Fair enough.
Let's go for a more simplified version then.
Let's just say, as this is turn 28, that the average experience of our Vets is a year's worth.
And we'll use every 2 months for a +1 to that 'Vet' bonus. So +6 to our Vet Rolls. Every two months that go by without us losing more than say 5-10% of our Vets, or increasing by more than 5-10% of our vets results in another +1 being added to that. To whatever Cap inverted_helix wants.
If we do get / lose any in that range, we don't earn a point for those two months. We go beyond that we start losing vet points.
So for example...
Turn 30 - We have 50 Vets. And say +5 Vet Bonus, with a +1 earned for making it to this month. So we have +6 for actions on Turn 31.
Turn 31 - We gain +1 Vets. Not past a certain % of our group, so nothing to worry about.
Turn 32 - We gain +2 Vets. Still too small, so we're fine, add another +1 to our vet bonus.
Turn 33 - We gain +5 Vets. That's 9% or so of our new current max. So this month doesn't count towards 'training' vet bonus.
Turn 34 - We gain +3 Vets. That's smaller than the amount, this month counts.
Turn 35 - We lose 1 or (get -1 Vet XD). That's smaller than the amount, this month counts another +1 to our vet bonus for a total of +7.
And we can say the max for Vets is +10.
Combat focused groups that have high turnover get assigned (1d3) vet points. So 1 to 3.
Middle focused groups get (1d3+1) So 2 to 4.
Don't Die Groups like ours get (1d3+3) vet points assigned to them when created. So 4 to 6.
So Combat Puella either become an Elite or die within a year and generally see lots of Puella come and go.
Middle Focused kinda have the middle grounds.
Don't Die Groups end up with the highest # of Skilled Vets but usually have fewer Elites and Puella total.
There we go, way less complicated and way less to keep track of.
Of course instead of just doing +1 every two months, we can do +0.5 per month instead.
Still too complicated.
Look, let's stop trying to rerig the system in our favor and play as is for now.
Maybe when we get to the point of 10 year veterans we can start considering a category between Vets and Elites or something okay. But I don't see the need for any complicated things right now. The mere fact we have such a high percentage of vets is enough of an advantage.
Maybe we should enter negotiations with the Magocracy about peacefully becoming vassals to them. It would turn them from a threat into assets, and i imagine we could get significant amounts of actual autonomy from them in return for what we bring to the table. 5 Elites, 50 Vets and a significant mundane source of legal money would probably make us one of their most important vassals, if not number 1 outright.
Then we'll likely be able to diplomance the other vassals with great ease since we are officially on the same side and will thus be able to spread our obviously superior ideas and memes to them to culturally assimilate them. Then we only need to have Mami befriend the leadership and blam, cultural victory.
We have no idea what being a vassal means. I'd rather not give up our independence unless we have to.
It was hard to deal with previously, but decided it could be a decent thing to introduce now. People were able to deal with it before, but I figured you were running low on things to spend your money on anyways
Saving up $500,000 is going to take forever isn't it.
I haven't given any yet. If you like I could generate both. The dice roll selection gave it as 3 healers and a barrier, but that could be easily changed.
That's a cool combination, we can work with that.
It's not required though, is my point; high turnover will naturally winnow out the non-Elite candidates, because those will die rather than have the standout month required to "unlock" Elite potential. If they're actively looking, as we do, that number will only grow even more past ours. Unless, of course, they are deliberately snuffing out Elite candidates to preserve the existing hierarchy.
No it does. I don't think you understand what we are saying, and I surely can't figure out what assumptions you are making to get your conclusion.
See, a green with elite potential is still a green. They can die from a bad roll just as easily as other greens, they are just less likely to get a bad roll. So in a culture that accepts 0 casualty risk, all those elite potentials that would have died from a bad roll while hunting would survive.
For example, consider a population of 50 girls with 5 elite potentials.
For their first year of hunting they roll:
Elite Potential 1: 90, 82, 34, 56, 78, 92, 84, 98, 76, 64, 89, 95
Elite Potential 2: 78, 87, 46, 95, 78, 91, 81, 56, 96, 67, 79, 65
Elite Potential 3: 56, 87, 68, 97, 100, 24, 67, 96, 83, 87, 99, 92
Elite Potential 4: 79, 54, 89, 92, 78, 14, 89, 76, 97, 89, 34, 91
Elite Potential 5: 91, 90, 83, 74, 92, 1, 82, 85, 56, 78, 97, 56
All five are clearly showing elite strength in their rolls. Regularly very high and above average. In a risk free environment (like the Serenes), all 5 survive. In a low risk environment (say where a roll under 10 kills you), only four survive. In a medium risk environment (rolls under 20 kill you), then only 3 survive. And in a high risk environment (say the wild where a roll under 30 kills you), only 2 survive.
This would result in teams like the Serene's having a higher Elite percentage of their population.
We've actually seen this our self. Kaoru was classified as Elite potential due to very high rolls during hunting, but one turn she rolled poorly and might have died if we weren't so risk adverse.
OOC, we'd pushed for a higher stipend because we didn't really have to consider food expenses (it was explicitly ignored). IC, we can spin it as pushing too fast to share the latest increases in revenue, but had been reminded that communal use of our available funds helps everyone out far more. We have several experienced cooks (thanks to the restaurant), and a lot of people who deserve healthier meals than what they can afford just spending money individually.
Mechanically, we shift $100 from stipend per month to food upkeep.
I don't want to go higher than that, because we're also having to take on additional upkeep expenses, and we only have enough income headroom for another $100 per girl per month right now.
I really don't feel like going back and taking money away is a good plan. I'd rather just stock the houses with food on top of what we are doing as a morale booster.
Either $60 per a girl, or $1500 per a house.
We can afford that (barely). We need to get another money maker going though.
Tandem Casting, Basic: Allows basic combined casting of the same ability to produce a more powerful result.
Cost: 2 months of: 3 Veteran Meguca, 2 Grief Cube
Improved Rotating Tactics. Applied in Hunting section.
Cost: -10% effective territory for 2 turns.
Demon Hunting Diary: Bonus to demon research rolls
Cost: 1 vet per 16 hunters (currently 15.5 hunters)
I don't actually remember if my proposal won, and it's a pain trying to locate the proposals in the thread. Most tend to be pretty similar by the end, though, so I'll assume we did all these.
I'm pretty sure that's what we did. I migth go dig up the winning plan tonight.
I'll need to do new numbers for the Improved Rotating Tactics research, though. With the lowered territory size, I won't bother with the teleportation.
~ 1 solo elite (no armor) + 2.5 pair vets (hard leather) in the north [DS from 9.9 to 0.0]
~ 2.5 solo elite (kevlar clothes) + 7 pair vets (full kevlar) in the south [DS from 0.0 to 10.0]
~ 2.5 solo vets (full kevlar) in the rural areas [DS of 0.0, cap at 7 cubes]
harvest of 67.7 - 1 (demon forecasting) = 66.7 cubes
3.5 elites, 12 vets, for 15.5 total units
I'll double check math, hopefully tonight.
Total available for other stuff (including the 4 nomad vets):
1.5 elites
10.0 vets
If we work on Kaoru again, that's 1 elite/1 vet. That leaves us about 9 people to do "other stuff".
We'll want to work on improving diplomatic relations, particularly with area 13, to get a better handle on what's going on with Nagoya. And of course, always more research.
We're actually at a point now where it would be reasonable to start working on one of the long-term research projects. Putting 4 girls/3 cubes on improving speed or strength or durability? We're going to need that sort of edge as we start butting up against groups that have gotten larger, faster than us.
Remember that we have slight swings in availability of girls, (I think we used Teleport Transport to mitigate that swing), so those 9 vets will not always be available.
That said, we definitely need to do some research on defenses against telepathy. We need to do some girl vs girl combat training, and we need to do a bunch of diplomacy. Maybe we can use the swings in available girls primarily for diplomacy?
I actually think the highest diplomacy priority is to get the collation (areas 1, 11, and 18) more friendly. We still need to make contact with area 18. They might actually be the least hostile of the three...
I'm hoping we can combine that with some money making plans.