Meguca Micro Empire Quest (PMMM)

What should I do regarding a change in system?

  • Notgreat's proposed simplification of hunting, leave rest intact.

    Votes: 5 55.6%
  • Chapter system vastly simplifying everything.

    Votes: 4 44.4%

  • Total voters
    9
  • Poll closed .
My one complaint is that the 1k jobs really aren't necessary, I personally would rather do more diplomacy or add some analysis (2 GCs per person) but it's not a huge deal.
Hmm. If we did that — using them for the grief management to recover some cubes — it would look like this overall:

-2 greens (-$2000), shifted to courier to free up vets
0.5 vet in Fujinomiya -> 1.0 vet (+$750)
1.5 vets on grief management for +3 cubes

So we'd be at -$1250/month money, and +3 grief cubes (putting net before spirals (or Kyuubey payment, or nomad bribe) at 64.3)

Monthly net income would drop from $4480 to $3230.

So, it could very well be a reasonable shift, particularly as it increases our spiral buffer from 5.3 to 8.3 (discounting Kyouclone). An average cube cost for spirals at morale 3 would be 5.5.


While I dislike losing the money, it's at a point where the extra cube buffer would be quite nice. Thoughts on which way to go on this?
 
Thoughts on which way to go on this?
I'm a fan of the change.
If you want to be extra safe you can do half of that (-$1k +1 meguca, +$750 -0.5 meguca, put 0.5 meguca on management for +1 cube in exchange for -$250, a great deal) but I'd prefer the full change.

Could we possibly save additional cubes by reducing the number of teleported? Drop 4 hunters from the teleport track and add on an additional hunter? (nope, just did the math. More efficient to do your plan unless I missed something)

Are we still positive on cash flow with those changes?
Yes.
 
I'd say split the difference. Drop one of the jobs in order to fully fund the Fujinomiya expansion, and use the extra 0.5 for grief management.

And note that the Fujinomiya expansion will cost $700 this turn for advertising and may not start paying out until next turn.
 
Are we still positive on cash flow with those changes?
Overall, yes, though there will be a slight negative this month because we're also buying the kevlar.

I'll go ahead and do the full version. +3 cubes would balance out the -2 possible bribe to the nomads, and -1(ish) to Kyuubey. Monthly income is approaching neutral, but we knew we'd have to work on improving that anyway. A delivery service for the restaurant will probably be available in the near future, too.

Edit: Update finished.
 
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Hmm. If we did that — using them for the grief management to recover some cubes — it would look like this overall:

-2 greens (-$2000), shifted to courier to free up vets
0.5 vet in Fujinomiya -> 1.0 vet (+$750)
1.5 vets on grief management for +3 cubes

So we'd be at -$1250/month money, and +3 grief cubes (putting net before spirals (or Kyuubey payment, or nomad bribe) at 64.3)

Monthly net income would drop from $4480 to $3230.

So, it could very well be a reasonable shift, particularly as it increases our spiral buffer from 5.3 to 8.3 (discounting Kyouclone). An average cube cost for spirals at morale 3 would be 5.5.


While I dislike losing the money, it's at a point where the extra cube buffer would be quite nice. Thoughts on which way to go on this?

Why not add 0.5 Vets to the Rural area, switch to pair hunting, and over hunt w/ RT up to +10 Demon Strength?

EDIT: Actually , with 6.3 effective territory, you can probably do this with 2 vets hunting solo using teleportation for both of them, though that costs .25 cubes.

That gets us a +3 grief cube for the cost of 0.5 hunters. Instead of 1.5 girls to gain 3 cubes.

Use the remaining 1 girl for something else. Either keep one green on the +$1000 job, or open relations with Area 2.

Do this and I'll switch my vote to your plan.
 
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@inverted_helix, a few questions:
  1. Shouldn't there be an Urban territory southeast of Area 10, along the coast? It seems like there should be.
  2. Any chance of clarifying what IRT's bonus is going to be?
  3. Instead of letting our training degrade when meguca join, is there any way we can have them learn when they join up? Decay/retraining really should only apply when a bunch of meguca join in a short amount of time, such as Seto's group. Maybe a required investment of .25 meguca, round down, per new member in order to prevent training from degrading?
  4. Similarly, it seems odd that 10% of our total meguca-months are spent on constant training just to keep the same level of expertise (demon-finding + pack tactics). Another way to think about it is, given that we only have 16 meguca actually hunting and 9.5 on hunting-related activities, we are spending 6/25.5 = 23.5% of our hunting time purely on training, almost a quarter of our time! That seems awfully expensive. It made sense as an initial outlay, but maintanence should be maybe 1/3 as expensive.
  5. Our restaurant and our courier network would seem to be extremely combinable as-is, but even more so with a little research into establishing a mobile/web presence and packaging. Can we get maybe a 3-meguca research action for each, with results going to extra profitability for a delivery restaurant?
 
Why not add 0.5 Vets to the Rural area, switch to pair hunting, and over hunt up to +10 Demon Strength?
I'm not quite sure I'm getting how you're setting that up.

Currently I have 2 vets solo hunting the rural area for 5.9 cubes, and 73 total cubes after costs.

I could change that to 3.5 vets pair hunting the rural area with RT and teleportation to final DS of 8 (0.1% risk, which is negligible enough I'm not going to fiddle with it), and total cubes would increase to 76.3. That would be a net 3.3 cubes for 1.5 vets, rather than the 2.85 cubes from using grief cube management for the same number of vets. Roughly an extra 0.5 cubes, so possibly worth doing this way, though it also means losing cubes from this area next turn while underhunting.

However in no way can I see it done using just 0.5 vets.
 
Error: I had capped the amount hunted in the rural area.. Refiguring..

Edit: Nope, the cap was actually for holding the DS to safe levels; it doesn't really affect my above figures. Just reduces cubes hunted in the area from 10.4 to 10, since uncapped the risk would be up to 0.5%.
 
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I think you can eek out an extra 0.1 cubes by changing a single veteran to have access to a teleporter to the rural hunt action, but that's not really a significant effect.
 
Shouldn't there be an Urban territory southeast of Area 10, along the coast? It seems like there should be.
Should be, I still haven't gotten around to transferring map over into google maps. It's kind of a pain using their polygon creator.

It would be nice if someone could do that for me, then I could just add new areas. Which would be easier as I wouldn't have to try to match the old ones.

Any chance of clarifying what IRT's bonus is going to be?
To a small degree. It will be a relatively small bonus as it's basically just polishing your current system which had some degree of in character thought to it along these lines already; this is basically applying experiments to shave it a bit tighter. (Though the argument that this is a sort of compounding bonus that's best gained early still applies of course.)

Instead of letting our training degrade when meguca join, is there any way we can have them learn when they join up? Decay/retraining really should only apply when a bunch of meguca join in a short amount of time, such as Seto's group. Maybe a required investment of .25 meguca, round down, per new member in order to prevent training from degrading?
Possibly would make sense.

Similarly, it seems odd that 10% of our total meguca-months are spent on constant training just to keep the same level of expertise (demon-finding + pack tactics). Another way to think about it is, given that we only have 16 meguca actually hunting and 9.5 on hunting-related activities, we are spending 6/25.5 = 23.5% of our hunting time purely on training, almost a quarter of our time! That seems awfully expensive. It made sense as an initial outlay, but maintanence should be maybe 1/3 as expensive.
Hah, you think that's bad. Try comparing how much time a military spends training to in combat. Or even how much time hunters spend at a target range compared to in the field.

Also the maintenance is 1/4 the cost to train it as it is. The cost to train from scratch is just that expensive. Training is simply something that you need to spend a lot of time doing.

Our restaurant and our courier network would seem to be extremely combinable as-is, but even more so with a little research into establishing a mobile/web presence and packaging. Can we get maybe a 3-meguca research action for each, with results going to extra profitability for a delivery restaurant?
This is doable. I actually expected this to be the next step, but I think you're a bit meguca tight already and would hesitate at more upkeep jobs anyways.
 
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I'm not quite sure I'm getting how you're setting that up.

Currently I have 2 vets solo hunting the rural area for 5.9 cubes, and 73 total cubes after costs.

I could change that to 3.5 vets pair hunting the rural area with RT and teleportation to final DS of 8 (0.1% risk, which is negligible enough I'm not going to fiddle with it), and total cubes would increase to 76.3. That would be a net 3.3 cubes for 1.5 vets, rather than the 2.85 cubes from using grief cube management for the same number of vets. Roughly an extra 0.5 cubes, so possibly worth doing this way, though it also means losing cubes from this area next turn while underhunting.

However in no way can I see it done using just 0.5 vets.

Doh, I forgot to subtract the dispatch bonus.

Hmm... we get about 1.2 extra cubes after taking into account under hunting next turn. Guess it's not worth it in the rural area.
 
Worth saying, vote's locked now. With me no telling how long it will be until the update though. (Especially since I need to write up new espionage options, rework the map and finally add the new areas you should be able to see at this point, and possibly work some more background stuff.) Hopefully less time than the previous took.

Just reread all my wonderful omakes, the Mami Yakuza Princess ones are still the most hilarious. The conversation and dialogue really flows well and leads into the conclusions even without really lying.

(Also let me know if the math ever gets to the point of being unfun. I can come up with ways to axe the math if need be, I've let it grow more complex because people actually seem to enjoy optimization of it. And I figure that as long as some people enjoy it, the people that don't can really just make the rest of the plan and copy the hunting plan from one of the others?)
 
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i stopped thinking about what's happening long ago. I just read the turns and then wait for the next one.
(it doesn't help that i never fully watched pmmm, most of my knowledge comes from fic's)
 
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Worth saying, vote's locked now. With me no telling how long it will be until the update though. (Especially since I need to write up new espionage options, rework the map and finally add the new areas you should be able to see at this point, and possibly work some more background stuff.) Hopefully less time than the previous took.

Just reread all my wonderful omakes, the Mami Yakuza Princess ones are still the most hilarious. The conversation and dialogue really flows well and leads into the conclusions even without really lying.

(Also let me know if the math ever gets to the point of being unfun. I can come up with ways to axe the math if need be, I've let it grow more complex because people actually seem to enjoy optimization of it. And I figure that as long as some people enjoy it, the people that don't can really just make the rest of the plan and copy the hunting plan from one of the others?)
Glad you are still enjoying the Omakes.

When you update options can you also update the Rotating Tactics text to include the effect? As right now it still says unknown. It took me a while to hunt through past turns and identify the effect.
 
(Also let me know if the math ever gets to the point of being unfun. I can come up with ways to axe the math if need be, I've let it grow more complex because people actually seem to enjoy optimization of it. And I figure that as long as some people enjoy it, the people that don't can really just make the rest of the plan and copy the hunting plan from one of the others?)
The only real 'math' is in the hunting calculations. Everything else is deciding on resource distribution. I would say that doing the math manually has become a bit of a chore (mostly because of the player use of rotating tactics changing the target from "a number of cubes" to "a specific demon strength", and has to balance between two separate areas), but with the spreadsheet it's mostly pretty trivial.

Just reread all my wonderful omakes, the Mami Yakuza Princess ones are still the most hilarious. The conversation and dialogue really flows well and leads into the conclusions even without really lying.
I've just been re-reading those (and associated) as well. :) Though for me, it was reference material for my next omake. A lot of things in there conveniently fit what I need.

~~

Just for reference on IRT (though it will take another turn before we find out the final result), for an area that we hunt from 0 to 9.9 DS, changing the RT multiplier from 0.66 to 0.6 would drop the final DS to 9.0, and changing it to 0.5 would drop the final DS to 7.5. Neither is a terribly large change.

Hunting the 37 territory up to DS 10.0 currently provides a harvest of 64.9. With a 0.6 multiplier, we could harvest 67.7. With a 0.5 multiplier, we could harvest 74.1. The latter two of course require more hunters as well (0.5 vets for 0.6 multiplier, 2 vets for 0.5 multiplier).

If IRT is a 0.6 multiplier, we'll probably just add the extra 0.5 hunter and be done with it. With a 0.5 multiplier, though, I think it will likely be more reasonable to go back to targeting a number of cubes, and just not take DS all the way up to 10.0.

We're mostly meguca-limited at this point, so it would be a lot easier to simply hunt the number of cubes we need, rather than constantly push for the max number of hunters when we have the flexibility to not always need to do that anymore. Anything in the 75-80 range is adequate for our needs, after considering upkeep, spirals, stockpile, research, and fun with magic. Being under the max means we can still push upwards in times when we really need the extra cubes, such as months with unlucky spirals, or if we want to share part of our stockpile with another group, or other such things.
 
On the morale issue, I looked at average expected deaths per year from spirals (for our group size).

Morale 3 — 4.1
Morale 4 — 3.0
Morale 5 — 2.1

So every +1 tier to morale we manage is 1 less girl that's likely to die. And even with as high a morale as we've been managing, the lack of any deaths in the last year is itself still quite a stroke of good fortune (even though the absolute numbers would be lower, due to the year in question having a lower average population).

If chances to avert spiral death were per cube instead of per doubling of cubes, the above would be 2.1, 1.5, and 1.1, respectively.

Interestingly, the number of cubes used per year hardly changes between the two modes. At morale 3, it would drop from 65.9 to 61.7; morale 4 would drop from 48.4 to 45.4; morale 5 would drop from 33.6 to 31.5. A difference of 2 to 4 cubes used over an entire year. That's because the average number of cubes used per spiral only increases by 6.6%, from 1.875 to 2.0.

I'm wondering if this is an improvement we could research? It's really a pretty small change. Even at morale 3, it's 2 lives and 4 cubes per year. Even ignoring the cube savings (such as being part of the upkeep of the different process), saving even a couple lives seems worth it.

I could see this being reasonable if we could ever get the counseling idea going. Say, a counselor with an ongoing budget of 0.5 cubes per month (6 cubes per year, vs the 4 cubes per year gain at morale 3) for treating minor depression issues, which allows more effective handling of grief spirals.
 
The only real 'math' is in the hunting calculations. Everything else is deciding on resource distribution. I would say that doing the math manually has become a bit of a chore (mostly because of the player use of rotating tactics changing the target from "a number of cubes" to "a specific demon strength", and has to balance between two separate areas), but with the spreadsheet it's mostly pretty trivial.
The trick there is to do the reverse calculations to figure out how many cubes need to be harvested. Just do the inverse function, y'know?
If IRT is a 0.6 multiplier, we'll probably just add the extra 0.5 hunter and be done with it. With a 0.5 multiplier, though, I think it will likely be more reasonable to go back to targeting a number of cubes, and just not take DS all the way up to 10.0.

We're mostly meguca-limited at this point, so it would be a lot easier to simply hunt the number of cubes we need, rather than constantly push for the max number of hunters when we have the flexibility to not always need to do that anymore. Anything in the 75-80 range is adequate for our needs, after considering upkeep, spirals, stockpile, research, and fun with magic. Being under the max means we can still push upwards in times when we really need the extra cubes, such as months with unlucky spirals, or if we want to share part of our stockpile with another group, or other such things.
I think that building up the stockpile is a better choice than just letting the potential cubes go to waste. Alternatively, we can find other methods to spend cubes- bribing Kyuubey to do things for us being the most obvious choice.

On the morale issue, I looked at average expected deaths per year from spirals (for our group size).
Something seems slightly off with those numbers.
At morale 3.0, 4.55% of our population spirals every month. That's 30.576 spirals, and with 7/8 casualties prevented we average 3.8 deaths.
The 4.55% comes from here. And right now average cubes used is 2/spiral (50% use 1, 25% use 2, 25% use 4 but half of those then die), putting us at 0.6 cubes below your number.
 
I think that building up the stockpile is a better choice than just letting the potential cubes go to waste. Alternatively, we can find other methods to spend cubes- bribing Kyuubey to do things for us being the most obvious choice.
I agree that building up a stockpile is probably more important than just simplifying the math.
Well, 75-80 cubes per month 'should' allow growing the stockpile by about 5-6 cubes per month (assuming average cube usage for spirals), even with Fun With Magic. Pushing higher than that just means growing the stockpile for the sake of it, so it's more a sense of how much are we going to dedicate meguca to hunting in an obsessive need to grow huge cube stockpiles, vs using those meguca for the many other things we want to do?

At morale 3.0, 4.55% of our population spirals every month. That's 30.576 spirals, and with 7/8 casualties prevented we average 3.8 deaths.
The 4.55% comes from here. And right now average cubes used is 2/spiral (50% use 1, 25% use 2, 25% use 4 but half of those then die), putting us at 0.6 cubes below your number.
That should be 4.90%, not 4.55%, at morale 3.

Morale 3.0 means 30% of the time we have no spirals. The other 70% of the time, we have between a 0.2% and 13.8% chance of spiraling (N/5 for each roll of a d100 between 1 and 69, since 70+ drops the chance to 0), for an average of 7%. So 30% * 0 + 70% * 7% = 4.9%.

56 * 4.9% * 12 months = 32.928 spirals per year * 1/8 chance of dying = 4.116 deaths per year.

Looking at the AnyDice probabilities, it looks like it's flooring the N/5 result, giving a 35% chance of no spirals at 3.0 morale, instead of the nominal 30%. The other tiers are also floored, reducing their overall average. It has a maximum percent chance of spiraling of 13%. You'd get that at a roll of a 5, rather than a 1.
 
Purchasing and refurbishing Kyouko's church should be added to the options so we don't forget about it. Even if it is more of a long term thing.

It could likely be purchased at a fraction of its true value, but it is still a rather large piece of real estate on the western edge of Kasamino. Purchasing the land will likely cost only around $500,000. Even with the rising cost of real estate in this region. Refurbishing it could have significant costs though. The basic structure of the building was made in the style of old churches and quite durable, but it will need interior repairs, on top of whatever modifications you would make to render it more suitable for housing.
 
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