I don't know that I really agree that it's extremely important to understand how it works. I mean understanding how it works allows you to game the system more, but at the most basic level the results mirror what you'd normally see in either new Xcom game, the enemies gradually get stronger as time goes on.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.
It simplifies the math somewhat but still leaves a huge amount of math to it.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:
The problem with that is that it reduces the resource intensity. If armor is something that is everyone or no one then the cost balance is far harder to achieve. Charging you for everyone at once would hardly be feasible.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.
It removes much of the strategic tradeoffs. Even in my current calculations for the ultra simplified system that stayed the same.edit: It'd also make RT apply even on downswings. This simplifies the strategic decisions significantly, but still leaves meaningful tradeoffs.
The problem with such things is when you have non-limiting meguca months, you can essentially achieve huge benefits from such things.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)
It was an intention of as close a modeling as possible. But the previous system had quite clear tradeoffs, particularly those intermediate resources. Intermediate resources allowed you to indirectly trade off one resource for another. And generated the very optimization problems that you seem to be wanting to stay.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.
Yet even that didn't happen. No one even bothered with assigning them to try to get mundane jobs. Or trying to create a new business entirely.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.
Granted, I threw a bit of a hard real world problem at you expecting you to do something with it. But you're also acting with far more control over things than any real world government has. That is a fair problem though. I could perhaps have reduced the level of output they give as well to represent less willingness to work.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.
This is very true. However before Kinematics abandoned SV he maintained an excel spreadsheet that integrated everything, which kind of alleviates the problem. Simplifying again from that to allow a redevelopment from base might work.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.
I'm terrible at plots. I come up with worlds all the time though. I have a half dozen interesting (imo) worlds structured out in various documents with no plots to go in them. (Including a post-apocalyptic future Earth, a fantasy world going through the equivalent of oil running out(as opposed to just getting expensive), a psionic sci-fi setting where many people are a tiny bit psionic but only a handful can move the biggest ships and they're used as the propulsion, and a scifi setting where I basically set out to make boarding enemy space ships actually a legitimate regular battle tactic with as little obvious handwavium as possible.)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.)
I thought trying this; it would actually be pretty easy since we've got so much Territory to harvest in Tokyo that it's simply a matter of putting all free Meguca on hunting the Tokyo and Kanagawa Prefectures. However seeing as I like the new system I decided against it.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.
Seems like most people who aren't me are fine with the new system, so you should probably ignore me. I'll be using my chart and assuming that Tokyo is sufficiently large that we need to massively expand to actually impact its DS. The chart will need to be adjusted as territory size increases. Since the elite bonuses don't really match up with the actual stats anymore I'm still including them but not taking them into account in the calculations.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.
Worth noting that this can only tell us that someone is under-reporting their hunting, not who.
That's... not what Vigilance is. Vigilance is the thing that makes it so that when you do a bunch of missions in one region ADVENT pulls in reinforcements from surrounding areas to raise that region's strength but reducing the others'.I don't know that I really agree that it's extremely important to understand how it works. I mean understanding how it works allows you to game the system more, but at the most basic level the results mirror what you'd normally see in either new Xcom game, the enemies gradually get stronger as time goes on.
Then make them have weak effects like the money-gathering operations, or have them be long projects that take hundreds of megucamonths to finish before providing some benefit.The problem with such things is when you have non-limiting meguca months, you can essentially achieve huge benefits from such things.
Depends on how many types of equipment you think we'll be getting as the game goes on. If you really think it's useful keeping equipment in isn't too bad, especially since with the chart system all it does is lower maximum DS. It's actually kinda reasonable if you also reduce it to a single equipment slot.The problem with that is that it reduces the resource intensity. If armor is something that is everyone or no one then the cost balance is far harder to achieve. Charging you for everyone at once would hardly be feasible.
IIRC nope, it's not generally worth it to do elite training with only 1 elite candidate (and without significant omake bonuses)On a separate note, did we ever actually do Kaoru's final attempt at elite training?
I thought you said earlier that you liked the level of math seen in Shepard Quest (i.e. the only quest I've ever seen using calculus at all, and rather advanced calculus at that)? I'm rather surprised you'd like the simplified system.
Let me be clear, I liked the old system too. But I felt that with no one creating turn plans for it, I had to get rid of it.Seems like most people who aren't me are fine with the new system, so you should probably ignore me.
Nope.On a separate note, did we ever actually do Kaoru's final attempt at elite training?
Hmm I'm not sure what sort of things could be generated that would fit with that.Then make them have weak effects like the money-gathering operations, or have them be long projects that take hundreds of megucamonths to finish before providing some benefit.
Interesting idea you have there. I could do that.Depends on how many types of equipment you think we'll be getting as the game goes on. If you really think it's useful keeping equipment in isn't too bad, especially since with the chart system all it does is lower maximum DS. It's actually kinda reasonable if you also reduce it to a single equipment slot.
I never looked at it fully in that sense. Though there were a limited number of combinations actually used.Looking at the spreadsheet, it used to be 8(exp)x3(RT)x3(hunting mode)x3(transport)x4(charms)x7(equipment) = 6,048 possibilities (excluding the x2 from forecasting since we always took that no matter what)
This could be reasonable.and we'd preferably reduce the equipment down to, say, 3 types (none, light, heavy) for 27 possibilities.
But for someone who hasn't done the analysis before, you can't know which combinations are reasonable and which aren't, which options are the ones you modify at the start and which options are best dealt with at the end. It meant that only the enfranchised players (or those willing to pour many hours into simply understanding the interactions before even starting to plan) were able to try to make a plan.I never looked at it fully in that sense. Though there were a limited number of combinations actually used.
Wonder if I should take a vote on whether to move to new system, or just revise old one as notgreat outlined, then a second set on whether to keep thread or change thread.I am fine with notgreat's vote if we use the old system. And with Uber's if we use the new system.
If we use the new system going forward, I do think you should start a new thread.
If we do change threads and systems, maybe call it Meguca Macro Empire Quest.Wonder if I should take a vote on whether to move to new system, or just revise old one as notgreat outlined, then a second set on whether to keep thread or change thread.
I am curious about opinions on that.
If we do change threads and systems, maybe call it Meguca Macro Empire Quest.![]()
I wouldn't mind the old if all the relevant information was properly organized and streamlined.Seems like most people who aren't me are fine with the new system, so you should probably ignore me. I'll be using my chart and assuming that Tokyo is sufficiently large that we need to massively expand to actually impact its DS. The chart will need to be adjusted as territory size increases. Since the elite bonuses don't really match up with the actual stats anymore I'm still including them but not taking them into account in the calculations.
I'd argue that it just reduces the busywork by making it so that we don't have to oscillate hunting to the DS limit when we want to maximize cubes/territory. It does change the numbers, but the only strategic change is in how we can't get natural bursts of on/off meguca quite as easily (but we didn't really do that much anyway since steady state was so much easier to deal with) edit: It does remove the "lower casualty % -> more cubes". See below for a potential solution.It removes much of the strategic tradeoffs. Even in my current calculations for the ultra simplified system that stayed the same.
Yeah, the old system was a mess of unstated options that were only knowable if you remembered the update or sometimes even dived into the discussions. Losing the list at the end of each turn of all the available actions really hurt clarity I think.I wouldn't mind the old if all the relevant information was properly organized and streamlined.
The miniturns hurt it as well. Also not having the contents of past winning votes visible. That said, I don't think condensing meguca into "chapters" gets to the heart of the problem here. It does deal with the symptoms I guess...Yeah, the old system was a mess of unstated options that were only knowable if you remembered the update or sometimes even dived into the discussions. Losing the list at the end of each turn of all the available actions really hurt clarity I think.
I ditched that largely because it was painful to keep it up to date. Plus I felt like people acted too much like it was the only options. When the system was always meant for players to come up with their own ideas.Yeah, the old system was a mess of unstated options that were only knowable if you remembered the update or sometimes even dived into the discussions. Losing the list at the end of each turn of all the available actions really hurt clarity I think.
Yes, definitely that is an issue.
I'm not sure what you mean explaining past practices.The new system is more a step sideways than forward, but it's not a step in the wrong direction. Still, a more organized first post explaining hunting requirements and our past practices in the quest might be more helpful.
These are all good notions. At the same time, however, I'm of the opinion that a lot of this is going to die down on its own after the Tokyo situation enters more of a steady state. The main reasons we're even seeing these issues right now is that, IIRC, we're primarily relying on lesser-trained vets for hunting and we had most of our True Believers in other cities for most of the month hunting Class 3s in Tokyo, training with the artifact in Hiko's territory, and doing quant work/outreach at the Mageocracy. As things settle a bit we'll be back to having a dozen or more True Believers living in the houses, right alongside the cubes, so fraud and theft should naturally slow.Some thoughts on fraud control:
- The primary reason this is a problem for us is that we can't really vet our members, the way a government agency might, and we can't really justify throwing someone out for something short of murder. But we can try to restrict who holds positions of trust.
- There are essentially two places we can loose GC units:
- Unreported hunting (i.e. poaching)
- We should make some attempt to limit hunter-status to the more reliable refugees and our older members, since it gives a much better opportunity to get away with poaching.
- Make sure the less reliable members are paired with the more experienced ones, which simultaneously gets us training for the new hunter, reliable reporting on demon kills, and hopefully some cultural bleed.
- Rotate who hunts where regularly, to effectively audit the previous teams reporting.
- I think we're probably mostly doing these already by accident, but it's worth making it a policy.
- Some people might try hunting even if they're not on a hunter team. We could render this less of a problem by limit access to hunter equipment, but it's inevitable that someone will try no matter how untrained and ill-equip they are. This is probably best handled through cultural means.
- Theft from GC stockpiles
- Restrict direct access to the stockpiles, and require that deposits/withdrawals are logged.
- There's probably someone already responsible for this at each place, just giving them a safe and a periodically audited logbook should do.
- Make sure to log who they're being withdrawn for, since I could see someone hitting up multiple locations for their GC allocation. Check for these kinds of discrepancies when auditing.
- We probably want to not explicitly mark our fraud control measures, since it makes us seem untrusting (and therefore untrustworthy).
- We need an actual fraud reporting process. Make sure everyone is aware of it, and their responsibility to use it.
Even if we might be able to handle things in the old system right now, the Tokyo expansion is going to wreck it. Handling ~800 people 0.5 megucamonths at a time is just completely infeasible.So put up a poll since not a lot of people commented and I explicitly and clearly want a consensus on whether I should try to use notgreat's idea and cut down the old system's complexity. Or just toss it.
I can see either way working but I want to know what people really want. Left it so you can vote for both if you really don't care. But I do want to get a pretty full block of opinions on this.
Because either way we go is a huge difference and likely to be that way a while.
Depending how things go I might just use one of the plans already posted based on which system is chosen.