mk.4 is controlled with a Neural Interface resulting in faster reaction time as well as increased situational awareness as the Wolverine's sensors readings can be inputted directly into the pilot as well as the Wolverine's movements being much more responsive than with a controller. This increased precision is necessary for the Wolverines to use their Jump Jets to jump over cliffs or as quick speed boost without falling over. Other than weapons, it can be upgraded with a Drone pod that can house a Repair Drone that can provide auto-repair or a Scout Drone that is equipped with advanced sensors. (+1 Wolverine Light Walker Battalion = 36 Wolverines) 900/300

(NEW) [] 1st Assault Walker Battalion: The Titan Mk.5 Assault Walkers is one of the first vehicles in GDI's arsenal to be improved upon with reversed engineered Nod technology, specifically the "Testudo" energy shield from Nod's Centurion. The new Hoplite Shield is installed as upgrade package that can be installed to the left side of the Titan, acting as a left arm. The Shield can be turned to cover the front of the Titan and absorb a moderate amount of enemy fire before deactivating and needs to recharge, which takes 4 seconds, before immediately re-activating. It was quickly found that the Hoplite shield consumes far too much power to operate in conjunction with the Pierce Laser Cannon of its predecessor. Thus it was decided that the Mk.5 is armed with the less energy intensive 75mm Coil Cannon similar to the one used by the current generation of Mammoth Tanks, in exchange for the increased survivability the Hoplite Shield provided. (+1 Titan Assault Walker Battalion = 24 Titans) 1600/360

(NEW) [] 1st Artillery Walker Battery: The Juggernaut Mk. 5 Artillery Walkers is GDI's latest mobile artillery platform. Not much have changed in its design when compared to its predecessors, being a triple barrelled artillery emplacement on legs. The Mk. 5 was given a fairly basic upgrade to keep it up to date with the rest of GDI's arsenal with better armour, motors, computers, and new main guns. Armed with 105mm Coil Cannons, it is capable of launching 105mm guided high explosive, air burst, smoke, armor piercing, and sonic shells up to a maximum range of 40km. A feature unique to the Mk.5 is its MRSI or Multiple Round Simultaneous Impact capability, allowing a single Mk.5 to launch a barrage of 9 rounds and have them hit the same target at the same time resulting in no time at all for the enemy to take cover. Like the Mk. Juggernaut used in the 3rd War, Snipers can be used to spot targets for Juggernauts up to 50km away. However, if Snipers are unavailable the Juggernaut is perfectly capable of going to the battlefield alongside other GDI units since three 105mm Coil Cannons can be of great help in assaulting enemy fortifications and armies. To compensate for this heavy firepower, the Juggernaut is lightly armoured when compared to other GDI Walkers like the Titans, however (+1 Juggernaut Artillery Battery = 6 Juggernauts) 1200/90

[] 1st Orca Air Squadron: The new Mk.6 Orca combines the firepower and versatility of the Orca Mk.5 with the Stratofighter Booster of the 3rd Tiberium War Firehawks, giving it the ability to fly over most AA defences with ease by going near orbital. (+16 Orca Strikecraft) 400/160

[] 1st Firehawk Air Squadron: A Squadron of Firehawks Mk.3 Air Superiority Fighter, with the Orca Mk.6 taking the Firehawks usual role of a Multi-role fighter, the new Mk.3 is designed to be an air superiority fighter due to how the 1st generation Firehawks were extremely effective against Scrin ships. The Mk.3 uses a reverse engineered Nod Stealth Module from a captured intact Cobra Gunship which allows it to close in on enemy air targets and deliver a first strike that the enemy will rarely see coming. (+16 Firehawk Fighters) 400/160

Infrastructure: Pre-fab structures packed up into neat little packages.

[] Pre-fab Housing: You colonist need a place to live and prefab housing is the most efficient way to house them until the colony is properly set up and (+1 Housing Complex, +20 Pop Cap, -1 Power, -4 Space) 100/200

(NEW) [] Pre-fab Lab: A Pre-fabricated building that can be converted into a Lab, once it is filled with the right research equipment. (+1 Archaeology Lab, -2 Power, -1 Space) 50/50

[] Mining Equipment: While everyone agreed that Tiberium is a poison and caused the most deaths in history, they do also admit that it made extracting minerals from the earth incredibly easy. Now that Tiberium is contained on Earth with GDI Navy feeding asteroids to be processed by the TCN, the colonist will have to mine resources the old fashion way. With drills, explosives, a mining truck. (+1 Mine, +300 Ore, +500 CM, 2 Population) 50/100

[] Smelting Equipment: Once you have a supply of ore, you'll need a location to smelt it so that it can be useable in many different applications. Using lessons learnt from Tiberium refining, a single refinery can process multiple different types of ores and separate them into their component elements and transformed into ingots for easy storage. (+1Refinery, -2 Power, Convert Ores to Ingots, 1 Population) 100/150

[] Factory: To turn those ingots into useable parts you'll need a factory to process the raw materials into useable products like vehicles, guns, and missiles to trucks, tools, and batteries. The Factory can be reconfigured to produce a wide variety of products and is required to produce the more high-tech pieces of equipment. (1+ Factory, -2 Power, -2 Space) 150/150

[] Logging Equipment: 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, 2 Population, -2 Power, -1 Space, +200 Wood/Turn) 150/100

[] Farming Equipment: While the colony have a store of rations that can last for a year, getting locally produced food will be essential to long term survival. Creating conventional farms can is a fairly cheap source of food, however it may be vulnerable to pests or weather that will damage the yield. The advantage is that it is fairly easy to make and expand. (+1 Conventional Farm & +500 tons of Excess Food/Year, -3 Space, 3 Population) 50/100

[] 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 & +250 tons of Excess Food/Year, -3 Power, -1 Space) 150/100

[] Biomass Power Plant: The blood of any city is electricity and its heart is the Power Plant. A Power plant is required to operate automated defences and have all of your production structures operating at maximum efficiency. An MCV can construct a Power Plant easy enough, but you never know what you would prioritize. (+1 Biomass Power Plant & +20 Power Generation, -100 Wood/Turn, -1 Space) 100/100

[] Wind Turbine Farm: Wind Turbines is a cheap and hassle free form of power, the drawback is that during an invasion, they are very obvious targets. (+1 Wind Turbine Farm, +10 Power) 50/100

[] Thorium Power Core: While GDI has maintained its promise to never use nuclear weapons, nuclear power is a different matter entirely. Having a Thorium Power plant could fuel all of a developing colony's energy for quite some time. 1 ton of Thorium should be enough to keep that reactor running for a decade on a colony, of course making Nuclear Reactors isn't easy or cheap thus are usually reserved for colonies who can afford it. GDI's more power hungry technology are much easier to reach with this centuries old technology. (+1 Thorium Core, Required to Build Thorium Power Plant (gives +200 Power, -1 Space)) 750/150

[] Watchtowers: Automatic Perimeter Defenses should be able to shred any hostile wildlife. (+1 Watchtower Perimeter, -5 Power, Negate Wildlife Attack Roll on Colony, Provide additional layer of defense) 100/50

[] 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) 100/50

[] 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, or 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) 200/100

Technologies: Advanced technologies that requires dedicated research to implement.

[] Advanced Laser Tech: This is the last piece of technology contain blueprints for GDI's large scale Lasers Defence System. From anti-orbital Focus-Beam Lasers to GDI's new Spectrum Tower defence system. Nearby Spectrum Towers can send their charge toward and adjacent Spectrum Tower to make a chain of photons that combine and amplify their power. A chain of 5 Spectrum Towers is enough to severely damage a Mammoth Tank. (Unlock Focus Beam, Spectrum Towers, and Laser CIWS) 250/10

Space Assets: Assets that can be attached to Shanxi Station or placed in orbit. (Unlocked once Space Station is established)

[] Ore Collecting Module: A module designed to collect ore gather from asteroids mined by Gopher mining vessels. The Gopher is included with the Module which is basically a small dock meant to house and offload the Gophers. Once the ore is collected it is store in an internal tank that can hold 1000 Ore which can be transported, by Orbital Elevator, planet side to be refined there or on an Ore Refinery Module attached to the Station. (+1 Ore Collector, +500 Ore, +300 CM, 1 Population, -3 Power) 500/150

[] Ore Refinery Module: A module containing an electric arc furnace, similar to the furnace used on ground side refineries, used to refine ore into ingots. (+1 Ore Refinery, convert 500 Ore into Ingots, 1 Population, -5 Power) 200/100

[] Warehouse Module: A module that can be used to store all kinds of cargo, from food and supplies to ingots and He-3. (+3000 Storage, -1 Power) 100/100

[] Solar Satellites: A Satellite designed around a solar powered microwave emitter that can beam microwaves towards a receiver to be converted back into electricity. Extra satellites can beam the microwave to a planet side receiver and help power cities instead. (+1 Solar Satellite, +10 Power) 400/200

AN: I am really sorry for the really long update, had to update a majority if the military unit descriptions along with writing entirely new descriptions for the Locked Assets list for your new Space Station. Do note that specialist units like Sandstorms or Shatterers are not available for purchase and you'll have to make them yourself, so while you can't buy it you can customize them however you like. It will take a Research Action to build a prototype to test it before you can start producing them. Here is what I have come up with for a Vehicle Design format that you can use to make your own unit.

Name:
- Size: Small(Pitbull-Wolverine)/Medium(Hunter-Titan)/Large(Mammoth-Mastodon)
- Armor: Light/Medium/Heavy
- Locomotion: ____
- Main Weapon: ____
- Additional Features: ____
- Additional Information:

Size is to determine how much materials it is going to cost and how big of an impact it is going to be.

Armor is to help specify what type of unit it is going to be. A Hunter is a Medium Sized, Medium Armor unit while a Juggernaut is a Large sized, Light Armor unit and etc.

Locomotion is which of the different types of movement you unit is using and each type of locomotion has its advantages and disadvantages. Hoverlifts can cliffjump and hover over water but can't use weapons that have high recoil like Coil weapons.

Main Weapon is obviously what the unit is going to use to attack enemies. Like Locomotion each weapon has its pros and cons.

Additional Features are the fun stuff that you want your unit to have that makes it unique from all of the other units. Like the ability to burrow or deploy mines. You can put a maximum of 2 features that are integral to the unit itself but 1 or 2 upgrades can be added depending on the size and what the upgrade is about. The Hunter Mk2's features are periodic boosts like the Andromeda's Nomad and a powerful generator to power its boosts and any future upgrades.

Additional Information is to inform everyone what is the units intended role to be an how it would be used.

If you have a unit @ me so that I'll put in on a list of original units that you can make later in the quest.
Let me know if you disagree with the description of a unit or if you have ideas for new units you want to include in the quest. I should probably make an Informational about GDI's ground units in the future.

Moratorium for 36 hours
 
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Just a reminder:
Primary Objective:
- Build 1 Archaeology Lab by Turn 5
- (NEW) Generate 3500 Food/Turn by Turn 5 at 3300 with new farm
- (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- this was done in the build plan
- (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)

Of note the build plan do not seem to be in the assets yet

we do need housing for the new people so housing complex is an easy pick
 
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Hmmm... I still say we need to get some kind of aerial asset for recon if nothing else. I know that Orcas would be ideal for that, but could Firehawks have sensor pods strapped on to them? And do aircraft require special facilities?
 
Hmmm... I still say we need to get some kind of aerial asset for recon if nothing else. I know that Orcas would be ideal for that, but could Firehawks have sensor pods strapped on to them? And do aircraft require special facilities?
We dont have any air fields to house them in. Maybe next req?

Current:
[] Pre-fab Housing: You colonist need a place to live and prefab housing is the most efficient way to house them until the colony is properly set up and (+1 Housing Complex, +20 Pop Cap, -1 Power, -4 Space) 100/200
[] Pre-fab Lab: A Pre-fabricated building that can be converted into a Lab, once it is filled with the right research equipment. (+1 Archaeology Lab, -2 Power, -1 Space) 50/50
[] 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, or 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) 200/100

Points: 350/1400
Space: 350/500

+1 Research Action, knocks out the archeology lab, fulfills the housing objective and needed housing for new people coming in.
Leaves 150 space left

Either grab a factory for another unit production next turn or go wind turbines for the mountains and advanced laser tech leaving 40 space for CM at that point.

Also ask for 5 more pop (brings us to max capacity and at 500 points affordable)

Factory is 150 so 950 points spent and all space
Wind turbs, adv laser and 400 CM is 1230 points and all space
 
Isn't that the running theme here?
Hmmm...
I want at least a lab for the artifacts.
Thorium power is useful. If we could get multiple cores somehow then that would be the end of our power issues.
An air unit for scouting would also be helpful.
Note that advanced laser tech unlocks anti orbital fire capacity.
 
So many things to do and so little time to do it in.
One of the reasons I lean towards using points for a 2nd factory, gives us 2 actions to build stuff with ingots each turn. Also some buildings like the tech and archeology lab are better space wise compared to production which seem to be better for turn builds. Also a 2nd tech lab lets us make more progress in research. That we are also being delivered a space station is nice.

The biggest issue for requisitions is the lack of space, hopefully we can bump the space up at the next one.

[ ] Plan Housing, Labs and Factory
-[] Pre-fab Housing: You colonist need a place to live and prefab housing is the most efficient way to house them until the colony is properly set up and (+1 Housing Complex, +20 Pop Cap, -1 Power, -4 Space) 100/200
-[] Pre-fab Lab: A Pre-fabricated building that can be converted into a Lab, once it is filled with the right research equipment. (+1 Archaeology Lab, -2 Power, -1 Space) 50/50
-[] 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, or 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) 200/100
-[] Factory: To turn those ingots into useable parts you'll need a factory to process the raw materials into useable products like vehicles, guns, and missiles to trucks, tools, and batteries. The Factory can be reconfigured to produce a wide variety of products and is required to produce the more high-tech pieces of equipment. (1+ Factory, -2 Power, -2 Space) 150/150
-[] Population: You'll need a civilian population to develop a strong economy thus you can spend points to have more population to work with. (100 Point = +1 Pop = 10 Food/Turn) (5) 500 pts

1000/1400 points
500/500 space


Isn't that the running theme here?
Hmmm...
I want at least a lab for the artifacts.
Thorium power is useful. If we could get multiple cores somehow then that would be the end of our power issues.
An air unit for scouting would also be helpful.
Note that advanced laser tech unlocks anti orbital fire capacity.
We have a thermal vent we can exploit for power next turn to resolve power (and we are in the positive for power though we need to interconnect our regions). Air is a no go as we have no facilities to host them besides we can build an airfield next turn and produce our own the turn after as is most forces are major space hogs.
 
Shouldn't we be grabbing a pre-fab farm to meet the primary objective? If we don't requisition one we'll only be producing 3300 food by Turn 5, when we need 3500.
 
We also get a food production bonus I think so the base may say we are short but the adjusted number would be higher.
 
We also get a food production bonus I think so the base may say we are short but the adjusted number would be higher.
+600 at the farm city as opposed to 500 elsewhere so we are at 3300 with the 1 farm we built. But building a farm next turn is easy with our income


edit-

With Plan CM has no Breaks and Housing, Labs and Factory

- Port Balhae (27/31 Surface Space, 4/4 Underground Space, 12/15 Power, 40/40 Population, 21/40 Employed (7 from North Mountain, 6 from West Mountain))
-- ConYard (1x, +5 Power, -2 Space)
-- Housing Complex (2x, -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 (1x, +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 (14/40 Surface Space, 8/20 Power, 20/20 Population, 15/20 Employed (2 from Eastern Hill))
-- Surveyor (1x, -2 Power, -1 Space)
-- Tech Lab (1x, -3 Power, -1 Space)
-- Factory (1x, +1 Factory Action, -2 Power, -2 Space)
-- Conventional Farm (3x, -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, 14/15 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, 6/0 Population (From Port Belhae), 0/3 Mine Capacity)
-- Thermal Vent
-- Mine (3x, 2 Population, +300 Ores, +500CM)

-Eastern Hill 2/0 Employed From Lake
-- Quarry (1x, 2 Population +1000 CM)

-???
-- Archeology Lab (1x, -1 Space)

Construction Materials: 200 + 800 (Wood) + 3250 (Mines) + 1000 (Quarry)= 5250 CM

Employed: 29/60 (+10)
Housing: 35/60 (25 incoming)
Food: 3300 – 1750 – 150 (Power Plant) = 1400 Food (1 Pop = -50 Food/Turn) (-1,250 from incoming pop)

Thoughts for the following turn:
Construction 6/6
Farm- Lake 500 CM (-2 pop -3 space)
Geothermal Power Plant- Western Mountains 2500 CM (+80 power -2 space)
Power Line- Western Mountain to Port Belhae 500 CM
Airfield- Port Belhae 1500 CM (-2 Power -2 Space)
Power Line- Lake to Eastern Hill 500 CM
Upgrade Quarry 250 CM (-1 Power)

Factory 2/2
Build Surveyor x1
Build Tunnel Excavator x1

5250/5250 CM


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

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

Reasoning- 1 Farm to finish our objective also prep for the next colonization wave. Geothermal plant solves our power issues for a while and 2 lines to connect regions into a grid (just need Lake to Port Belhae to have it all in one grid), upgraded quarry was because I had 750 left and realized that was enough to lay power lines to the quarry and upgrade it for +250 CM income. Airfield allows us to build aircraft locally and setup combat support airfields at outposts. 1 Tunnel excavator to meet an objective and unlock the tunnel network so we know what we need for it and 1 surveyor so that we can settle forest and move sawmill production to their for +40% to CM from wood as well as more space to settle people in.
 
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We dont have any air fields to house them in. Maybe next req?
I believe it's already been discussed, but we actually do have limited facilities for air units. Basically the landing pads or whatever it is we have for unloading the transports at our colony function for giving us some ability to use one air unit. Any more and if we want best results, then yes. We'll need an airfield.
 
I believe it's already been discussed, but we actually do have limited facilities for air units. Basically the landing pads or whatever it is we have for unloading the transports at our colony function for giving us some ability to use one air unit. Any more and if we want best results, then yes. We'll need an airfield.
Huh, well as is we can fit an airfield into our next turn production and use the space for more buildings to grow the colony.
 
[X] Plan Housing, Labs and Factory
-[X] Pre-fab Housing: You colonist need a place to live and prefab housing is the most efficient way to house them until the colony is properly set up and (+1 Housing Complex, +20 Pop Cap, -1 Power, -4 Space) 100/200
-[X] Pre-fab Lab: A Pre-fabricated building that can be converted into a Lab, once it is filled with the right research equipment. (+1 Archaeology Lab, -2 Power, -1 Space) 50/50
-[X] 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, or 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) 200/100
-[X] Factory: To turn those ingots into useable parts you'll need a factory to process the raw materials into useable products like vehicles, guns, and missiles to trucks, tools, and batteries. The Factory can be reconfigured to produce a wide variety of products and is required to produce the more high-tech pieces of equipment. (1+ Factory, -2 Power, -2 Space) 150/150
-[X] Population: You'll need a civilian population to develop a strong economy thus you can spend points to have more population to work with. (100 Point = +1 Pop = 10 Food/Turn) (5) 500 pts

1000/1400 points
500/500 space
 
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