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 .
Your dispatched from what I recall (it may have gone a bit different, end result is actually that I should be charging 2.5 clairvoyants on your territory now) went through multiple upgrades.
1 meguca per 10 territory +25%
1 meguca per 10 territory +30% (experienced with process/territory)
1 meguca on a bicycle per 15 territory +30%
1 clairvoyant meguca per 20 territory +30%
1 clairvoyant meguca (advanced area based profiling research) per 30 territory +30%

You can expect in an area where you don't have long term data to be knocked down to 1 clairvoyant per 20 territory and +25% bonus.
Also, @Aranfan - Can you add this data to the cheat sheet?

Hmm that's unfortunate. I've been using it because it's easy to edit and show various information on it. Plus can zoom in and out as needed.
For viewing purposes, it works fine. Oh, right, I can use the 'normal' map to sort of measure distances (in a crude and annoying way), but can't do so on the MMEQ map.
 
Our tandem work has shown that tandem elite casting for clairvoyance/teleporation should be about 50 miles, and that's what it looks like the Beholder's range is (not 40 miles). It makes sense as an expected value for a class 4 approximating tandem class 3's (elites).
Yes, that was the primary hint that Beholder had always been in range.
Ugh, units and vague statements again. Okay, let's go back and see what has been said about teleport and clairvoyant ranges. It's actually kind of hard to find exact quotes, but let's see:

Current thought is teleport range of about 20 kilometers baseline for a veteran, around 35 for a pair of vets tandem casting, and probably around 20% less for charms from them, shouldn't generally affect too much.
1) What is a tandem pair's range? What if one of the pair is Taya?
Approximately 35 kilometers, 50 with Taya.
So, clairvoyance and teleportation have the same maximum distance, vets have 20 km base range, elites have 40, and when they tandem cast they're less than the sum of their parts, a penalty that increases when you move from vet to elite. Going by that logic tandem elites should have a range of 60-65 km, which I guess would put the beholder within scry+port range of Odwara any time it was southwest of Tokyo's city center, which is about one-sixth to one-eighth of the total Tokyo Metropolitan area.

The thing is, I was always assuming that the Eyeball's clairvoyant range was smaller than this. After all, if it were this large then the "firewall" that Numazu has been employing between their area and Hakone, which is only about 15-20 km wide, should have been completely ineffective, and we ought to have seen the Eyeball and the teleporting youma invade both them and our main territory long before now, especially if the eyeball can instantly communicate hundreds of kilometers via demonic telepathy (necessary for that city-wide pairing up adaptation we saw during the first attack on Tokyo) and has the capability of scrying and teleporting 60-65 km in a single jump. The way it's behaved up until this mini-turn has suggested that it can't see or jump more than 15-20 km, maybe 40 km tops if it insisted on staying near downtown Tokyo and never strayed to the border, until all of a sudden it did.
 
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Ugh, units and vague statements again. Okay, let's go back and see what has been said about teleport and clairvoyant ranges. It's actually kind of hard to find exact quotes, but let's see:


So, clairvoyance and teleportation have the same maximum distance, vets have 20 km base range, elites have 40, and when they tandem cast they're less than the sum of their parts, a penalty that increases when you move from vet to elite. Going by that logic tandem elites should have a range of 60-65 km, which I guess would put the beholder within scry+port range of Odwara any time it was southwest of Tokyo's city center, which is about one-sixth to one-eighth of the total Tokyo Metropolitan area.

The thing is, I was always assuming that the Eyeball's clairvoyant range was smaller than this. After all, if it were this large then the "firewall" that Numazu has been employing between their area and Hakone, which is only about 15-20 km wide, should have been completely ineffective, and we ought to have seen the Eyeball and the teleporting youma invade both them and our main territory long before now, especially if the eyeball can instantly communicate hundreds of kilometers via demonic telepathy (necessary for that city-wide pairing up adaptation we saw during the first attack on Tokyo) and has the capability of scrying and teleporting 60-65 km in a single jump. The way it's behaved up until this mini-turn has suggested that it can't see or jump more than 15-20 km, maybe 40 km tops if it insisted on staying near downtown Tokyo and never strayed to the border, until all of a sudden it did.
Or you could assume it's not a purely instinctual beast, which has also been repeated, and it's human level intelligence lends to the thought that it's not smart to attack organized groups in mass. When it formed, the class 3's had basically already toppled the pre-existing meguca power structure, so it's probably never tried to attack foreign girls that are generally grouped in the fifties or more. Additionally, why leave the main hunting ground when it needs a certain concentration of edible girls to survive? Finally, maybe the comment I've made some dozen times that it can only teleport once every ten or fifteen minutes is more than a random guess, and it can't risk going 50 km out of it's seat of power only to be swarmed to death before it can escape.
 
Approximately 35 kilometers, 50 with Taya.
Meh. Was thinking the units were in miles rather than kilometers. That does change things a little.
So, clairvoyance and teleportation have the same maximum distance, vets have 20 km base range, elites have 40, and when they tandem cast they're less than the sum of their parts, a penalty that increases when you move from vet to elite. Going by that logic tandem elites should have a range of 60-65 km, which I guess would put the beholder within scry+port range of Odwara any time it was southwest of Tokyo's city center, which is about one-sixth to one-eighth of the total Tokyo Metropolitan area.
Assuming 20 km for vets and 40 km for elites, and that the second of a tandem pair adds 75% of their max value to the total, we have:

20 km - 1 vet
35 km - tandem vets (20 + 15)
40 km - 1 elite
50 km - vet+elite (20 + 30)
70 km - tandem elites (40 + 30) == 44 miles
80 km - legend? (rank above elite, equate to class 4, 2x elite value) == 50 miles
 
The thing is, I was always assuming that the Eyeball's clairvoyant range was smaller than this. After all, if it were this large then the "firewall" that Numazu has been employing between their area and Hakone, which is only about 15-20 km wide, should have been completely ineffective, and we ought to have seen the Eyeball and the teleporting youma invade both them and our main territory long before now, especially if the eyeball can instantly communicate hundreds of kilometers via demonic telepathy (necessary for that city-wide pairing up adaptation we saw during the first attack on Tokyo) and has the capability of scrying and teleporting 60-65 km in a single jump. The way it's behaved up until this mini-turn has suggested that it can't see or jump more than 15-20 km, maybe 40 km tops if it insisted on staying near downtown Tokyo and never strayed to the border, until all of a sudden it did.
Numazu's method was never about making it so they couldn't be targeted. It was about making them unappetizing.

Why leave Tokyo and travel to them when you have more food where you are?
 
I'll grant that, but even limiting it to two variables I can make the curve dance all over.
No you can't. You're being mislead by the fact that there's an uncountably infinite number of curves of that form because every point we get removes an uncountably infinite number of curves that don't pass through it. Because you only have two degrees of freedom, two points uniquely specifies a curve.
That's easily solved just by limiting the range of possible inputs. Or just using absolute value around it.
Reduces back to a real-valued exponent.
 
They will be stopped by DS 20 demons though.

Unsure what this was responding too. If you meant greens hunting down to zero DS, then I'd point out that the highest DS number being seriously suggested is 18 DS.

Why not not scry the poachers and recruit them?

1: They probably do not want to be recruited, since otherwise they would have joined us.
2: They are probably long gone the poaching happening is suggestive of people nibbling at the edge, and not those that are staying to actually try and hunt the territory.

That's easily solved just by limiting the range of possible inputs. Or just using absolute value around it.

Originally I planned on a simple smooth exponential growth function over the range. But now you're encouraging much more diabolical functions. I need to open some textbooks.

Please don't.

This is actually something I'd account for when you guys try for a hunt that is less impacted by youma and where you have less overkill on number of clairvoyants because you're trying to scry other stuff anyway. Significant bonuses have accrued from profiling of that sort, but they're incorporated in your dispatch bonus. Which would be knocked down significantly.

Your dispatched from what I recall (it may have gone a bit different, end result is actually that I should be charging 2.5 clairvoyants on your territory now) went through multiple upgrades.
1 meguca per 10 territory +25%
1 meguca per 10 territory +30% (experienced with process/territory)
1 meguca on a bicycle per 15 territory +30%
1 clairvoyant meguca per 20 territory +30%
1 clairvoyant meguca (advanced area based profiling research) per 30 territory +30%

You can expect in an area where you don't have long term data to be knocked down to 1 clairvoyant per 20 territory and +25% bonus.

Okay, that makes sense.

Yeah, they have maybe 20 meguca. If we give them another 20 cubes this turn (same as last), they should be mostly fine with just defending their territory.

I don't think we can afford to give them 20 cubes.

Rather, I think we ought to recommend to them the same solution we are using. Harvest up the DS and stockpile the cubes. We provide them armor (money is cheaper than cubes for us right now). We promise them to have Serena on call to cover their area as well for the risk of a Youma spawn. This is a way to effectively deter potential poachers from trying to appropriate their territory, and instead just move on.

We will still probably have to help them with cubes, but a lesser number of them.

Also, we can try to get the Elite to join us for the Eyeball attack.

The profiling we did was to improve our understanding of the territory we were hunting, in order to make our rotating tactics more effective. I'm pretty sure we'll need to do something similar for any significant new area we incorporate in order to get the best results, though I'm not sure what we'd be limited to (I don't remember if it would only exclude IRT, or also Standard RT, limiting us to just Basic RT). @inverted_helix?

No, it was for the dispatch and DS accuracy, not the IRT.

Even if we don't go above 10 DS this month, we're only going to be harvesting about 50 cubes from our own territory next month. With the high DS overhunt, we'll probably only be looking at about two dozen cubes from our territory. Yokohama is going to be an absolute necessity either way, though we can harvest something approaching 300 cubes before we even really make a dent in the DS.

Yup. We are committed anyway, so I figure why hedge, let's go for the maximum cubes we can get out of our territory this month and then go balls to the wall on Tokyo next month.

Since we can hunt down to 0 DS from 18 DS with a handful of trained greens in a pack. I think something like 6 or 7 trained green girls w/ pack hunting and full armor would work.

The way I see it, better to spend our money on armor to fuel this, and then have more armor for an attack on Tokyo.

Maybe attack the Eyeball with a group of 50+ vets and 5 Elites, plus Serena's group.

The main problem with the Yokohama hunt is going to be the diplomatic issues that crop up. With Odawara, there was basically no one else there. Yokohama is dense enough that there's going to be a fair few meguca in the area, which means we'll have to mix in diplomatic actions in order to be able to hunt there without too much problem (aside from the youma). That's another reason I'm somewhat leery of going after the Beholder next month; I don't want to do the Beholder and massive make-up hunting and put out diplomatic fires all at the same time, particularly when we can't afford not to go all-out on the hunting to make up the cube shortfall.

And I'd rather have a full month to prepare for a month of fire fighting instead of trying to take on the first challenge unprepared, and maybe win but be crippled enough that we can't prepare for the second and third fires either. Thus having to fight all the fires unprepared.
 
No you can't. You're being mislead by the fact that there's an uncountably infinite number of curves of that form because every point we get removes an uncountably infinite number of curves that don't pass through it. Because you only have two degrees of freedom, two points uniquely specifies a curve.

Reduces back to a real-valued exponent.
Okay for instance if we take DS 10 to be 0 and DS40 to be 100 that gives a simple exponential curve of impossible. Since a simple exponential curve can't ever hit zero.

Which means that we're already introducing additional variables. You have points where (x, f(x)) = (10, ~0) and (10, ~100)
I can define it as f(x) = b^(x-10)-1 and then derive b = 1.166
Or I could define f(x) = b^(x-10)-|x-10| and then derive that b = 1.176
This is before I even get too crazy with adding other stuff.
Two points can't uniquely specify a curve.

Though this isn't even accounting for the fact you don't have two accurate points. You have two approximate points.

Plus my graphing calculator program can plot curves of f(x) = b^(x*cos(x)) and produce huge oscillations. I'd need to do some math to fit it to the two specific points but it's definitely possible.
y=1.121^{x*cos(.47*x)} fits the points you have well enough to be more than good enough for points you only have approximations of. You get (10, 0.986) and (40, 95.893) as the points.


Not to mention at this point I'm tempted to make "approximately" be a political approximate and hilarious understatement just to fuck with you. Something along the lines of DS40 being actually averaging 1.49 and rounded down to 1 would hardly even be political level approximation.
 
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I actually was trying to "Batman" some ideas on how to attack the Eyeball, and came up with somethings we probably want to research.

For the first attack plan I decided to start with something basic:

Plan 1: Frontal Assault

Teleport as close to the Eyeball as we can safely. Run in to try and engage it, while triggering the interdiction device, and hit it with as many attacks as we can until it's dead.

Risks:

1: What if the Eyeball is not alone?
2: What abilities do the Eyeball (and companions) have, and do we have any counters?
3: This seems unorganized, can we optimize?

Counters:

1a: Scouting the Eyeball patterns. Is it ever alone?
1b: If not, does it ever change it's companions? Are some of those a better match up for us?
1c: Since it is now responding to our actions, can we lure it somewhere?

2a: Investigation by Kyoclone seems only possible direct scouting approach... but I doubt Kyouko can handle doing this more than once in a month.
2b: Maybe other know something? Review Nagoya files. Do any of our Tokyo girls know anything?
2c: Maybe the Enlightened can help?

3a: Organize into sub-squads, what is the best mixture of girls?
3b: Perhaps assign specific missions to different groups? With backups/reserves?
3c: If it has companions should we try to kill the Eyeball first? Maybe with a delaying action of the Youma companions?

Then I suddenly thought of a big problem that makes Plan Frontal Assault too risky. The range of the interdiction device is much smaller than the Eyeball's, meaning that it could still teleport when is sees us coming.

Risk 4: What if the Eyeball senses us coming and teleports away before we can reach it with the interdiction field?

New plans:

Plan 2: Lure

Try and get the Eyeball to attack us again, just like it did this turn.

Risks:

1: It means that our Lure group is going to be extremely exposed, and has to hold out for Serena and the rest of the team.
2: It means giving up the chance to try and attack when it is vulnerable, instead we will be allowing it to pick it's companions. Not good allowing your opponent a choice.

Plan 3: Ambush

Identify when the Eyeball is most vulnerable. An initial stealth force sneaks the interdiction device in close enough to be in range (but not right up on it). Turns it on just after the main strike force teleports in. Then try and hide/dodge from the Eyeball until the cavalry can arrive and do a full strike on the Eyeball.

Risks:

1: Initial stealth group is rather exposed (though not as much as a lure plan)
2: Coordination problems, how does the main group and the initial group coordinate?
3: Is stealth even potentially effective against the Eyeball? What kind of longer lasting stealth boosts can we provide?
4: What if the Eyeball is smart enough to recognize the magical signature of the interdiction device, and knows to run away from it? Can we conceal it's presence?

Counters:

1: Need to think about composition of this group quite a bit. Risa vs battery issue?
2: Telepaths maybe? Otherwise we will have to depend on synchronized watches? Does the miasma de-synchronize watches?
3: Needs testing. Needs brainstorming.
4: This is a big problem. Needs practice.

That last one on the list makes me feel like an extra month may really be necessary, as without a way to hide the interdiction device, I don't think we can succeed at all.
 
Did a few more numbers bringing Elites into the mix: (note these are rough numbers, not bothering with fractional exactness yet, just figuring out general possibilities).

~14 trained green girls (2 that are experienced to lead the pack) hunting in a pack to bring the rural area up to ~11 DS. Giving us ~18.cubes. (Out of an 8 cube area). 0% casualty risk.

It would be ~14 trained vets (3 that are experienced to lead the packs) hunting in a pack, plus 4 Elites hunting in pairs, all with teleportation, to bring the South up to 18 DS, Giving us 92.5 cubes (out of a 37 cube area). 0% casualty risk.

It would be ~18 trained vets (3 that are experienced to lead the packs) hunting in a pack all with teleportation, to bring the North up to 16 DS, Giving us 83.25 cubes (out of a 37 cube area). 0% casualty risk.

(Of course, we don't have this many trained vets, but experienced vets are also trained).

However... we have commitments for 10 trained greens, and 29 exp. vets + 3 trained vets in our support list.

So that leaves...

6 Elites, 26 exp. vets, 6 trained vets, 6 experienced greens, and 20 trained greens to draw from for hunting...

After the hunting plan above, that would leave us 2 Elites, 4 experienced greens, 8 trained greens, 17 untrained vets, 17 untrained greens, 15 refugee vets, 12 refugee greens, and 7 nonmember vets...

Mami would have to be on diplomacy duty, and Kyoclone on scouting, so that's our two Elites.

That leaves no experienced vets for mentor ship duty, and no experienced vets for any of the other things we'd need to do to prepare.


This is just not going to work...

I suppose we could substitute our extra trained greens for the trained vets... that would put each of them at a 5% casualty risk, with a 20% death risk per casualty, for a total death risk of 1% per a trained green. Using all 12 extra trained greens that would give us a 88.6% probability that none of them die.

Using untrained vets would put them at 9% casualty risk, or a 1.8% death risk per an untrained vet.

Ugh... this is getting ugly.

We have so many untrained vets that we can't use without accepting a lot of risk...

Maybe we should have Serena and Co hunt in the territory as well? That might shake free enough girls to make it workable...
 
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Wait, wait...

What if...

What if we had the untrained girls hunt with Serena...

We could front load it with untrained greens at first, and then the untrained vets, followed by trained greens.

All of them have not had any exposure to Serena yet, unlike our trained vets, so that would be possible. And Serena's aura ought to make hunting so safe that even the lack of training should not be an issue...

I wonder if Serena's aura is large enough to allow something like pair hunting with in it, instead of forcing everyone to hunt as a single pack...

@inverted_helix Serena's thoughts on this hunting tactic?
 
2a: Investigation by Kyoclone seems only possible direct scouting approach... but I doubt Kyouko can handle doing this more than once in a month.
It costs 1 GCU every time Kyoclone dies, but she can handle it. Getting too ridiculous with it might have morale implications, but a scouting effort that causes just a few deaths should be manageable.

3c: If it has companions should we try to kill the Eyeball first? Maybe with a delaying action of the Youma companions?
If the battle last turn was any indication, then we won't be able to ignore the companions. I estimate that we would need at least two Elite's just to delay them, three to be safe.

Then I suddenly thought of a big problem that makes Plan Frontal Assault too risky. The range of the interdiction device is much smaller than the Eyeball's, meaning that it could still teleport when is sees us coming.

Risk 4: What if the Eyeball senses us coming and teleports away before we can reach it with the interdiction field?
This is a risk, but we haven't yet seen the Eyeball run away. It has overwhelmingly defeated all previous opponents, so why would it be afraid? I would be willing to bet that we can engage it at least once. If it manages to escape (e.g. by shooting the interdiction device), then subsequent attacks would be more iffy. We should try things like luring or ambushing only if the first attempt fails.
 
Unsure what this was responding too. If you meant greens hunting down to zero DS, then I'd point out that the highest DS number being seriously suggested is 18 DS.
I was responding to @Powerofmind's claim that poachers would prevent the DS from coming back down to 0 next month. Lower DS provide less protection from that, but also require less protection.

Okay for instance if we take DS 10 to be 0 and DS40 to be 100 that gives a simple exponential curve of impossible. Since a simple exponential curve can't ever hit zero.
As you yourself say
Though this isn't even accounting for the fact you don't have two accurate points. You have two approximate points.
It's only approximately zero, and you can get a simple exponential curve from DS 10 as any positive number. I picked the largest value that could reasonably be rounded down to zero (which you told us we could do as an OOC statement) which gives an upper bound for exponential curves below DS 40. You could put something faster growing in the exponent, but that just makes everything below DS 40 safer then it would have been.

Not to mention at this point I'm tempted to make "approximately" be a political approximate and hilarious understatement just to fuck with you. Something along the lines of DS40 being actually averaging 1.49 and rounded down to 1 would hardly even be political level approximation.
Even if you did that it would hardly change the results. 16% of seeing one Youma at DS 20, rather than 14%.

Also, why are you actively trying to make your world incomprehensible? If you didn't want us formulating statistical models, you shouldn't have given us enough information to make one in the first place.
 
I actually was trying to "Batman" some ideas on how to attack the Eyeball, and came up with somethings we probably want to research.

For the first attack plan I decided to start with something basic:

Plan 1: Frontal Assault

Teleport as close to the Eyeball as we can safely. Run in to try and engage it, while triggering the interdiction device, and hit it with as many attacks as we can until it's dead.

Risks:

1: What if the Eyeball is not alone?
2: What abilities do the Eyeball (and companions) have, and do we have any counters?
3: This seems unorganized, can we optimize?

Counters:

1a: Scouting the Eyeball patterns. Is it ever alone?
1b: If not, does it ever change it's companions? Are some of those a better match up for us?
1c: Since it is now responding to our actions, can we lure it somewhere?

2a: Investigation by Kyoclone seems only possible direct scouting approach... but I doubt Kyouko can handle doing this more than once in a month.
2b: Maybe other know something? Review Nagoya files. Do any of our Tokyo girls know anything?
2c: Maybe the Enlightened can help?

3a: Organize into sub-squads, what is the best mixture of girls?
3b: Perhaps assign specific missions to different groups? With backups/reserves?
3c: If it has companions should we try to kill the Eyeball first? Maybe with a delaying action of the Youma companions?

Then I suddenly thought of a big problem that makes Plan Frontal Assault too risky. The range of the interdiction device is much smaller than the Eyeball's, meaning that it could still teleport when is sees us coming.

Risk 4: What if the Eyeball senses us coming and teleports away before we can reach it with the interdiction field?

New plans:

Plan 2: Lure

Try and get the Eyeball to attack us again, just like it did this turn.

Risks:

1: It means that our Lure group is going to be extremely exposed, and has to hold out for Serena and the rest of the team.
2: It means giving up the chance to try and attack when it is vulnerable, instead we will be allowing it to pick it's companions. Not good allowing your opponent a choice.

Plan 3: Ambush

Identify when the Eyeball is most vulnerable. An initial stealth force sneaks the interdiction device in close enough to be in range (but not right up on it). Turns it on just after the main strike force teleports in. Then try and hide/dodge from the Eyeball until the cavalry can arrive and do a full strike on the Eyeball.

Risks:

1: Initial stealth group is rather exposed (though not as much as a lure plan)
2: Coordination problems, how does the main group and the initial group coordinate?
3: Is stealth even potentially effective against the Eyeball? What kind of longer lasting stealth boosts can we provide?
4: What if the Eyeball is smart enough to recognize the magical signature of the interdiction device, and knows to run away from it? Can we conceal it's presence?

Counters:

1: Need to think about composition of this group quite a bit. Risa vs battery issue?
2: Telepaths maybe? Otherwise we will have to depend on synchronized watches? Does the miasma de-synchronize watches?
3: Needs testing. Needs brainstorming.
4: This is a big problem. Needs practice.

That last one on the list makes me feel like an extra month may really be necessary, as without a way to hide the interdiction device, I don't think we can succeed at all.
Plan 1 is foolish, even Helix said so. It is the 'probably succeed with horrible casualties' option, and we shouldn't do it on purpose.

Plan 2 is rough, but is likely the only possible choice. Something I've pointed out at least five times now without anybody so much as arguing against it is that there is a greater than 50/50 chance that the beholder has a hard limit on teleportation speed, probably because it can't disable it's interdiction often enough to use it tactically. When it attacked Kyoclone's team, it was outrun by it's youma aids (both non-teleporters, or deliberately not teleporting, which also lends credence to total teleport denial, not just meguca) and did not follow with a teleport. In fact, when the survivors made it to a safe observation distance, the beholder stuck around for several minutes before teleporting out.

With a likely time-locked teleportation window, it stands to reason that the beholder is at it's weakest shortly after teleporting, and thus the lure is the ideal plan to ensure it dies without having to make a 50 km dash through town to chase it. I have little faith that our interdictor will survive one if it's ports, since the Hiko interdictor is prone to overloading from more powerful teleports, but it can likely shorten the teleport distance considerably if the beholder can break through it.

Plan 3 is plan 2, but unless we can definitively know that it's teleported very recently, it will likely overload our interdictor if it tries to run (and it's human intelligence so it likely will try should we swarm it). If it survives an ambush, which is more likely than surviving the lure, it will not be so easy to catch again.
Wait, wait...

What if...

What if we had the untrained girls hunt with Serena...

We could front load it with untrained greens at first, and then the untrained vets, followed by trained greens.

All of them have not had any exposure to Serena yet, unlike our trained vets, so that would be possible. And Serena's aura ought to make hunting so safe that even the lack of training should not be an issue...

I wonder if Serena's aura is large enough to allow something like pair hunting with in it, instead of forcing everyone to hunt as a single pack...

@inverted_helix Serena's thoughts on this hunting tactic?
No, with a side of fuck no. Those are morale 0 girls. Don't force them to work with Serena unless you plan on forcing them to live with her forever, too.
Also, why are you actively trying to make your world incomprehensible? If you didn't want us formulating statistical models, you shouldn't have given us enough information to make one in the first place.
Maybe stop telling him the secret math that you don't know is wrong because X Y and Z, despite not knowing if it's actually A B and C, and he'll stop trying to fuck with it to spite you (and us by proxy).
 
Maybe stop telling him the secret math that you don't know is wrong because X Y and Z, despite not knowing if it's actually A B and C, and he'll stop trying to fuck with it to spite you (and us by proxy).
Enough has been said to figure out an upper bound to the calculation. @inverted_helix even straight up admitted to originally planning to use a straight forward exponential. He's explicitly considering changing it specifically to fuck with us. Frankly, I don't see much reason to care about a universe whose rules are explicitly "fuck you for trying to understand it". Why even bother making plans?
 
It costs 1 GCU every time Kyoclone dies, but she can handle it. Getting too ridiculous with it might have morale implications, but a scouting effort that causes just a few deaths should be manageable.

That's making a very dangerous assumption that is not in evidence. The flavor text implies that it incapacitates Kyouko a bit (meaning we probably should not try a suicide scout and an attack using Kyouko in the same month).

If the battle last turn was any indication, then we won't be able to ignore the companions. I estimate that we would need at least two Elite's just to delay them, three to be safe.

I'm not suggesting ignoring them. The question is whether it's better to kill the companions first, or the Eyeball first. I tend to lean towards the latter, but planning details for the companions needs to await information on how many we will have to face, and what their exact skill is.

This is a risk, but we haven't yet seen the Eyeball run away. It has overwhelmingly defeated all previous opponents, so why would it be afraid? I would be willing to bet that we can engage it at least once. If it manages to escape (e.g. by shooting the interdiction device), then subsequent attacks would be more iffy. We should try things like luring or ambushing only if the first attempt fails.

That's a strange assumption. We know that it held off on attacking the last organized resistance in Tokyo for awhile, until it was able to herd together enough Youma to attack as a group.

If a group of 6, or even 12 girls are attacking it, then yes, I expect it will not run away.

If a group of 60 to 70 girls are charging towards it, I expect it will try to run. It's got human level intelligence, and while humans have been known to ignore odds and be reckless, the Eyeball has never shown that tendency.

Enough has been said to figure out an upper bound to the calculation. @inverted_helix even straight up admitted to originally planning to use a straight forward exponential. He's explicitly considering changing it specifically to fuck with us. Frankly, I don't see much reason to care about a universe whose rules are explicitly "fuck you for trying to understand it". Why even bother making plans?

I doubt he's really going to change it. I think he's just frustrated that we are guessing close to what the answer should be without doing the research to actually figure it out.

@inverted_helix If I were you, just chalk it up as more evidence that those math crazed Serenes can't catch a hint about a thing (particularly social ques) but give them incomplete data and a hint of the distribution curve, and they will somehow manage to "guess" the math closely enough to be useful. (All the while complaining about how it's really not confirmed, and it's just a possibility). Heck, maybe you can even give us a reputation stat that gives us a chance for "nerdy" magical girls who aren't part of an organization to seek us out to join just because they heard we like math.

Or from an OOC perspective, we have missed so many of the hints you have thrown out there for us to pick up on, and then run into a blender because of it, please let us have this one.

On a side note, a few questions for ideas I'm trying to figure out:

1: What is the roughly estimated DS of the Kofu and Numazu areas? Since our girls were there, they must have an idea of how bad it is.

2: What is the estimated sizes of Kofu and Numazu organizations? We were cooperating with them in defending their areas, so we must have some idea.

3: What are the numbers on our greens (including the new refugees) being able to handle exposure to Serena's aura? Are any of them vulnerable the way Seto and Miho are?

4: Same question about our untrained vets (including the refugees), how many can handle Serena's aura?

Also... does anyone know where that post is that has Serena's description of the safe levels of exposure to her aura?
 
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Plan 1 is foolish, even Helix said so. It is the 'probably succeed with horrible casualties' option, and we shouldn't do it on purpose.

Dude... I started out with the simplest plan as a starting point. Then I identify the problems with it, correct for those problems, and repeat.

You know, that's how planning is supposed to work.

I suppose I could just do it all in my head and ignore everyone else, but I figured it might be useful to have the whole player base participating in that refinement process.

Plan 2 is rough, but is likely the only possible choice. Something I've pointed out at least five times now without anybody so much as arguing against it is that there is a greater than 50/50 chance that the beholder has a hard limit on teleportation speed, probably because it can't disable it's interdiction often enough to use it tactically. When it attacked Kyoclone's team, it was outrun by it's youma aids (both non-teleporters, or deliberately not teleporting, which also lends credence to total teleport denial, not just meguca) and did not follow with a teleport. In fact, when the survivors made it to a safe observation distance, the beholder stuck around for several minutes before teleporting out.

1: Just because people aren't arguing with you does not mean you are right.

2: Your arguments for this are weak. I don't know where you are getting this 50/50 chance, but even if that is right, then that is a 50% chance that you are wrong.

3: We don't know why the Eyeball waited around afterwards, it could just be that it was waiting to see if we came back - a typical reaction of someone guarding a location against invaders.

4: Remember that Kyouko's team had the teleport interdiction device and the Eyeball (and companions) may not have known that it was gone.

Understand, that I expect that it does use total teleport denial, not just for meguca, but we are not certain of this yet.

Additionally, it is possible, maybe even probable that there is some limit on teleportation speed, since there is a similar limit on most meguca teleporters - but recall that there is not for Seto, so it may depend on the Eyeball's teleport level... which is likely to be very high.

With a likely time-locked teleportation window, it stands to reason that the beholder is at it's weakest shortly after teleporting, and thus the lure is the ideal plan to ensure it dies without having to make a 50 km dash through town to chase it. I have little faith that our interdictor will survive one if it's ports, since the Hiko interdictor is prone to overloading from more powerful teleports, but it can likely shorten the teleport distance considerably if the beholder can break through it.

Okay, now you just made a leap of logic that is not in evidence at all.

On what basis would a recent teleport make the Eyeball weaker?

Secondly, you have completely ignored the primary problem with the Lure plan, which I explicitly pointed out.

The Eyeball is not going to attack a group of 50 girls (not unless it brings along 10 Youma with it, which it very well might do). The Lure plan requires exposing a a weker group of girls as the lure, and then teleporting the main group in, and then running a 50 km dash to the lure group before they all get killed.

That 50 km dash is a restriction on us no matter what we do.

Plan 3 is plan 2, but unless we can definitively know that it's teleported very recently, it will likely overload our interdictor if it tries to run (and it's human intelligence so it likely will try should we swarm it). If it survives an ambush, which is more likely than surviving the lure, it will not be so easy to catch again.

We are fully dependent on the interdiction device fizzling at least one of the Eyeball's teleports. Otherwise the interdiction device is useless and pointless, and we maight as well give up on Tokyo because there will be no way to win.

NO WAY TO WIN.

You can not defeat a beefy teleporting healer that can always just retreat and heal. That's the kind of tactical impossibility that makes a game pointless, so I see no reason to worry about it, because if that is the scenario we are facing then this is just a Kobiyashi Maru and I see no point in playing a game like that.

Furthermore, it's the Lure plan that will only work once, because once we do it, it will know not to fall for the lure again. It's the Ambush plan that could possibly be retried.
 
Or you could assume it's not a purely instinctual beast, which has also been repeated, and it's human level intelligence lends to the thought that it's not smart to attack organized groups in mass. When it formed, the class 3's had basically already toppled the pre-existing meguca power structure, so it's probably never tried to attack foreign girls that are generally grouped in the fifties or more. Additionally, why leave the main hunting ground when it needs a certain concentration of edible girls to survive? Finally, maybe the comment I've made some dozen times that it can only teleport once every ten or fifteen minutes is more than a random guess, and it can't risk going 50 km out of it's seat of power only to be swarmed to death before it can escape.

This is factually untrue.

We know that there was still organized resistance to the Youma in Tokyo, and the Eyeball was instrumental in destroying that organization. We got a rumor about it when it happened.

It did so by getting all the Youma to attack together. Which it very well might try in the next couple months in the Magical girl population in Tokyo falls much further.
 
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Enough has been said to figure out an upper bound to the calculation. @inverted_helix even straight up admitted to originally planning to use a straight forward exponential. He's explicitly considering changing it specifically to fuck with us. Frankly, I don't see much reason to care about a universe whose rules are explicitly "fuck you for trying to understand it". Why even bother making plans?
The exponential does not have to be all that complicated to screw up your "upper bound" calculations. y=e.02x​-1.221 would yield a rate of 0.0004 at DS=10 and 1.0045 at DS=40. And 0.270825 at DS=20. That would be the odds of a youma spawn in each territory.

But the point that inverted_helix is trying to make is not "fuck you for trying to understand it" but rather "you do not have enough information to understand it". If we get a few more points of data, then we could try to fit a curve, but right now we simply can't do so with any reasonable degree of accuracy. (And I think you might be annoying inverted_helix by continuing to insist that we can, so please stop).

That's making a very dangerous assumption that is not in evidence. The flavor text implies that it incapacitates Kyouko a bit (meaning we probably should not try a suicide scout and an attack using Kyouko in the same month).
I want to scout this month and attack next month. And the thing about Kyoclone being a "disposable" scout is mostly based on this:
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.
I wouldn't want to push the "disposable elite" thing too far, but a scouting run which would run the risk of Kyoclone dying at most twice before aborting? Should easily be doable. If Kyouko needs a few days to fully recover from the backlash, that would be covered.

That's a strange assumption. We know that it held off on attacking the last organized resistance in Tokyo for awhile, until it was able to herd together enough Youma to attack as a group.

If a group of 6, or even 12 girls are attacking it, then yes, I expect it will not run away.

If a group of 60 to 70 girls are charging towards it, I expect it will try to run. It's got human level intelligence, and while humans have been known to ignore odds and be reckless, the Eyeball has never shown that tendency.
Maybe it would run. But we haven't ever seen it run before. Any "caution" it displays could just as easily be explained by it being lazy and having a preference for hunting nearby. I venture that it would at least want to test the waters before fleeing (confident in its ability to teleport away at the slightest sign of danger), and that would give us enough time to bring up the teleportation interdiction. Maybe it wouldn't work. But I think that it's at least worth a shot.
 
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Dude... I started out with the simplest plan as a starting point. Then I identify the problems with it, correct for those problems, and repeat.

You know, that's how planning is supposed to work.

I suppose I could just do it all in my head and ignore everyone else, but I figured it might be useful to have the whole player base participating in that refinement process.



1: Just because people aren't arguing with you does not mean you are right.

2: Your arguments for this are weak. I don't know where you are getting this 50/50 chance, but even if that is right, then that is a 50% chance that you are wrong.

3: We don't know why the Eyeball waited around afterwards, it could just be that it was waiting to see if we came back - a typical reaction of someone guarding a location against invaders.

4: Remember that Kyouko's team had the teleport interdiction device and the Eyeball (and companions) may not have known that it was gone.

Understand, that I expect that it does use total teleport denial, not just for meguca, but we are not certain of this yet.

Additionally, it is possible, maybe even probable that there is some limit on teleportation speed, since there is a similar limit on most meguca teleporters - but recall that there is not for Seto, so it may depend on the Eyeball's teleport level... which is likely to be very high.



Okay, now you just made a leap of logic that is not in evidence at all.

On what basis would a recent teleport make the Eyeball weaker?

Secondly, you have completely ignored the primary problem with the Lure plan, which I explicitly pointed out.

The Eyeball is not going to attack a group of 50 girls (not unless it brings along 10 Youma with it, which it very well might do). The Lure plan requires exposing a a weker group of girls as the lure, and then teleporting the main group in, and then running a 50 km dash to the lure group before they all get killed.

That 50 km dash is a restriction on us no matter what we do.



We are fully dependent on the interdiction device fizzling at least one of the Eyeball's teleports. Otherwise the interdiction device is useless and pointless, and we maight as well give up on Tokyo because there will be no way to win.

NO WAY TO WIN.

You can not defeat a beefy teleporting healer that can always just retreat and heal. That's the kind of tactical impossibility that makes a game pointless, so I see no reason to worry about it, because if that is the scenario we are facing then this is just a Kobiyashi Maru and I see no point in playing a game like that.

Furthermore, it's the Lure plan that will only work once, because once we do it, it will know not to fall for the lure again. It's the Ambush plan that could possibly be retried.
Alright, and I was just pointing out that even Helix doesn't suggest plan 1. Not saying you preferred it, or something, just that as far as options go it's the worst in the pack and is the ultimate in last resorts.
---
1. Oh, thanks for finally deciding to argue against the position, at least. Glad to know you are the finest hypocrite in the room, or is 'doing it all in your head and ignoring everyone else' only supposed to apply when you want to say something? Not arguing against something is the same as tacit acceptance, considering the first thought a person has when someone doesn't say 'you're off on that' is that people agree, especially when there isn't face-to-face body language to read to give the person any reason to think otherwise.

2. Your arguments against this are equally weak, as is your selective reading of what I said. Greater than 50/50 is not 50/50, though if you want to be technical about it it could be 50.1/49.9, but since I'm not trying to be a hyper-literal ass about it why would you assume that's what I meant? If you can come up with a feasible, reasonable excuse for why all of our information on it does not support the theory that it can teleport tactically, please do. Helix repeats that everything in his world makes sense. It only makes sense that the beholder can only teleport when it's own total denial is down, and it's not all that farfetched to think that one of it's major abilities might be as difficult as consciously controlling one's own heartbeat to stop using (our girls are a fairly good example of this. Our teleporters literally can't not teleport in a heated situation, it's practically an unconscious process with how often they use it otherwise).

3. That's true, we don't know why it stuck around. The fact of the matter is that it did. You can assume that the fifty+ kilometer clairvoyant with the apparent ability to teleport wherever it wants whenever it wants decided to stick around when it had absolutely no reason to, and indeed, more reason to leave immediately to get back to feeding or even to simply drop on the survivors, but it didn't. For having human intelligence, leaving survivors deliberately is a curious choice. It's previous behavior also implies the same incapability, as Nagoya's number one escape tactic after it teleports to chase is to teleport away from it since it apparently refuses to follow even in that case, despite clearly having a nearly byakugan-like clairvoyance and a teleport more than double the range of most teleporters.

4. The interdiction device doesn't stop teleporters from repeatedly attempting to teleport until it overloads. If it takes the beholder several minutes to try to teleport instead of floating 100 meters in a direction, Helix is lying through his teeth about an IQ of 90. It stayed in the same apparent location while it waited to teleport out. If it's teleport isn't time-locked, then this is a good enough reason to test for a charge time.

Teleporters aren't made the same. If six of our teleporters became elites suddenly, they would not all have Seto's rapid or group teleport. Using one elite as the reason the beholder isn't time-locked isn't an argument against it, it's more akin to saying that since Kyouko is an illusionist, all class 4 illusionists can clone themselves. It's fallacious logic.

It makes the beholder weaker in the sense that if it is time or charge locked in teleporting, that the period immediately after a teleport is when it is least capable of teleporting again, and thus most vulnerable to being killed before it can escape. Given that Helix has outright stated that we could completely reconquer Tokyo or kill the beholder as we were before Serena, the interdiction device wasn't even on the table. There is clearly a weakness the beholder has that we can exploit, and I suspect a cooldown is what that weakness is.

There is no 50km dash. The thing's interdiction range is 1km, which is actually the same as Serena's aura range, so the lure team can start seeing minor miasma weakening from the word go. If we see it teleport onto the lure, it's really not that hard to teleport 1km away and run the rest. I suppose I didn't notice you mentioning that because I thought it was common knowledge.

Shockingly, we were able to kill the beholder before we even had Serena, and thus, before we even knew if we could create an interdiction effect. Considering teleporters can literally teleport on reflex and this thing has nonsense-grade clairvoyance, it would be literally impossible to kill it if there wasn't either a glaring hole in it's vision net that could be exploited by just the Serenes' firepower to kill the beholder instantly, or a subtle weakness in it's teleport that gives us a time limit on burning it down. If it was actually impossible to kill without interdiction, Helix would be a liar.

That wasn't what I was saying. I was saying that the lure had a higher immediate chance of success for the reasons above, and that ambushing a teleporting Hyuuga isn't much of an ambush. The stealth team is one thing, but it will be able to see us before we teleport in; our maximum teleport range is significantly smaller than it's clairvoyant range. Assuming you're correct about it's teleporting ability, the lag between three or more teleports is high enough that it could easily just barrel through the interdiction with the Seto-grade spamming you assume it has... but wait! If it could Seto spam, nothing could stop it from teleporting repeatedly until the interdiction overloaded in any plan of attack, thereby making it unkillable. Guess it can't Seto-spam, then, because you'd be right about how impossible this is. There is actually another failure point in the ambush, in that miasma blocks direct clairvoyant scrying (not that we could scry 60+ km anyway). It is literally impossible to know whether or not the interdiction is up.
This is factually untrue.

We know that there was still organized resistance to the Youma in Tokyo, and the Eyeball was instrumental in destroying that organization. We got a rumor about it when it happened.

It did so by getting all the Youma to attack together. Which it very well might try in the next couple months in the Magical girl population in Tokyo falls much further.
Alright. First point defeated. Helix already revealed that the second was the reason for that, so it's not like I'm going to defend it. After all, I was just starting with the simplest idea as a starting point...
 
OK, so I have a complete plan now:

[x] Plan Maintain and Train

Goal: Maintain a GCU buffer of 1/3rd of the population and train to fight the Beholder

Serena group - Serena, 4 elites, 2 vets
Elites (Serena capable) - Mami, Kyouko, Kyouclone, Taya
Elites (other) - Seto, Miho
Veterans (experienced) - 51
Veterans (trained) - 4
Veterans (trained during this month) - 9
Veterans (untrained) - 17 (including Kumiyo: translator and 7 who joined from Tokyo)
Veterans (non-members in Tokyo) - 7
Veterans (pending refugees) - 15
Greens (trained) - 6
Greens (trained during this month) - 30
Greens (untrained) - 17
Greens (pending refugees) - 12

Purchase 10 smoke grenades and 1 each of the others (if they aren't donated by Nagoya). Send in Kyoclone (for scouting) and Taya (for Clairvoyance) and a pair of tandem teleporters. They will do the ball trick to locate the Beholder, then teleport Kyouclone to just outside of its range. This is purely a scouting trip, so if the group are surprised by any youma, they will immediately teleport away. Taya will carefully follow Kyoclone's progress (if this is possible through the miasma), and after each test Kyoclone will run away from the beholder (using all of the evasion abilities at her disposal - stealth, cover, illusions, smoke bombs) until she syncs up with Kyouko so that we find out the results of the test. Things to test:
1. Spend a few days verifying the external dimensions of the teleport interdiction and the miasma and plotting the Beholder's movement patterns.
2. Kyoclone enters the miasma and runs 100m around the perimeter, then exits. Does it appear as if the interior of the miasma is larger than the exterior? What does the inside of the miasma look like? Does it correspond at all to the city outside?
3. Kyoclone approaches in plain sight (although moving as evasively as possible) until the Beholder starts shooting at her, then runs away. How close is it when it starts attacking? How accurate? How quick are the beams - can they be dodged? How much longer does it keep shooting at her? Does it get less accurate as the distance grows? As Kyoclone runs away, she should dodge behind physical barriers (walls and buildings). Does the Beholder stop attacking or get less accurate? What if a smoke grenade is used for cover rather than a physical barrier? How about stealth? Kyoclone exits. Did she notice how many eyes it had? How many different colors of attacks? Kyoclone's observations on these points can be repeated for all of the following tests.
4. Kyoclone approaches in plain sight again, and uses a tandem cast barrier charm. Does it protect against a direct hit? Kyoclone exits.
5. Kyoclone approaches in plain sight again, and focuses on watching the Beholder while gradually moving away as it attacks. If Kyoclone makes illusory copies, does the Beholder shoot at them? How many eyes does it have? What is the recharge time for each eye? Does each eye have a unique type of attack? Kyoclone runs away.
6. Kyoclone approaches until she is close enough to throw a flash grenade, then moves back. Does the light appear to impede the Beholder in any way? Kyoclone runs away.
7. Kyoclone approaches until she is close enough to throw an incendiary grenade and a fragmentation grenade, then moves back. Does either grenade do much damage? Is it visibly regenerating? Kyoclone runs away.

If smoke grenades are effective, Kyoclone should use two to cover her escape during each test. If any test cannot be performed or results are still inconclusive after a short while, Kyoclone will give up on that test and move on to the next one. If Kyoclone dies during any given test, return the next day and try the next test. If Kyoclone dies twice, don't try any more tests. 4 GCU will be spent for overcharged Kyoclones.

After the tests are done, is there anything else that was noticed? For instance: how often does the Beholder teleport to close the distance when Kyoclone runs? What are the youma that accompany it and what abilities do they demonstrate? Does the Beholder appear to be cautious or aggressive? Did its behavior change over time?

Kyouko and Kyoclone and Mami and Seto will spend half of the month training for the upcoming Beholder hunt, along with the 7 girls from Tokyo who helped hunt the youma who joined, plus 5 other volunteers. 4 GCU will be budgeted for magical expenditures during training. The 7 Veterans from Tokyo who assisted us but did not join will also be invited to attend, and given 0.5 GCU (or $1500) each for their time. Things to focus on:
1. Tactics for fighting the Beholder
2. Tactics for dealing with any youma escort and holding them off
3. Split into teams (each one led by an elite) and focus on working together.
4. Fighting while impaired. We can simulate the debilitating effects of the miasma by making them practice fighting while not carrying their soul gem.
5. Ranged attacks (blinding & damage)
6. Physical shields with lots of independent parts so that they can take multiple shots
7. Throwing grenades
8. Any new tactics suggested by Kyoclone's scouting

Serena &co will train at the same time, but in a different location. They will focus especially on ranged magical attacks to blind the Beholder's eyes and trying to get the two veterans to the point where they can use their improved abilities effectively while within Serena's aura.

North (37 size, 1.1 DS, slight poaching)
- Standard Rotating Tactics
- 14 experienced Vets, Pair, Full Kevlar. 0.0% risk
- DS: 1.1 to 8.9 (in case of poaching, harvest less to cap at 10 DS)
- Cubes: 61.0

South (37 size, 0.0 DS)
- Seto Teleportation
- Improved Rotating Tactics
- Teleportation Charms
- 16 experienced Vet Packs, Full Kevlar. 0.0% risk.
- DS: 0.0 to 9.9 (in case of poaching, harvest less to cap at 10 DS)
- Cubes: 73.5

Rural (8 size, -4.9 DS)
- Improved Rotating Tactics
- 5 experienced Vet pairs, Full Kevlar. -0.7% risk.
- DS: -4.9 to 1.5
- Cubes: 13.1

Nomadic (3 size, ? DS)
- 4 untrained Vet pairs, Full Kevlar. 0.0% risk.
- DS: ~-5 to ~7 (cap hunting to keep DS at or below an average of 1)
- Cubes: ~4.8
Note If the Demon Strength is already above 1, send the girls to help cleanup the village instead.

Total cubes: 152.4 - 1.0 (forecasting) - 0.0 (teleporting) - 0.7 (charms) = 150.7

Units:
0.5 Seto (teleporter)
35 experienced vets
4 untrained vets
2 vet used for creating teleportation charms for hunters.

Everyone who is not spending all of their time on essential tasks (i.e. the greens) will be required to spend half of their time in stasis. Remind them that this plan is going to be temporary (one or two months at the most), and it's still much better than Tokyo or poaching in another area's territory or being put into stasis long-term like Nagoya is offering. Explain the pros and cons of all the options in detail so that the girls understand why we're forced to do this.

Procedure: Two healers will trade off guard shifts of the Stasis Facility and provide healing for the bodies, working together during the transition times. Girls will be scheduled for stasis in shifts (probably 4 of them) with half of the girls in stasis at any given time. The girls scheduled to go in will lie down on beds in the Stasis Chamber in the evening and both the gems and the girls will be meticulously labeled to prevent mixups, along with which bed they're on. The gems will be taken away and the girls will be instructed to go to sleep (sleep medication will be provided to anybody who wants it). After everyone is asleep, the gems will be taken to the gem storage area. Then their bodies will be put in the freezer. Then the girls who are scheduled to rotate out will be put on the same bed that they originally gone to sleep on. The bodies will be warmed up to a normal temperature using electric heating pads and healed to remove stiffness. Then the gems will be returned. The transition should be made as smooth as possible so that (ideally) it will simply feel like taking an (extraordinarily long) nap.

After the facility is setup, have a few brave girls demonstrate the process (use some of our veterans if none of the Greens volunteer). Afterwards, the volunteers should tell everyone what it feels like. This should reassure the others that the process is safe.

If anyone is adamantly opposed to stasis, then we can offer one alternative: they can go to Odawara and hunt for 0.5 GCU. They will be also be issued teleportation charms that can be used if a Youma shows up. (0.45 GCU is what would have been saved by stasis, plus 0.05 GCU for teleportation charm and transportation costs). We recommend the stasis option instead, but our cube supply is critically low, so we really need those cubes.

Grief Use Tracking/Management: You could assign someone to keep tabs on each girl individually and determine how many cubes they actually need per month, this would let you save a little.
Cost: 1 Veteran per 40 Meguca; Reward: Meguca upkeep GCU cost reduced 5%

Refugee group (T33) training (3 vets overseeing, 3 vets, 10 greens)
10% meguca training upkeep (5.5 veterans, 0.5 greens) [new untrained recruits will receive no training this turn]
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) 5.0 Vet, 3.5 green +1 Vet inefficiency

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

Nagoya quant training: 5 vets
Mentors: 10% of refugees; 3.5 vets (35 refugees during turn 34)
Pull back the girls studying Artifact powering to focus on Beholder Training

Ask for Aid during the upcoming Beholder Hunt: 0.5 Mami + 0.5 Veteran
Nagoya, Heaven's Chosen.
Report on how things have gone, including that the refugee crisis continues to place a great strain on our resources as well. That we have arranged an agreement with Magik Corp to obtain sufficient money to handle the refugees, but that the Eyeball is beginning to take a more active roll in defending Youma control of Tokyo. That we underestimated it's responsiveness, and that hunting in cleared areas of Tokyo to make up the cube shortfall is not possible as long as the Eyeball is still alive.

Inform them of our scouting efforts and our current plan of attack (to be determined after the scouting is complete).

We intend to complete a strike against the Beholder at the beginning of the next month. For this to be as effective as possible, we ask that Nagoya provide their full assistance on this, with as many elite strike teams as they can spare, who are willing to take the risk of this fight. They will need to do a brief test run with Serena, so that they'll be aware of how they interact with her aura.

Tell them about our training efforts to prepare for the attack and see if they want to join us.

Ask Nagoya if they can spare any military supplies to aid us in the fight (smoke canisters, flash-bangs, shrapnel and incendiary grenades). If not, then we'll just focus on using magical attacks.

Ask Hiko if she has any magical artifacts that she can lend to Risa which might help specifically against the Beholder. We're not expecting anything, but anything that might help would be appreciated.

After the Beholder is dead, SIMP will bear primary responsibility for dealing with any remaining youma in the city and in the surrounding environs.

Including 0.5 Miho to Numazu and 0.5 Miho + 0.5 Kyouko + 0.5 Taya and 1.5 Vets to Kofu. Help the locals with preventing poaching, coordinate with the local forces as much as possible. Attempt to recruit any refugees. 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).

Offer to let their hunters borrow Kevlar armor from us (~13 sets of Kevlar for Kofu and ~7 sets of Kevlar for Numazu).

Offer to buy cubes for them from Nagoya at cost if they can afford them, but pay for the cubes if they cannot afford them (enough for up to 10 GCU or to achieve a buffer of 1/3rd of their population, whichever is lower). If they require the same amount of help as last turn (i.e. 5 GCU), then it will cost us $20,000.

Possible help from the Coalition here?

Also tell them that Serena and our team of Youma hunters will be available to deal with any Youma in the unlikely event that one spawns or wanders over from Tokyo.

Purchase personally-engraved medals for all current members, and any who died in fighting in Tokyo, as a signifier/reminder. $720, 1 green.

Decorate the Stasis Facility and new Apartments: (4.5 Green, $2000)
Find a number of artistically minded girls to decorate the Stasis Chamber with comfortable beds, relaxing artwork, comforting colors, etc. The Stasis Machine (i.e. the freezer) can also be decorated with a futuristic look.
They should also decorate the apartments, especially the new ones. Customize each apartment to the girls living there, but include a few common themes (such as mounting points for the shields).

Village Cleanup: (2 Green, $300)
Assign several untrained greens to clean up the village. Clean the streets, weed the gardens, trim the bushes and trees, throw out garbage, all that stuff. Focus on the 3 houses that are being improved, but also work on removing the largest eyesores from the rest of the village.

Decorate the Akiya: (Serena+6)/2 + $1,000
Serena and the girls with her will spend their downtime resting and decorating the Akiya (ideally with things that can be taken with them when they move to the Village next month).

Abandoned village. Set up contractors to begin renovating 3 homes (amount that can be done at once). $150k, 1 vet, Kyubey assist

Purchase enough cubes from Nagoya to maintain a cube surplus of 1/3rd of our total population (will be ~17.8 GCU x $4,000 = $57,200)

Purchase 18 sets of Kevlar armor and vests. ($1,600 * 18 = $28,800)

Accept 27 refugees.
Welcome package (bike, phone, shield, misc = $250 * 27 = $6750)
Add 32 apartment capacity ($250 * 32 = $8000) (1.5 vet)

Purchase a Stasis Facility: (0.5 Vet, $2,000 for the first month's rent, $4,500 for a freezer)
Find a location with enough room for a large walk-in freezer in one room and 10 beds in another room (or rooms). The location should be isolated enough that the neighbors won't notice the girls going in and out. Find another location (a small apartment or office, or even just a locker) which is 100-200m away, where the soul gems can be safely stored. Also purchase a large walk-in freezer and have it installed. Purchase it under the restaurant's name in order to avoid suspicion.

$3,480 upkeep on cellphones (-2% solo hunting, -1% pair hunting)
$1500 upkeep on cable/internet
$16000 upkeep on apartments (first month already paid on new additions)
$8000 upkeep on house
$300 upkeep on Akiya
$17,400 upkeep on stipend
$17,400 upkeep on food
$1,470 upkeep on gear (bikes, shields, misc) (new purchases don't need upkeep yet)

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

Sachiko credit line: $300,000

Money: 16,660 - $1,250(scouting) -~20,000(aid) -$4,020(morale) -$264,500(purchases) -$65,550(expenses) +43,000(income) + $300,000 = $4,340

Cubes: 54 +150.7(hunting) +29.2(stasis) +7.1(management) -4.1(scouting) -7.5(Beholder Training) -174(upkeep) - ~14.7(spirals) + ~17.8(bought) = 58 GCU (1/3rd of population)

Edit: slight fix for the number of vets/greens
Edit: fixed a problem where Seto was allocated at 1.5 capacity. Oops.
Edit: swapped out Seto for Taya in the Beholder training.
Edit: slightly reworded diplomacy to show that the requests for supplies are not at all imperative.
Edit: added a few days of non-confrontational scouting.
Edit: added a promise of Serena support in case of Youma in Kofu.
Edit: added hunting in Odawara as an alternative to stasis for the girls who are adamantly against it.
Edit: fixed expected cubes lost from spirals
Edit: added teleportation charms for Green hunting in Odawara (if it comes to that).
Edit: updated diplomacy
 
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