Aranfan
Team Plasma Grunt
If we don't get more refugees, which we will.
Untrained loses 8% of that, dropping it to 5% risk reduction (shield, dispatch, and I think telepathic communications?).
I am definitely in favor of some kind of service and festival every year for all this shit we are going through.For purposes of unity either enormous funeral service tailored to not grief spiral everyone if we fail, a celebration once the beholder bites it with incense or some such at the shrine or if by half a dozen miracles we don't lose anyone taking the beholder a mini festival at our village as soon as we can get the construction workers out
I'm not sure on your numbers, here.Using trained greens in a pack w/ armor we can hunt up to 11 DS in the rural area, and up to 8 DS in the South urban area.
Even allowing for DS above 10 for the North area (experienced vets in packs), I'm only seeing it as feasible to harvest about 160 cubes, total — well short of 195.
I would be extremely reluctant to do that without significant justification. From the numbers I'm seeing, it's not worth it.I haven't gotten a response yet to the more general question: Are we okay going over the 10 DS cap?
Seems like that would be very decentralized with very little control in the central authority.
It is, with in ability to spend all meguca now being a recurring problem it may be time to switch over to a less realism driven and more manageable action slot system. I know people don't like the idea, but there's good reason that most systems use it. The manpower system just isn't scaling very well as your group gets bigger. Though honestly was tempted to just give you a massive inefficiency modifier because your flat system simply can't function that well at this size.
Plus doing the switch when you switch governmental forms would make sense too.
Yes this is how I've been modeling it. Though they still benefit from equipment modifiers.
(Also didn't check that it was done properly last turn, but not going to bother now since way too late to change turn results trivially.)
I'm not sure on your numbers, here.
First, remember that 10 'trained' greens are undergoing training this turn (the T33 refugees). We get the training benefit for all 30, but we must allocate that quantity to the training itself, which means only 20 available trained greens for hunting. (Plus the other 6 existing greens which are already trained.)
Also, general organizational maintenance needs 2.5 greens, and I'm guessing that those will need to come from the trained/experienced ones, not the new ones.
So of the 36 trained/experienced greens, only 23.5 are actually available for hunting.
In addition, 3 of the 9 trained vets are undergoing training, so only 6 of those are available.
15 trained greens in packs in the rural area could hunt DS up to 9.8, without Seto's assistance. With Seto teleporting them, only need 11 greens (DS up to 9.5), but costs an extra 3 cubes. Could get a fraction of a cube more by taking DS above 10, but leaving that alone at the moment.
For the South area, either:
1) Seto teleports the rural: 12.5 trained green, 6 trained vet. 59.9 cubes, 7.4 DS
2) Seto does not teleport the rural: 8.5 trained green, 6 trained vet, 3 experienced vets. 61.7 cubes, 8 DS.
Total cubes for Rural+South, after deducting teleport costs:
1) Seto teleports rural: 73.1
2) Seto does not teleport rural: 78.1
Even allowing for DS above 10 for the North area (experienced vets in packs), I'm only seeing it as feasible to harvest about 160 cubes, total — well short of 195.
I would be extremely reluctant to do that without significant justification. From the numbers I'm seeing, it's not worth it.
Having Seto teleport in the rural area adds too much cube cost to be worth freeing up units.
Can either use trained vets/greens in the South and take it to DS 8 for 134.5 total cubes, or use experienced vets in the South to take it to DS 10 for 141.9 total cubes. This assumes the North is hunted to only DS 8.2, to keep risk below 0 for pairs.
If the North is hunted to DS 10 (9.7) with packs, can get 145.7 cubes.
If we use IRT in the North, and add barrier and teleport charms, can get cube harvest up to 153.6 at the cost of needing 4 more meguca to make the charms and 3 more for hunting. DS ends up at 10.9.
Adding IRT to the south, and switching to pack tactics, can get cubes up to 163.4 for a total of 41 vets (6 trained, 35 experienced) and 15 greens (trained). South DS would be 11.7. Would need to buy 8 more sets of kevlar.
Each of these uses up most or all of our existing kevlar. If we fought the Beholder this month, I'm not sure how the allocation would work out. The fight itself would only use up one day (win or lose), but I'm not sure if helix would allow reallocation of armor for that one day like that. (Or possibly penalize cubes by ~5 for taking a day off of hunting.)
I don't see it viable to get above these numbers for hunting this turn. 165 is about the limit unless we want to blow open the risk and DS levels, and I don't think we want a youma in our backyard right when we're going after the Beholder. Once we do this, we're going to get almost no cubes from our territory next turn (as in, about 27 cubes if we let everything settle back to 0). On the other hand, we can mob Yokohama for cubes. We could harvest 250 cubes and barely budge the DS value.
Who else thinks that, so long as we are fighting the Beholder this turn, it is acceptable to stick to sub 1% casualty risk instead of sub zero percent?
I'm sensing a lot of reluctance to go above 10 DS, but not really getting any discussion as to why.
It's either risk youma spawns, or go in against the Beholder with likely insufficient intel and take ruinous casualties.
Youma spawn cutoff. Given our overall generally bad luck with this whole situation, I do not want the chance to have a youma spawn in our backyard while we are off putting out fires elsewhere.I'm sensing a lot of reluctance to go above 10 DS, but not really getting any discussion as to why.
Youma spawn cutoff. Given our overall generally bad luck with this whole situation, I do not want the chance to have a youma spawn in our backyard while we are off putting out fires elsewhere.
A flat 15 trained greens, hunting in packs, with full kevlar, should yield 17.8 cubes, with DS increasing from -4.9 to 9.8, and a risk of -0.5%. 15.5 greens would increase DS to 10.7, and risk to -0.1%, for 18.4 cubes.Here are my numbers:
Current Rural DS = -5
Rural pack hunting risk w/ training = -2% risk (because you don't get the dispatch bonus)
Add full kevlar = -8% risk
Use RT = -3% risk
That means the risk acceptable from overhunting is +3% risk, which at half the DS would be +6 DS... if we were hunting up from 0 DS, but hunting up from -5 DS means we can hunt up to DS 11: (11 - 5)/2 = +3% risk.
To hunt up to DS 11 requires a hunt of 18.6666... = ((16/20)/.6)*8 + 8
A pack of trained greens led by an experienced hunter in a rural area gets: (Rural Base * Kyubey forecast * experienced hunter * Demon Scanning) = (.9)*1.1*1.1*1.2 = 1.3068 cubes per a girl.
18.6666... divided by 1.3068 = 14.2842...
OK, I vaguely remember doing stuff with the idea of having an experienced vet leading a team allowing the pack to use the experienced multiplier. However I have no idea where to start looking to see if I'm even remembering that correctly. Do you have a link? Or @inverted_helix - Did you allow this?A pack of trained greens led by an experienced hunter in a rural area gets: (Rural Base * Kyubey forecast * experienced hunter * Demon Scanning) = (.9)*1.1*1.1*1.2 = 1.3068 cubes per a girl.
I experimented with Seto teleportion in the rural area to see if it was sufficient to free up enough greens to hunt the South area (along with the trained vets) without needing to pull in experienced vets. As I said, the conclusion was that it was not worth it.Obviously, Seto Transportation would be in the urban areas. We have plenty of trained greens there is no need to try and conserve them. It's Vets that we don't have enough of.
I'm progressing along the lines from your starting assertions (rural to DS 10, south to DS 8, using untrained in those areas) to try to build up what's feasible, since you didn't provide numbers in your first post.Err what? Yeah, I know, that's your plan. I was figuring out how much we could get if we hunted to 18 DS. I'm not sure why you think your plan at 10 DS Pair hunting invalidates numbers for 18 DS Pack hunting....
Would it be worth it for 195 cube harvest? Because that's totally possible if we can find the meguca months to do it.
I'm having to figure out your plan from scratch because you did not provide sufficient data. I'm moving along each of your suggestions to see how it affects the results. Apparently I misunderstood your suggestion of IRT.165 cubes is not the limit with 0% casualty risk. You have substituted your own plan, found that your plan is not viable, and then concluded that my plan is not viable. Please respond to the actual suggestions I am making.
IIRC Kyubey is keeping track of it, it's just that it was able to jump from Downtown to where Kyoclone was in one teleport. We may be able to grill him on it's movements as far as prep goes.The second thing I would want to figure out is if it is no longer staying in the center of Tokyo, what is it's new habit? Is it patrolling somewhere? Does it always teleport places? Or did it just move back tot he center of things.
@Kinematics you are vastly over estimating the risk of Youma spawns at low DS.Based on past data, they believe that demon strength as measured in your terms must be at minimum +10 for it to be possible for a Class 3 demon to originate from native population, though meiosis of a migratory one can still produce more in such areas. Chance of one spawning starts off low and increases exponentially. It is projected that by +40 strength the number of Class 3 demons reaches an average one per territory unit per month, though there is a lack of data at the high end to determine accuracy, and at that level differentiation can be difficult.
We know that after it attacked Kyouclone, it spent about an hour sitting there, then returned to the center of Tokyo. Given that that also gives it the greatest clairvoyance/teleport range relative to the population, and that it gets the most benefit from its filter feeding by staying in the densest population area, I can't imagine it doing much other than staying in the central Tokyo area.The second thing I would want to figure out is if it is no longer staying in the center of Tokyo, what is it's new habit? Is it patrolling somewhere? Does it always teleport places? Or did it just move back tot he center of things.
It's the best estimate I can make, based on the data we have (that I am aware of). Do you have any references indicating it scales differently? Or that it's not a daily check, the way the Beholder interrupt was?@Kinematics you are vastly over estimating the risk of Youma spawns at low DS.
The quote literally right above the thing you responded to.It's the best estimate I can make, based on the data we have (that I am aware of). Do you have any references indicating it scales differently? Or that it's not a daily check, the way the Beholder interrupt was?
Sorry. Since you put the quote above your response, I assumed you were quoting the part of my post that you were responding to, and didn't even look at it. I normally expect a quoted reference to follow your comment.
OK, I vaguely remember doing stuff with the idea of having an experienced vet leading a team allowing the pack to use the experienced multiplier. However I have no idea where to start looking to see if I'm even remembering that correctly. Do you have a link? Or @inverted_helix - Did you allow this?
I'm having to figure out your plan from scratch because you did not provide sufficient data. I'm moving along each of your suggestions to see how it affects the results. Apparently I misunderstood your suggestion of IRT.
Dropping back to RT, North and South can push 16.5 and 17.7 DS, with 19.5 and 21 experienced vet packs, respectively, and, along with the rural count, yield 186.8 total cubes.
Now, what are the odds of a youma spawning?
We have no solid answer, aside from the fact that they start spawning above 10 DS, and if I remember correctly, are guaranteed at about 40 DS (might have been 30, but I'll be conservative here). That means about +3% chance per +1 DS.
Scaling the total DS gain for the amount over 10 DS, the North area (assuming no further gains from poaching) would spend about 42% of the month (12 days) above 10 DS. Assuming the same daily check as with the Beholder, and ramping up from 1.5% chance on the first day to 18% on the last day (hitting 16.5 DS), there's about 70% odds of a youma spawning in the North area. Odds for the South area are slightly higher.
So, about 90% chance of at least one youma spawn, and about 50% chance of two youma spawns in our territory due to that overhunting.
Factoring in the morale hit from deliberately overhunting, from one or even two youma spawns, potential deaths among the less experienced members that might be hit by the youma when that's supposed to be the 'safe' area for our group, magical costs of killing the youma, slowed hunting while the youma are dealt with, and any other factors, I don't feel that overhunting provides sufficient benefit to be worth the downsides.
However the quote is ambiguous about one thing: "one per territory unit". The quote doesn't define a territory unit, unless it's 1 per cube capacity value (a reasonable assumption), and thus a size 37 territory would be expected to generate 37 youma per month at +40 DS. At around DS 17, an exponential (X2) growth rate would give a 5.4% chance per territory unit. Depending on how generation is handled, that could be an 87% chance, or an average of 2 youma per month.
On the other hand, that's at that particular DS, and the DS will be changing over the course of the month. Extrapolating the growth rates over the time expected to be over 10 DS, and using the X2 progression, there's a 20% to 30% chance of a youma spawn for a final DS between 16.5 and 17.5.