Well I still haven't given a bonus for Haruka's omake. I could use that as a bonus towards something this turn.
I'm really enjoying the omakes far too much. However I didn't mean to sound too demanding, was just wondering since you two had mentioned writing omakes this turn.
......Actually i was thinking something along the lines of Sayaka trying to take things into her own hands and getting into a scuffle with Koko......but that could work too.......hm decisions decisions....
I'm gonna go reread the votes and edit my vote it into this post.
Edit: As per usual, Notgreats scouting selections are well chosen, but I'm gonna have to go with Elder Haman this time, mostly because of this.
[X] Mami holds a meeting at the start of the month to discuss the Grief Cube levels. Remind people that we were in this situation before and we made it all work out. Use graphs and charts to show the safe harvest level and our grief cube usage, as well as Demon Strength trends. Identify the water contamination as what has made our safe harvest levels drop. Explain that we will need to expand to be able to return to a safe harvest level. We will be sending out scouts to all the available areas around use this month. Mami will be talking to Kyouko to see if we can use her territory. That will tell us our options. Next month we will expand, either here in Mitakihara area, or possibly down in Itawa, even if it means a territory fight. We have sufficient saved grief cubes to support us with safe hunting levels for the two months it will require to expand. Thank everyone for their hard work and effort, and ask if anyone has questions.
Well I still haven't given a bonus for Haruka's omake. I could use that as a bonus towards something this turn.
I'm really enjoying the omakes far too much. However I didn't mean to sound too demanding, was just wondering since you two had mentioned writing omakes this turn.
Ah, no worries, I just read that as curiosity. ^^;
As for Haruka, I think it'd be more appropriate to have it as some sort of life-saving bonus since that was always the intention of that particular omake.
Whoops, thanks for catching that. Thought I copied in all the fluff.
Fix'd.
edit: Also scouting area 7 over area 1 (since area 1's scouting penalty may not be completely gone yet.) This assumes area 7 is suburban.
Honestly though our plans our pretty close. 0.1 casualties is totally acceptable and we don't really need the business growing immediately (though we are losing ~$700/month right now, which will be a problem if we start trying to bribe people more). On the other hand, scouting area 1 might lead to problems and the rural areas, while usable, aren't ideal.
The important parts of both plans are identical, so I don't really care who wins.
Most of our scouting mission choices are not amazing right now, but this plan trims some of the excess and also expands the business. I just find that overall more productive.
If we manage to recruit Kyouko this round we should seriously consider reinforcing our Iwata position, that situation is not stable and I would rather not have Kaori used as a hostage, or killed outright.
I agree that the Itawa position is not stable. Even if we don't get Kyouko, we might need to do something.
In fact I'm going to add this bit to my plan:
[] Ask Kaori to let us know right away if anything changes in the situation down in Iwata, or if any of the other girls there give her trouble.
-[] Quietly talk to our teleporters and arrange to have them ready teleport down to Kaori with extra grief cubes in case something bad happens (attacked by other girls, grief spiral, etc).
I figure the most likely case is for Kaori to be attacked by other girls to rob her of her grief cubes. The 4 greens are probably in the more desperate situation, but the vets are more dangerous.
@notgreat What do you think about adding the above contingency plan for Kaori to your overall plan?
I agree there is not much difference between notgreat and I. I prioritized scouting over business expansion, but notgreat has a decent plan too. I think I am scouting 2 extra areas (1, and 4).
I agree that the Itawa position is not stable. Even if we don't get Kyouko, we might need to do something.
In fact I'm going to add this bit to my plan:
[] Ask Kaori to let us know right away if anything changes in the situation down in Iwata, or if any of the other girls there give her trouble.
-[] Quietly talk to our teleporters and arrange to have them ready teleport down to Kaori with extra grief cubes in case something bad happens (attacked by other girls, grief spiral, etc).
I figure the most likely case is for Kaori to be attacked by other girls to rob her of her grief cubes. The 4 greens are probably in the more desperate situation, but the vets are more dangerous.
@notgreat What do you think about adding the above contingency plan for Kaori to your overall plan?
I agree there is not much difference between notgreat and I. I prioritized scouting over business expansion, but notgreat has a decent plan too. I think I am scouting 2 extra areas (1, and 4).
Honestly?, If I were in those vets position I would try to take Kaori alive. someone clearly cares about her enough to send her GC every month despite her not meaningfully contributing. It's a rather safe bet those same people would probably be willing to pay to keep her alive.
the problem with trying to steal from Kaori every month is that it would probably result in a fight- You'd be bleeding numbers and morale every turn you tried it. either that, or you kill her, in which case you lost out on any GC she could provide.
I'm fine with it, I guess. The first makes sense, and the second doesn't really do anything unless something happens.
I doubt it will come into effect but since there's basically no cost I see no reason to not include it.
And yes, you are scouting 1 and 4 in exchange for the business growth and the small casualty chance. That really is the only difference.
Drew up a new version of the map. Curious what people think. Took me a hilariously long time to line everything up enlarging the map size and adding a city borders overlay.
That's a pretty large area we've got right now...Strategically, 4, 5, and 7 are the targets she should be looking at most, to literally round out our turf. Lengthening will make transit time increasingly worse.
That's a pretty large area we've got right now...Strategically, 4, 5, and 7 are the targets she should be looking at most, to literally round out our turf. Lengthening will make transit time increasingly worse.
We already need to distribute bikes to help cover more ground, and eventually will need cars, and bases outside of Mitakihara. I would be quite surprised if @inverted_helix hadn't thought of this angle, too.
We are low on Cubes, so 1, 9, and K are important, but we shouldn't extend past those until we also have 4, 5, and 7. Not only do those open up to further expansion points, since we have a single dispersal area from which we operate, being able to scramble in all directions will prove more efficient, and delay the point at which we literally cannot cover all the territory we have.
Remember, travel times are based off of infrastructure, not distance (unless we are using one of our few teleporters). The further from cities we get, the slower we go as we are forced to use bikes/walk instead of public transportation like trains. Moving from area 1 to K may actually be faster than going from area 4 to K because of how the trains are laid out. How much our poor GM will impose on themselves, or just abstract it, is still up in the air.
Well since it was brought up anyways now. Your territory is around 60 kilometers long. Taking something like two hours to bike from one end to the other.
I was actually thinking about penalizing your grief cube gather a little bit this turn to account for the amount of time spent going from your Mitakihara housing to the Kasamino hunting areas.
You have some options on alleviating that issue though. Ranging from teleporter travel (for which a small GC cost will be assessed but no manpower loss), taking the train (reduction to the manpower loss, and a $ cost), getting new housing in the area (no manpower loss, more significant $ cost).
This however has been a firm argument in my mind towards ignoring it for now though, lol.
Added a distance bar onto the map for reference.
Also I appear to have forgotten to decay solo combat training this turn. I'll eat it since it was a mistake in your favor, might just make it count as decayed next turn instead.
Also the grief cube return from notgreat's plan counts Kyuubey analysis bonus, but doesn't take it. Not sure how to interpret that.
Kyouko's dice don't like you. Revision: this turn none of the dice particularly like you.
We already need to distribute bikes to help cover more ground, and eventually will need cars, and bases outside of Mitakihara. I would be quite surprised if @inverted_helix hadn't thought of this angle, too.
We are low on Cubes, so 1, 9, and K are important, but we shouldn't extend past those until we also have 4, 5, and 7. Not only do those open up to further expansion points, since we have a single dispersal area from which we operate, being able to scramble in all directions will prove more efficient, and delay the point at which we literally cannot cover all the territory we have.
Well since it was brought up anyways now. Your territory is around 60 kilometers long. Taking something like two hours to bike from one end to the other.
I was actually thinking about penalizing your grief cube gather a little bit this turn to account for the amount of time spent going from your Mitakihara housing to the Kasamino hunting areas.
You have some options on alleviating that issue though. Ranging from teleporter travel (for which a small GC cost will be assessed but no manpower loss), taking the train (reduction to the manpower loss, and a $ cost), getting new housing in the area (no manpower loss, more significant $ cost).
This however has been a firm argument in my mind towards ignoring it for now though, lol.
Added a distance bar onto the map for reference.
Also I appear to have forgotten to decay solo combat training this turn. I'll eat it since it was a mistake in your favor, might just make it count as decayed next turn instead.
Also the grief cube return from notgreat's plan counts Kyuubey analysis bonus, but doesn't take it. Not sure how to interpret that.
Kyouko's dice don't like you. Revision: this turn none of the dice particularly like you.
I have totally been thinking we need to add housing in Kasimono. We just have other priorities this turn.
I believe notgreat was think that the Demon Forecasting was going to be added to upkeep, as that was what he posted earlier. In fact, I think his plan has a -1 grief cube in upkeep.
Assuming we scouted literally nothing good, I think a mass hunt next turn is our best bet. But the numbers are hod here, and we don't have them yet. Anyway, I really hope we aren't getting kicked out of Kyouko's territory entirely, losing the courier income would be very annoying.
I'm guessing she rejects the hunting deal, which is annoying. We need territory somehow. And battle is costly in time, lives, and morale.
With your grief cube supplies once more in a dangerous state compared to your population you hold a meeting at the start of the month to discuss it and get things out in the open to defuse panic. You numbers now are much higher than what you had last time; though at least this time you have a house to hold your meeting in. It's still cramped to have close to forty people in a normal sized house, but not nearly as much as it would have been in one of the apartments.
A number of your more senior members smile at you setting up charts at the end of the living room. Your newer members haven't experienced a full SIMP meeting before and you make sure that there are snacks enough for everyone as they trickle in. You try to greet everyone and keep the little details in mind. When everyone is there you call them all to order, squeezing them into a single area as best you can.
You explain that while grief cube levels are below the usual safety margin, quite a bit in fact with the new influx of population, they are still at quite a safe point. Your demon strength levels are still far below their old peak, and you had them well in hand before this water contamination issue caused the safe harvest level to drop. You're only operating a little in the red and you still have options, expanding outwards to get more territory and possibly getting some use rights out of Kyouko. That last idea prompts bitter laughter from your newest members who have been struggling against her for months. However you assure them that Kyouko is a girl the same as the rest of you and you'll be able to bring her around at some point.
The newest girls especially are jittery that they've gone from a bad situation by themselves to a bad situation with people they don't know, but you try to reassure them that the situation isn't that bad. You've still got quite a few months' supply at the current rate of decline and you'll reverse it long before that, you've gotten through similar problems before. You pass out the month's allowance and try to reassure everyone just a bit more as they leave. (-$3900)
Your attempt to stabilize your dwindling cash flow doesn't go as well as you'd like this month. You end up questioning whether you should have handled it personally as you did last time. Either way it failed this time around, the girls you assigned just weren't able to convince people to use the service over their previous methods despite their best efforts. Some of the setup costs are salvageable though and maybe they'll have better luck next time. It seemed the girls that had jobs already underperformed as well though, as one of the greens you have in the courier business botched a delivery and cost the company a bit of money to make good. Even Hainako reported that she hadn't gotten as many work assignments as usual. (+$10,600; - $4000)
With so many new faces in the ranks of the Serene you organize a lot of training this month to get your members up to your standards. You run all of the new members through basic combat training and training in working to defend a comrade and run a lot of your previous members through the training mostly to give some opportunity to bond with the new members, given that they all did this training not too long ago. You also organize some new less physical training to work on coordinating with each other telepathically in the heat of combat. None of your girls have had the opportunity to practice with this and you feel like it's a pretty good idea, although it takes a surprising amount of effort for even you to manage a telepathic line while fighting. It does give far tighter coordination than shouted words do though and overall seems worthwhile for how much better two people can attack the same target with it. Overall taking so much time training everyone together seems to have a decent effect on growing the bonds between them and demonstrating the advantages of SIMP over when they worked alone.
The hunting this month is at least a little better than the rest of it. Despite the demons being a little tougher it doesn't endanger any of your members, despite deploying a couple greens into combat for the first time in many months. With your extensive training and armaments as well as safer demon levels there wasn't much danger to begin with and it certainly improves opinions about your group among the new girls to see the advantage. The long distances your hunters are now traveling are starting to impact efficiency, but it wasn't too significant this month as you weren't harvesting too much from the more distant Kasamino territory (+38 grief cubes, -1 urban demon strength, +4 rural demon strength, -1 grief cube to Kyuubey)
You hang around Kyouko this month and manage to convince her to come out to your house to have dinner with some of your girls. Telling her you have a proposition for her. You spend a lot of time and effort on getting things just perfect for the dinner, preparing all sorts of delicious foods and getting a bunch of the original girls that don't have as negative an impression of Kyouko as the ones that encountered her directly to agree to attend and try to put on their best face for her.
When the night of the dinner comes it's a bit tense perhaps, Kyouko not really letting down her guard very much, though she at least eats heartily. You try to encourage some light conversation about all the things the Serene do beyond being magical girls: the movie nights, the festivals, the karaoke; but Sayaka ends up making things a bit more confrontational than you'd intended. You break things up before it gets worse and shoo the girls off so you can have a more private chat as the two of you carefully pack away the leftover food.
You admit that Kyouko has grown strong. Strong enough to survive on her own easily, but survival isn't the same thing as living. You split because she thought that she had to reject everyone else for the sake of her life. You made this group to prove that magical girls could have more to their lives than just fighting and that you could protect others without endangering yourself. You show her all the data on how your group has done over the past year and a half, how safe your groups are. You tell her how much more than just fighting you've accomplished, the fact that much of your group can hold down normal lives and your gradually increasing standard of living for all of them with a gesture to the house around you.
You try to pitch how with her strength and territory you can provide enough cubes for everyone safely. She's not convinced though, especially given that by your own admission your current territory isn't enough to supply enough grief cubes for your population. You make a last offer to sharecrop some of her territory. Not a term she's familiar with but you explain it simply enough as you taking on the risk and difficulty of harvesting her territory and providing her with a payment of grief cubes in return. You offered her two grief cubes for harvesting six of them, but she told you she wouldn't take such an unbalanced deal, especially knowing how much you need it. She says she'll let you harvest four and give her back two in exchange next month if you want and see how it goes, but she'll keep a close eye on it.
Scouting turns into a total fiasco though. The girl sent to area 7 was caught by the girl early on while observing a hunt and was run out of the area without gathering any real data. The girl sent to area 9 was stopped before even entering, the area apparently on a fairly high level of alert due to previous attempts by the girls you just recruited to edge into that area. Area 2 might have had better news, except scouting there is what you assigned to Kaori this month.
It seems that as you feared the girls in Itawa with their condition gradually growing riskier decided their best option was to kidnap Kaori. They called you on her cell phone. They want a steady supply of grief cubes in exchange for her safety, though their demands aren't too unreasonable, only two units a month. It seems to have actually been the group of four greens that kidnapped her surprisingly, it seemed more like something veterans would do, but you suppose that the risk in hunting was far higher for them than the veterans. You had warned her about the risk, but they dragged her off after school in civilian guise so she couldn't fight, and Kaori isn't a telepath, she couldn't send any message. (-1 Veteran, -2 grief cubes (what she had on hand))
To top off such a grand month, two family members have gotten sick this month from the water contamination and there were two grief spirals. Oddly neither spiral was due to the poisoning though. Aisa Ogawa had apparently grown rather close to Kaori and her kidnapping heavily affected her. You managed to intercept her declining mood with a couple of cubes and a promise that you'd make things right. Quiet Satomi-chan broke down the other night, roaring about how unfair it was that she had a roof and food, when her family had starved to see her eighth birthday. All that could calm her, were words of how proud her parents would have been to see her making friends. And a forcefully applied Grief Cube. (-3 grief cubes)
At least Mitakihara seems to have finally bottomed out though and the girl you recruited in turn 11 finally made it to veteran status. (-1 Green, +1 Veteran)
1.5 vet on pack tactics (-4% pack hunting, -2% pair hunting)
1 Vet working a job (+$1000)
1 veteran (Hainako) Translation service (+$3000, immune to economic effect)
2 veteran + 3 green working courier business (Minimum 2 vets)
2 vets on dispatch service (+30% grief cubes additive with demon finding, -1% casualties)
1 vet on telepathic communication (-2% pair hunting, -1% pack hunting)
Grief Cubes 25
Money: $7,800
Upkeep $11,080
$780 upkeep on cellphones (-2% solo hunting, -1% pair hunting)
$400 upkeep on cable (increased due to new housing)
$3000 upkeep on apartments
$4000 upkeep on house ($3000 for next 2 months)
$3900 upkeep on stipend
Morale: [3 of 10] The kidnapping and the family members who were poisoned dampened the mood heavily this month.
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: -0% Pack Hunting, -1% pair hunting, -2% Solo Hunting (decayed).
Defending Others Training: -2% Pair Hunting, -1% Pack Hunting (May decay with losses or recruitment).
Housing (38/53)
Apartments (25 capacity)
House (25 capacity)
Mami's Apartment (HQ of sorts) (Can be traded for $1200 per turn)
Small Courier Business (+$7000 per turn, affected by economic event, reduced income)
Territory
Urban
Demon Status: Above Average +4
Sustainable Harvest: 38
Rural
Demon Status: Above Average +9
Sustainable Harvest: 2
Turn 20 Options
[] Dispersed Hunting: Magical Girl will individually hunt demons throughout your territory and gather the grief cubes for the central supply. This can be dangerous.
Cost: Variable, specify number of Meguca dedicated; Reward: 2 grief cubes per Meguca assigned. 20% base casualty (significant injury or death) chance.
-[] Rural: Base modified to 1.5, dispatch bonus does not apply.
[] Hunting Pairs: Magical Girls will hunt in pairs reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.6 Grief Cubes per Meguca assigned; 16% base casualty chance
-[] Rural: Base modified to 1.2, dispatch bonus does not apply.
[] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely.
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
-[] Rural: Base modified to .9, dispatch bonus does not apply.
[] Optional addon, Rotating Tactics: You could have your meguca rotate their ability use week by week in order to reduce the level of adaptation the demons develop. While it would result in an immediate increase in casualty rate due to loss of effectiveness compared to the current approach, it would reduce the ability of the demons to adapt.
Cost: +5% casualty rate; Reward: Reduction in rate of demon strength increase from overhunting, exact value unknown
[] Evac Team: A telepath will stay in rotating contact with all girls hunting, with them waiting to engage until a telepath line is freed up if necessary. The hunters will also call in their positions before engaging so that coordinates are available. If they are injured the telepath will relay the endangered girl's view of the scene to a teleporter that waits with her at readiness to pull the injured girl out of the situation.
Cost: 2 Veterans (Telepath and Teleporter); Reward: Lethality modifier on solo hunting reduced from 50% to 30%.
[] Gather money, illegally: Magical Girls assigned to this role will commit crime to gather mundane currency which can be used to improve living conditions, using powers to commit simple burglaries or cheat in games of chance. Your Magical Girls have joined in search of a better life they are unlikely to much enjoy this and wish to avoid harsher crimes. You also lack connections with the criminal underworld, so the take is not all that good. There might also be complications with other criminals or the law.
Cost: Variable, specify number of Meguca dedicated; Reward: ~$3,000 per month per Meguca assigned, but it is highly variable
[] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 25% per Meguca, following up on a previous month's success brings the chance to 100%.
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned.
[] Start your own business, restaurant: Starting a restaurant is a fairly complex proposition. You can get a family rate loan to get the startup capital but it will still be tough going breaking into the market, most restaurants do fail afterall. You at least have the advantage that you count labor costs as a profit to your group though. Smoothing out the paperwork will also be a bit more costly with Kyuubey. You'll have to deal with a tougher market and one you don't have experience in, but the potential market size is much larger if you manage to do well.
Cost: $500k debt, 4 grief cubes, 2 Veteran +4 Meguca; Reward: Income scaling up over initial 3 month startup period to 10k a month after loan payment; potential to increase size of operation. Chance of Success: 60%
[] Start your own business, healing: Now might be a great chance to start this business, with a lot of people interested in extra ways to protect themselves. Specify your pricing (this will affect how many people take our offer).
Cost: Minimum 1 veteran meguca, .5-1 grief cubes per customer, attention; Reward: ??? Highly variable. Likely to increase over time.
[] Expand Courier Business: Try try again you guess.
Cost: 1 Vet + 2 Greens, $2000 advertising startup cost. Reward: $4500 a turn after 3 turn start up; Chance of Success: 80%
[] Improve Housing: Another Apartment: You could get some more apartments and reduce the crowding or provide closer locations for hunting in distant areas.
Cost: $2,000 and 1 Veteran Meguca; Reward More housing capacity (Limit increased by 6), ongoing cost +1000$ per month or you get kicked out. Payable at the beginning of the month. (not repeatable)
[] Improve Housing: House: You could always get another house, perhaps in Kasamino this time. Will still be quite a few people per bedroom, but gives more of a feeling of home.
Cost: $10,000 and 3 Veteran Meguca; Reward House (for up to 25 Meguca extra capacity), ongoing cost 4000$ per month or you get kicked out. Payable at the beginning of the month.
[] Increased Stipend: Giving the girls more money will further improve their morale a little bit.
Cost: $200 per Meguca; Reward: Improved Morale. Chance of success: 100%
[] Purchase Bicycles: While getting bicycles for everyone is quite expensive given you have so many people and so little income; it would make your girls somewhat more mobile. You could of course have them share bicycles as well, since it's likely that you won't need them all at the same time much.
Cost: $150 per bicycle, specify amount (17/39); Reward: More mobility
[] Enchanting, Secondary Properties: Further investigate just what determines what property gets boosted. Katsuko begs you not to let Keiko try hypnotism.
Cost:3 months of: 2 Veteran Meguca, 3 Grief Cube, $1000; Reward: Information on deeper effects of enchanting. Chance of success: 60%
[] Enchanting, Duration: Your budding researchers picked up a sort of effect similar to layered insulation holding in heat longer. They would like more resources to investigate this. They might be able to make enchantments last longer after a magical girl lets go of them this way, though they don't have much immediate idea as to the usefulness of that.
Cost:2 months of: 2 Veteran Meguca, 2 Grief Cube, $1000; Reward: Step towards long term enchantments.
[] Research, Purification: Generally speaking real magical girls aren't like Sailor Moon with direct purifying magic. You could look into purifying the city's water supply, but you'll want to do it fast if you want to have any impact at all, and you're really not sure what you could do about it.
Cost: 4 Veteran Meguca, 4 grief cubes; Reward: Ability to cleanse water; Chance of Success: 25%
[]Training, Raise Veteran: Raise one of the Green Girls to be a veteran
Cost: 3 Meguca, 1 Veteran Meguca; Reward: Raises one Green Meguca to veteran status.
[] Repeat Basic Solo Combat Training: We have a lot of new members again. Give them the same training our older members had (and maybe give a refresher course for our older members)
Cost: 1.5 Veterans + .5 greens; Reward: Additional -1% casualty rate on all Hunting actions
[] Rising Stars: In the time SIMP has been in existence you've noticed that you have a couple girls that stand out from the rest. With some personal training to hone their skills and push them to their limits and beyond they might be able to make it to Elite status. This can be run for up to two candidates at a time.
Cost: 1 Elite, 1-2 Veterans, 1 grief cube per candidate; Reward: Elite promotion; Time: 3 months maximum; Chance of success: 30% per month on each girl, if they succeed they are immediately freed from the program for use, if they fail all 3 months they lose elite candidacy as they proved not strong enough.
Current Elite Candidates: Kaoru, Taya
[] Group sports day: You'll take the time to organize a full group outing to have some fun in a park and play some games, it will have to be fully mundane though as going out to somewhere secluded likely would take too much time.
Cost: 1 Veteran Meguca (representative of one day for everyone essentially, since you are now mostly vets); Reward: Increase to morale (group cohesion)
[] Fun with magic: It's kind of a sad statement about magical girl life that you don't really get to play with your magic, it's too costly to use it much beyond what you need to use to get grief cubes. You might be able to afford to ease up on such restrictions and let people have fun with magic for once.
Cost: +0.1 grief cube to upkeep cost per girl; Reward: Increase to morale, you actually get to play with magic a little rather than just use it to fight, possible other effects
[] Scout Area X: You can deploy a veteran to scout out one of the territories around you stealthily. They should be able to gauge the demon strength there and the magical girls status there without tipping them off, hopefully.
Cost: 1 Veteran; Chance of success: 70%; Reward: information on demon strength, support capacity of the territory, and status of current magical girls in the territory, bonus to diplomatic efforts.
[] Talk to Kyouko, she'll come around eventually surely.
Cost: .5 Mami; Reward: Variable; Chance of Success: ???
[] Expand territory X, by force: The demons in Mitakihara have grown strong, but you could try to take over adjacent territories where they aren't as strong. The magical girls in those areas probably won't take kindly to this.
Cost: PvP combat; Reward: New territory with weaker demons
[] Expand territory X, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories.
Cost: 1 Green, 1 Veteran; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% (Mami bonus applicable)
-[] Addon, Bribery: Giving the girls some money might help them realize just how good for them cooperation could be.
Cost: $150 per girl in the territory; Reward: +1d10% success chance
-[] Addon, 2x Bribery: More money is more convincing right?
Cost: $300 per girl in the territory; Reward: +1d15% success chance
-[] Addon, Intimidate: Bring additional Veterans to intimidate the other girls into accepting if they know what is good for them
Cost: 1 extra Veteran, -morale of new girls if successfully recruited; Reward: +5% chance of success. Can be chosen repeatedly.
Phew, finally managed to finish it off. So many things going on in there, and so many failures. You actually had oodles of bonuses on some of these rolls that you failed anyways. I mean I gave you a +20 on Kyouko for a well thought out write in. You still had a (soft) fail.
I gave Kaori a +10 to her roll for you having thought of it in advance. That basically just meant kidnapped rather than dead at the level of bad roll you had. (Though I suppose notgreat might have considered dead a better result than kidnapped.)
City event has bottomed out at least.
Hopefully starting to feel a bit more interesting.