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 .
Also, modified my vote to add a 1 cube tip for area 13 for facilitating the trade. I forgot about that earlier, but I think that is a cheap way to get it into the vassals heads that we are a source of excess cubes, which is a reputation we want I think.
 
Improved Rotating Tactics. Assuming we stay at +10 DS, swings we get an additional 5 cubes a month.
If we stay at +10DS then we start getting a nonzero casualty rate on the upswing. I was assuming that was still off the table? Because we could get almost as much benefit from hunting to +13DS with old RT, which has the exact same casualty rate.
The advantage is there if you can decrease danger a little.
I mean, yeah, but almost as much advantage would be there if we could decrease the danger anyway. IRT is a very slight boost unless we start hunting with a noticeable casualty rate (which I had advocated many times in the past before giving up as a futile pursuit)
 
Don't magical girls charge things automatically?
Sure, but some girls are better at it than others (like Mami), and we have researched ways to preserve that stronger enchantment so that everyone can benefit from it.

Until we can persuade Kyubey to disclose the actual equation he's determined for Class 3 spawn chance, I'm loathe to ever hunt beyond +10; even +10 is making me nervous because that's the supposed minimum for Class 3 spawns.
According to inverted_helix, the chance is "vanishingly small", so I'm not worried. Since we have to use pack hunting to take advantage of IRT anyway, I'd even be tempted to hunt up to +12 DS (for 6.5 extra GCU). But probably not until we get some actual spawning numbers, just to be safe.

I wonder if he'd be willing to trade for our demon hunting diary info?
The incubators are a super-advanced alien race who are particularly good at detecting things (like magical potential). If they care about the demon hunting info, then they have already collected it themselves.

There is one thing we do need ASAP: more armor. If we're going to take advantage of IRT it means we need to armor against an RT hunt up to something like +16DS, which means we need a lot more armor, and maybe something more than armor to keep casualty numbers manageable.
IRT actually means we that need less armor because it forces a switch to Pack hunting (unless our tandem casting can improve the shields/armor).

Trade Vote
[x] 50-Spell anchoring
[x] Don't trade GCU away

Possible Hunting Votes:
IRT+Teleport (21.5 Veteran, 4 Elite, +88.6 GCU)
[] North Region (IRT+Teleport): 12.5 Veteran Pack, 0.5 Teleporter: GCU=70.5-3.1, DS=0->10
-[] Minimum armor level=(Vest+Hard Leather)
[] South Region: 4 Veteran Pair: GCU=14.2, DS=9.9->0
[] Rural: 2.5 Veteran Solo: GCU=7, DS=0->0
[] Nomad: 2 Veteran Solo: GCU=4, DS=0->0

RT+No Teleport (20.5 Veteran, 4 Elite, +86.8 GCU)
[] North Region (RT): 4 Elite, 12 Veteran Pair: GCU=65.6, DS=0->10
-[] Minimum armor level=(Vest+Kevlar for Veterans)
[] South Region: 4 Veteran Pair: GCU=14.2, DS=9.9->0
[] Rural: 2.5 Veteran Solo: GCU=7, DS=0->0
[] Nomad: 2 Veteran Solo: GCU=4, DS=0->0 (assuming it has a size of 4 and hunting is half as effective as urban)
-[] Minimum armor level=(Vest+Kevlar)

IRT+Teleport (worse option) (22.5 Veteran, 4 Elite, +87.7 GCU)
[] North Region (IRT+Teleport): 19 Veteran Pack, 0.5 Teleporter: GCU=70.5-4.7, DS=0->10
-[] Minimum armor level=(Vest+Hard Leather)
[] South Region: 2.5 Elite Solo: GCU=14.2, DS=9.9->0
[] Rural: 2 Veteran Solo, 0.5 Elite Solo: GCU=7.7, DS=0->2
-[] Minimum armor level=(Vest+Kevlar for Veteran)
[] Nomad: 1 Veteran Solo, 1 Elite Solo: GCU=4.4, DS=0->2 (assuming it has a size of 4 and hunting is half as effective as urban)
-[] Minimum armor level=(Vest+Kevlar for Veteran)

@inverted_helix: Since we can now tandem cast, can we strengthen the enchantments on the shields/armor by using Mami+Seto or two barrier specialists in combination?
@inverted_helix: Did we learn anything about the Nomad area - expected size (in GCU) and GCU expected for pack/pair/solo hunting, etc?
 
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I just found the remains of the Four that Fell and geez.

So, concept was, Seto goes and visits the families of the four puella that died under her watch. The first one's a family running a struggling bakery and I didn't actually write out the interaction with the family, just the bit where she's standing in front of it, trying to will up the courage while her best friend waits along with her.

Seto took her helmet off, and shook free her red-pink hair.

"I guess we're here," Mai said, accepting it.

Here. Ootori's home.

Ootori's parents lived in a cramped three tatami room above their struggling bakery. Her two brothers occupied the slightly larger four mat room, with just enough space to spread a third futon. Though it was dawn, they'd been up for hours already, slaving away to create the magic that made bread bread.

It was an ordinary family, the sort a certain girl crying over the bloody corpse of her own, had once sworn to protect.

Seto grimaced.

Hubris. Utter hubris.

She'd failed. Their daughter, their sister, was dead, and they didn't know.

Seto wasn't sure how long she spent looking, agonizing, the seat beneath her growing slowly warm, but it was long enough for her best friend to turn the scooter's motor off, and turn around so she could look her in the eye.

"You don't need to do this," Mai said. Her teal helmet was almost gray in the early light.

It was enough to break the spell of imagined sorrow. Seto shook her head, clapped her hands against her cheeks in one sharp crack, and swung herself off.

"I promised," she said.

Mai nodded slowly, her bright orange locks like tufts of grass as they stuck out from between her goggles and her helmet.

To look at them, you'd think for sure that Seto was the younger of the two, but their sempai-kouhai relationship flowed in the opposite direction. Mai was tall enough to buy and ride a scooter without eliciting suspicion, while Seto was... average. Not short, but not tall either. It had been a small mercy that she'd contracted at sixteen.

"Stay?" Seto asked.

"Of course," Mai said softly. "She was my friend too."

Seto nodded, not trusting herself to speak as she walked towards the doors of the Ootori Family Bakery.

A dilemma.

What could she tell them? What combination of words could give them both the strength to understand, and the grace to let their daughter or sister go? What bleak and thankless wisdom would help stitch the gaping wound that the words would open up?

What cold comfort could she offer when whatever she told herself died like ashes upon her tongue?

What indeed.

Then there's a long stretch of 'I'll think of something' followed by:

Worst of all was Uetsu. She had been something of a class clown, and something of an unofficial mascot. The girl who fought with stuffed toys, healed with wads of cotton, and dressed like she was taking advice from a cartoon. She had been a constant source of cheer, a steadfast friend, and an unstinting healer.

When Seto delivered the news, her father had simply spat on the ground, a dark satisfaction over his heavyset features. "I knew she would come to a bad end. Told her."

It had taken all her focus, all her concentration not to simply pick the man up by his ignorant, potbellied waist and pitch him out the window.

"I was always unwanted," Seto remembered her saying, a smile on her lips, tongue stuck out self-deprecatingly, bumping her own head with her fist. At the time, it had struck her as pandering irritatingly to the 'kawaii' aesthetic. "Can't really go back home, Seto-chan."

Now she just wanted to apologize and never stop.

I might try to finish it, but I also kind of... don't want to...
 
So, pretty much our situation sucks?
Well, kinda. I mean, it's not quite as hopeless as I'm painting things, but it's getting there.

The big, looming issue is that we are halfway to Turn 60. At around that point Mami, Kaori, and everyone in that age group graduate high school, and either need to go to college or get real jobs. Since we didn't go the criminal route, we're going to face extra scrutiny if we can't either secure college loans or show enough income to be plausible for a large group of working adults.

Another looming issue is the lack of aging in our younger girls. We need to be training either long term illusions, body manipulation magic, or permanent illusion artifacts, and we need to do it soon.

I was hoping that once we subdued our hinterland and got a decent surplus going through IRT we could address these issues, but it looks like they're going to have to be dealt with 'on the run' so to speak, since we look to have hostile factions on our doorstep.

That, and I'm a bit disappointed that my idea for what amounts to a new faction bonus, to replace the diplomacy bonus that never seems to materialize due to our bad dice rolls, was partially strangled in the crib... due to a poor dice roll. *sigh*
 
The big, looming issue is that we are halfway to Turn 60. At around that point Mami, Kaori, and everyone in that age group graduate high school, and either need to go to college or get real jobs. Since we didn't go the criminal route, we're going to face extra scrutiny if we can't either secure college loans or show enough income to be plausible for a large group of working adults.

Another looming issue is the lack of aging in our younger girls. We need to be training either long term illusions, body manipulation magic, or permanent illusion artifacts, and we need to do it soon.
I agree that we need to research these things. Personal Enchanting Effects sounds particularly promising and Research, Improving Strength/Speed/Durability might lead to body manipulation magic. I want to heavily push the research with our cube surplus this turn.

Although the lack of aging shouldn't be too much of a problem yet:
Veteran Meguca bring in x1.5 on resource collection. -5% personal casuality chance. These have explored the more general magic that all Meguca hold and are capable of greater feats as well as using illusions to present an older image.
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I was hoping that once we subdued our hinterland and got a decent surplus going through IRT we could address these issues, but it looks like they're going to have to be dealt with 'on the run' so to speak, since we look to have hostile factions on our doorstep.
On the contrary, the factions to the North East, while formidable, seem to be actively avoiding conflict, and while Nagoya is potentially dangerous, they aren't actively hostile and we have the beginnings of a positive relationship with them and (in addition) we have a buffer zone (groups 13/14) to keep them at arms' length.
 
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If we stay at +10DS then we start getting a nonzero casualty rate on the upswing. I was assuming that was still off the table? Because we could get almost as much benefit from hunting to +13DS with old RT, which has the exact same casualty rate.

Huh? We just switch to pack hunting and we get a lower casualty rate. It's not a problem, except that it costs more meguca months. However, we can counter that with teleportation transport which costs us cubes, but gives us more meguca months.

Is the map on the front page accurate?

The picture? No, that's out of date. However, the link right under it goes to an updated map.

Hunting Vote (22.5 Veteran, 4 Elite, +87.6 GCU)
[x] North Region (IRT+Teleport): 19 Veteran Pack, 0.5 Teleporter: GCU=70.5-4.7, DS=0->10
-[x] Minimum armor level=(Vest+Hard Leather)
[x] South Region: 2.5 Elite Solo: GCU=14.2, DS=9.9->0
[x] Rural: 2 Veteran Solo, 0.5 Elite Solo: GCU=7.7, DS=0->2
-[x] Minimum armor level=(Vest+Kevlar for Veteran)
[x] Nomad: 1 Veteran Solo, 1 Elite Solo: GCU=3.9, DS=0->2 (assuming it has a size of 4 and hunting is half as effective as normal)
-[x] Minimum armor level=(Vest+Kevlar for Veteran)
Edit: Danger is too high for Elite Solo with IRT, switched to Veteran Packs only.

We could go with Elite Pairs, vets only is really expensive in meguca months.

Also, right now, nomad is only able to be hunted by Seto (and probably anyone accompanying her).

Finally, voting for a hunting plan without anything else makes no sense.

I mean if you want to present a hunting plan for discussion, sure, but if you want a full plan you need to consider how it fits with everything else.

The big, looming issue is that we are halfway to Turn 60. At around that point Mami, Kaori, and everyone in that age group graduate high school, and either need to go to college or get real jobs. Since we didn't go the criminal route, we're going to face extra scrutiny if we can't either secure college loans or show enough income to be plausible for a large group of working adults.

Not sure that is as big a worry as you think. Mami and everyone can basically take the position of working for our company, so they are living in a house with other girls, and they have very little spending money - just claim they are saving money. Are other people going to be double checking their bank accounts?
 
Also, modified my vote to add a 1 cube tip for area 13 for facilitating the trade. I forgot about that earlier, but I think that is a cheap way to get it into the vassals heads that we are a source of excess cubes, which is a reputation we want I think.
I like that. We really need to look a lot bigger than we are to Nagoya. I mean, if we don't make ourselves look too big to attack then they'll target us for forced vassal-ship, eventually, even if we are probably too close to Tokyo for comfort.
 
Huh? We just switch to pack hunting and we get a lower casualty rate. It's not a problem, except that it costs more meguca months. However, we can counter that with teleportation transport which costs us cubes, but gives us more meguca months.
The entire point is that IRT gives us barely any advantage. (It does gives us one, but it's very small.)

We switch to pack hunting and get a lower casualty rate- but we could already do that. Any analysis on IRT needs to account for the +3% casualty modifier, putting IRT in comparison with simply hunting 3% higher. If we needed more cubes we could've already switched to pack hunting and hunted to the max danger in there. RT to 13 DS and IRT to 10 DS have the same casualty chance.

Actually, wait-
@inverted_helix the casualty percent taken for the rolls is actually at the halfway point between the start and end of the month, right?

That means that IRT is actually equivalent to hunting 6% DS higher, and is thus a significant disadvantage compared to simply hunting to a higher modifier, and the only upside to IRT is the decreased class 3 spawn chance. Do the math, or tell me what I've done wrong with mine.

Given territory T, max danger D, and RT multiplier m:
Total hunt = (T+DT/(20m))+(T-DT/20)

IIRC about the halfway point thing, IRT actually significantly decreases our cube harvest for a given casualty amount.
 
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The entire point is that IRT gives us barely any advantage. (It does gives us one, but it's very small.)

We switch to pack hunting and get a lower casualty rate- but we could already do that. Any analysis on IRT needs to account for the +3% casualty modifier, putting IRT in comparison with simply hunting 3% higher. If we needed more cubes we could've already switched to pack hunting and hunted to the max danger in there. RT to 13 DS and IRT to 10 DS have the same casualty chance.

Actually, wait-
@inverted_helix the casualty percent taken for the rolls is actually at the halfway point between the start and end of the month, right?

That means that IRT is actually equivalent to hunting 6% DS higher, and is thus a significant disadvantage compared to simply hunting to a higher modifier, and the only upside to IRT is the decreased class 3 spawn chance. Do the math, or tell me what I've done wrong with mine.

Given territory T, max danger D, and RT multiplier m:
Total hunt = (T+DT/(20m))+(T-DT/20)

IIRC about the halfway point thing, IRT actually significantly decreases our cube harvest for a given casualty amount.
That was my take too: we have the same danger as hunting to +16 DS, the same returns as hunting to +13/14 DS, but no increase in the Class 3 spawn rate over our current +10 DS, but since we don't know what that is it's hard to put a real value on IRT at all.
 
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Voting for a hunting plan without anything else makes no sense.

I mean if you want to present a hunting plan for discussion, sure, but if you want a full plan you need to consider how it fits with everything else.
Presenting it for discussion was the intent, of course. The vote is (obviously) not yet complete (I guess I shouldn't have included the x's).

Also, right now, nomad is only able to be hunted by Seto (and probably anyone accompanying her).
The whole nomad area is a bit vague right now. We know that Seto hunted it down to DS=0, but not much else. My best guess is that it is size 4 with a hunting efficiency of half what you'd get for Solo/Pair in an Urban area (the multiplier was 3/4 for Suburban), but I'd prefer to get some actual numbers for that.

We could go with Elite Pairs, vets only is really expensive in meguca months.
Hmmm. I like this strategy:

[] Selling 10 GCU for money/info

[] Hunting Vote (21.5 Veteran, 4 Elite, +88.6 GCU)
-[] North Region (IRT+Teleport): 12.5 Veteran Pack, 0.5 Teleporter: GCU=70.5-3.1, DS=0->10
--[] Minimum armor level=(Vest+Hard Leather)
-[] South Region: 4 Veteran Pair: GCU=14.2, DS=9.9->0
-[] Rural: 2.5 Veteran Solo: GCU=7, DS=0->0
-[] Nomad: 2 Veteran Solo: GCU=4, DS=0->0

[] Grief Use Tracking/Management (1.5 Vet)

[] Grief Upkeep (61*.95=58 GCU)

[] Normal Upkeep/Jobs (1 Elite, 19.5 Veteran, 3 Green, 1 Associate)

[] Diplomacy (3 Vet)
-[] Gossipmonger/IntelOps/Propaganda (1 Vet) - Keep up general communication with all neighbors we've opened formal relations with, for light upkeep and general gossip and news. (Currently Areas 1, 3, 4, 10, 11, 13, 14, 15, 16, 17, 18, Nagoya)
--[] This month be sure to mention how we're in contact with all of the other areas and can act as a go-between if needed.
--[] Ask if anyone has any particular problems (demon strength, cubes, money, etc).
-[] Safe Passage Agreement with 4 (2 Vet)
--[] We're hunting in the nomadic area, offer to bring them along on a hunt together

[] Research
-[] Research, Personal Enchanting Effects (4 Vet, 2 GCU)

[] Group sports day (2 Vet)

[] Fun with magic (6 GCU)

[] Grief Spirals (~4.2 GCU)

GCU=57.7-10+88.6-58-2-6-4.2=66.1

Allocation
Elite=5/5
Veterans=51.5/53
Green=3/3
Associate=1/1
 
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That means that IRT is actually equivalent to hunting 6% DS higher, and is thus a significant disadvantage compared to simply hunting to a higher modifier, and the only upside to IRT is the decreased class 3 spawn chance. Do the math, or tell me what I've done wrong with mine.

Pretty much. Although remember that on the downside hunting from +10 DS requires the same level of armor regardless of whether we used RT or IRT to get there, which means that there are savings in risk cost on the downside hunting compared to just having a higher DS.
 
Just barely missed seeing the update last night. Catching up now.

Have updated the spreadsheet to allow two RT modes.


Harvest/meguca for different RT tactics. Includes rural area, but not nomad area.

Hunting to standard 10.0 DS:

Basic RT: 81.7 cubes, 19.5 meguca (3.5 elite)
Improved RT (full risk): 86.7 cubes, 21.0 meguca (3.0 elite), 1%-3% risk (1 in 7 chance of someone dying)
Improved RT (solo/pack): 86.7 cubes, 23.0 meguca (3.5 elite), 1% risk for elites (1.25% chance of an elite dying)
Improved RT (pair/pack): 86 cubes, 23.5 meguca (3.5 elite) (fewer cubes because of more people to teleport)

Overall, keeping with the safe approach, it's +4.3 cubes for +4 meguca. It's a gain, but at a huge meguca cost.

The risky approach is +5 cubes for +1.5 to +3.5 meguca. The solo/pack combo is +0.7 cubes and -0.5 meguca over the safe version, but starts edging into a chance of killing an elite, which makes those tiny gains not worthwhile. The full risk version saves a bunch of manpower, but has a huge risk of someone dying.


Hunting to max safe limit using IRT and current setup:

Improved RT to safe levels (solo/pair): 68.2 cubes, 16.5 meguca (3.5 elite).

This only harvests up to what's safe while using IRT. It has a huge penalty, because you have to drop 2 DS to get -1% casualty rate. Thus, it only harvests the north area up to a 4 DS strength, leading to a loss of 13.5 cubes in exchange for -3 meguca used.


Hunting to match what IRT could give using basic RT:

Basic RT to get the same cubes as IRT: 86.0 cubes, 20.5 meguca (3.5 elite), 0.7% risk for vets (3.3% chance of a vet dying), DS 11.4

In other words, we could get the same cube return as IRT for far less risk and meguca cost by just overhunting with basic RT. We're just taking the risk of a tier 3 at that point.
 
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Looks to me like Improved RT is improved. It lets us: hunt more cubes with lower DS gains, as per math, at the cost of risk. We can mitigate the risk with time, or simply with a different casualty reduction tech, but the math is pretty clear. You get more without going into class 3 territory, at the cost of extra immediate risk.

We just don't have the appropriate military advances to keep up with the economic ones, unless you want to start risking mild turnover for girls, which is really where the problem is. Ultimately, the problem with IRT is an artificial issue generated by self-imposed limitations.
 
It's sounding like Improved RT isn't.

Maybe we should keep up the research?
Well, I had an idea for an Advanced version that delved even further into the statistics, trying to suss out a statistical link between what types of demons will form in an area based on local demon kills, local human population statistics, and any other factors we can think of, and use that to determine how a particular demon should be killed in order to minimize the adaptation percentage. Problem is that's more of a long-term, longitudinal study, so even the most optimistic estimate would be several months of work, though it should be fairly low intensity.
 
Beginning to think we ought to stick with RT until we can research some further improvements to reduce casualty risk. Then we can switch to IRT without the meguca cost.

Unless Seto's bonus allows us to get teleportation transport without cost in one of the areas. That would allow the teleport without the cost, and allow pack hunting to be more competitive...
 
Also, we could pay Kyubey to give us more refined data on demon strength to class 3 demon generation. If hunting to 16 DS only increases the chance of a class 3 demon spawning to reach 1%, maybe it would make sense to try out?
 
You know people feeling like money has no value is part of why I started charging you more maintenance and food costs. :p I find it kind of funny people acting in this game like there's nothing they could do with money all the time.
It's not that there's nothing we can do with money. It's that there's nothing we can do with the money we have. We generally end up in one of a few cases:

1) Requires far more money than we have available, and will take a long time to reach a point of even attempting it (and keeps getting further away as more upkeep gets added). EG: Kyouko's church.

2) Items per girl. Low-to-modest starting cost, but gets multiplied by our population, making it difficult choice. For example, mopeds for everyone would cost $72,000, twice our current bank, before even considering upkeep costs which would destroy our net income.

3) Trivial cost items per girl, which is easily absorbed by the stipend. Books, music, candy, whatever.

4) Moderate cost items that don't actually provide significant value. For example, a car. Limited number of passengers; no one old enough to drive; and nowhere to actually go that would require it (car culture in Japan is vastly different than in the US).

5) Business ventures, which we're already investing a ton of money in.

6) Amorphous improvements that are never really detailed, and thus not sure if they're even relevant to the game. Have a few ideas I might use, here.
 
Just had a thought. One of the most problematic powers of Class 3s is the crushing aura of negativity that drains gems. We hold a partial counter in Kaoru's songs. We are about to aquire a technique to cast magic through objects.

If we set up an agreement to have Kaoru sing to Magocracy anti-C3 forces through enchanted speakers, we could probably get quite a lot in exchange.
 
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Two versions for hunting, using basic RT:

1) No teleportation. 22.5 meguca (3.5 elite) for 85.6 cubes
2) With teleportation. 19.5 meguca (3.5 elite) for 81.7 cubes

(Those don't include the nomad territory.)


Choice between 3 meguca and 4 cubes.

That gives us a buffer of 15-20 cubes. Can use it in the trading, or research or whatever.


Note: Current elite assignments may cut into hunting elites.

Mami - Diplomacy
Taya - Dispatch

Support: 1 elite, 6.5 vets (teleportation included in hunting meguca count)
Jobs: 13 vets, 3 green, 1 associate
Morale: 2 vets (action undefined)
Diplomacy: ?? (1 Mami, 1 vet (gossipmonger))
Training: Magical Girl Combat? (5 vets, 0.5 elite)

Tentative: 2.5 elite, 26.5 vets, 3 greens, 1 associate
Available: 2.5 elite, 26.5 vets, 0 greens, 0 associate

Capping hunting at 2.5 elite..

1) No teleportation. 23.5 meguca (2.0 elite) for 85.3 cubes
2) With teleportation. 20.5 meguca (2.0 elite) for 82.2 cubes

(+0.5 elite for nomad territory; cube count not included)

3 cubes isn't worth 3 meguca. Using teleportation.

That leaves 5 vets for 'stuff'. 10 if we don't do the PvP training.
 
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@inverted_helix

I'm working on a hunting plan, but I need to know what Seto's bonus is going to be to figure out the math.

Probably do pack hunting...
Tentatively I'm thinking when Seto is hunting provides 10 hunters teleport transport for free.
Is the map on the front page accurate?
The current map is the one linked to google maps below the imbedded one.

Still curious if anyone knows a way to imbed the google map.

@inverted_helix: Since we can now tandem cast, can we strengthen the enchantments on the shields/armor by using Mami+Seto or two barrier specialists in combination?
You could.

@inverted_helix: Did we learn anything about the Nomad area - expected size (in GCU) and GCU expected for pack/pair/solo hunting, etc?
The marked area is around 3 cubes territory. Hunting if you don't have some advanced means of transportation is pretty abysmal ratios. Essentially not worthwhile to you.
The whole nomad area is a bit vague right now. We know that Seto hunted it down to DS=0, but not much else. My best guess is that it is size 4 with a hunting efficiency of half what you'd get for Solo/Pair in an Urban area (the multiplier was 3/4 for Suburban), but I'd prefer to get some actual numbers for that.
If you absolutely need rates then call it half the rural rates.

Well, kinda. I mean, it's not quite as hopeless as I'm painting things, but it's getting there.
Players really do seem to be grief spiraling.


You know I may adjust the IRT modifiers to make things a bit better, let me run some numbers. You have a good point now that I understand that raising the DS you hunt to could create similar gains. I was just aiming at a small improvement with a small trade off but I didn't see that the tradeoff meant you could achieve that improvement other ways anyways.
 
Tentatively I'm thinking when Seto is hunting provides 10 hunters teleport transport for free.
I assume that they would need to be hunting in the same area as her, right? And does the 10 hunters include Seto? That basically works out to 2.5 GCU (or 2.75 GCU) per turn (on top of her normal hunting return of 5.95 GCU), which is quite nice.

Since we can now tandem cast, can we strengthen the enchantments on the shields/armor by using Mami+Seto or two barrier specialists in combination?
You could.
Cool! So would there be an extra cost to doing this? And how much would it improve the Protection% of each item thus enchanted?

The marked area is around 3 cubes territory. Hunting if you don't have some advanced means of transportation is pretty abysmal ratios. Essentially not worthwhile to you.
If you absolutely need rates then call it half the rural rates.
Thanks for the info! That's not very efficient (it works out to ~1.5 GCU per solo Vet), but it's useful if we have 1 or 0.5 meguca available after everything else.
 
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Random stuff to spend money on.

1) Bluetooth cell phone headsets. Basically, hands-free communication for hunters, instead of needing to pull the phone out for each call. $25/each, roughly. $1500 total if we get them for every single cell phone, or $500-ish if we only get them for the hunters.

2) Landscaping/spring cleaning. Improvements for the house. Flower garden. Weeding. Repainting. Generally clean the place up, as it's undoubtedly gotten a little run-down over the last year or so. Make it look shiny and new. $2000 and labor. (Note: might delay this one a few months if we really are at the start of winter right now.)

Sports Day alternatives.

1) Party night. Rent an auditorium (or take over a small warehouse area for a rave), and band and/or DJ, with invites available to nearby schools. Not sure on cost.

2) Movie night. Buy everyone tickets for one of the opening showings of the new Star Wars movie. Maybe $2000 to have the whole theater to yourselves, plus snacks and stuff?

3) Day at the Beach. Mitakihara is a coastal city. An afternoon to buy everyone new swimsuits, and a day at the beach. Guesstimate $20 per swimsuit on average, plus miscellaneous. $1500 total?

4) Museum day. A day trip to a local science or art museum. $2000 for tickets plus food.
 
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