I can assure you, this
is intended. Honestly the old system was burning itself down and I could barely spit at the fires. So instead I blew it up. Research takes action slots.
The old system only worked when you had a miniscule number of people. Because honestly the quest mechanics were designed with the idea of a quest about 10 turns long ending in everyone but Mami being dead, and Mami very sad. The idea that you'd succeed this wildly
wasn't thought of. Even if I'd known; quest mechanics holding together for 36 turns is actually a good enough run for a set of mechanics that I think I'd have been okay with running with it and just changing mechanics later anyway.
So now that I can no longer keep patching the old system I decided to move to a more common action slot system that will at least be able to hold together better. As someone mentioned earlier when I was consulting ideas, as the GM if I need to I can completely rewrite things to make them work. I literally could not see a way forward while maintaining the same degree of precision and realistic costs that I had before. I have to move to a more action slot based system as otherwise the quantity of activity explodes to a point that neither I nor players can handle. Which also means abstracting a lot of things.
If you want I could just declare this thread closed, open a new thread as a sequel with the new system. I didn't because I just didn't see a reason to start a new thread when there's no thread page limit and there'd be a ton of references that would only make sense after reading the first thread.
Have elites just completely disappeared?
I'm unsure how I'm going to track it. Part of the problem of course with the old system as you scaled up was coming up with interesting things for elites to have. So eliminating them might be the best choice. Or I could have them as a pool you can use to provide a bonus to projects where they'd be helpful.
How does territory interact with hunting in chapters?
Actually, can you clearly state what the hunting mechanics now are? What are the inputs and what are the outputs?
Essentially I'm just eliminating 90% of the mechanics that took tons of math. Only
@Kinematics and
@Elder Haman were willing to do that math on a regular basis and they're both gone. So there simply wasn't anyone left that would do it and I had to eliminate it. Thus reducing it to just remove casualty chance in normal circumstances. And you just assign chapters to hunt based on how much territory you're hunting.
A chapter can hunt up to 30 territory in a sustainable improved rotating tactics manner to get 1.15x the territory in cubes.
(Or in an all out effort without rotating tactics 59 cubes in a low demon strength territory like Tokyo.)
This is actually very carefully balanced to closely mirror the original hunting mechanics results with almost all the math eliminated.
Things are a little complicated in math because of shift between systems, but should level out pretty quick.
edit: It might be helpful if you were to offer an example plan, and show how to calculate its expected effects.
Something along the lines of:
1
Business Chapter: Business
3
Hunter Chapters: Hunt in Tokyo, go full tilt
1
Standard Chapter: Hunt non-Tokyo areas
3
Standard Chapter: Recruitment and territory claiming in Tokyo
Personal Action: Introduce self to as many of the new members as possible
Personal Action: Aftermath diplomacy with Nagoya and Kyoto
Free: Increase GCU allowance per member to 1.1 to let them have some more magic.
Free: Maintain standards in monetary expenditures per girl acquiring housing as needed.
Serena to track down remaining Class 3s.
+Whatever
fluff you'd like. Keeping in mind that fluff regularly does give bonuses. Fluff can include things you'd like to say to people, particular elites to lead chapters in their activities, etc.
Money is mostly staying the same, it's just probably going to combine line items. So something like 400 per girl, including new recruits. If you do the math this actually is within single digit percent of current costs, just simpler in how you get there.
Cubes from this you'd get 3*88.5 = 265.5 from Tokyo, 30*1.15 = 34.5 from your own territory. Giving 300 GCU income.
Cube costs base would be 169*1.1 = 185.9 GCU before spirals
As to Serena I don't want her to be a full unit, because she's not capable of doing a full chapter's worth of research or the like. But she is a powerful hero unit in terms of combat. So likely I'll just have her as a sort of unit that can only be applied for certain actions even if many turns you aren't going to use her. Kind of like a military keeping tanks. You really don't get to use those much, but they are nice enough to have that you don't really want to get rid of them.
Research on the other hand will be massively more expensive yes, but I was always planning to up its cost as you picked off low hanging levels anyway. So just saying you have to dedicate action slots to it isn't unreasonable anyway. That's how it works in most quests.