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 .
If you pull a straight charge into machine gun fire you do deserve what you get.

With a good plan you can come out of this with minimal casualties. Hell with a good plan and astronomical luck you could do it with no casualties. Though obviously even a good plan with absolutely terrible luck would produce mass casualties.

As to being completely wiped out it's kind of unlikely. I'll grant that completely losing and everyone dying is a possible result, but it's pretty unlikely. I mean you're unlikely to bring literally everyone with you for one. And at some point in casualties (battle) morale breaks and people start running away, it's unlikely to be able to catch you all.

And hey, maybe one of my contingency plans will come in handy. I have one that will be simultaneously good, and darkly terrible that I've had ready the whole quest! Though I may not use that because it would probably be more rage inducing then just rolling credits and a score screen.

Also in terms of genre, this is PMMM several shades lighter. You've already raised average life expectancy by over ten times what PMMM pre-Madokami would have been. As I've said before, the setting I've built is that Madokami made a happy ending possible even if not the most probable outcome. (It was flat out impossible before.)
 
@inverted_helix

So would Kyubey be willing and capable of faking a gas leak to cause an evacuation so that we could use a preexisting structure as a fortification? (Notably due to Serena it would only have to be short term)
 
You don't generally need to worry about it, humans aren't automatically pulled into miasma like magical girls. (Honestly I've always thought that was how it was supposed to work in the anime, that unless someone is Kissed they aren't pulled into the miasma. I might have been wrong but that's how I remembered it.)
 
Non-teleporters are down to the single digits. We can, at most, kill another 8 or so before we can kill no more.
We did kill one teleporter this turn, so we can whittle them down, but it is going to be harder and harder to hunt youma as time goes on. The upshot is that the youma are adapting towards running away from Serena rather than for hunting the magical girls in Tokyo.

Those beams are murderous, but they can be blocked by material.

Send in Kyoukoclone to look for buildings that fit the bill, have the plans for fortification made in advance, and then bring everything with us the day of. Notably, this will really only work if we are sure that entering that zone in particular will agro the Beholder to attack. But we need to get something between our girls and the black rays of despair. Insta gibbing is not fun.
I don't think that physical fortifications are the answer (due to the space warping effects of the miasma). The youma is a Beholder, so (presumably) it has an "eye/vision" theme and its attacks are limited by line-of-sight. Smoke bombs and flash-bangs might be effective.
 
I don't think that physical fortifications are the answer (due to the space warping effects of the miasma). The youma is a Beholder, so (presumably) it has an "eye/vision" theme and its attacks are limited by line-of-sight. Smoke bombs and flash-bangs might be effective.

I thought that Serena was countering that affect close to herself?
 
Partly, but the miasma isn't completely negated like it is for lower level miasmas:

A physical fortress might help. But there are no guarantees.
That was the edge of aura to edge of miasma interaction. Helix also specifies that Serena's aura and the Miasma were weakened by being more distant from their centers.
 
Here's a sketch of a plan:

Serena and elites go in first, distracting the Beholder from the Vets. The Vets come in behind under layered tandem Barrier cover.


It's not a very good sketch I admit, but hopefully it will give the vets time to pound the Beholder, and the effects of the Miasma should mean the vets can concentrate on layering and tandem casting.
 
Here's a sketch of a plan:

Serena and elites go in first, distracting the Beholder from the Vets. The Vets come in behind under layered tandem Barrier cover.


It's not a very good sketch I admit, but hopefully it will give the vets time to pound the Beholder, and the effects of the Miasma should mean the vets can concentrate on layering and tandem casting.
I'd prefer an approach focused on trying to tease out possible weak points. All we know is it shoots eye lasers, probably can't disable it's own interdiction for more than a few seconds every several minutes to teleport itself, has clairvoyance, and can regenerate.

What if, while it's using eye lasers, it can't use it's clairvoyance, much like it's teleport/interdiction limitation? What if attacking the various eye stalks doesn't actually harm it, despite taking out possible laser emitters? What if it doesn't need the eyes to shoot lasers, or laser types are interchangeable from individual stalks so eliminating specific stalks is pointless? How much effort does it take to overwhelm the beholder's passive regeneration?

These are important questions that we'd be well-advised answering before trying to put it down, since all of them could leave us with a very bad surprise otherwise.

I'd prefer a two hit approach. The first attack to test the waters, put Serena up against it to see how the fields interact, put in a few vets, test stealth against it in combat to see if it can be tricked, blow up individual eyes and time their regeneration (and find out if it really relies on the eyes to sense or if it's an evolved ploy). Playing extra defensive and evasive about it should keep permanent casualties to near-0, and it gives us a chance to see what works and what to load up on/protect for the second attack. Even if the beholder is intelligent enough to try to keep a trump card, a sort-of attempt to kill it should tease out most all of it's secrets.

Hey, who knows, if we get lucky it might get killed anyway.
 
The first attack to test the waters, put Serena up against it to see how the fields interact, put in a few vets, test stealth against it in combat to see if it can be tricked, blow up individual eyes and time their regeneration (and find out if it really relies on the eyes to sense or if it's an evolved ploy)

I am against this plan. I feel that if we don't go all in we'll be begging the Beholder to kill who we do send.
 
I am against this plan. I feel that if we don't go all in we'll be begging the Beholder to kill who we do send.
The beholder is explicitly a slow thing, and Serena allowing our barrier teams' magic to actually work should ease up the difficulties of blocking attacks.

If we really need to avoid casualties but still try to test it, we could always repeatedly send Kyoclone at it, full stealth, to cut or blow off an eye stalk just to test it's basic regeneration speed, and test various basic enchanted materials to see how well they block eye beams, which is the bare minimum for more information I want before giving it a real fight.
 
Turn 35
Turn 35


You explain to Serena that you plan to acquire an abandoned village and refurbish the houses over the next couple of months to provide much more space for her and her friends, which will provide far more space for them. She just needs to hang in a little longer while you work out financing. She's okay with it for now, though she'll hold you to that.

You also pass along that her efforts have delayed the Incubators plans to "sterilize" Tokyo, and thereby helped save tens of millions of lives. She's not at all surprised at the Incubators willingness to sacrifice those lives, they're hardly the sort that care about humans. It was only after her wish that she realized that Incubators have no real understanding of human emotions, and so making a wish predicated on emotions was ultimately doomed from the start. They had no way of really understanding what she wanted, and thus the twisted result she got. At least something good came of her wish though, she's paid back the suffering she's caused at least.

You also explain to Keiko in advance of your trip with her to Kyoto about the importance of being on her best behavior, and that you'll be there to make sure of it. She can't mess around and you cannot afford for her to offend your new ally in this endeavor. She could benefit tremendously from the learning opportunities from seeing the product of so much development time, but she needs to listen and stick to proper behavior. You don't seem to have needed to worry too much, she managed to give a decent impression on the trip, at least not deranged.

You give a series of briefings to the Serene, in smaller groups for lack of ability to host a full group anymore, on the plan for this month and the results of the efforts from the last two months. Through their efforts Tokyo has more time, through their sacrifices the human citizens of Tokyo yet have a chance. There is still more to do to achieve victory, but with the help of another organization you have reliable teleport interdiction to help kill those Youma that would otherwise flee. The greens will be handling much more hunting this month than normal, but you've provided for their safety such that they should be in no real danger even as they provide the cubes the group needs while so many are deployed to Tokyo.



Tokyo Operations
See Endless Mini-turns


Money Actions
Apartments: 40 space for new refugees.
2 vets, $10,000
Armor: Purchase 7 additional Kevlar armor sets from Nagoya.
$11,200
Purchases made (no failure chance on this anymore)

Existing jobs: 8 vets, 11 greens, 1 associate
Even with the still ongoing slump in the general Japanese economy your various mundane enterprises manage to at least hold their profit level as a whole.


Pet Whisperer (1 Nagisa, $100): Start putting out notices to gain work, while continuing to spend time at animal shelters, pet parks, and pet shops to help practice and gain recognition. Print up some fliers and business cards and ask to leave them in various appropriate businesses.

While Nagisa tries to build up recognition this month in preparation for starting her own pet training business, response is lukewarm at best. She's a little strange around people, and it's kind of hard for her to get people to take her seriously.


Translator (1 vet): One of the new refugees has translation powers. Set her up with Hainako to expand their ability to handle job requests.

Hainako takes on the job of getting the other translator, Kumiyo set up with the job. Hainako reports Kumiyo is almost fanatically driven to do her job well enough to make herself too useful for field work, and if anything, does more work than Hainako does. Though Hainako comments also that Kumiyo is quite skittish. Your income from this source is doubled to $11,000, ($9k this month due to startup).

Kyuubey informs you that while Hainako's primitive efforts of using multiple accounts originally prevented suspicion he had to intervene to prevent investigation of this explosion in activity and has set up VPNs, edited records, reorganized her accounts, and divided translation capabilities amongst them into a significantly less suspicious arrangement that more effectively presents the image of your girls being a number of more humanly capable translators. (-1 GCU, automatically stifled early)


Nagoya Magocracy (5 vets): Nagoya has requested some experienced quants to help handle their development of improved hunting in their territory, paying at $2k/month each.

From what you hear back it's going to take at least two months even with the five vets you sent to begin to get traction. Hino has ordered cooperation, but there's a huge institutional difference in systems.

The girl power dedicated to hunting is also a bit lower than they expected, and the general level of demon strength is somewhere around 0 to 10, fluctuating a bit across the territory. They've been implementing rotating tactics and high low hunting rotations, but it's been less effective for them than they'd like. They've given your girls authority over a "small" section of territory around fifty units in size to work on optimizing as a test case.

They work over the course of the month to try to instill proper paperwork and demon strength rating systems, which are far less codified in the NM and more similar to the qualitative measures you originally used. They track the number of demons killed and the relative strength of those demons, but accuracy of positional data is poor, a girl reports how many demons and their strength along her entire hunting route, but not to the street address as your girls do.

The NM do use a clairvoyant dispatch system, and even make use of teleport transit using more efficient elite teleporters. They haven't optimized it using historical demon concentration data though, as they haven't been making the individual hunters generate that level of reporting. Their individual hunters also seem to be more effective on a time to yield basis, which your quants account for in their math, but are unsure of the source, though this diminishes to a degree as they implement rotating tactics more.

The NM are a little guarded around your girls, and they've been given literal guest badges to wear which helps mark them out. The NM has pretty clearly put out a memo about taboo subjects to talk about with them, but they do hear some banter and gossip just from being in the NM headquarters on a regular basis, as teenage girls are not known for their tight lips even when they're supposed to be. The NM has substantial manpower devoted to border control operations which ties them down, as well as their dedicated combat unit that focuses on training between deployments rather than any particular job beyond that.

They also effectively confirm your belief that the NM is a conglomerate of several groups that had a merger, as there's still factional lines amongst them that are only partially sealed. There are some that drag their heels just because it's Hino that ordered them to make the changes, even if it has the nominal support of their council.

The NM do have higher internal loyalty than you'd expect from that though. They just occasionally put their faction ahead of the whole, but against something outside the NM entirely they are definitely loyal. It is more the feel of either company loyalty or patriotism though than the familial bonds that tie the Serene together.

You still don't get enough to go on about their money sources though. They do operate at least some legitimate businesses, though your girls aren't in a position to hear much about that.



Training
General Training: Train the new recruits understand our procedures and tactics.
3 Vets and 13 greens
Month 2 for turn 33 refugees

Training continues in getting the first wave of refugees versed in your group's tactics and culture. It feels a bit like you're falling behind given the second and third waves of refugees flowing in though. At least these ones were greens with little to unlearn, but they've still got some strange mannerisms by your standards. The later groups may well be even harder to train.


Artifact powering: Send a couple girls to train with Hiko to learn how to handle powering her artifacts.
$2,250 (for rail passes), 4 vets, 1 Mami. Include Keiko and 3 other meguca without wish magic specialization who seem more resistant to Serena's aura than most.

You traveled this month to Kyoto to learn from Hiko a bit about how to power her artifacts, relatively unsure about what would dictate the process take so long. It was a bit of a time sink though traveling so far and you had less time than you would have liked.

Hiko oversaw your first attempts and gave some initial instruction but mostly left your training to a couple of her better students. She regrets having to pass you off in this matter but she has much to do that she cannot delegate. The difficulty largely lies in trying to strip out the unique flavor that your wish and your personality put on your magic. It's not something you'd ever really put much thought into before. You've always used magic directly for some sort of goal, never tried to experiment with purifying it in this way.

What you and Keiko extract from your tutors is that magic between individuals always differs a little. "Pure" magic unaffected by the caster may or may not even exist, but it's not actually the goal here. The goal is more to bring the magic into a similar enough standard range that the systems in the artifact which act similar to electrical transformers or perhaps a sort of funnel can handle the magic from different casters rather than being limited to only a single one it's tuned for.

In practice this involves a lot of meditation and staring at a sort of desk they've given you to sit at with a grid of little lights in a spiderweb that when you channel magic into indicates how close you are. The tutors then try to explain how to move from your dot towards the center depending on what the position of the dot you're at indicates.

This has proved a lot harder than you expected it to be with your own greater experience in magic use. Only one of your girls has even managed to get the dot into the center of the grid even once. Keiko seems to be spending most of her effort trying to understand how the desk itself works rather than trying to manage her magic output, though much to her frustration she isn't making much headway on that either. Her best guess is she's looking at the magical equivalent of a circuit board, but she's basically guessing at this point.

(This was modeled as progress dice if you know what I mean by that. You get 1d100 progress per completion each turn and need 75 progress to complete. Rolls were terrible: 7; 14; 30; 3; Mami 6+10 (for being elite) = 16)


Diplomacy
Local Gossipmonger/Coordinator plan(1 vet, 10 cubes):
Stay in touch with all the local girls (Kofu, Numazu, Coalition, The Enlightened, and Area 3). Try to encourage and coordinate a regional response to the refugee problem. Identify when there is a problem in an area, and help the local girls coordinate as best they can. Specifically ask the Coalition and The Enlightened to help provide scouting information about refugees so that we can avoid ambushes, approach refugee girls with a force outnumbering theirs, etc. Ten cubes is the budget to work with for aiding local groups (the above excepting The Enlightened as they are too big to need it) that need help.
- In addition ask the Coalition if they would be willing to consider hunting in Tokyo if we provided them with teleport charms allowing them to escape youma responding to them?
The Coalition is willing to help you out with hunting in Tokyo for the normal demons, though they will not tangle with the stronger ones you've been dealing with. They don't really need extra cubes, but they aren't going to turn them down either. That's a deal that favors them far more than you though. Their limited numbers limit their options though. They could provide scouting for you, and they'd be willing to do that for free as a contribution to the effort, but they simply don't have the manpower to provide scouting and hunting forces.

The Enlightened give off even more cult vibes than your own group, but you can recognize they have either large numbers of clairvoyant and/or they're clairvoyants are better. They can provide tracking data across fairly large swaths of territory. They've also deployed forces to secure the Nagano capital region, apparently by request of the girls in the area, though you can't independently verify that. It's still heavily contested, but lethality is lower as a result of more organized resistance.

The overall situation is less positive than you'd like as well. Multiple hotspots have appeared in the rural areas west of Tokyo where demon strength has risen quickly enough to possibly spawn Youma. They believe it possible for there to be secondary Youma spawns in the rural areas next month, but the odds should remain low.

In general, your efforts have been falling flat. You didn't devote enough manpower to really enforce anything. You've distributed a few cubes here and there to try to leave some of the pressure, but the churn in terms of which girls are in any given location is very high. Lifespan appears to have dropped even lower than wild type life would normally suggest from sheer amount of competition. The band of urban area down the middle of Nagano especially is seeing some lethal fighting.

Though Enlightened projections are that the demon strength will kill off enough of the girls in the area before they can drive demon strength high enough for significant numbers of Youma to spawn, at least should the number of people fleeing Tokyo diminish.

Toyama, Isikawa, and Fukui Prefectures are also seeing some degree of conflict as the areas see girls trickle in from Nagano, but the higher base support rate and there being at least small packs of girls in the area has kept the lethality lower. Demon strength is increasing, but it may be a couple months before it reaches critical levels.

(In retrospect definitely should have required extra meguca power for this action, was doing way way too much for 1 vet.)


Kofu, Numazu plan (2 elite, 1.5 vets 20 cubes):
Including 0.5 Taya and 0.5 Seto to Numazu with 0.5 Kyouko and Kyoclone to Kofu (avoid putting Kyouko in Numazu where there might still be some hard feelings). Apologize for not being as proactive about stemming the refugee problem as we should have. Assign an elite to each group to help the locals with preventing poaching, coordinate with the local forces as much as possible. Attempt to recruit any refugees with a budget of 20 cubes to help out with urgent cube need. If there are girls who refuse to join the Serenes we can direct some them towards Magick Corp, showing them the sample contracts (send no more than three girls that way though). As another option, offer to provide girls that insist on staying independent with teleport charms so they can safely hunt the boarder regions of Tokyo. However, use force if necessary to prevent girls from hunting the territory of the locals (again coordinate this with the locals so that we have their support if it comes to force, retreat if outnumbered, etc. All the typical Serene safety procedures.) There are also 1.5 vets assigned to represent reinforcements that can be called in by the Serene Elite if more girl power is needed based on refugee numbers (call it an additional 6 girls available about 1/4 of the time). Goal in combat would be to size the girl's gems, forcing them into a coma state and then preserving their bodies and soul gems to be revived once the Tokyo crisis is resolved.
Your efforts at smoothing things over with the people living in Kofu and Numazu are a bit of a mixed bag. While each have their own internal strength, and do a tolerable job of deflecting those invading from Tokyo, your help is significantly insufficient to the cause.

Numazu you've managed to make up significant lost ground in their eyes by being willing to put at least a little bit of payment and labor into helping them. They fend off dozens of intrusions, mostly one or two at a time and easily deflected. You manage to persuade some of the refugees to join the Serene instead, and a very few to stay in Tokyo. You at least deflect some of them though.

Kofu you've remained neutral in their views, but the battles there go far worse. It's all Kyouko can do not to die as a trio of elites cut a swath through Kofu. Tezuka Leiko, the single elite in Kofu and some sort of sound user, battles alongside Kyouko with several veterans supporting them. Ultimately they're forced to teleport escape each battle as the girls they face are far more skilled in pvp combat. Some sort of crystal manipulator, a puppet master that Kyouko isn't sure they ever actually saw, and a power mimicking doppelganger that made coordination near impossible. If Leiko wasn't so capable of shattering the crystals Kyouko believes they'd have been finished outright in the first fight. As it was, they fought numerous unfavorable battles across the territory and ultimately the trio of elites moved on, likely because it was just more troublesome than it was worth trying to deal with the repeated attacks.

Even as it was the distraction those elites provided made it difficult to even manage to keep out the various greens and vets streaming through the territory. Much of Kofu is now at dangerous demon strength levels, and Kyouko gave the Kofu democracy about half the GCU she was allocated for the mission just to help them handle things. They're likely going to need more serious help and supplies next month if they're to avoid increasing problems.

Magick Company (1 vet):
Nagoya (1 vet):

See Mini-Turns

(Note I've flat out decided major negotiations will in the future require Mami, they want to talk to the leader not the flunkie if you need Watsonian logic. The real (Doylist) logic is that it takes too damn long to write.)


Morale

Mentorship Program
Devise a mentorship program, where existing members give about 10% of their time to helping welcome and acclimate the refugee recruits, and are given a pair of disciples each (each disciple likewise has two mentors). The goal is to help them acclimate at a more personal level, and a better mental grasp of our worldview and group culture (which should also help them in their combat training). The mentors likewise gain a personal closeness to help integrate the new girls into the group.
6.5 vets (67 recruits * 10% = 6.7, rounded to nearest 0.5 meguca)

The mentorship program you introduce this month certainly helps acclimate the new girls better than your other less focused attempts. It's not perfect, and there's some friction between what they're used to and your ways, but it's certainly giving better results from the more personal level of attention than your broader attempts did.

Doubling the size of the Serene in such short order has put tremendous stress on your ad-hoc system however and the fracture lines and factions between the old guard and the new are starting to show. You're really lucky so many of the new girls are green and have less set in ways, otherwise the whole system might already have collapsed.


Good food (1 Chisato, $1,000):
][/size]Set Chisato on a rotation of cooking for people throughout the org, letting her cycle through the houses and apartment blocks to cook for people. Provide $1,000 for additional ingredients beyond the current basic. In particular, see what she can do when not held back to the requirements of serving the public. Home cooking, comfort food, pick-me-ups, healthy food for those training, etc.; show off what she can do with her magic. Assign Akane as her mentor.
Akane finds it a bit strange to be the mentor for once since she's always been the mentee in such relationships, and Chisato has been a magical girl longer than she has, but Akane does have more experience in actually using her power the way it was meant to be used. So she manages to get a handle on it.

Chisato is used to making the most of very limited amounts of materials and often small amounts of many different ingredients stolen here and there. Working with actual kitchens and ingredients purchased in quantity is a big difference from what's she's had to deal with. Her efforts are sometimes strange as a result, but she has the same basic skillset that Akane had and gradually adjusts her choices.

From what you've seen Chisato does tend to naturally gravitate towards more western dishes and unhealthier but tastier fare than Akane who tends to stick to Japanese cuisine when she's left to her own devices.

You don't have the time or resources devoted to really study the difference in healthiness of the food prepared by a magical chef vs a mundane one. Establishing that it tastes better is easy, but determining calorie or nutritional content would require labwork and equipment you don't have. As to effects on the body, it's hard to tell. Magical girls don't gain weight, so you can't exactly calculate from that.

There is some morale benefit to better food, particularly as many girls are less fond of cooking than Chisato in the first place. Some have suggested you might be better off with just a central canteen so that they could all eat this level of food all the time, or they might just go to the restaurant you operate, but that would be a bit suspicious if they were all eating there every day without paying.



General
You haven't had much time to personally talk with Morita Miho, but from what you've seen she's just a girl that's lost far too much. She gets along well enough, and the fact that she still shows that little bit of fire to still be willing to fight for her home is a good sign. It's hard to say what she might have been like before, but right now you can sense the emptiness beneath that veneer she puts on. Maybe in time with proper care she'll fill back in like Taya managed. She's willing to follow your orders at least, though she's very torn about not being on the front lines.

The technician Hiko sent is far more than that. From what your girls have gathered Risa is Hiko's current oldest disciple, though Risa says that a lady never reveals her age, and equally amused tells you that Hiko would say it's actually better not to keep track. Risa seems like some blend of a traditionally skilled shrine maiden and a college student.

She keeps a hotel room, but is willing to flow between your various bases as you wanted for a few hours a day. She's a bit surprised at your plans involving showing her between your various bases. Her cooking skills are far from good, and from what you've heard she doesn't actually care to be good at cooking, but she's perfectly willing to socialize and help a little while Chisato cooks though. Some find her wearing a shrine maiden outfit while doing so amusing. It does seem to be rather heavily enchanted as grease deflects off without ever marring the pristine white haori.

From glimpses of her hotel room, she seems to be continuing to work on some project while here, though your girls' guesses are completely random as to what. Or even if it's magical at all rather than just arts and crafts. There may be a betting pool you don't officially take notice of.

Ten of the green refugees you've taken in over the past couple months reached veteran status this month, the more comfortable environment and training exercises helping them learn what it really means to be a magical girl. Though it's a very different sort of meaning than what they are used to.

On the other hand, you also have ten grief spirals this month. Mostly amongst the girls you've taken in so recently from Tokyo. 15 GCU were spent on dealing with them, and yet one still perished, nothing able to save her, and reaction far too slow to move her to Serena. You feel pretty bad that you never even knew her name personally. The other losses at the end of the month to the Beholder also weigh on you like any other. You're doing the best you can with what life throws at you though.

Your group is now far larger than you ever dreamed it would be when you first started it near three years ago with twenty girls. In your private thoughts, you have to admit you expected to lose half of them in the first few months. You don't think the you of three years ago could have believed that 17 of them would still be alive three years later.

You really need some more formal plan of government as well. Your familial style government simply wasn't meant to handle doubling in size over the course of two months, it's hard for the new members to really understand who to report to and it's resulting in a lot more work.

Your efforts to deflect refugees from Numazu and Kofu to your own organization contribute to your refugee count to consider being just as high as last month not even counting the mid-month recruitment of those still willing to fight for Tokyo.

Another 27 girls to consider if you can even possibly handle with your critically diminished grief cube supplies.
15 Vets (5 clairvoyants, 2 Healer, 2 barrier)
12 Greens (4 healers, 1 barrier, 3 stealth)



Rumors
In addition to the epidemic level of suicides in Tokyo recently there are isolated cases of more bizarre deaths, where people have been found seeming to have died of dehydration with no apparent cause for them not drinking.
In response to mitigate final stage failure, Incubators have begun adding advanced mood enhancers to the Tokyo water supply. They warn you that this will buy you some time, but there are a number of complications with this. While highly advanced compared to primitive human anti-depressants (with a notable lack of side effects, effecting far more of the population, and high efficacy) they are understandable molecules. A high quality water filtration system will remove them, and they are forced to interfere quite significantly in water tests. Additionally, this may serve to slightly increase the effective food supply available to demons.​

From what you've heard, The Enlightened are run by a small circle of girls termed the Intelligentsia with abilities which enhance their decision making in specific useful ways. They then leveraged this into establishing a divine mandate to rule. The religious aspects are somewhat cloying, but they seem to succeed in their operations far more than luck would allow for. They're also known to have recruited intelligence gathering powers like clairvoyance preferentially, you assume to further enhance their advantage.

By comparison from what you've heard from refugees, the Sendai Queendom seems more of an accidental government. The ruler was mostly put in place by being friends with everyone in the area. Growth from that point has been sporadic, with growth towards Tokyo and the fortification of that border in response to the threat there presented. Originally they took in a few escapees from Tokyo, but of late their borders have been closed to demon and meguca alike.

From your small talk with the various Heaven's Chosen this month, you've heard that Hiko would like to take a trip away from Japan at some point, but this is unfortunately impossible. They have some disbelief at the idea of her wanting to take a day off (without being forced to by Risa), much less enough time to leave the country, which is part of why they're talking about it so much.




Resources
  • 5 (6) Elite Meguca: Mami (+20% persuasive), Kyouko (can act as if two Elites), Taya (Can fill role of two clairvoyant vets), Seto (Elite teleporter), Miho (Earthbender)
  • Legendary Serena, +4 vet/elite special +2 vet
  • 81 Veteran Meguca, 53 Green Meguca, 1 Associate
    • Upkeep: 25 Veteran, 19 Green, 1 Associate
      • Support/Training (16 veterans, 8 greens)
        • 10% meguca training upkeep (8.5 veterans, 5.5 greens)
        • 2 vets on dispatch service (+30% grief cubes additive with demon finding, -1% casualties)
        • 5% meguca general organization maintenance (quant team time, hunting log writing and cataloging, scheduling, etc) 4.5 Vet, 2.5 green +1 Vet inefficiency
      • Jobs (9 Vet, 11 Green, 1 Associate)
        • 2 veteran (Hainako, Kumiyo) Translation service
        • 3 veteran + 6 green working courier business (Minimum 3 vets)
        • 1 Akeno Delivery
        • 2 Vets (Akane), 3 Green, 1 Associate Restaurant
        • 1 vet, 2 greens - Restaurant delivery
  • Grief Cubes 54 Critical Levels!
  • Money: $16,660
    • Expenses: $59,610
      • $2,940 upkeep on cellphones (-2% solo hunting, -1% pair hunting)
      • $1500 upkeep on cable/internet
      • $16000 upkeep on apartments
      • $8000 upkeep on house
      • $300 upkeep on Akiya
      • $14,700 upkeep on stipend
      • $14,700 upkeep on food
      • $1,470 upkeep on gear (bikes, shields, misc)
    • Income $43,000
      • Translator: +$11,000 per turn
      • Courier Business, Mitakihara: +$9500 per turn
      • Courier Business, Kasamino: +$4500 per turn
      • Restaurant +$9000 per turn
      • Akeno Delivery +$4000 per turn
      • Restaurant Delivery +$5000 per turn
  • Morale: [2 of 10] Continued intake of traumatized girls, combined with your own loses this month has continued slippage in morale.
  • Assets
    • Tiny household shrine: Somewhat reduces losses to morale from deaths. (Bonus Increased by omake)
    • Shields: -3% Casualties
    • [*]Basic General Combat Training: -2% Casualties (May decay with losses or recruitment).
      [*]Basic Solo Combat Training: -1% Pack Hunting, -2% pair hunting, -3% Solo Hunting
      [*]Defending Others Training: -2% Pair Hunting, -1% Pack Hunting
      [*]Pack Tactics Training: -4% pack hunting, -2% pair hunting
      [*]Telepathic communication (-2% pair hunting, -1% pack hunting)
      [*]Demon Scanning training (+20% grief cubes)
      [*]PvP training: Still terrible, but slightly less so +2% PvP effectiveness
      [*]Experienced Hunters +10% grief cube gather rates
      [*]Tandem trained
      - Healer: 2
      - Teleporter: 5+Seto
      - Stealth: 2+Kyoko
      - Clairvoyant: 3+Taya
      - Barrier: 11
      [*]Fusion trained
      -4 pairs of Teleporter+Barrier
      -1 pair Telepath + Barrier
    • 141 Bicycles (Mobility Bonus)
    • 41 Bulletproof vest (-2% casualty)
    • 41 Sets of Kevlar Clothing (-4% casualty)
    • 3 Sets of Leather (-2% casualty)
    • 9 sets hardened leather (-3% casualty)
    • Housing (147/181)
      • Apartments (128 capacity)
      • House (50 capacity)
      • Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
      • Akiya (7/6 capacity, special)
  • Territory
    • Urban
      • North
        • Demon Status: Average 1.1
        • Sustainable Harvest: 37
      • South
        • Demon Status: Average 0.0
        • Sustainable Harvest: 37
    • Rural
      • Demon Status: Weak -4.9
      • Sustainable Harvest: 8
________________________________________________________________________________________



Well it was only 4 months late or so. Not my longest Hiatus. Those wish magic rolls on potential recruits. Hah.

Anyway that took a lot out of me to finish. I kept thinking it was near done but kept finding more things that needed to be added. Let me know if I missed anything, I kind of expect I have. Plus formatting was a pain in the ass. I've never come up with an ideal formatting for this quest. If people have a suggestion on ways to make it better I wouldn't mind.

Also I really hope @Kinematics and/or @Elder Haman return, because they were the ones that always made the hunting plans. The hunting system gradually grew more and more complex over past 35 turns until finally arriving at this monstrosity is very difficult to understand.

Also congratulations on reaching a low in morale not seen since the start of the quest! Introducing your own number in morale 0 zero girls is great for your average morale, lol. I will advise you though that this would be one of those cases where the cash you so agonizingly negotiated for might be worth it. There are a great many ways to buy some morale boosts, and the money you lose might be worth the morale you gain. It might not, but it's a thought.
 
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If we really need to avoid casualties but still try to test it, we could always repeatedly send Kyoclone at it, full stealth, to cut or blow off an eye stalk just to test it's basic regeneration speed, and test various basic enchanted materials to see how well they block eye beams, which is the bare minimum for more information I want before giving it a real fight.
Kyoclone gives you guys so many more options in just about everything that it's ridiculous. I mean a disposable elite, just add cubes is so powerful just because you can throw her into suicide missions.

I feel like her bonus has really helped prop your regime up.

Man, our rolls are shit on powers for the refugees.
Honestly I thought they were fantastic. That's a lot of veteran clairvoyants.
 
They're likely going to need more serious help and supplies next month if they're to avoid increasing problems.
Another 27 girls to consider if you can even possibly handle with your critically diminished grief cube supplies.
Basically, everything is on fire. And the fire is catching on fire. At least we delayed the bomb by a few months.

We really need more cubes.
 
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