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 .
However, let's assume it drops in on us in the support team instead. So it gets a surprise round in, then we mange to get a call out to Serena, so it gets another round in, and then Serena's aura shows up. (Assuming that the beholder space manipulation effect does not impact the range of Serena's aura). Now we have more power, oh, but we also have the overconfidence malus making us take unneeded risks. Will we win? Probably, but the casualty level will likely be devastating.
One round maximum, and likely not even that before the aura hits, unless the beholder is very good at teleporting directly into an attack run (unlikely, or Nagoya would never be able to report on it because none of them would have survived to tell the tale). The point of the dead-man's switch that I'm talking about is to exploit the "disadvantage" of losing cell signal inside demon miasma: if a demon appears, cell service cuts out, and Serena immediately knows to backtrack to put the support team in range of her aura. At that point we have a Class 4, now weakened to Class 3 or lower, versus 1 sober Elite, 3 boosted-but-drunk Elites who all hero-worship the sober one, and a dozen or two boosted-but-drunk vets who also all hero-worship the sober Elite.

Frankly having the beholder try to ambush the "helpless" vet/Elite support team is the best possible scenario. It's also the most likely one, because the beholder is intelligent enough to go for a perceived weak point like that, but likely not smart enough to realize that we're playing rope-a-dope.
 
Is this our pathetically low roll for an already low difficulty check?
This wasn't actually too low of a DC, I estimated you probably covered something like half of Tokyo from that position, so there was a significant chance that the Beholder simply wouldn't appear in that area.

Serena's group fights defensively. They are more used to turtling up in a fight to protect Serena, which means they might not have the offensive chops to take out teleporters before they can run.
Kind of, since they're used to fighting with her untransformed (and thus relatively squishy) and if she dies so do they, it kind of behooves them to take a defensive style around her. And that kind of just lays out how they're used to fighting.

Aside: Get one of the barrier teams focused on a barrier that covers the ground. An antlion/trapdoor spider type demon would not be pleasant to deal with if it completely bypassed the shields.
Your barrier girls have learned to shield the ground too from when Kyouko "killed" all of them underneath 3 layers of tandem barriers.

We can have up to 3 teams from Nagoya in play.
Essentially each combat unit that Nagoya employs will be 5 elites and 5-10 vets, and thus reliably capable of taking down 1 Class 3 without casualties at a time, though 2 gets dicier and they'll likely try to tactical retreat to set up a better engagement if they can't get reinforcements. They accept casualties when they need to, but they're not psychotic. At least 3 units will be available, possibly a fourth.

Are they willing to give us the movement patterns of the Beholder?
It remains in the most densely populated portions of Tokyo with generally quite slow movements unless magical girls attract its attention. It does not participate in rotation around the edges.

I think that was for the manual print. I mean, we have ~80 high school aged girls, and yet apparently none of them can write a persuasive essay. That's pretty cringe-worthy right there.
Yes. You failed that roll hard. Though I would point out that it's fairly fitting as you guys didn't roll well on the original manual development actions either, so it's kind of displayed lack of ability at this. And this was a more intensive writing assignment than the previous manuals because you were incorporating much more information.

It would be even better if they could track it in real-time for us; they obviously know where it is in order to study it the way they already have, and tracking the miasma is probably less energy-intensive than probing the inside (frankly I'm amazed they even can do that!). They seem to have decent demon-movement prediction software, given their ability to give us optimized hunting routes; it shouldn't be hard to get them to do the same for the beholder.
Probing the inside of this demon's miasma is probably more of an actual energy cost than everything you've had them do before put together. Tracking it is much simpler. Predictive modeling is less of an option though. Keep in mind that their demon movement forecasts are more like weather modeling, they generate probabilities and then map your routes through the highest probabilities. This works on a broad scale. But when you narrow in to one point there's less smoothing of probabilities.

Considering Mami must know Italian, it shouldn't be that much effort to learn Spanish.
I figure that Mami knows Japanese and Italian well, and English to a broken degree that you'd expect of someone that's taken some classes in school but doesn't really use it. Which is pretty much the degree of English proficiency that you can expect from most of your girls.

From our viewpoint the second one is the most urgent though.
Now you're kind of seeing what balances Serena out. Sure she's a bit on the weak side (for Legendary, she could still likely take your organization in a fair fight) and she's got a lot of difficulty in using her. But she was super easy to actually convince to join your side, she could be convinced to stay permanently, and she opens up research options for deriving morphine from her heroine (though this is of course quite risky).


@inverted_helix - Possibly invalid numbers on the jobs listing?

We should have 6 greens on jobs, not 3. (plan had pushed 3 more greens on the couriers to free up 3 vets) And it's missing the 3 vets on restaurant delivery.

Also, Support total should be 8 vets, not 8.5 (assuming turn-specific support isn't included in the standing number)
Fixed.

We need to get Keiko working on cloning Haikano :p
Hainako does not approve of this plan. It sounds terrifying.

Still catching up, just posting this first.
 
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Hey, @inverted_helix. Can I get a quote on the addictivity of Serena's aura for a spiraling girl? I can't find the original mention, but I do recall it was basically guaranteed they wouldn't be able to leave it afterwards.
 
We already know, from helix's own mention, that any use of Serena's aura on a spiraling girl is between 85 and 95% permanently addictive. I believe helix's words on the matter were "almost definitely never leave the aura again."
Are you so sure about that? I'm not.
Hey, @inverted_helix. Can I get a quote on the addictivity of Serena's aura for a spiraling girl? I can't find the original mention, but I do recall it was basically guaranteed they wouldn't be able to leave it afterwards.
While she wouldn't say no to it if the other option was their death, they'd almost certainly not be able to leave again.
This is still my response to this. Though this is of course her IC response, actual addiction rates may vary.
Were I in Serena's position, I certainly wouldn't like having additional people being forced to stay within a kilometer of me or cease to exist.
A kilometer isn't that small that a couple girls are going to feel forced into constant contact. And a lot of possible friction is reduced by everyone passively feeling more positive.

Sounds to me like she's referring to teleporting into her aura. Will charms have the same potency?
Research.
 
So we should leave Serena unsupported? What happened to treating her as one of our own?

Does anyone even read my plans?

I swear that Kinematics is the only one that read my plan, since you liked Kinematics plan, but attack mine despite them being the same plan.

Instead you respond to my post criticizing a different plan, where I point out we have other better options, and then you go and attack me on the basis that there are no other options besides abandoning Serena, which if you had read my plan, you would know is not my plan.

One round maximum, and likely not even that before the aura hits, unless the beholder is very good at teleporting directly into an attack run (unlikely, or Nagoya would never be able to report on it because none of them would have survived to tell the tale). The point of the dead-man's switch that I'm talking about is to exploit the "disadvantage" of losing cell signal inside demon miasma: if a demon appears, cell service cuts out, and Serena immediately knows to backtrack to put the support team in range of her aura. At that point we have a Class 4, now weakened to Class 3 or lower, versus 1 sober Elite, 3 boosted-but-drunk Elites who all hero-worship the sober one, and a dozen or two boosted-but-drunk vets who also all hero-worship the sober Elite.

Frankly having the beholder try to ambush the "helpless" vet/Elite support team is the best possible scenario. It's also the most likely one, because the beholder is intelligent enough to go for a perceived weak point like that, but likely not smart enough to realize that we're playing rope-a-dope.

It's a high risk tactic, since the teleport demons can also respond. We could easily have multiple teleport demons jump on us, followed by the beholder, making it so we can't escape.

You also assume several things that we don't know. You assume that the class 4 demon will be reduced to class 3, when we don't know that. You also assume that the "hero worship" others have for Mami will allow her to mitigate their overconfidence actions, when it's just as likely that the effect will be to make them want to show off in front of Mami.

Additionally the new information from the Incubators suggest that the beholder will not be the first responder to our attacks.

Look, we can't avoid all these risks, but we can mitigate them. I don't want to play rope a dope because rope a dope means allowing the opponent hit you, and getting hit in this situation means dead girls.

Instead I favor hit and run tactics by Serena, with her fighting defensively and retreating if the fight starts to get hard. We can then place a support team lying in wait at the location Serena retreats to so that if the demons chase her we can attack them and destroy them. That way we get the surprise round instead of the demons getting the surprise round.

Kind of, since they're used to fighting with her untransformed (and thus relatively squishy) and if she dies so do they, it kind of behooves them to take a defensive style around her. And that kind of just lays out how they're used to fighting.

Another reason to favor tactics that play to Serena's strengths, exploiting their defensive focus instead of requiring them to be more aggressive.

It remains in the most densely populated portions of Tokyo with generally quite slow movements unless magical girls attract its attention. It does not participate in rotation around the edges.

Sigh, it really is going to be the final boss isn't it.

Yes. You failed that roll hard. Though I would point out that it's fairly fitting as you guys didn't roll well on the original manual development actions either, so it's kind of displayed lack of ability at this. And this was a more intensive writing assignment than the previous manuals because you were incorporating much more information.

Ugh... I'd almost prefer to have to try again and get most of the printing material back. Basically saying someone caught the problems before printing. Although I guess that's more of a bare failure. If it were a really bad failure then I guess I can assume it goes to the printers before anyone notices.

Ugh...
 
Still doesn't address my primary point that the alternative is death, and therefor better addicted than dead.
I wasn't the one arguing against that. But it is important that you realize the end result is the permanent loss of meguca hours, and that under no circumstance should it be used to supplement anything other than lethal spirals.
 
It remains in the most densely populated portions of Tokyo with generally quite slow movements unless magical girls attract its attention. It does not participate in rotation around the edges.
Interesting. Useful info.

Since Nagoya typically hit the downtown area because of their sea-based attack route, it makes sense that they would occasionally bump into it. On the other hand, it's likely that it'll be quite a while before we have to deal with it, since we're approaching from the edges.

A few times a day the ones currently in the center for feeding switch out to the edge while new ones go in. It takes a few days for them to work through a full cycle of every demon.
OK, excluding the beholder, there are currently 36 class 3 demons in Tokyo. (Unless the numbers have updated? Can we assume any Nagoya expedition this month kept the number static, at least? @inverted_helix)

Taking around 3 days to do a full cycle means 12 demons cycle per day.

A few cycles per day means 3, maybe 4 cycles.

Multiple demons trade place every cycle. So minimum of 2, maybe up to 4.

N demons rotating at M per cycle take N/M cycles to do a full rotation and return to the starting point. 36 demons rotating out 2 to 4 demons per cycle would thus take 9 to 18 total cycles. With 3 days of cycles, that means 3 to 6 cycles per day. Given that we were told "a few" cycles per day, 3 or 4 cycles, with 4 or 3 rotating out per cycle seems to be the final conclusion.

Given that that distribution covers the entirety of Tokyo, and that we are dealing with maybe 1/4 of the full circumference, we should probably expect to see just 1 to 2 demons to cycle out every few hours.

To minimize the rate of information transfer back to the center of Tokyo, we should focus on demons freshly arrived from the center. Such targets are probably also going to be the slowest to react, since they're "freshly fed" rather than "hungry and looking/waiting their turn".
Instead I favor hit and run tactics by Serena, with her fighting defensively and retreating if the fight starts to get hard. We can then place a support team lying in wait at the location Serena retreats to so that if the demons chase her we can attack them and destroy them. That way we get the surprise round instead of the demons getting the surprise round.
This is probably a very good way to get the teleporters. Have Serena fight just long enough that they're a bit wary, then run. The teleporter shifts to thinking maybe it has a chance, follows her, and runs right into our ambush team.

Sort of a reversal of the idea of using the vet teams as bait and having them run into Serena.

Also takes advantage of Serena's team's defensive tactics. Lack of strong offense makes the team seem 'weak', while the fact that they're running may make it seem like their strong defense has a limit.

All of this subject to revision once we get a handle on exactly how her aura affects the class 3's.
 
I'm sorry Haman. I just don't like the idea of sending Serena in without backup and thought that was what you were arguing for.
 
I wasn't the one arguing against that. But it is important that you realize the end result is the permanent loss of meguca hours, and that under no circumstance should it be used to supplement anything other than lethal spirals.

Oh, sure. I've always said that this was for the 8 cube grief spiral instance. I'm just sweating bullets about that now that I've started to realize how extremely lucky we have been not to get any (except once very early on).

Also, it's probably not a total loss of meguca power, just a loss of flexibility. They could still work on any project that can be done at the Akiya house. So research is possible, things that can be done over the phone, maybe improve that documentation or something.

This is probably a very good way to get the teleporters. Have Serena fight just long enough that they're a bit wary, then run. The teleporter shifts to thinking maybe it has a chance, follows her, and runs right into our ambush team.

Sort of a reversal of the idea of using the vet teams as bait and having them run into Serena.

Also takes advantage of Serena's team's defensive tactics. Lack of strong offense makes the team seem 'weak', while the fact that they're running may make it seem like their strong defense has a limit.

Indeed, that's one of the reasons I propose a specific "Teleporter" contingency plan. Wait for at least two to show up, and then run. My thought is that this is the most likely way to get a handful of teleporters (maybe as many as four) to chase after Serena (in the belief that ganging up on her will work) and into our trap where hopefully we can kill them quickly before they realize the danger they are in.

Worst case they get away and then won't fall for the same trap twice, but I'm not sure what else to do. Better cahnce than anything else I can think up.

All of this subject to revision once we get a handle on exactly how her aura affects the class 3's.

True, which was another reason I proposed the Stage 1, as I figured that would be the lowest risk, test case area. Stage 2 is where there will have to be a response from the teleporters.

I'm sorry Haman. I just don't like the idea of sending Serena in without backup and thought that was what you were arguing for.

It''s okay. I was feeling a little exasperated with wondering why I was being accused of something I wasn't proposing, but I understand that you are on a phone, so that makes it hard to follow sometimes. (Especially when most of the details of my plan are hidden behind spoilers for space reasons).
 
OK, excluding the beholder, there are currently 36 class 3 demons in Tokyo. (Unless the numbers have updated? Can we assume any Nagoya expedition this month kept the number static, at least? @inverted_helix)
Well after Turn 31 there were 40. Population is pretty much flat though counting Nagoya's efforts against reproduction.

It''s okay. I was feeling a little exasperated with wondering why I was being accused of something I wasn't proposing, but I understand that you are on a phone, so that makes it hard to follow sometimes. (Especially when most of the details of my plan are hidden behind spoilers for space reasons).
It's really easy to miss stuff in spoilers on a phone so I wouldn't be too surprised.

So, uh, I binged through everything over the past few days and am somewhat all caught up
Also just wanted to quote this and say thanks for reading, always interested in new readers.

It's actually why I'm starting to condense useful information onto the front page instead of scattered through a million posts with no linkages. To make it actually possible for a new reader to figure things out.
 
Essentially each combat unit that Nagoya employs will be 5 elites and 5-10 vets, and thus reliably capable of taking down 1 Class 3 without casualties at a time, though 2 gets dicier and they'll likely try to tactical retreat to set up a better engagement if they can't get reinforcements. They accept casualties when they need to, but they're not psychotic. At least 3 units will be available, possibly a fourth.
Again, highlighting Nagoya's huge combat advantages compared to us. They can spare 3-4 times our entire organization's combat prowess, and this is accounting for an uneasy border dispute to their west. Terrifying.

Instead I favor hit and run tactics by Serena, with her fighting defensively and retreating if the fight starts to get hard. We can then place a support team lying in wait at the location Serena retreats to so that if the demons chase her we can attack them and destroy them. That way we get the surprise round instead of the demons getting the surprise round.
This is probably a very good way to get the teleporters. Have Serena fight just long enough that they're a bit wary, then run. The teleporter shifts to thinking maybe it has a chance, follows her, and runs right into our ambush team.

Sort of a reversal of the idea of using the vet teams as bait and having them run into Serena.

Also takes advantage of Serena's team's defensive tactics. Lack of strong offense makes the team seem 'weak', while the fact that they're running may make it seem like their strong defense has a limit.

All of this subject to revision once we get a handle on exactly how her aura affects the class 3's.
These are great ideas, and we should definitely do them.

What I was detailing above was how to deal with the (likely, and getting more so as "word" of our tactics spread) contingency of a Class 3 or the beholder trying to get around The Demon-murder Aura and ambush the vet/Elite "support" team. If we have a sort of deadman's tripwire thing going with the phones, and Serena and Co are close enough, we can reverse that ambush quickly enough that the ambusher might not even get a surprise round in before we're covered in Serena's aura, which could well be a better situation than if we actually had Serena doing a hit-and-run in the first place.
 
These are great ideas, and we should definitely do them.

What I was detailing above was how to deal with the (likely, and getting more so as "word" of our tactics spread) contingency of a Class 3 or the beholder trying to get around The Demon-murder Aura and ambush the vet/Elite "support" team. If we have a sort of deadman's tripwire thing going with the phones, and Serena and Co are close enough, we can reverse that ambush quickly enough that the ambusher might not even get a surprise round in before we're covered in Serena's aura, which could well be a better situation than if we actually had Serena doing a hit-and-run in the first place.

Possible. I feel like we should wait and see how the first stages go before committing to a plan to handle the beholder (assuming it does not attack us during those first stages).

@inverted_helix I assume that we will be getting some mini turn like elements this next month?
 
Again, highlighting Nagoya's huge combat advantages compared to us. They can spare 3-4 times our entire organization's combat prowess, and this is accounting for an uneasy border dispute to their west. Terrifying.
"Spare" is a bit of a generous term in this case.

She normally allocates 1-2 squads of elites and 2-3 squads of vets (because they don't like putting over 20 on their boat at a time is more the reason they limit vets) to the Tokyo situation.

3-4 squads of elites and even more squads of vets is going to pretty sharply impact their border defense. It is a risk. A manageable one because there's a strong advantage to defending your home territory, but still a risk. Though I'm not going to go much into their issues and internal politics with it that you have no way of knowing.

You also severely underestimate how many Serena could actually take on if she was ruthless about it, if you were factoring her into your organization's combat prowess.

@inverted_helix I assume that we will be getting some mini turn like elements this next month?
Yeah. This is probably going to be several mini-turns if you're going all in on Tokyo this month.
 
If we have a sort of deadman's tripwire thing going with the phones, and Serena and Co are close enough, we can reverse that ambush quickly enough that the ambusher might not even get a surprise round in before we're covered in Serena's aura, which could well be a better situation than if we actually had Serena doing a hit-and-run in the first place.
Well, since we do have 1km telepathy, the cell phone trick isn't really necessary. Would be useful if we're staying more than 1km away, though.
 
Well, since we do have 1km telepathy, the cell phone trick isn't really necessary. Would be useful if we're staying more than 1km away, though.
The beholder's miasma makes telepathy inconsistent, not least because it distorts space. I'd rather not rely on it, unless you're talking about keeping a constant chatter going so we can watch for a break in communication.
 
@inverted_helix I love the new Research section on the front page. I look forward to it's completion, it will make remembering those things so much easier.
I also just updated character page with Serena including a description of her powers I believe to be fairly complete. Also adjusted Hainako's description.
Well, since we do have 1km telepathy, the cell phone trick isn't really necessary. Would be useful if we're staying more than 1km away, though.
I thought telepathy was shorter range than that?
I've mostly decided to put the limit at 1 kilometer. Mostly for simplicity and to make your plans a little less convoluted, making your lives somewhat easier in response to all of your dangerous spiralling. Though I think indications in the show probably put it at like 200-500 meters.
If you're talking inside the miasma, the cell phone won't get any reception there at all, anyway.
His idea is you keep an open cell phone line, if the call goes dead you know there's a problem.
 
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If you're talking inside the miasma, the cell phone won't get any reception there at all, anyway.
I think he's thinking that the miasma will cut off the cellphones- warning Serena that we have been attacked.

While telepathy will not be able to make it out of the miasma, so we would have to keep up a constant telepathic chatter that gets cut off, warning Serena.
 
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