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 .
We should certainly take advantage of an arbitrage opportunities. Maybe our Gossipmonger can keep on the look out for those once we meet up with more large polities.
We should probably start it now. We have contact with the coalition, who will probably do selling individually, and we have contact with a buyer, so we can likely make a mint off them alone. We can also get into contact with groups 15 and 16, and start them in on it next turn, further increasing our profits.

Additionally, there's a good chance that we can absorb areas 3, 4, and 17 next turn if we go after them, which means we can get into contact with what looks like a heavily populated area just north of 17, as well as Aokigahara.

Also, what's the vote count at, and is it locked?
 
So, other than the death's from Seto's group immediately before they joined up, have any of our girls died?
A few, early on. I think we've only had one combat death, back in Turn 6 when we were hunting up to +15-20 before we trained up DS sensing and found out about sustainable hunting.

We've been ridiculously lucky with grief spirals, too; with out current population and morale I think we should be losing at least a couple girls per year, but we're not.

(Edit) Ah, ninjaed several times.
 
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Oh, and my bet for the Aokigahara issue is either a long range telepathic class 3, or a malicious wish of some kind.
 
Goddamn I remember Keiko and Hitomi because I wrote an omake involving their deaths (sort of) but if you remembered that off the top of your head I am gonna cry foul cuz that level of attention to detail is not fair. :E
Heh. I remembered their deaths and the approximate circumstances, but I did have to make a quick check of the updates to find which turns they died on.
 
@inverted_helix how does QB feel about 'revealing' fake supernatural stuff to muggles as a cover for real supernatural stuff? Like, say, claiming to be members of the Mages Association and selling healing. If he doesn't like the idea, would he be willing to take a grief seed for each time he has to erase memories due to this?
 
Quick estimate of next month's probable budget:

Hunting: 2 elite, 12.5 vet
Support: 1 elite, 7 vet
Jobs: 13 vets
Morale: 3.5 vets
Training (Tandem): 1 elite, 3 vet
Training (Kaoru): 1 elite, 1 vet [hopefully]
Research: 5 vets
Diplomacy: 1 vet

This leaves 7 free vets, plus any extras if we get 10 or 17 to join. If we get Business is Business going, at least 2 are going to that, and probably another 2 to restaurant delivery if we get the new recruits. That leaves about 10 vets.

Everyone on training will be freed up the month after (assuming very few of our 'other' members have magic partners to tandem train with), so even with higher hunting costs we should still have space to use most of those 10 on research.

We probably want Technology (2 vets), and whatever project can combine our duration research with spell anchoring to create a self-contained magic item (3 vets?). If we have space to work beyond that, I'd like to get Speed, and eventually Durability research done. Both of those should help with the casualty numbers, and we need another 5% there to make our next step forward with IRT.

I think I'd rather drop the apartments and get a third house. More efficient, more secure, more private.
Well, the apartments are $2500 per 20 space, while the house is $8000 for 50 space. With just apartments, we could get 60 space for $7500, so the house is less efficient in that manner. For short-term improvements, we're probably better off with the apartments.

1: Barrier charms (get us to where we can use IRT consistently - need -1% risk for pack tactics, and -5% risk for pair tactics).
2: Teleport/healing charms (what effect do these have on risk?)
3: Kaoru upbeat song charms - combat grief spirals?
4: Kyouko in a can?
5: Demon attraction charm - increase hunter efficiency
6: Detection charms to better support our dispatch teams, requires determining a way to hold a charge without constant tending, and a way for the magic trigger on a condition
7: Teleport platforms to transport girls between our different bases, to support a larger territory

Money makers:

1: Barrier charms
2: Healing charms
3: Kaoru upbeat songs to combat grief spirals
4: Kaoru song to combat class 3 demon drain
5: Demon aversion charm (keep demons away)
I think our real money makers will come when we can do fusion magic and store that in a charm, but basic tandem magic will at least be a start, as something that's a lot better than most can manage.

Of the ideas...

Based on the description of the standard spell anchoring, I doubt a girl can maintain more than a couple magic items at a time, since she has to maintain the outer shell of each of them. It would certainly degrade her ability to focus on other stuff, such as fighting. As such, Nagoya probably just hands out one or two emergency spells per hunter, with a very narrow focus on what's useful.

Barriers don't last long, but as long as they're created such that the opponent is outside the barrier, they give enough breathing space to move and regroup. A barrier embedded in a shield is actually probably not a very good idea, since the triggering of the barrier would probably trap the attacker inside the barrier with you.

Omnidirectional effects (eg: a spherical barrier) are best, for something that needs to be used quickly.

Teleport and Healing charms have different use cases. Teleport is when you're losing a fight, and need to escape now. Healing is for when you got hurt in a fight, but managed to win, get away, or at least get some breathing room.

Kyouko in a Can would be similar to other short illusion bursts — a distraction to give you an edge at the right point in time, or cover to allow you to escape. Illusions wouldn't be useful for their usual long-term effects, but even short-term can be enough.

Need to work out containers for the charms. If you're injured, it may be difficult to break certain types of healing charms. When you're panicked and need to teleport, you don't want to be confused about orientation. Barrier charms are for tactical use, so should be relatively easy to grab and activate.

I don't think we have the skills and research for much on the demon-related ideas. I think we'll mostly be dealing with immediate effects for the time being.

If we get the tandem barrier charms going, though, I'll bet we'd be able to sell those by the truckload to Nagoya, with their attempt to re-arm for the next Tokyo push.
 
@inverted_helix how does QB feel about 'revealing' fake supernatural stuff to muggles as a cover for real supernatural stuff? Like, say, claiming to be members of the Mages Association and selling healing. If he doesn't like the idea, would he be willing to take a grief seed for each time he has to erase memories due to this?
Knowledge of a masquerade's existence can lead to more collateral damage than revealing it outright, especially if you're trying to fake a different masquerade entirely, which won't stand up to much scrutiny.
 
Barriers don't last long, but as long as they're created such that the opponent is outside the barrier, they give enough breathing space to move and regroup. A barrier embedded in a shield is actually probably not a very good idea, since the triggering of the barrier would probably trap the attacker inside the barrier with you.
Well, that depends on how barriers pop into existence. If shields are normally or can be made to be hemispheres, and expand outwards from the point of origin rather than suddenly popping into existence a set distance away, then a barrier that expands outwards when a shield or armor is struck with sufficient force could be very usable indeed.

Knowledge of a masquerade's existence can lead to more collateral damage than revealing it outright, especially if you're trying to fake a different masquerade entirely, which won't stand up to much scrutiny.
Well, maybe, maybe not. Let's say, for example, that the 00 series actually exists in the real world; can you think of a better cover than a series of books and movies about a fictional 007? Same for magical girls. A profusion of magical girl anime could make for a very good cover for the existence of real magical girls.

A double masquerade is somewhat different, and requires that the "mundane" masquerade be relatively innocent: see my discussion of SADS earlier in the thread as an example. Since it's likely a known medical phenomenon in the PMMM world that young teenage girls will randomly disappear without warning, and that informing said young girls of that fact invariably leads to higher rates (due to more grief spirals, but the medical community doesn't know that), then a group home that tries to surreptitiously help those young girls would be something that the wider community would want to try to support and keep secret, lest they let the secret slip and the rate of teen disappearances skyrockets.
 
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Well, maybe, maybe not. Let's say, for example, that the 00 series actually exists in the real world; can you think of a better cover than a series of books and movies about a fictional 007?

Same for magical girls. A profusion of magical girl anime could make for a very good cover for the existence of real magical girls. A double masquerade is somewhat different, and requires that the "mundane" masquerade be relatively innocent: see my discussion of SADS earlier in the thread as an example.
SADS isn't an honest masquerade, though, it's just something nobody talks about, even if parents of young girls may know about it. A double masquerade using an entirely pretend different type of magic, and inventing a non-existent society that practices it, in order to publicly or privately heal people for money, simply will not work. We're literally better off stealing from people, since the memory wipes that would be completely necessary from the act would make them forget why they paid us in the first place.

We're not talking about a feint, like magical girl anime is to PMMM, we're talking about cracking a fake masquerade as though it won't invite scrutiny or oversight.
 
SADS isn't an honest masquerade, though, it's just something nobody talks about, even if parents of young girls may know about it. A double masquerade using an entirely pretend different type of magic, and inventing a non-existent society that practices it, in order to publicly or privately heal people for money, simply will not work. We're literally better off stealing from people, since the memory wipes that would be completely necessary from the act would make them forget why they paid us in the first place.

We're not talking about a feint, like magical girl anime is to PMMM, we're talking about cracking a fake masquerade as though it won't invite scrutiny or oversight.
Yeah, I agree that's obviously not going to work.


By the way, there's only eight votes so far for the trade plan. Anyone want to add one, or change theirs? I really wanted the gem research; I can live with the cash instead, but I would really like to encourage people to vote for the 1-cube tip to Area 13.
 
I think we can get more cubes than this.
Hunting (2.5 elite, 17.0 vets)

Modified by Advanced Detection training (-15% dispatch bonus)

North (Basic RT, Seto Teleportation)
1.5 solo elite [full armor, -2.0% risk]
13.0 pair vets [full armor, 0.0% risk]
>> Cap cubes at 67.9
DS: 0 to 10.0

South (Seto Teleportation)
1.0 solo elite [leather armor, -3.0% risk]
1.5 pair vets [hard leather, -2.0% risk]
DS: 9.9 to -0.1
Cubes: 13.5

Rural
2.5 solo vets [full armor, -1.0% risk]
>> Cap cubes at 7.0
DS: 0

I propose this plan instead (we can only save up to 4 cubes by using Seto right?):
Hunting: 3 elite, 17 vets, Net 88.3 cubes

-1 cube for Demon Forecasting
---0.5 Seto for teleport (50-75 size territory) -0.9 cubes for teleport transport
--North (Seto Teleport, RT):
---1.5 elite solo (w/ Kevlar clothing)
---13 vet pair (w/ full kevlar)
---Expected Harvest 68.2 cubes, cap at 67.8
---DS from 0 to 10

--South (Seto Teleport):
---0.5 elite solo (no armor)
---2.5 vet pairs (hard leather)
---for 14.5 cubes, cap at 14.1 cubes
---DS from 9.9 to 0

--Rural (Seto Transport):
---0.5 elite solo
---1.5 vet solo (w/ full kevlar)
---for 7.3 cubes
---DS from 0 to 0.9


Gross: 89.2 cubes
Net: 88.3 cubes

@inverted_helix That gives me 2 extra vets, how much does it cost to start up food deliveries?

Have you ever played Metal Gear?

No.

We should probably start it now. We have contact with the coalition, who will probably do selling individually, and we have contact with a buyer, so we can likely make a mint off them alone. We can also get into contact with groups 15 and 16, and start them in on it next turn, further increasing our profits.

Umm... we have no idea of prices, we are already doing stuff with the coalition, and we have already contacted areas 15 and 16. Additionally, the size of the locals compared to Nagoya is incredibly small. We need contact with other major players, not small fry.

Additionally, there's a good chance that we can absorb areas 3, 4, and 17 next turn if we go after them, which means we can get into contact with what looks like a heavily populated area just north of 17, as well as Aokigahara.

We... are trying to recruit area 17 this turn. Are you talking about Kofu?

Also, what's the vote count at, and is it locked?

I'll run another count, and as far as I know there has been no lock.

Guys let's create our Mother Base.

Why? How?

We have no capability of even beginning on such a thing. Nor are we likely to for another 100 turns. Nor do we have any need for such a base, it gives us absolutely no benefits, and several obvious negative effects.

Doing this would be a massive waste of resources we don't have on something that would make our lives worse.

If we get the tandem barrier charms going, though, I'll bet we'd be able to sell those by the truckload to Nagoya, with their attempt to re-arm for the next Tokyo push.

Doubt it, remember that they have to maintain the charge. We need to get some kind of insulation adjusted charm first.
 
Vote tally:
##### 3.21
[X] Trade them an additional 10 GCU for 20 more points.
-[X] Tip area 13 one GCU for facilitating the trade.
[X] 50 Spell anchoring: You already understand magic lingering in an object and enhancing it, but they've developed the techniques for placing an effect into an object beyond the mere passive effects.
[X] 10 Welcome packet: Their more insular version of your recruitment pamphlets. This contains basic details on structure that the girls in the organization are expected to know, as well as some history but may be more propaganda than truth.
[X] 10 Information: How'd they interrogate soul gems anyways? (Keep in mind OOC vs IC on this)
[X] Meet with Seto, Kyouko, and other members of your advisers to talk to them in detail about this deal before going through with it. Argue that with the improved rotating tactics we will have 5 extra grief cubes being harvested a turn, so we can make this difference up in two turns of hunting. The small bits of information is highly valuable because we need to know what we are dealing with, figure out exactly what they did to our girls. The more expensive research information is extremely valuable because it would allow us to begin researching and creating actual magical equipment that could give us a big edge. Finally, trading them grief cubes would be a way to signal that we are a wealthy and strong organization, you think it will make them more wary about attacking. Ask for their help in selling this plan to the larger group.
-[X] Have a meeting with the full Serenes to cover the both the expected gains from the IRT research, and the events going on with the Nagoya group. Explain that while we wish to avoid fighting other girls, the Nagoya group seems quite willing to resort to violence. We have made a trade for information with them that we hope will make them view us as wealthy and less vulnerable. Particularly making them think our grief cube reserves are larger than they are, but that means we need them to be careful in what information they let slip to others outside the Serenes, especially the size of our grief cube reserves.
No. of votes: 4
Elder Haman, Skelm, Godwinson, Powerofmind

[X] Trade them an additional 10 GCU for 20 more points.
[X] 50-Spell anchoring
[X] 20-$40,000
No. of votes: 3
notgreat, racnor, Aranfan

[x] 50-Spell anchoring
[x] Don't trade GCU away
No. of votes: 2
boonerunner, Kinematics

[X] Nagoya trade (50 points for Rotating Tactics and info on basic Rotation Farming)
-[X] Trade 10 GCU to Nagoya for an additional 20 points = -10 GCU
-[X] Purchase Spell Anchoring = 50 points
-[X] Purchase Soul Gem Interrogation Information = 10 points
-[X] Purchase $20,000 = 10 points
-[X] Tip to Area 13 for acting as a go-between = -1 GCU
No. of votes: 1
TheEyes
 
Vote tally:
##### 3.21
[X] Trade them an additional 10 GCU for 20 more points.
No. of votes: 8
Elder Haman, Skelm, notgreat, Godwinson, Powerofmind, TheEyes, Aranfan, racnor

-[X] Tip area 13 one GCU for facilitating the trade.
No. of votes: 6
Elder Haman, Skelm, Godwinson, Powerofmind, TheEyes, Aranfan

[X] 50 Spell anchoring: You already understand magic lingering in an object and enhancing it, but they've developed the techniques for placing an effect into an object beyond the mere passive effects.
No. of votes: 10
Elder Haman, Skelm, Godwinson, Powerofmind, notgreat, boonerunner, TheEyes, Kinematics, Aranfan, racnor

[X] 10 Welcome packet: Their more insular version of your recruitment pamphlets. This contains basic details on structure that the girls in the organization are expected to know, as well as some history but may be more propaganda than truth.
No. of votes: 4
Elder Haman, Skelm, Godwinson, Powerofmind

[X] 10 Information: How'd they interrogate soul gems anyways? (Keep in mind OOC vs IC on this)
No. of votes: 5
Elder Haman, Skelm, Godwinson, Powerofmind, TheEyes

[X] Meet with Seto, Kyouko, and other members of your advisers to talk to them in detail about this deal before going through with it. Argue that with the improved rotating tactics we will have 5 extra grief cubes being harvested a turn, so we can make this difference up in two turns of hunting. The small bits of information is highly valuable because we need to know what we are dealing with, figure out exactly what they did to our girls. The more expensive research information is extremely valuable because it would allow us to begin researching and creating actual magical equipment that could give us a big edge. Finally, trading them grief cubes would be a way to signal that we are a wealthy and strong organization, you think it will make them more wary about attacking. Ask for their help in selling this plan to the larger group.
No. of votes: 4
Elder Haman, Skelm, Godwinson, Powerofmind

-[X] Have a meeting with the full Serenes to cover the both the expected gains from the IRT research, and the events going on with the Nagoya group. Explain that while we wish to avoid fighting other girls, the Nagoya group seems quite willing to resort to violence. We have made a trade for information with them that we hope will make them view us as wealthy and less vulnerable. Particularly making them think our grief cube reserves are larger than they are, but that means we need them to be careful in what information they let slip to others outside the Serenes, especially the size of our grief cube reserves.
No. of votes: 4
Elder Haman, Skelm, Godwinson, Powerofmind

[X] 20-$40,000
No. of votes: 3
notgreat, Aranfan, racnor

[x] Don't trade GCU away
No. of votes: 2
boonerunner, Kinematics


-[X] Purchase $20,000 = 10 points
No. of votes: 1
TheEyes
 
[] Elder Haman
Doubt it, remember that they have to maintain the charge. We need to get some kind of insulation adjusted charm first.
Nagoya can already make tandem barrier charms (we got tandem casting by observing them and they came up with anchoring), and while the insulation issue might be a problem for mundanes, meguca can just keep the charms powered themselves. Why would they pay for ours?
 
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