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 .
Hmm. Why not give her Group 1 action slot, that is non-divisible, which can be used for military or research. We do want to have Serena's group do a lot of research after all, what with how we're going to sink a bunch of resources into figuring out how to mitigate her aura and keep her group from insta-spiraling outside of it.
I don't think there are enough serena'd girls to count as a unit for such purposes. As spirals pile up, there probably will be such a group eventually, and that seems like a reasonable way to deal with them.
 
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.
Now that Serena has (mostly) cleaned up Tokyo, there will be demand for her services elsewhere (possibly working with Risa). Whether or not we decide to accede to any requests for help, Serena's group (and her supporters) should have some sort of an action slot to allow such things to be possible.
 
First of all, sorry that this post is a bit disjointed and aggressive. tl;dr is at the bottom.
I can assure you, this is intended.
Most systems don't virtually require half of our action slots be dedicated to "don't die" every turn... You're still using a person-based system, just the fundamental unit now represents 10 megucamonths instead of 0.5 megucamonths. It's a change of scale rather than a change of type.

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.
Might be a good idea to start a new thread and provide a summary. You're not gonna get many new players on a thread this long. (On a side note, the tone of that part of your post made it seem like you thought I was attacking the new system- I wasn't then, I was just confused. Though, I'm going to attack it now that I understand it.)

I think a lot of my confusion was from the resources list. You have a lot of modifiers still listed like all the casualty rates but now we can't see what the actual casualty rates are anyway. You still have DS listed separately for the North/South/Rural regions, but we can't do anything to affect them separately.

If I'm understanding the new system correctly, it's still applying the old system behind the scenes to get all the DS values but now we just have no clue how the actual distributions are going to happen. This is extremely awkward- I'd recommend not ever giving players a 2-stage removed system. (where they see the inputs and all the outputs but there's an invisible middle layer where all the inputs go that in turn produce the outputs. For an example, see XCOM2-Long War 2's vigilance/strength mechanic, where the things you can do affect vigilance which you can't see, then the vigilance causes changes in the strength which you can see)

I understand that you're trying to move the game as a whole away from optimizing and instead go for a more of a standard mix. That's an option, I guess, but not where I'd recommend you go. You have a heck of a lot of competition in that space. What makes your quest different and unique? On the pure optimization side, it was pretty much this and Shepard Quest and that one's dead right now. To be honest, there are better narrative writers on this site doing these types of quests. I stuck with yours because it had something unique that the others didn't. If you want to remove that unique point it's your choice. (Sorry if this is offensive, your work is good, just... notgreat ;p)

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.
My suggestion would be to replace the personal actions with actual people by giving each elite a full personal action that can be split in half like usual. Maybe include a single 'group' personal action for the organization that excludes the elites. Though, I haven't played with the system enough to be certain.

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.
Well, now I'm just insulted. (jk) I might not have done it quite as much as those two, I definitely did it quite a bit. And maybe I'm misunderstanding, but it seems even more complicated than before since we now only have indirect tools rather than direct tools.

Example: Would your plan be strictly better by not hunting in our own territory at all and instead having everyone hunt in Tokyo where we're allowed to hunt full-tilt at no penalty? Would doing this allow us to full-tilt hunt our own territory next turn? Without clear inputs and outputs, players have to sit down and think through the logic chains and related effects, and that takes a heck of a lot of time and effort. Much moreso than the math-heavy old approach. The standard action slot system works by giving players a small set of directly comparable options and making players figure out which is best. Yours... doesn't do that at all.

Thanks for the example plan, that's very useful.

So, these are the hunting actions (on average, per 0.5 chaptermonths):
1) In normal DS territory, consume 15 territory, give 17.25 cubes (hunting chapters consume 22.5 territory to give 25.875 cubes)
2) In low DS territory, give 29.5 cubes (hunting chapters 44.25 cubes). Raises DS by ???
We have no other options.

--------
tl;dr, I believe that
1) This system is the worse than the old one. Action slots are nice because they're directly comparable (choose one of these four options). This system (aside from hunting) just takes the old one and multiplies by 20.
2) Hunting is now more complicated since we still have to worry about all the old things but now we can't affect them directly. It's less math heavy to have a basic plan, but way harder to know what's going to happen since inputs don't map directly to outputs. (edit: actually, hunting is simple but we have to guess at what the side effects will be instead of having them spelled out in math, so arguments will be purely qualitative instead of quantitative)
3) I personally think you're trying to go in the wrong direction, trying to remove what makes this quest unique and failing to simplify. (You're trying to remove math rather than making mapping choices to expected outcomes easy)

edit2: It is good that you're removing the distinctions between our fundamental units by making it 3 types of chapters rather than the old ~20 different types of individuals.
 
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I would assume that the casualty rates are going to be 0, because that's how the Serene's roll.
I got that as well, but that means that either
1) All the complexity is still there, just now we also have to guess at what our subordinates are going to do with our orders if we want to know what our cube harvest is going to be and what the resulting DS is going to be
or 2) DS is now a completely useless variable that does nothing significant, and might as well be reduced to a 'low/medium/high' value for 'can full-hunt/normal/spawns class 3s'

I think 2) is what's happening here.
 
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Regarding elites, if you do want to keep elite bonuses as a thing, they don't have to all be special snowflakes. Like, you could have 1-3 bonii that most clairvoyance elites all shared.
I understand that you're trying to move the game as a whole away from optimizing and instead go for a more of a standard mix. That's an option, I guess, but not where I'd recommend you go. You have a heck of a lot of competition in that space. What makes your quest different and unique? On the pure optimization side, it was pretty much this and Shepard Quest and that one's dead right now. To be honest, there are better narrative writers on this site doing these types of quests. I stuck with yours because it had something unique that the others didn't. If you want to remove that unique point it's your choice. (Sorry if this is offensive, your work is good, just... notgreat ;p)
For you, perhaps. For me, it was rather frustrating watching 3-4 people argue over arcane trivia and being unable to vote for a plan that wasn't either one of their plans, or a "plan x except with one detail changed".
 
For you, perhaps. For me, it was rather frustrating watching 3-4 people argue over arcane trivia and being unable to vote for a plan that wasn't either one of their plans, or a "plan x except with one detail changed".

Fair enough, though I do have to question what exactly you mean by 'arcane trivia'. Pretty much every plan had its costs and benefits clearly laid out, though I can see why you think that a question of (+1 cube -1 green +1 vet +.2 DS) is not worthwhile, those sorts of questions were interesting to me, made this more of a strategy game of optimization than a narrative CK2 game comparable to half the quests on this board.

The old system required us to balance our myriad resources closely, converting one to another in various ways. Remove all the flavor and it'd still be an interesting problem (though obviously nowhere near as fun).
 
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Fair enough, though I do have to question what exactly you mean by 'arcane trivia'. Pretty much every plan had its costs and benefits clearly laid out, though I can see why you think that a question of (+1 cube -1 green +1 vet +.2 DS) is not worthwhile, those sorts of questions were interesting to me, made this more of a strategy game of optimization than a narrative CK2 game comparable to half the quests on this board.
That's pretty much the fundamental division here. For some, the questions involved in the hunting mechanics were deep and interesting. But if you weren't one of those planmakers, then instead it was just a regular quest except you had to wait for a day or two after every update for someone to tell you what your income and available manpower was (which wasn't particularly terrible, but is just going to snowball further as time goes on, and if haman and Kinematic are really gone...)


I actually do agree with you that the 2-staged system might be awkward, but the math really is becoming a barrier, and i'm not sure how you'd go about making the system easier to understand without cutting some of it out.
 
But if you weren't one of those planmakers, then instead it was just a regular quest except you had to wait for a day or two after every update for someone to tell you what your income and available manpower was (which wasn't particularly terrible, but is just going to snowball further as time goes on, and if haman and Kinematic are really gone...)
I get you, but one of the most interesting things about the hunting system was how open it was. With the Green/Vet/Elite system and the equipment system, there were a ridiculous number of reasonable choices depending on what the rest of your plans wanted: greens vs. vets, what you were planning to do next turn and thus what DS levels you needed, etc. Though the spreadsheet Kinematics made was 100% necessary to letting us do so reasonably quickly.
I actually do agree with you that the 2-staged system might be awkward, but the math really is becoming a barrier, and i'm not sure how you'd go about making the system easier to understand without cutting some of it out.
IMO it was less the math and more the bookkeeping from the sheer number of different types of meguca we had available to us, multiplied by all the different equipment loadouts. Having multiple possible hunting plans is a huge benefit of the old system that this one has completely lost.

It could be simplified to a degree without becoming the current "Take any of these 1 choices". For example:

1) Remove all equipment modifiers, bake them in directly.
2) Remove all training modifiers being per-person. Bake them in to everyone.
3) Require all territories to be equally sized. (and remove rural entirely)
4) Instead of making people use the spreadsheet or put in the 8 different modifiers manually, just throw everything together and give us the actual inputs/outputs at the bottom of the post.
Something like (Green/Vet/Elite) (IRT/RT/normal)- Provides X cubes, raises DS by Y, can't hunt in territory above Z DS

Oh and remind people that a territory naturally loses 20 DS per turn (1/4 of that once it goes below 0)

That would still leave ~80% of the strategic decisions but still massively reduce the number of reasonable options that made it so complicated to form plans for the non-math people. Obviously this doesn't work with the chapter system as it relies upon the level of granularity that this quest has used previously.

The above is basically the same as the old system but much more streamlined. It's still a bit math-heavy, but massively reduces the busywork and anyone should be able to multiply a few numbers together. Have the QM include an example plan of "continuing standard RT" so that people have a rough idea of their budget. If it's still too complicated, remove the IRT/RT/normal distinction and just bake in a flat cube bonus that doesn't affect the DS values. If you need even more, remove separate territories and put everything together as a single territory.

edit:One of the most important things a QM in a medium-low population game can do is to make sure that there are clearly available options. Right now, it seems to me like almost all of our chapters are full with the 'no duh' choices that the example plan shows, and really only the personal and free actions are choices this turn. (and maybe 1-2 of the standard chapters)
And right now, it seems like almost everything has brokenly weird costs. For example, we can only buy housing in batches of 200. (1 vet->20 housing means 0.5 chapter -> 200) We have no way to train more hunting chapters, and our businesses can't expand without being literally doubled (assuming that assigning people to jobs will automatically form a business chapter which... is less of a problem than it seems considering we're 1.5 MILLION dollars in debt, though I'm not quite sure why that wasn't automatically converted into equity if I understood the deal here correctly, either way it's is still pretty massive considering our relatively minuscule income)
 
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Have a few minutes, maybe can make a few rushed comments.
Though the girls are invited to a gaming night at one point by one of the middle managers in the NM, it ends up being fairly awkward as they're to a girl so soundly defeated at a Sailor Moon video game that it was just embarrassing to both sides.
This is an adorable little slice-of-life, though it probably was a result of a bad behind-the-scenes roll for political capital. All the same, it's good to have good formal relations with Nagoya, and we're probably making more inroads than it would seem on the surface, since the rank-and-file in Nagoya can likely see how much more tightly integrated our group is and may want to see that emulated in their own group. Will need to seek further developments here.

You continue to take in the refugees from Tokyo, and pay out the funds needed to support bringing them properly into your group. Though even some of your own group are starting to question if you can really keep this up. The monetary costs as well as the cube costs, as well as how different the girls themselves are culturally. Even though they're Japanese as well, the difference in lives is significant.
This and other hints in this turn that we're really starting to feel the strain of integrating so many people into the Serene. On one hand it's somewhat maddening that we're basically starting from square one when it comes to integrating all these girls, and so many of them are being much more intractable than our original members were, on the other we've done this once before, and now we have dozens of girls backing us in this next phase of expansion so it actually shouldn't be an insurmountable problem to get everyone working well together.

While the NM and HC have tense relations, they aren't actually at war with each other by either side's claims. Though the NM do claim that Hiko's girls have sometimes covered shortfalls by poaching from their territory, and Hiko of course denies that expertly, but Japanese make a lifestyle out of lying to each other and you aren't even going to bother trying to pick who is right.
Another tidbit that I really like. It shows the difference in culture well. I'm hoping we can help facilitate here going forward, since it's these two groups who are going to be the main bulwark containing the Junta.

While the reports on the mentorship program are on the surface optimistic, reading beneath the optimism you've tried to instill in all of your original group the division in experiences is just so vast that they struggle to connect with many of the girls that have experienced magical girl life only from the perspective of being hunted.

For someone with only two months of experience to think those with two years' experience soft and naïve is very frustrating.
Frustrating indeed, but we do have a large group of True Believers at the core of the Serenes with a proven track record so this should go down as time goes on; in fact our first set of refugees should already be feeling more at home by now.

Part of the problem here is that for some reason demon fighting experience and meguca experience in general doesn't seem to translate at all into PvP fighting ability, which is very odd. I mean, yeah, granted, specific training for PvP should provide extra bonuses of its own, but someone who's been fighting demons for 3+ years really shouldn't be on the exact same level as someone who qualified for Veteran yesterday.

Ugh, spent more time than I should have doing this and it's still less than I wanted to say. Overall though @inverted_helix I'd like to compliment you on another well-written turn; there's a lot of hidden complexity here that hints at a long time spent researching and thinking about what's happening behind the scenes, and it really shows.

I'm still very skeptical about corruption losses that high in a group structured like the Serenes, with the near-obsessive record keeping, the core group of True Believers, and the fact that a GCU is actually fairly voluminous so having 25 of them going missing is extremely noticeable, but given the chaos of this and the next two months it does make some sense for it to happen right now.
 
Most systems don't virtually require half of our action slots be dedicated to "don't die" every turn... You're still using a person-based system, just the fundamental unit now represents 10 megucamonths instead of 0.5 megucamonths. It's a change of scale rather than a change of type.
Well to a degree that's true and to a degree it isn't. I mean there's a lot of quests where you'd die in short order without certain actions. Primarily the military ones, but I've actually seen CKII quests where players run their money so into the ground they're scrambling for any resources.

As to a change of scale rather than type, that is to a degree intentional. I'm essentially trying to create a compromise somewhere in between where I started and the CKII system.

Might be a good idea to start a new thread and provide a summary. You're not gonna get many new players on a thread this long. (On a side note, the tone of that part of your post made it seem like you thought I was attacking the new system- I wasn't then, I was just confused. Though, I'm going to attack it now that I understand it.)
Well I suppose I could do that. Though I'm not sure that I agree with your logic. I mean I tend to look for quests that are long myself because most quests die off more quickly than I can really get into them.

Also the parenthetical is just... :oops:

I think a lot of my confusion was from the resources list. You have a lot of modifiers still listed like all the casualty rates but now we can't see what the actual casualty rates are anyway. You still have DS listed separately for the North/South/Rural regions, but we can't do anything to affect them separately.
I should be clearer. I'm going to simplify the resources pane quite substantially. But I felt it fitting that the final turn by the old system should have all the information from the old system. Like a stage completion page and score sheet.

If I'm understanding the new system correctly, it's still applying the old system behind the scenes to get all the DS values but now we just have no clue how the actual distributions are going to happen. This is extremely awkward- I'd recommend not ever giving players a 2-stage removed system. (where they see the inputs and all the outputs but there's an invisible middle layer where all the inputs go that in turn produce the outputs. For an example, see XCOM2-Long War 2's vigilance/strength mechanic, where the things you can do affect vigilance which you can't see, then the vigilance causes changes in the strength which you can see)
You're speaking to someone that thought Long War 2's mechanics actually pretty enjoyable. I mean they made that game into something that actually resembled a resistance movement. Mind you I have to handle a third the missions with single shinobi optimized for stealth to sneak past every enemy, ideally with officer abilities to further increase their infiltration speed and their mobility.

I understand that you're trying to move the game as a whole away from optimizing and instead go for a more of a standard mix. That's an option, I guess, but not where I'd recommend you go. You have a heck of a lot of competition in that space. What makes your quest different and unique? On the pure optimization side, it was pretty much this and Shepard Quest and that one's dead right now. To be honest, there are better narrative writers on this site doing these types of quests. I stuck with yours because it had something unique that the others didn't. If you want to remove that unique point it's your choice. (Sorry if this is offensive, your work is good, just... notgreat ;p)
I see that pun. And honestly I liked the old system. I did. But the problem is that there were literally no players left doing that optimization. You say that optimization like that didn't have much competition. But the reason it didn't have much competition is that literally no one was interested in doing it.

I had to gut the system because otherwise no one was making plans.

I know I'm not a great writer. I'm just a notch above terrible and I say that purely based off technical skill. (I have read things with truly terrible spelling and grammar over the years, so I basically can't place myself in the truly terrible bracket on that basis alone.) I don't have the best fundamental grasp of human emotion and motivations which largely prevents me from ever being a good writer, let alone a great one.

That being said, there was some interest in continuing this quest. And I do have ideas for it. So I had to find some sort of solution whereby I could deal with the lack of number fiends crunching the numbers. The only solution I saw was to eliminate the numbers the players dealt with.

My suggestion would be to replace the personal actions with actual people by giving each elite a full personal action that can be split in half like usual. Maybe include a single 'group' personal action for the organization that excludes the elites. Though, I haven't played with the system enough to be certain.
Produces more actions that people don't know what to do with is part of the problem with that idea. Part of the problem old system ran into is people had more meguca than they had actions to put them on, which in a quest is essentially a failure mode.

Well, now I'm just insulted. (jk) I might not have done it quite as much as those two, I definitely did it quite a bit. And maybe I'm misunderstanding, but it seems even more complicated than before since we now only have indirect tools rather than direct tools.
You definitely did the number crunching early on in the quest's life cycle. But then Kinematics and Elder Haman did it for the bulk of the quest and you largely dropped it to only make the occasional comment. I can't really consider you a reliable number cruncher for optimization going forward.

1) This system is the worse than the old one. Action slots are nice because they're directly comparable (choose one of these four options). This system (aside from hunting) just takes the old one and multiplies by 20.
It's essentially a very hamfisted way to solve the fact that the previous turn despite months of time left for people to make plans no one used all of their available manpower. What exactly am I supposed to do against that? Reducing number of actions was all I could see.

2) Hunting is now more complicated since we still have to worry about all the old things but now we can't affect them directly. It's less math heavy to have a basic plan, but way harder to know what's going to happen since inputs don't map directly to outputs. (edit: actually, hunting is simple but we have to guess at what the side effects will be instead of having them spelled out in math, so arguments will be purely qualitative instead of quantitative)
Eh it's heavily simplifying it. Essentially it would be eliminating the demon strength mechanic by in large. Once you manage to stabilize things the first time it will descend into just the stable state and any adjustments will just be handled automatically to keep things stable.

3) I personally think you're trying to go in the wrong direction, trying to remove what makes this quest unique and failing to simplify. (You're trying to remove math rather than making mapping choices to expected outcomes easy)
I was removing the math because I felt like no one wanted to do it anymore.

or 2) DS is now a completely useless variable that does nothing significant, and might as well be reduced to a 'low/medium/high' value for 'can full-hunt/normal/spawns class 3s'

I think 2) is what's happening here.
Pretty much.

Fair enough, though I do have to question what exactly you mean by 'arcane trivia'. Pretty much every plan had its costs and benefits clearly laid out, though I can see why you think that a question of (+1 cube -1 green +1 vet +.2 DS) is not worthwhile, those sorts of questions were interesting to me, made this more of a strategy game of optimization than a narrative CK2 game comparable to half the quests on this board.

The old system required us to balance our myriad resources closely, converting one to another in various ways. Remove all the flavor and it'd still be an interesting problem (though obviously nowhere near as fun).
I liked those arguments too and I thought them interesting. But as your population rapidly scaled manpower effectively became a non-limiting resource. Which simplified considerations to the point that you always chose what gave the highest cubes and still had manpower you couldn't come up with uses for.

I get you, but one of the most interesting things about the hunting system was how open it was. With the Green/Vet/Elite system and the equipment system, there were a ridiculous number of reasonable choices depending on what the rest of your plans wanted: greens vs. vets, what you were planning to do next turn and thus what DS levels you needed, etc. Though the spreadsheet Kinematics made was 100% necessary to letting us do so reasonably quickly.
It was interesting, but only for the people interested in math and they seem to have left, only the people interested in the narrative really are still around.

As far as I can tell Haman has had some sort of change in life that has reduced his forum time around 90%. Kinematics has about 90% abandoned SV and SB and mostly frequents QQ now.

Unless you're willing to bear all the math effort yourself, then there's really no one around for it.

It could be simplified to a degree without becoming the current "Take any of these 1 choices". For example:

1) Remove all equipment modifiers, bake them in directly.
2) Remove all training modifiers being per-person. Bake them in to everyone.
3) Require all territories to be equally sized. (and remove rural entirely)
4) Instead of making people use the spreadsheet or put in the 8 different modifiers manually, just throw everything together and give us the actual inputs/outputs at the bottom of the post.
Something like (Green/Vet/Elite)- Provides X cubes, raises DS by Y, can't hunt in territory above Z DS
I feel like that would simplify out everything you liked anyway. I'm not even sure how you want that. Could you perhaps sample calculate it off last figures and indicate what you mean?

Also it doesn't deal with the issue that meguca became a non-limited resource. Players had five months and never came up with a plan that used up all the meguca they had. Surely I can't be expected to just let that state carry on?

Have a few minutes, maybe can make a few rushed comments.
Ugh, spent more time than I should have doing this and it's still less than I wanted to say. Overall though @inverted_helix I'd like to compliment you on another well-written turn; there's a lot of hidden complexity here that hints at a long time spent researching and thinking about what's happening behind the scenes, and it really shows.
I always love when people actually pick out all the little details I take care to place. Was kind of disappointing how little of that I got this turn. Maybe you'll be able to say what you want at some point.
 
I should be clearer. I'm going to simplify the resources pane quite substantially. But I felt it fitting that the final turn by the old system should have all the information from the old system. Like a stage completion page and score sheet.
Ah, my apologies. You specifically sectioned out the meguca-count section of the resources as outdated so I thought that the rest was mostly finalized.

You're speaking to someone that thought Long War 2's mechanics actually pretty enjoyable.
Oh, LW2's mechanics were great once you've read the wiki or watched 20 hours of legendary ironman let's play. The issue is that a relatively information-light player won't be able to understand how vigilance works since it's an almost entirely invisible layer to the game that's nonetheless extremely important.

I feel like that would simplify out everything you liked anyway. I'm not even sure how you want that. Could you perhaps sample calculate it off last figures and indicate what you mean?
Aside from the equipment and hunting types, what I gave is literally what the old system became after being run through the math. It would allow for burst RT, low-DS green zones, and a whole host of other viable strategies.

from the spreadsheet: Assuming full armor, moped transport, forecasting, (pair hunting normal, pack hunting RT and IRT, elites go 1 level higher to solo/pair), standard training, and territory size 37 are all baked in:
Code:
Type       Cubes     DS raise    DS maximum
---------------------------------------------
Green       2.9        1.4            5
Vet         4.4        2.2           10
Elite       7.3        3.7           12

Green RT    2.3        0.6            4
Vet RT      3.4        1.0            9
Elite RT    5.8        1.8           15

Green IRT   2.3        0.5           -1
Vet IRT     3.4        0.8            4
Elite IRT   5.8        1.5           10

You'll want to rebalance it a bit, but that's the basic idea. Make the tradeoff obvious, and you can make available bonuses directly affect one aspect or another- armor could raise DS maximum, better RT strategies lowers DS raise, better training raises cubes; but apply it to EVERYONE, rather than making those bonuses another resource to manage.

So, the hunting plans would look like
[] North= 11 vets RT
just instead of us having to take the base and multiply in all the modifiers (or trust in the spreadsheet) we can just immediately calculate that that plan will give us 11*3.4 = 37.4 cubes and change DS by 11*1.0-20 = decrease by 9

It keeps most of the turn-by-turn strategic versatility and just removes much of the math and bookkeeping. Basically resetting that aspect to the complexity at the middle-start of the quest.

edit: It'd also make RT apply even on downswings. This simplifies the strategic decisions significantly, but still leaves meaningful tradeoffs.

Also it doesn't deal with the issue that meguca became a non-limited resource. Players had five months and never came up with a plan that used up all the meguca they had. Surely I can't be expected to just let that state carry on?
That's a fair complaint, but I think that adding options that can consume variable numbers of megucamonths would be a better solution. Like:
[] Integration- assign any number of meguca here, permanently reduce corruption (150/150 megucamonths remaining, currently at 15% corruption. Automatically reduces by 10 megucamonths AKA 1% per month)
[] Free time- assign any number of meguca here, raise morale (as opposed to the old sports day which required exactly 3.3% of our current forces)

Now that we're growing larger, trade with other groups could become a standardized thing
[] Buy X cubes for $Y (per megucamonth invested)
[] Sell X cubes for $Z

IMO, the most important part is making what options we have available as clear as possible. The previous system had so many different modifiers that the actual resource tradeoffs were really hard to see. It started getting bad when we started dealing with an indirect system, where the resources we cared about (megucamonths, cubes, DS, $) were being used to make intermediate resources whose only benefit was to make us better at getting the resources we cared about (equipment, charms, teleports) and resource limitations on both sides were significant.
Though, I'd personally make 1 megucamonth the fundamental unit of time just to ease bookkeeping.
 
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Also it doesn't deal with the issue that meguca became a non-limited resource. Players had five months and never came up with a plan that used up all the meguca they had. Surely I can't be expected to just let that state carry on?
Remember the main reasons that was the case were: 1) While we had plenty of meguca, we were extremely limited in money, cubes, and territory, all of which meant we were sharply limited in what they could do, and 2) They weren't integrated into the organization, so some things we could trust integrated members to do, like scout or recruit, we couldn't trust them to do. That left us with the default option of getting them to get mundane jobs.

Essentially, the problem wasn't that we couldn't find useful things to do with meguca; we couldn't find useful things to do with refugees while in an economic downturn. That is an important distinction, one which, if you look at the real world for a moment, is not something unique to this Quest.
 
It was interesting, but only for the people interested in math and they seem to have left, only the people interested in the narrative really are still around.

As far as I can tell Haman has had some sort of change in life that has reduced his forum time around 90%. Kinematics has about 90% abandoned SV and SB and mostly frequents QQ now.

Unless you're willing to bear all the math effort yourself, then there's really no one around for it.
As anyone who played Shepard Quest knows I love me some math*. I honestly would have taken on the math burden for this quest if it wasn't for the simple issue that the system was evolved rather then designed. What I mean by that is that, from what I can tell anyway, we started off with fairly simple mechanics that, over time, grew steadily more and more complex. Now this isn't inherently a problem however a common failing of an evolved set of mechanics is that the details are spread out across hundreds of pages and they tend to end up very tangled. The net effect of this is a set of mechanics that are basically impenetrable to anyone who wasn't there from the beginning.

*Although admittedly for the last year or so I've had issues preventing me from spending much time on things like mathing/spreadsheeting/ect.



Hopefully I'll get a chance to work on a plan, or something like it, tonight.
 
[X] Plan Aranfan

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: Crack down on corruption
Personal Action: Aftermath diplomacy with Nagoya and Kyoto
Free: Increase GCU allowance per member to 1.1 to let them have some more magic or create a rainy day fund or whatever.
Free: Maintain standards in monetary expenditures per girl acquiring housing as needed.
Serena to track down remaining Class 3s.
 
[X] Plan Aranfan

@inverted_helix I just want to say that for me this quest very much stands out as something special, regardless the mechanics. In fact I'm grateful that the math has been simplified so can actually participate.

You may not think you're a great writer but the narrative parts and worldbuilding are part of what draw me. I think you're underselling yourself personally. (For instance, I write but plots are terribly hard for me. But there are other parts of writing I'm good at. So you may have different strengths.)
 
On the subject of having few options right now, that issue should diminish when we gain more chapters from the tokyo recruitment project. On the other hand, TheEyes does have a valid point with his refugee overload comment, it is indeed fairly reasonable for use to have a surfeit of labour.
 
[X] Plan UberJJK
-[X] Continue current Businesses.
--[X] 1x Business Chapters.
-[X] Purchase, but don't open just yet, 5x Restaurants spread across the Tokyo and Kanagawa area.
--[X] 0.5x Standard Chapters.
-[X] Hunt Tokyo and Kanagawa territories for maximum GCU production and DS increase.
--[X] 3x Hunter Chapters + 0.5x Standard Chapters.
-[X] Claim Territory (see Territory Expansion map) and recruit Meguca.
--[X] 3x Standard Chapters.
-[X] Personal Actions (Mami)
--[X] Introduce self to as many of the new members as possible
--[X] Aftermath diplomacy with Nagoya and Kyoto
-[X] Free Actions:
--[X] Increase GCU allowance per member to 1.1 to let them have some more magic.
--[X] Maintain standards in monetary expenditures per girl acquiring housing as needed.
-[X] Serena Action:
--[X] Track down remaining Class 3s.


The key difference in my plan is that I'm having us go ahead and purchase five restaurants now while prices in the Tokyo area are going to be at an all time low. Once we start farming and the DS level returns to normal prices are going to skyrocket. Honestly I'm considering if we should just take advantage of our funding and grab a whole bunch of normal high value property to sell off when we've got the DS back to ~0.

I'm also having half a Standard Chapter help out hunting the Tokyo area because we've got a lot of DS to harvest. The area we've chosen to expand into supports 1,130 GCU while my assigned hunters are only going to bring in 295GCU. This is why recruitment is so important; we need more girlpower just to harvest our new territory up to safe levels.

I'll look at adding fluff here and there tomorrow.
 
You also Don't Crack down on corruption like my plan does.
The ability of one person to do that is rather minor for an organization of 170 people.

Also, it would probably be best to start with integration actions sooner rather than later. The longer we wait, the more they will get settled into their own cliques and groups. The leader of your new organization greeting you herself is a powerful first impression, but her checking in for a little chat a month later is going to be just a footnote.
 
[X] Plan UberJJK

Sounds good.

Might want to come up some fluff on Mami introducing herself to members, just to try and get as big a bonus to that as possible. Acclimating the new girls into our culture is probably the most important thing to long term group stability.
 
You also Don't Crack down on corruption like my plan does.
I figure that the best way to stop corruption is to spread the Serene values. The reason our new girls are stealing grief cubes isn't because their greedy or evil or such but because they afraid. They are afraid we are too good to be true. They are afraid that all too soon they'll be left scrounging for scraps again. Cracking down on corruption isn't going to help here because it's too wide spread and driven by a very deep seated fear.

What we need to do is play Mami's diplomatic skills to the hilt and bring some hope to these new girls. Let them keep hoarding grief seeds for now, it will make them feel safer. I'm confident that some time to heal and see what a wonderful thing we're creating with the Serene will bring most, if not all, the corruption to a halt soon.

If we've still got corruption issues in six months time then is the time to crack down on people.
 
I figure that the best way to stop corruption is to spread the Serene values. The reason our new girls are stealing grief cubes isn't because their greedy or evil or such but because they afraid. They are afraid we are too good to be true. They are afraid that all too soon they'll be left scrounging for scraps again. Cracking down on corruption isn't going to help here because it's too wide spread and driven by a very deep seated fear.

What we need to do is play Mami's diplomatic skills to the hilt and bring some hope to these new girls. Let them keep hoarding grief seeds for now, it will make them feel safer. I'm confident that some time to heal and see what a wonderful thing we're creating with the Serene will bring most, if not all, the corruption to a halt soon.

If we've still got corruption issues in six months time then is the time to crack down on people.
On the other hand, letting that behavior fester and spread for another six months is likely going to make such a crackdown harder to successfully perform.
 
Will comment more completely in a bit. But want to throw this out there.

If literally anyone can make a plan by the old system within a day or two that actually uses up their meguca. I'll consider allowing the old system to continue. Use Notgreat's chart if you want, I'll accept that. Though when I have time I'll have to fiddle with it.
 
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