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 .
This sounds dangerous. The youma have already demonstrated the ability to ambush us. If they know that we're guarding a particular area, then it greatly increases the odds of a large assault from the demons.

It's an area that they have already abandoned. We want to make sure they don't try to take it back.

Really? They own a well maintained shrine, and an even larger building behind it which shows that they have plenty of money. And the building is hidden by an illusion barrier (I'd really like to know how they did that) and it's positively soaked in magic, which shows that they have used a lot of cubes. This abundance is partially explained by Hiko's age, but her outfit has to have things pretty well in hand in order to maintain that level of success. The only possible indication of them not being well off was the higher-than-average demon strength. For anyone else, that might be worrisome, but for someone like Hiko, I suspect that it is intentional. Either they are using some variation of rotating tactics or else they're intentionally keeping the demons adapted towards fighting magical girls in order to make the ambiance more friendly for normals.

From their own comments they are clearly not as well off as the Republic. Don't confuse Hiko with the group. The group is no older than we are.


Why do people vote before plans are completed?

Though I'm also contemplating simplification to action slots like other quests because you're essentially doubling in size and I'm not sure I can handle the extreme increase in possible actions per turn.

I hope you don't. The lack of action slots is one of the most challenging and fun things about this quest.
 
Though in general you can expect your bureaucratic upkeep to greatly increase soon due to taking it more people with less integration in your group.
Was actually writing a bit about this in some response, but don't know if I actually posted it (and can't find anything in recent posts, so will assume I didn't).

Basically, getting the refugee group composed almost entirely of greens may actually be to our advantage. These aren't the hardened vets that have way too much experience with both the youma and inter-group conflicts; these are recently contracted girls in a city that now discourages grouping up, with just a few months of running around scared.

With appropriate training, we can get most of them up to vet in only a few months, and they'll have grown to that level without picking up the more problematic habits and cynicism that older meguca would have. They're still young enough as magical girls to hold onto hope and idealism.

Compare that to rejecting them and waiting for a "better" group to arrive. We'd have far more issues with vets butting heads, and cynicism like that seen in the nomad escapees that would drastically drag down any attempts to integrate them. Despite them being 'stronger', they may not actually be 'better', for our purposes.
 
Though I'm also contemplating simplification to action slots like other quests because you're essentially doubling in size and I'm not sure I can handle the extreme increase in possible actions per turn.

It's not actually going to be anywhere near as bad as you think. You have enough distinct upkeep expenses that our possible actions aren't going to actually increase anywhere near as much as they could.

From my experience with the sliver quest, what actually killed me was actually keeping track of movement of slivers and food between hives. And Sliver Quest had actual exponential growth and only 1 real upkeep mechanic. We won't need to switch to an action slot system for a long time, especially since all the resource constraints that action slot systems don't really have is a a major part of this quest's identity.
 
It's an area that they have already abandoned. We want to make sure they don't try to take it back.
I'm not sure that they have abandoned it. If they make a dedicated effort to take it back, then (at this point) we don't want to try to stop them. If they send a patrol of 1 or two youma (and we're sure it's not a trap), then Serena &co could easily take them, but it's hard to be sure that there won't be a trap like there was last time. I'd be fine with sending some people to hunt the normal demons in the area (up to 0 DS), but they would need to be super cautious and ready to scram at a moment's notice.

From their own comments they are clearly not as well off as the Republic. Don't confuse Hiko with the group. The group is no older than we are.
The group may have started later on, but Hiko's experience must have been crucially important to its formation. She has a lot of experience with demons and with hunting and enchanting items (and people) and she has great personal reserves of money and magic. Granted, they do have a top down hierarchy where each person is responsible for the people beneath them, so things might not be quite as good for the grunts at the bottom who don't have Hiko taking care of them personally, but I wouldn't say that they are worse off than the Republic - that's a question that we didn't get a clear answer on:
You're questions about their quality of life are poorly answered. They say they're fine, but you don't trust the answer. They're vague and comparative. They live less dangerous lives than the Junta, they aren't subject to contrary directives like the Republic, and they aren't sent to fight distant wars like the NM.

Also, I noticed something:
They can't really answer why the name is what it is for you. It's not something they've really questioned.
I wonder what's up with the name "Heaven's Chosen"?

Why do people vote before plans are completed?
Because it's mostly complete and I agree with the parts that are done.

I hope you don't. The lack of action slots is one of the most challenging and fun things about this quest.
I agree that the open-ended nature is nice, but there does need to be a system to make it manageable (so that inverted_helix can actually write it without getting totally bogged down). I would be fine with action slots as long as they maintain some degree of open-endedness.
 
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.
 
@inverted_helix


The thing about action slots is that they would dramatically change the nature of the quest. Meguca Micro Empire is all about resource constraints. We've struggled with not enough Cubes, not enough Meguca-power, not enough money, and not enough knowledge. This has made the tone of the quest one of "barely scraping by", it really does feel like Mami has carved out a spot of light and brightness in the bleak world of PMMM and further that said spot is fragile and needs constant effort to be maintained.

On the other hand Action Slot quests tend to have super huge reserves of resources build up really quickly, because there aren't nearly enough actions to spend the resources. There is a reason the major threats in CK2 style quests are armies coming to wreck shit in war turns. And it isn't just because they are descended from a Warhammer Quest.

I feel that changing to action slots would massively change the tone of the quest, and frankly I like the tone of the quest as it is now.
 
The group may have started later on, but Hiko's experience must have been crucially important to its formation.
Pretty sure that's going to be a quality of every group leader, both IC and mechanics-wise. Every group is going to have their own bonus, and someone with a bit of something special will attract people to them.

She has a lot of experience with demons and with hunting and enchanting items
Definitely. Well, less demons and more PvP (ie: expecting to be able to win a fight against an entire squad of elites), but enchantment and general knowledge as well.

and she has great personal reserves of money and magic
Personal reserves of money is questionable. She does not appear to be one who seeks out wealth, and character-wise, that trait conflicts with Sachiko of the Magick Company. However she did get to start with her own base (heavily enchanted shrine that she has full control over) — an obvious advantage, compared to Mami's little apartment.

I wonder what's up with the name "Heaven's Chosen"?
I do wonder if there really is more of a religious background for them, rather than the imperial ties Haman suggested? It's an obvious category for a major group leader, that otherwise is not represented.

Sendai Queendom: monarchy
Osaka Junta: military
Magick Company: corporation
Nagoya Magocracy: oligarchy, semi-corporate
Kofu: democracy
Republic of Japan: republic
Serenissima: family
Heaven's Chosen: feudal, religious order? monastic?
The Enlightened: no clue; may be actual cult, or monastic

Given the description of entering the shrine — almost like entering a miasma, a heavy spiritual pressure, old items gaining a life of their own (Shintoism) — it really does seem like it should be viewed from a religious basis.
 
Though I'm also contemplating simplification to action slots like other quests because you're essentially doubling in size and I'm not sure I can handle the extreme increase in possible actions per turn.
I have to agree with the others that action slots would completely change the feel of the quest. Action slot quests are limited primarily by the number of slots they have, whereas here we're limited by a variety of resources. That shifting dynamic of which resource is our bottleneck has been a very interesting part of this quest, one what would be completely lost in the transition.

Instead, I'd recommend simplifying things by grouping them together more. Eliminate the tracking of training and replace it with "Upkeep of X people, everyone is always trained" Eliminate the housing and just attach a flat cost per person for stipend+housing+food+etc. Simplifications that eliminate some of the complexity while still keeping the resource constraints. And if you want to keep it with options, just make it so that we can adjust how much we pay for things- for example, increasing the per person fee will increase morale. That's already basically the case, just with a few layers of indirection.
 
I'm not sure that they have abandoned it. If they make a dedicated effort to take it back, then (at this point) we don't want to try to stop them. If they send a patrol of 1 or two youma (and we're sure it's not a trap), then Serena &co could easily take them, but it's hard to be sure that there won't be a trap like there was last time. I'd be fine with sending some people to hunt the normal demons in the area (up to 0 DS), but they would need to be super cautious and ready to scram at a moment's notice.

Which is why I have the hunters equipped with teleport charms and orders to bug out if youma enter the buffer zone. And why Serena has flexibility to retreat instead of engaging based on her judgement.

I wonder what's up with the name "Heaven's Chosen"?

Like I said, probably Imperial in origin. The Emperor of Japan is called the Chosen of Heaven.

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.

I'll add that too when I update my plan tonight. After I get home from work, so still a couple hours away.

I do wonder if there really is more of a religious background for them, rather than the imperial ties Haman suggested? It's an obvious category for a major group leader, that otherwise is not represented.
Given the description of entering the shrine — almost like entering a miasma, a heavy spiritual pressure, old items gaining a life of their own (Shintoism) — it really does seem like it should be viewed from a religious basis.

Note that this religious connection (to Shrine Shintoism) fits neatly into an imperial tie. As the Emperor of Japan is also basically the High Priest of Shintoism.
 
Removed the Join Imperium in favor of these three actions:

Diplomacy Team: Half time of a vet pair (1 vet), wearing hard leather armor. Meeting with any local girls that our hunters run into. Try to get an idea of their circumstances, and encourage them to join the Serenes. Also collect DS information, etc.

Diplomacy (Area 15/16): (1 Vets)
- Discuss our recent success in Tokyo, removing the youma threat from their boarders. Discuss the recent outflow of refugees. How are they handling it? Suggest they refer refugees to us, as we are attempting to distribute them.
- Ask how many refugees they can absorb considering the added benefits on our Hunting Manual, and the new territory in what used to be a buffer zone.
- Try to get a feel for how receptive they are to the idea of joining the Imperium.

Second Restaurant (1 Vet): Identify a good second location for our restaurant. Fill out loan applications, plan to get a $600,000 loan for the new restaurant.

@inverted_helix Are the costs for these actions okay?
 
I hope you don't. The lack of action slots is one of the most challenging and fun things about this quest.
You have enough distinct upkeep expenses that our possible actions aren't going to actually increase anywhere near as much as they could.
It's not too bad yet because your upkeep expenses scale with your size in many ways. But the problem comes mostly from stuff like diplomacy actions where it costs you guys a tiny amount of resources relatively but costs me a very disproportional amount of effort to write. Because a lot of the meat of this quest is building out a sort of world around you. A very paranoid, uncommunicative world, but a world nonetheless. I have to come up with character development for all the groups you're interacting with.

When they only cost 1 meguca each I rue the updates where you guys go diplomacy all the things! But I can't really justify talking to people taking more time than that in most cases.

The pure resources based system does give a significantly unique feeling to this quest though I'll grant.
Basically, getting the refugee group composed almost entirely of greens may actually be to our advantage. These aren't the hardened vets that have way too much experience with both the youma and inter-group conflicts; these are recently contracted girls in a city that now discourages grouping up, with just a few months of running around scared.
That is an advantage to greens over vets yes. Though I think you're probably underestimating the trauma of an environment where you're not the top of the food chain. Human psychology isn't well designed for handling being hunted and herded. It's one thing to face the occasional life and death battle at times of your choosing, but it's another to live under the pressure of being hunted.

The thing about action slots is that they would dramatically change the nature of the quest. Meguca Micro Empire is all about resource constraints. We've struggled with not enough Cubes, not enough Meguca-power, not enough money, and not enough knowledge. This has made the tone of the quest one of "barely scraping by", it really does feel like Mami has carved out a spot of light and brightness in the bleak world of PMMM and further that said spot is fragile and needs constant effort to be maintained.
This is exactly the feeling I've strived for. The world is bleak and you're trying to secure your tiny little bastion of light. Balancing you right on the edge of disaster continuously is quite difficult. Especially since you're now on the verge of securing your regional security.

I feel that changing to action slots would massively change the tone of the quest, and frankly I like the tone of the quest as it is now.
Yeah I do too. Though I've often considered that the reason I have only like 10ish readers is because the quest is too complex for 99% of players to enjoy.

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.
I think you're being a bit too cheap on that.

Pretty sure that's going to be a quality of every group leader, both IC and mechanics-wise. Every group is going to have their own bonus, and someone with a bit of something special will attract people to them.
Mostly, though there's a wide degree of variance in that.

Definitely. Well, less demons and more PvP (ie: expecting to be able to win a fight against an entire squad of elites), but enchantment and general knowledge as well.
I'll say straight up though that groups were not designed to be balanced from the start. Some are stronger and some are weaker. Hiko is certainly the strongest Leader unit in Japan with numerous advantages, but that hasn't really translated to the strongest group in Japan. She's got limits, though you aren't in a position to see them all.

Personal reserves of money is questionable. She does not appear to be one who seeks out wealth, and character-wise, that trait conflicts with Sachiko of the Magick Company. However she did get to start with her own base (heavily enchanted shrine that she has full control over) — an obvious advantage, compared to Mami's little apartment.
You can expect the Shrine isn't so much a sign of vast wealth as something she picked up quite a while ago and held onto.

I do wonder if there really is more of a religious background for them, rather than the imperial ties Haman suggested? It's an obvious category for a major group leader, that otherwise is not represented.
Damn insightful players finding the hidden modelling. It's not like I literally had a checklist, but I felt like if you get a bunch of people and have them form governments of their own you're going to get a whole scattershot of different possibilities. Though I think this is especially true in Japan because their feudal era lasted until so recently, they've got a culture that encourages followers, they're very corporate, and they have a democratic form of government. They have the building blocks for virtually any government form. In the US you'd probably see groups much more stilted towards republics.

Nagoya Magocracy: oligarchy, semi-corporate
I like that basically every time they're brought up perspective on them shifts a little bit. They're meant to be a sort of ambiguous straddling of multiple types.

This is going to be one of the biggest issues for you going forward. You're really at the limits of what you can handle with your family style government. I'm not sure how to model a switch in government though. Or for that matter what direction your government will evolve.

Heaven's Chosen: feudal, religious order? monastic?
The Enlightened: no clue; may be actual cult, or monastic
The intended here is basically feudal for HC though as with most feudal governments there's strong religious overtones, and Enlightened as a sort of cult.

I have to agree with the others that action slots would completely change the feel of the quest. Action slot quests are limited primarily by the number of slots they have, whereas here we're limited by a variety of resources. That shifting dynamic of which resource is our bottleneck has been a very interesting part of this quest, one what would be completely lost in the transition.

Instead, I'd recommend simplifying things by grouping them together more. Eliminate the tracking of training and replace it with "Upkeep of X people, everyone is always trained" Eliminate the housing and just attach a flat cost per person for stipend+housing+food+etc. Simplifications that eliminate some of the complexity while still keeping the resource constraints. And if you want to keep it with options, just make it so that we can adjust how much we pay for things- for example, increasing the per person fee will increase morale. That's already basically the case, just with a few layers of indirection.
Hmm this is a fairly reasonable way to simplify without removing the underlying resource mechanics. I might consider that.

I basically ponder changing my system every other turn or so as I see the steady increase in spreadsheet sizes (both mine and Kinematics).

@inverted_helix Are the costs for these actions okay?
I think the restaurant one should probably be 2 vets. Finding good locations for restaurants is a huge component to how successful they are.

Also @Kinematics Still looking forward to the new chef omake :p
 
@Kinematics and other people

What do you think of replacing this:
- 1x Clairvoyant/telepath (0.5 Taya, 0.5 Taura, 1 cube)
--- Try to develop a way to extend telepathic communication further (to clairvoyance distance)

With a Clairvoyant/Teleport combo focused on identifying when a demon is about to teleport?

That might make anti-teleport charms effective. You have the clairvoyant and teleporter in the back row keeping an eye on the demon about to teleport, and then trigger the anti-teleport charm just before it does... thereby blocking him from escaping.

Problem is that we can only shake free enough clairvoyants for 1 clairvoyant combo...

So is this better than extending telepathic communication?
 
This is going to be one of the biggest issues for you going forward. You're really at the limits of what you can handle with your family style government. I'm not sure how to model a switch in government though. Or for that matter what direction your government will evolve.

Oh that's obvious. The older girls will start taking care of the younger ones, and they will form sub families, while the Serene's as a whole become a clan.

Which is exactly what happened when other clan forms of government formed. (Might want to research Scottish Clan Governmental forms.)

I think the restaurant one should probably be 2 vets. Finding good locations for restaurants is a huge component to how successful they are.

Okay, will drop the Tokyo addition.
 
That's a point. I am open to adjusting how we offer it.

I'm just seeing that Hiko seems to need our Hunting tech most, and could also use some extra cubes to allow her to let DS go back down in her own territory. So it's a highly beneficial arrangement that suits their needs. It shows that we are alert to their needs and are considering those needs thoughtfully in our offers.

I guess I saw it as setting a good tone for the tech trade negotiations. Hiko seems much more susceptible to soft diplomacy than Nagoya. I am worried that their interdiction tech is something highly valuable that they wouldn't trade away for anything usually. So by being very solicitous of their needs up front and diplomatically offering them aid with their biggest problems in a face saving way, it would make her much more likely to be generous back to us, and allow us to trade something like Tandem Casting for her interdiction tech.
The thing is, Hiko doesn't need our tandem casting, or any of our other techs; more than likely she already knows most of them, and even if she doesn't they're not all that important to her, certainly not enough to let go of something as awesome and strategically important as teleport interdiction. In contrast, the one thing she definitely wouldn't have come up with in a century as a meguca is detailed tracking and statistical modeling of DS levels; that's the sort of thing that would never occur to a girl who probably hasn't cracked a math textbook since the late 19th century, and it's our killer app here. Above all other considerations, the one thing we don't want to do is sell our most valuable product at a discount.

I think a better approach would be an exchange of apprentices: we send a pair/trio of barrier/teleporters to Hiko to train in whatever is needed for teleportation interdiction, and in exchange she sends us a pair/trio of clairvoyants/math nerds to train in our advanced DS tracking, dispatch, and hunting methods. No need for payment in cubes, or anything like that: we don't really have the cubes to spare right now anyway, given the huge influx of migrants that we need to train, feed, and otherwise provide for.

I wouldn't say that they are worse off than the Republic
Compare their vague and comparative notions of quality of life to what the Serene would say:
"If it weren't for the threat of Tokyo, life among the Serene is pretty much as good as a normal teenager's. We have the support of friends and family; food, housing, cubes even spending money are provided for every girl, from the strongest combat Elite to the newest green. For most of the girls, our biggest concerns are schoolwork and, amazingly enough, boredom. The Serenissima Imperium Magicum Puella was founded on the ideal that every magical girl deserves to live a good life and to let their soul shine, and we all work hard to make that more true every day."

We don't need to compare our lives to those of other organizations; hell, we barely pay attention to what those other organizations' quality of life even is. The fact that the Chosen feel the need to be comparative at all is a sign of weakness; when you know you're the best you don't need to care about everyone else's quality of life.
 
Oh that's obvious. The older girls will start taking care of the younger ones, and they will form sub families, while the Serene's as a whole become a clan.

Which is exactly what happened when other clan forms of government formed.

Considering that our girls are basically immortals unless killed or spiral'd, I figure we'll be a lot more stable relative to RL counterparts. Since the family connections between offshoots will be firmer.
 
When they only cost 1 meguca each I rue the updates where you guys go diplomacy all the things! But I can't really justify talking to people taking more time than that in most cases.
You could actually limit this based on a more realistic measure: Just how many girls are really well-equipped to do this sort of negotiation, making sure not to step on anyone's toes, and don't promise anything that's going to conflict with what you told someone else, etc.

And if you have a lot going on, there's going to be tons of cross-talk, which increases difficulty. Maybe even add a difficulty rating on how much time it takes to work with any given group. Heaven's Chosen, for example, with all its ceremony and protocol, takes more people to handle everything in that manner. And who do we have that's good with legal stuff, to deal with the Magick Company? The more that people who are good at this sort of things are stretched thin, the less you can get accomplished overall.

You could also require buffer meguca time, to handle things that we thought were going to be simple, but suddenly went pear-shaped. Or perhaps, like our over-researching last turn, once we go past a certain number of actions for a given category, further actions become more and more expensive.

Basically, there are plenty of believable ways to slow down how many things we try to do on a given turn without turning it into an action slot mechanism.

You can expect the Shrine isn't so much a sign of vast wealth as something she picked up quite a while ago and held onto.
Yeah, I was trying to say that that was an advantage she had instead of lots of money. It can be worth quite a bit, but it's not cash on hand.

Also @Kinematics Still looking forward to the new chef omake :p
Heh. I have it in draft form, about 1500 words. Needs polish. Guessing it's going to go up to around 2000-2500 words. Since I got the draft done, I knew I wasn't going to lose what I'd been thinking up before, so it let me go back to working on the planning stuff.

Will try to get it written up tonight.
 
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Yeah I do too. Though I've often considered that the reason I have only like 10ish readers is because the quest is too complex for 99% of players to enjoy.
On the other hand, we seem to have screened out the shitposters; I can only conclude that to be a positive development. :D

I'll say straight up though that groups were not designed to be balanced from the start. Some are stronger and some are weaker. Hiko is certainly the strongest Leader unit in Japan with numerous advantages, but that hasn't really translated to the strongest group in Japan. She's got limits, though you aren't in a position to see them all.
Well, one of the obvious ones is that she would have almost certainly gotten a later start on the group formation compared to the Junta and the Republic; in fact she probably only ever considered forming a group of her own in response to one group or the other starting to encroach on her territory.

You can expect the Shrine isn't so much a sign of vast wealth as something she picked up quite a while ago and held onto.
Heh, in one sense that is a sign of vast wealth. There are few things in economics more powerful than a century or so of compound interest. :)

You've succeded magnificently, in a way that I think would probably not be at all possible in an Action Economy style quest.

Actually, @TheEyes, would you say my Sliver quest had the same sort of feel to it or not? I'm curious if it's a feature of the logistical management style.
I may not be the most unbiased source here, since CK2 style quests tend to annoy me with their inability to split focus, or for that matter, concentrate focus, in ways that ought to make sense. Micro quests like these require a lot less suspension of disbelief for me, so they'll always be better from my point of view. :)
 
On the other hand, we seem to have screened out the shitposters; I can only conclude that to be a positive development. :D

I can confirm this. Popular PMMM quests can get really toxic.

Edit: Like, imagine there was a Serena level clusterfuck every day, and you have an inkling of why I left the PMAS thread and now only follow the story only thread.
 
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Or perhaps, like our over-researching last turn, once we go past a certain number of actions for a given category, further actions become more and more expensive.
Well to me that made logical sense because a lot of research involves doing things for x amount of time and isn't something that linearly scales speed with resources.

You could actually limit this based on a more realistic measure: Just how many girls are really well-equipped to do this sort of negotiation, making sure not to step on anyone's toes, and don't promise anything that's going to conflict with what you told someone else, etc.
This is a fairly reasonable IC limiting factor too though.

Yeah, I was trying to say that that was an advantage she had instead of lots of money. It can be worth quite a bit, but it's not cash on hand.
Well it's not really something she could sell to mundanes anyways. So it's an asset, but not really one she could liquidate.

On the other hand, we seem to have screened out the shitposters; I can only conclude that to be a positive development. :D
lol

I may not be the most unbiased source here, since CK2 style quests tend to annoy me with their inability to split focus, or for that matter, concentrate focus, in ways that ought to make sense. Micro quests like these require a lot less suspension of disbelief for me, so they'll always be better from my point of view. :)
I have focused this heavily on making it "realistic" which is why I've stuck at a resources system in spite of the difficulty. It's by far the most realistic way to represent things in an empire quest.

Edit: Like, imagine there was a Serena level clusterfuck every day, and you have an inkling of why I left the PMAS thread and now only follow the story only thread.
Hah, I can be the toxic one in some threads. Though usually it's because I occasionally get so incredibly pessimistic people consider it trolling.
 
I have to agree with the others that action slots would completely change the feel of the quest. Action slot quests are limited primarily by the number of slots they have, whereas here we're limited by a variety of resources. That shifting dynamic of which resource is our bottleneck has been a very interesting part of this quest, one what would be completely lost in the transition.

Instead, I'd recommend simplifying things by grouping them together more. Eliminate the tracking of training and replace it with "Upkeep of X people, everyone is always trained" Eliminate the housing and just attach a flat cost per person for stipend+housing+food+etc. Simplifications that eliminate some of the complexity while still keeping the resource constraints. And if you want to keep it with options, just make it so that we can adjust how much we pay for things- for example, increasing the per person fee will increase morale. That's already basically the case, just with a few layers of indirection.
This idea also fits well with the whole decentralization issue caused by the influx of new girls that Inverted_helix pointed out. As the administrative load is spread out further, we begin to lose control of the fiddly details.
 
Pretty much done with my plan except for probably some polishing:
Plan Tokyo Hunt

Main points of my plan:
1: Hunt in Tokyo (specifically in the Odawara area near 15/16 territory that the youma appear to have abandoned).
Expected Net Tokyo Harvest = 26.5 cubes

I think this is necessary if we are to be able to handle the refugees incoming.

This decision drives a lot of other decisions:

2: Serena & Co. are on standby in case youma re-enter Odawara. In the meantime they are training the new girls in her group so they aren't a risk.

3: I have a very green heavy hunting going on in our territory. I don't need to hunt up to +10 DS there because that only gains us 18.5 cubes, so Tokyo hunting is better. This gives me a huge number of vets available for other actions.

4: I spend most of these extra vets on Tokyo and diplomacy. I think we are going to need a ton of diplomacy to handle the refugee crisis, and we want to get ahead of the curve on this problem.

There are still a couple questions I think we should ask:

#1 Should Serena only stay on standby this whole month? It would be much safer. However, I have her switching to attacking demons in the Isesaki area after three weeks. The idea being to push the demons out of there too. But that might be a bridge to far, and I can easily be persuaded to drop it.

#2: Should we use Rotating Tactics on the Tokyo Hunt? The danger is zero. Assuming area size is 15 cubes, then the target harvest should cause ~+17 DS without RT, and ~+10 DS with RT.

Maybe I could put a clause in that if DS is below -20 to not use RT, but otherwise use RT?

The other major point is my approach to Hiko of Heaven's Chosen.

I would point out helix's response:
Well this is a rather good analysis and quite nice. And in return I'd like to peel back a bit some of the curtain.

Which I take to mean that even if the specifics aren't what we want, the tone is right on.

The main concern is the hiring hunters part. Which I was going to write a big post defending. However this is a great idea:
I think a better approach would be an exchange of apprentices: we send a pair/trio of barrier/teleporters to Hiko to train in whatever is needed for teleportation interdiction, and in exchange she sends us a pair/trio of clairvoyants/math nerds to train in our advanced DS tracking, dispatch, and hunting methods. No need for payment in cubes, or anything like that: we don't really have the cubes to spare right now anyway, given the huge influx of migrants that we need to train, feed, and otherwise provide for.

So I am going to switch to that, with some modifications.

Just for note, this below is the plan I had for hunting next turn. Might still incorporate some of it, perhaps as a fallback possibility in case Hiko won't accept the apprentice route, or if that doesn't apply in some way. (What if the interdiction tech is some kind of Hiko special enchantment that she has to cast? - Heck, I wouldn't be surprised if her wish magic is to make objects come alive.)

Alternate suggestion, we hunt only one side to DS +10 (assume we left both areas at 0 DS this turn).

Our gross harvest would be 113.

Then we'd need only 6 pairs from HC, or 24 pack vets from HC. That's -18 cubes for pairs, and -36 for packs.

So with HC pairs we'd need to dedicate 8.5 vets and 14 to 18 greens to hunting next turn to get a net of... ~92 cubes.

~30 to 29 vets free after hunting and upkeep.

With HC packs we'd need to dedicate 6 vets and 14 to 18 greens to hunting next turn to get a net of... ~77 cubes.

~33 to 32 vets free after hunting and upkeep.

For Comparison:
Kinematic's Plan

Kinematic's Plan is not yet finished. He needs to rearrange things in response to some of helix's pricing.

The restaurant hunt will take two vets, not 1.
Training the new girls with Serena takes more time than 1/7th of everyone's time.
Trying to farm out the refugees to other groups will take a lot more time than 2 vets combined with Gossipmonger.

Some general weakness of Kinematic's Plan:
Not enough vets available to do all the things he wants to do.
Hunting is inefficient. At least 1 vet and 1 green could be freed up by having 4 non-refugee greens solo hunt the Rural area.
Additionally has extra greens that are not useful in the current plan.

Some specifics I don't like
Does not produce any barrier charms to replace those we have been using up.
Risky deployment of Serena's group in Tokyo
 
The restaurant hunt will take two vets, not 1.
Fixed.
Training the new girls with Serena takes more time than 1/7th of everyone's time.
Can easily bump that up. Their time in Tokyo is, at best, half time, so there's massive amounts of unallocated time in their group.
Trying to farm out the refugees to other groups will take a lot more time than 2 vets combined with Gossipmonger.
I took out the fostering action entirely, so that's not a factor in that total. I'll still need to bump up the overall diplomacy action, though, per helix's comment.

Does not produce any barrier charms to replace those we have been using up.
Will see about adding that.

Risky deployment of Serena's group in Tokyo
Serena's deployment in Tokyo is a great big question mark. Calling it risky assumes that there's an actual plan there.

Also, I'm rather uncomfortable with your handling of Tokyo overall, right now.
 
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