OK, looking at various ideas for further plan modifications, and comparison between what I've written down and what Haman wrote down.
Quick links:
Kinematics,
Elder Haman
Hunting: This is a complicated one, because it influences so much of what we're doing. Presumably we're going to be using at least some greens for hunting. We might also be hiring out HC for extra hunting, depending on if we agree that that is in fact something they would value and trade for. It puts our cube situation in a bind, though. And after that, whether we want to hunt in Tokyo to make up for the gap, which has a number of complicating factors.
I'm still sitting on the middle-of-the-road option because I don't think the justifications for other options are well-defined enough to jump on board yet.
Upkeep: All normal.
Morale: Easy enough.
General training: Agreed.
Fusion training: A little flexibility in exactly what we want to try to train. Uses up a fair number of vets, regardless.
Spiral girls adaption training: I have an explicit bit for them in the Training section, while Haman wraps that in how Serena's group gets handled in Tokyo.
Research: Haman put in the bit for working on refining the teleport barrier. It's a low chance of success, though, with a modest meguca cost (3 vets). Possibly worthwhile regardless, because we want to keep pushing that as much as we can as soon as we can.
Diplomacy: Haman has individual actions per group we're dealing with, while I'm wrapping it all under a single action.
@inverted_helix has not made any comments on this either way.
Purchases: Basically the same, except Haman isn't buying cubes from the Coalition. I'll probably drop that as well. Haman also buys more armor than I do; I'm mostly leaving that alone til the hunting plan is more solidified. (I'm just buying enough to get an even number of sets, not because we need it yet.)
Need to add in the bit on legwork for the new restaurant, on both sides.
Tokyo: I just have a big "I dunno yet", while Haman is focusing on doing normal hunting, mostly.
On fusion training:
- 1x Clairvoyant/telepath (0.5 Taya, 0.5 Taura, 1 cube)
> Very useful. Helps our logistics issues. Definitely worth getting.
- 1x Telepath/barrier (0.5 Taura, 0.5 vet, 1 cube)
> Use for intended purposes is completely unknown, but could give us a very useful edge if it succeeds. Even if it fails with respect to demons, it's still useful for our original work on telepathic barriers. (Unless that's a separate effect, and needs separate training.)
> Going for effect: Attempt to nullify telepathic communications made by a target (ie: stop demons from calling for help), rather than blocking a telepath from reading your mind.
- 4x Teleport/Barrier (0.5 Seto, 3.5 vets, 4 cubes)
> Our main goal with fusion tech. 4 people should get 3 successes. Can have one group working on an alternate effect, to give extra general utility.
> Honestly, can probably make do with 3 training groups, since the main use will be via charms rather than live casting. Will go ahead and do that.
- 2x Clairvoyant/healing (2.0 vet, 2 cubes)
> Moderate value. Mainly have 2 sessions running just as a safety net in case the first fails. However, due to limitations on number of clairvoyants, will drop one of these as well.
Added the research.
Want comment from helix before rearranging diplomacy stuff again.
Added restaurant research. Set to 1 vet, since presumably we can kind of work from what we learned last time we did this, so it shouldn't be too difficult. helix can note if it needs a different cost.
Removed cube purchase from the Coalition.