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 .
[x] Plan: HousePet Option 2
-[x] 109th Zone Battalion: A Battalion of Zone Power Armored infantry with access to Jump Packs, Ionized Railgun Cannons, and shoulder mounted heavy weapons. Each suit has an array of advanced sensors and communications equipment making them ideal for patrol work and combating anything they find while on patrol. The armor also enhances the users strength, speed, and reflexes like previous generations of Zone Armor, along with an aim assist to better inform the user where their round will land. (+1 Zone Infantry Battalion) 200/50
-[]x 99th 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
-[x] 91st Orca Air Squadron: A Squadron of Orca Mk.6 Multirole Strikecraft, 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
-[x] MCV: The Mobile Construction Vehicle has been in the GDI arsenal since it's very founding and while it has gone through many iterations, its core purpose stays the same. The MCV supplied by GDI are based on the old MCVs of the 3rd Tib War but has been modified for Colony use. You are only allowed 1 MCV for now as they are in high demand with other colonies too. (+1 MCV & +4Construction Action) 300/200 (only 1 allowed)
-[x] 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 RA1 style Ore Mine) 150/100
-[x] 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. (+1 RA2 style Refinery) 100/150
-[x] 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 & +50 tons of Food/Year) 150/100
-[x] 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 fairly easily enough, but you never know what you would prioritize. (+1 Power Plant & +10 Power Generation) 50/100
-[] Zone Armor: While it doesn't hold a candle to the stuff currently in use by the military, GDI does supply a variety of upgrade packages to make Colonial Militia Zone Troopers a combat effective fighting force. (Unlocks Basic Zone Trooper Armor, Zone Upgrade Packs, Zone Heavy Weapons, and Jump Jets) 200/10
-[x] Subterranean Tech: During the 2nd Tib War, GDI ruled the heavens but Nod ruled the underworld and they do that through subterranean technology. Nod used this network to great effect as it is the only place where they are protected from GDI Air superiority and our Ion Cannons. By the 3rd Tib War, Tiberium has grown deep within the Earth's crust and tunnelling through Tiberium is too difficult and dangerous, thus the tunnels were abandoned until the TCN has been established and managed to clear most of the Tiberium, allowing Nod's global tunnel network to return to service. This technology is relatively simple and GDI saw potential in having a Tunnel Network in their colonies in the event the Scrin achieved orbital supremacy. It should be made aware however that unscrupulous individuals may make use of these tunnels if they are not properly supervised. (Unlocks Subterranean APC, Drill Pod, and Tunnel Network System) 200/10
-[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, Sonic Grenades, Sonic Cannons) 200/10
-[x] Hover Tech: While Hover technology has been around since the start of the 1st Tib War, the technology gained more prominent use in the 2nd Tib War as a weapons platform in the form of the Hover MLRS which allows it to hover over bodies of water and assist in amphibious assaults. By the 3rd Tib War, Hover vehicles begin to fall into specialist roles with the Slingshot and Shatterer due to their fragility, high production cost, and high maintenance cost compared to treaded vehicles. However, during the Ascension Conflict, the ability to hover over rough terrain, water, and even jump over cliffs have proven essential in protecting convoys of material for the construction of the TCN. Now it seems that Hover technology has found its niche as a versatile vehicle platform that sacrifice a bit of armor and being high maintenance for all terrain mobility. (Unlocks Hover Platform, Sandstorm, Shockwave, Shatterer, & Slingshot) 150/10
 
[X] Plan: Mobility and Mining
-[X] 109th Zone Battalion: A Battalion of Zone Power Armored infantry with access to Jump Packs, Ionized Railgun Cannons, and shoulder mounted heavy weapons. Each suit has an array of advanced sensors and communications equipment making them ideal for patrol work and combating anything they find while on patrol. The armor also enhances the users strength, speed, and reflexes like previous generations of Zone Armor, along with an aim assist to better inform the user where their round will land. (+1 Zone Infantry Battalion) 200/50
-[X] 99th 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
-[X] 52nd 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
-[X] 91st Orca Air Squadron: A Squadron of Orca Mk.6 Multirole Strikecraft, 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
-[X] MCV: The Mobile Construction Vehicle has been in the GDI arsenal since it's very founding and while it has gone through many iterations, its core purpose stays the same. The MCV supplied by GDI are based on the old MCVs of the 3rd Tib War but has been modified for Colony use. You are only allowed 1 MCV for now as they are in high demand with other colonies too. (+1 MCV & +4Construction Action) 300/200 (only 1 allowed)
-[X] 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 RA1 style Ore Mine) 150/100
-[X] 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. (+1 RA2 style Refinery) 100/150
-[X] 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 & +50 tons of Food/Year) 150/100
-[X] Robotic Drone Tech: GDI have rarely used Robots in their arsenal, mainly due to the dangers of an enemy taking control of your own robots, the control signal being jammed due to interference, and study done decades ago that proves Humans supported by AI is superior than AI controlled armies. However, robots have found a niche for themselves as patrol and scout units. A recent robotic addition to GDI's arsenal is the War Dog which is a scaled down Mastadon frame with a machine gun head. Advanced sensors and pack intelligence makes it an ideal scouting unit while being very cheap to produce. (Unlocks War Dogs, Drone Swarm, Repair Drones, Custom Drones Designs) 200/10
-[X] Hover Tech: While Hover technology has been around since the start of the 1st Tib War, the technology gained more prominent use in the 2nd Tib War as a weapons platform in the form of the Hover MLRS which allows it to hover over bodies of water and assist in amphibious assaults. By the 3rd Tib War, Hover vehicles begin to fall into specialist roles with the Slingshot and Shatterer due to their fragility, high production cost, and high maintenance cost compared to treaded vehicles. However, during the Ascension Conflict, the ability to hover over rough terrain, water, and even jump over cliffs have proven essential in protecting convoys of material for the construction of the TCN. Now it seems that Hover technology has found its niche as a versatile vehicle platform that sacrifice a bit of armor and being high maintenance for all terrain mobility. (Unlocks Hover Platform, Sandstorm, Shockwave, Shatterer, & Slingshot) 150/10
-[X] Subterranean Tech: During the 2nd Tib War, GDI ruled the heavens but Nod ruled the underworld and they do that through subterranean technology. Nod used this network to great effect as it is the only place where they are protected from GDI Air superiority and our Ion Cannons. By the 3rd Tib War, Tiberium has grown deep within the Earth's crust and tunnelling through Tiberium is too difficult and dangerous, thus the tunnels were abandoned until the TCN has been established and managed to clear most of the Tiberium, allowing Nod's global tunnel network to return to service. This technology is relatively simple and GDI saw potential in having a Tunnel Network in their colonies in the event the Scrin achieved orbital supremacy. It should be made aware however that unscrupulous individuals may make use of these tunnels if they are not properly supervised. (Unlocks Subterranean APC, Drill Pod, and Tunnel Network System) 200/10

Total Cost: 2150/910
350 spare Points so we should have no trouble buying a Regiment and a Tech Lab at the next supply opportunity.
The gist of this plan is to maximise surveying and start mining straight off, and then start the military build-up once the money is rolling in.
Excess cargo space and the Hydroponics Farm means we have a huge food reserve and don't have to worry about food production for a while.
Zone Battalion and Orcas to get some quick surveying done. Sniper Platoon to defend from any wildlife and do some hunting if needed. Engineering Corp and MCV can get straight to work on a Power Plant and expanding the mining. Mining/Smelting equipment ready for turn 1. Robotic Drone, Hover and Subterranean Techs for quick adaptation to any exploration/mining needs, and should be useful later on for the military build-up.
We could grab some more Tech now, but new options may be available later, so if we don't have an immediate use, I don't see any reason to.
 
Everyone note that the threadmark has new text.
Specifically about the relative value(resource generation/actions added/specific units added) of each option
NOTE: (I am only quoting the options that have a explicit addition(like construction actions or etc.). No tech is included here)
[] 99th 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
Engineering corps gives us the equivalent of 1/2 MCV in construction.
[] MCV: The Mobile Construction Vehicle has been in the GDI arsenal since it's very founding and while it has gone through many iterations, its core purpose stays the same. The MCV supplied by GDI are based on the old MCVs of the 3rd Tib War but has been modified for Colony use. You are only allowed 1 MCV for now as they are in high demand with other colonies too. (+1 MCV & +4Construction Action) 300/200 (only 1 allowed)
+4 construction here, equivalent to 2 Engineering corps.
[] 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) 50/100
Equivalent to 2 hydroponics.
[] 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) 150/100
Equivalent to one half of Farming equipment.
[] 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 fairly easily enough, but you never know what you would prioritize. (+1 Power Plant & +10 Power Generation) 50/100
10 units of power generation.

There are more additions but I thought I would note these(most important).
This may be important for the votes.
 
So, is the debate over and people are just voting?
Because I'd like to see a bit more discussion.
Even discussion on our plan once we reach the planet would be good.

PS: What sort of assistance are we going to get from the "orbital layer" and are we able to eventually "boost" said layer (doing so may have an effect on the severity of the attack when inevitably we get invaded)? Just curious @Warmach1ne32 .
 
I'm happy with more discussion.
Mechanics are a bit of a black box until we start doing turns though, but that isn't a huge issue as there are many opportunities to purchase more stuff.
 
Ok.
My current plan is to find an place that has the following characteristics:
-valley/plateau big enough for the farms
-a decent sized mountain range
-Preferably also a river
and land there.
If it is feasible to build the colony into the mountain initially, that will be the primary plan.
If not, then we use the flat land as an initial bootstrap area to start operations and once there are enough abandoned mines, expand into the area.
Key priories are to get all prefabricated infrastructure, power, barracks, housing, and a factory built asap.
Eventual tech options that I want are the following:
Stealth-I already mentioned why I want this. TLDR: In order to efficiently kill forces, they must first be seen. Stealth prevent this. It also allows for forces to do hit and run attacks, prevent attackers from fixing our forces in place. This is to not mention what stealth will do to mess up tracking and targeting (can't hit highly mobile forces when all you get is a couple of surprise attacks and then lose them due to stealth).
Shields-Enable us to semi-duplicate kinetic barriers (except the same protections apply for other weaponry). Also prevents orbital or artillery(indirect fire) attacks, forcing hostiles to commit in their attacks.(And it raises the necessary costs to do so)
Lasers-Kinetic barriers have a major weakness: Lasers. Guess what this tech does. End of discussion. Also adds laser fences which unless the necessary nodes/links are explicitly target, will act to hard counter any infantry forces.
Hover-We need the mobility. The End.

Are there anything else that people would like to add? (Please, even mentioning that you have nothing else to add can be helpful)
PS I am using this to help me select techs
 
I have awoken
Are we able to do original research and sell that back to the GDI? Just curious.
You can research whatever you like but selling it to GDI depends on the research, if it is something that GDI already knew about or currently pursuing like Jump Jet vehicles, they'd be interested in collaborating. But, chances are you will have to compete with GDI's R&D budget with the best scientists and lab equipment with only a basic lab and a team of scientists who volunteered for colony duty. The best chance is to find something unique to Shanxi and study that and create a working device out of it. You can patent that and GDI will pay royalties to get a license to make that new invention.

Oh yeah you'll need a Factory to make a Tech Lab, like in TibSun & TibWars
What sort of assistance are we going to get from the "orbital layer" and are we able to eventually "boost" said layer (doing so may have an effect on the severity of the attack when inevitably we get invaded)?
For the first year, only a GDI Wolf pack Patrol of 5 Frigates(standard ME Frigate with a spinal railgun, not as fast firing as ME cannon but punch much harder with a bigger round) and a Destroyer (Missile Frigate and usually a Flagship. Before you mention AA GDI made the Refractor's shield into the protection used by Missile Frigate's Missiles.) are available to you. Once you have a colony established, you can build a communications center and then buy comm satellites (no need to build telephone lines) and Comm Bouys (to get access to GDI rumor mill and get internet to your colony, raising civilian happiness). By Turn 6-8 depending on Population, you'll get another Wolf Pack Patrol, by Turn 10 a survey team escorted by a Cruiser and 2 Wolf Packs will bring you a couple of Ion Cannon Defense Platforms before activating the Relay, whether they return alive or not is up to the dice.


Mechanics are a bit of a black box until we start doing turns though, but that isn't a huge issue as there are many opportunities to purchase more stuff.
It was mostly a black box because I didn't right everything down, and they were merely ideas in my head. Eventually I returned to CK2 mechanics with my own little twist here and there. You'll meet you advisers next turn for a debrief and pick a landing zone while your GSTs are being loaded with the supplies you bought.
 
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Will be interesting to see whether site selection will affect things, and whether there is any local wildlife that can be used.
We will need power. Many options.
Would we be better off fortifying on top of a mountain, so that we can blast distant objects from it? Or should we attempt to fortify a valley for additional protection?
 
Will be interesting to see whether site selection will affect things, and whether there is any local wildlife that can be used.
The initial survey team catalogued some areas that have the space to make a city, but I'll be making them myself to keep it simple. I am not good with wildlife, so I'll create species using dice rolls.
We will need power. Many options.
Not really, MCVs generate half of a Power Plant's power (5 points of power), Mines don't use power (well they do its just that they have their own generator), Refinery uses 2 power, Factory uses 1, Lab uses 2, automated base defenses use 2-3. I am using C&C Generals power to keep it simple.
Would we be better off fortifying on top of a mountain, so that we can blast distant objects from it? Or should we attempt to fortify a valley for additional protection?
Usually, the rule of "If you can see them, they can see you" still applies. Also I doubt the Turian army would walk across an open field, they'll be hiding behind cliffs and hills so being on top of a mountain to shoot them will not help you since they are hiding behind cover.
 
Ideally both:

Fortifications on the peaks to hamper the enemy's operation(Like a long range and medium range SAM(long range ones force attackers to take circuitous routes and wastes hostile resources, medium range SAMs do the majority of the killing)). These will benefit most from both stealth(prevent alpha strikes) and Firestorm(once these fortifications are discovered, they will take a ludicrous amount of bombardment to kill). Expect these to start falling soon in the invasion.

In valley fortifications are to be used as the most vital tactical targets (entice the enemy to a kill zone). These areas can be used to deny movement and act as firebases.

In mountain fortifications to prevent loss of the most vital assets (Like Cheyenne Mountain Complex but on steroids).
TLDR: The fortifications are intended as a Defense in Depth strategy, supporting actions conducted by our units as they close in and kill pockets of enemies, fragment enemy forces, or harass and recon them.
 
Ideally I'd want to develop less stealth tech and more cloaking tech. Just make an anti-orbital ion cannons emplacement look like the mountain cap we dug out to put it in.

Or, if we set up in a valley, have a shield over it while the cloak makes it look like a regular mountain.

We're going to shred each other though on the ground. GDI armor is made with the idea of large bullets moving very quickly while kinetic barriers and their armor is designed for grain-sized bullets moving at hyper velocities. On the other hand, our railguns are going to make a mess of their vehicles.
 
less stealth tech and more cloaking tech
Stealth is cloaking if I recall correctly. @Warmach1ne32 , want to clarify?
We're going to shred each other though on the ground. GDI armor is made with the idea of large bullets moving very quickly while kinetic barriers and their armor is designed for grain-sized bullets moving at hyper velocities. On the other hand, our railguns are going to make a mess of their vehicles.
That's why I also want to eventually get firestorm and laser tech. One allows us semi-parity at the minimum with protection, the other will take advantage of the lack of commonly used defensive countermeasures against lasers.
 
Ideally I'd want to develop less stealth tech and more cloaking tech. Just make an anti-orbital ion cannons emplacement look like the mountain cap we dug out to put it in.
Stealth is cloaking if I recall correctly. @Warmach1ne32 , want to clarify?
GDI haven't managed to crack Disruption Towers yet, cause Nod rigged them to self destruct if they broke, and GDI commanders usually fire on DTs whenever they see one. Thus little to no DTs manage to survive and get reverse engineered, the Liberated also never managed to find a DT schematic to study. Cloaking a person, tank/vehicle, and aircraft is the best they an do at the moment. Cloaking a building or disguising it into a mountain like how a Mirage tank disguise itself as a tree is currently in the prototype stage.
 
Is cloaking a priority for GDI to research?
 
Is cloaking a priority for GDI to research?
Not really. Here is a list of their research priorities at the moment.
1) Eezo(Ships) For better ships and maybe make their FTL more efficient so they can use less Eezo
2) Eezo(Armor) making alloys with ME fields means they can make an infinite amount of new armor with only a small eezo investment.
3) Ship design: Better more powerful ships
4) Lasers(Naval): Researching Basilisk Lasers to be a spinal Laser Cannon.
5) Firestorm: Better shields
6) Ion Cannon: Faster rate of fire
7) Eezo weapons
8) Stealth ships
9) Jump capable vehicles
 
Okay... we now know about a possible research to sell in the late game.
 
Checking votes. Votes will close in 2-days.
Adhoc vote count started by Warmach1ne32 on Jan 9, 2021 at 3:58 AM, finished with 128 posts and 13 votes.

  • [X] Plan Maxed Out
    -[X] 140th 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
    -[X]99th 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
    -[X]52nd 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
    -[X]MCV: The Mobile Construction Vehicle has been in the GDI arsenal since it's very founding and while it has gone through many iterations, its core purpose stays the same. The MCV supplied by GDI are based on the old MCVs of the 3rd Tib War but has been modified for Colony use. You are only allowed 1 MCV for now as they are in high demand with other colonies too. (+1 MCV & +4Construction Action) 300/200 (only 1 allowed)
    -[X]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 RA1 style Ore Mine) 150/100
    -[X]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. (+1 RA2 style Refinery) 100/150
    -[X]Farming Equipment: While the colony have a store of rations that can last for a year, getting locally produced food will be essential to long term survival. Creating conventional farms can is a fairly cheap source of food, however it may be vulnerable to pests or weather that will damage the yield. The advantage is that it is fairly easy to make and expand. (+1 Conventional Farm & +500 tons of Excess Food/Year) 50/100
    -[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, the Ion Cannon, the Mammoth Tank, Walkers, and etc. Having your own would allow you to analyse and study the technology that GDI has available as well as make prototypes to see if they are viable to be produced. (+1 Tech Lab & Unlocks Tech Tree Research) 200/100
    -[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, Sonic Grenades, Sonic Cannons) 200/10
    -[X]Zone Armor: While it doesn't hold a candle to the stuff currently in use by the military, GDI does supply a variety of upgrade packages to make Colonial Militia Zone Troopers a combat effective fighting force. (Unlocks Basic Zone Trooper Armor, Zone Upgrade Packs, Zone Heavy Weapons, and Jump Jets) 200/10
    -[X]Robotic Drone Tech: GDI have rarely used Robots in their arsenal, mainly due to the dangers of an enemy taking control of your own robots, the control signal being jammed due to interference, and study done decades ago that proves Humans supported by AI is superior than AI controlled armies. However, robots have found a niche for themselves as patrol and scout units. A recent robotic addition to GDI's arsenal is the War Dog which is a scaled down Mastadon frame with a machine gun head. Advanced sensors and pack intelligence makes it an ideal scouting unit while being very cheap to produce. (Unlocks War Dogs, Drone Swarm, Repair Drones, Custom Drones Designs) 200/10
    -[X]Subterranean Tech: During the 2nd Tib War, GDI ruled the heavens but Nod ruled the underworld and they do that through subterranean technology. Nod used this network to great effect as it is the only place where they are protected from GDI Air superiority and our Ion Cannons. By the 3rd Tib War, Tiberium has grown deep within the Earth's crust and tunnelling through Tiberium is too difficult and dangerous, thus the tunnels were abandoned until the TCN has been established and managed to clear most of the Tiberium, allowing Nod's global tunnel network to return to service. This technology is relatively simple and GDI saw potential in having a Tunnel Network in their colonies in the event the Scrin achieved orbital supremacy. It should be made aware however that unscrupulous individuals may make use of these tunnels if they are not properly supervised. (Unlocks Subterranean APC, Drill Pod, and Tunnel Network System) 200/10
    [X]Plan Building up
    -[x] 140th Infantry Regiment: (+3 Infantry Battalion) 200/150
    -[x] 109th Zone Battalion: (+1 Zone Infantry Battalion) 200/50
    -[x] 99th Engineering Corp: (+1 Engineering Corp & +2 Construction Action) 150/100
    -[x] 52nd Sniper Platoon: (+16 Sniper Teams) 150/20
    -[x] MCV: (+1 MCV & +4Construction Action) 300/200 (only 1 allowed)
    -[x] Mining Equipment: (+1 RA1 style Ore Mine) 150/100
    -[x] Smelting Equipment: (+1 RA2 style Refinery) 100/150
    -[x] Farming Equipment: (+1 Conventional Farm & +500 tons of Excess Food/Year) 50/100
    -[x] Tech Lab: (+1 Tech Lab & Unlocks Tech Tree Research) 200/100
    -[x] Zone Armor: (Unlocks Basic Zone Trooper Armor, Zone Upgrade Packs, Zone Heavy Weapons, and Jump Jets) 200/10
    -[x] Hover Tech: (Unlocks Hover Platform, Sandstorm, Shockwave, Shatterer, & Slingshot) 150/10
    -[x] Subterranean Tech: (Unlocks Subterranean APC, Drill Pod, and Tunnel Network System) 200/10
    [x] Plan: HousePet Option 2
    -[x] 109th Zone Battalion: A Battalion of Zone Power Armored infantry with access to Jump Packs, Ionized Railgun Cannons, and shoulder mounted heavy weapons. Each suit has an array of advanced sensors and communications equipment making them ideal for patrol work and combating anything they find while on patrol. The armor also enhances the users strength, speed, and reflexes like previous generations of Zone Armor, along with an aim assist to better inform the user where their round will land. (+1 Zone Infantry Battalion) 200/50
    -[x] 91st Orca Air Squadron: A Squadron of Orca Mk.6 Multirole Strikecraft, 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
    -[X]MCV: The Mobile Construction Vehicle has been in the GDI arsenal since it's very founding and while it has gone through many iterations, its core purpose stays the same. The MCV supplied by GDI are based on the old MCVs of the 3rd Tib War but has been modified for Colony use. You are only allowed 1 MCV for now as they are in high demand with other colonies too. (+1 MCV & +4Construction Action) 300/200 (only 1 allowed)
    -[X]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 RA1 style Ore Mine) 150/100
    -[X]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. (+1 RA2 style Refinery) 100/150
    -[x] 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 & +50 tons of Food/Year) 150/100
    -[x] 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 fairly easily enough, but you never know what you would prioritize. (+1 Power Plant & +10 Power Generation) 50/100
    -[X]Subterranean Tech: During the 2nd Tib War, GDI ruled the heavens but Nod ruled the underworld and they do that through subterranean technology. Nod used this network to great effect as it is the only place where they are protected from GDI Air superiority and our Ion Cannons. By the 3rd Tib War, Tiberium has grown deep within the Earth's crust and tunnelling through Tiberium is too difficult and dangerous, thus the tunnels were abandoned until the TCN has been established and managed to clear most of the Tiberium, allowing Nod's global tunnel network to return to service. This technology is relatively simple and GDI saw potential in having a Tunnel Network in their colonies in the event the Scrin achieved orbital supremacy. It should be made aware however that unscrupulous individuals may make use of these tunnels if they are not properly supervised. (Unlocks Subterranean APC, Drill Pod, and Tunnel Network System) 200/10
    -[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, Sonic Grenades, Sonic Cannons) 200/10
    -[x] Hover Tech: While Hover technology has been around since the start of the 1st Tib War, the technology gained more prominent use in the 2nd Tib War as a weapons platform in the form of the Hover MLRS which allows it to hover over bodies of water and assist in amphibious assaults. By the 3rd Tib War, Hover vehicles begin to fall into specialist roles with the Slingshot and Shatterer due to their fragility, high production cost, and high maintenance cost compared to treaded vehicles. However, during the Ascension Conflict, the ability to hover over rough terrain, water, and even jump over cliffs have proven essential in protecting convoys of material for the construction of the TCN. Now it seems that Hover technology has found its niche as a versatile vehicle platform that sacrifice a bit of armor and being high maintenance for all terrain mobility. (Unlocks Hover Platform, Sandstorm, Shockwave, Shatterer, & Slingshot) 150/10
    [X] Plan: Mobility and Mining
    -[x] 109th Zone Battalion: A Battalion of Zone Power Armored infantry with access to Jump Packs, Ionized Railgun Cannons, and shoulder mounted heavy weapons. Each suit has an array of advanced sensors and communications equipment making them ideal for patrol work and combating anything they find while on patrol. The armor also enhances the users strength, speed, and reflexes like previous generations of Zone Armor, along with an aim assist to better inform the user where their round will land. (+1 Zone Infantry Battalion) 200/50
    -[X]99th 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
    -[X]52nd 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
    -[x] 91st Orca Air Squadron: A Squadron of Orca Mk.6 Multirole Strikecraft, 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
    -[X]MCV: The Mobile Construction Vehicle has been in the GDI arsenal since it's very founding and while it has gone through many iterations, its core purpose stays the same. The MCV supplied by GDI are based on the old MCVs of the 3rd Tib War but has been modified for Colony use. You are only allowed 1 MCV for now as they are in high demand with other colonies too. (+1 MCV & +4Construction Action) 300/200 (only 1 allowed)
    -[X]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 RA1 style Ore Mine) 150/100
    -[X]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. (+1 RA2 style Refinery) 100/150
    -[x] 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 & +50 tons of Food/Year) 150/100
    -[X]Robotic Drone Tech: GDI have rarely used Robots in their arsenal, mainly due to the dangers of an enemy taking control of your own robots, the control signal being jammed due to interference, and study done decades ago that proves Humans supported by AI is superior than AI controlled armies. However, robots have found a niche for themselves as patrol and scout units. A recent robotic addition to GDI's arsenal is the War Dog which is a scaled down Mastadon frame with a machine gun head. Advanced sensors and pack intelligence makes it an ideal scouting unit while being very cheap to produce. (Unlocks War Dogs, Drone Swarm, Repair Drones, Custom Drones Designs) 200/10
    -[x] Hover Tech: While Hover technology has been around since the start of the 1st Tib War, the technology gained more prominent use in the 2nd Tib War as a weapons platform in the form of the Hover MLRS which allows it to hover over bodies of water and assist in amphibious assaults. By the 3rd Tib War, Hover vehicles begin to fall into specialist roles with the Slingshot and Shatterer due to their fragility, high production cost, and high maintenance cost compared to treaded vehicles. However, during the Ascension Conflict, the ability to hover over rough terrain, water, and even jump over cliffs have proven essential in protecting convoys of material for the construction of the TCN. Now it seems that Hover technology has found its niche as a versatile vehicle platform that sacrifice a bit of armor and being high maintenance for all terrain mobility. (Unlocks Hover Platform, Sandstorm, Shockwave, Shatterer, & Slingshot) 150/10
    -[X]Subterranean Tech: During the 2nd Tib War, GDI ruled the heavens but Nod ruled the underworld and they do that through subterranean technology. Nod used this network to great effect as it is the only place where they are protected from GDI Air superiority and our Ion Cannons. By the 3rd Tib War, Tiberium has grown deep within the Earth's crust and tunnelling through Tiberium is too difficult and dangerous, thus the tunnels were abandoned until the TCN has been established and managed to clear most of the Tiberium, allowing Nod's global tunnel network to return to service. This technology is relatively simple and GDI saw potential in having a Tunnel Network in their colonies in the event the Scrin achieved orbital supremacy. It should be made aware however that unscrupulous individuals may make use of these tunnels if they are not properly supervised. (Unlocks Subterranean APC, Drill Pod, and Tunnel Network System) 200/10


Looks like Maxed out is heavily in the lead with 8 votes while thr others have 2 votes
 
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