Quick review on the results of overhunting with targeted max demon strength of +10, +8, and +6.
Kyouko:
Harvest 44 for 0 to +10 demon strength
Harvest 12 for +10 to 0 demon strength (limit of 13, but can't get there with hunting rates)
Main:
Harvest 15 for +10 to 0 demon strength
Harvest 53 for 0 to +10 demon strength
Rural:
Harvest 2
A: 14 vets, 1 elite, 61 cubes
B: 15 vets, 1 elite, 67 cubes [max, 12 vets with full kevlar]
Kyouko:
Harvest 40 for 0 to +8 demon strength
Harvest 15 for +8 to 0 demon strength
Main:
Harvest 18 for +8 to 0 demon strength
Harvest 48 for 0 to +8 demon strength
Rural:
Harvest 2
A: 14 vets, 1 elite, 60 cubes
B: 15 vets, 1 elite, 65 cubes
Kyouko:
Harvest 36 for 0 to +6 demon strength
Harvest 18 for +6 to 0 demon strength
Main:
Harvest 21 for +6 to 0 demon strength
Harvest 44 for 0 to +6 demon strength
Rural:
Harvest 2
A: 14 vets, 1 elite, 59 cubes
B: 15 vets, 1 elite, 64 cubes
Dropping strength doesn't reduce the number of hunters needed because they end up just shifting from the overhunt territory (needs less) to the underhunt territory (needs more). This is unfortunate, because it leaves us still being meguca-limited for other activities.
In general, dropping max strength only loses 1 cube per turn per -2 demon strength. It's a fairly minor loss, but it doesn't gain any real utility. Using the lower strengths would give a better margin of error for poaching, though.
We can afford 14 to 15 megucas devoted to hunting a turn. Easy. I have that many hunting this turn and still have Elites and 8 Vets left over. So we'd alternate between 3 Elites, 8 Vets, and 2 Greens, to 3 Elites, 7 Vets, and 2 Greens.
We've often had much fewer then that available for additional things.
I think we definitely want to devote 3 Vets and 1 Green to one of the long term magic improvement research. I prefer to do speed first as it is probably the most versatile.
I only wanted to wait a turn before starting the oscillation so that we could start from 0 Demon Strength and more successfully deal with Kevlar distribution costs. +8 instead of +10 as the goal helps with that a lot, as the under hunt location won't need any Kevlar at all. With +10 we'd need at least vests for the under hunt team.
Hmm... also, your numbers seem to be a little simplified.
EDITED to fix a few math erros
Let's call the 30 harvest area "South" and the 25 Harvest area "North"
To get the 30 Harvest Area (South) to +8 strength (w/ RT) requires hunting 48 grief cubes in that area.
To get the 25 Harvest Area (North) to +8 strength (w/ RT) requires hunting 40 grief cubes in that area.
To drop the South from +8 to +0 Demon Strength requires a harvest of 18.
To drop the North from +8 to 0 Demon Strength requires a harvest of 15.
Alternating them means that (adding the +2 from the rural area):
On turns we over hunt the South (Over Hunt South) we get 65 grief cubes
On turns we over hunt the South (Over Hunt South) we get 60 grief cubes
As opposed to 57 grief cubes a turn that we could do right now with just sustainable hunting. So that's an average of an extra 10.5 cubes a turn. Definitely worth it.
Pair Hunting is +1% danger for injury (16% base - 15% bonuses)
Solo Hunting is +9% danger for injury (20% base - 11% bonuses)
Territory will average +4 demon strength so that puts us at +5% for Pair Hunting, and +14% for Solo Hunting
Rotating Tactics adds +5% danger, so on the over hunt turn the danger will be +10% for Pair Hunting and +19% for Solo Hunting.
This means that on Under Hunt turns Vets are safe Pair Hunting and Elites are safe Solo Hunting w/o any need for Kevlar.
On Over Hunt turns Vets Pair Hunting need the full set of Kevlar (-6%) to get a -1% chance of injury. Elites are very safe Pair Hunting w/o Kevlar, but need Kevlar to be safe Solo Hunting (-0% w/ just clothing, -2% with full set).
We currently have 12 sets of Kevlar.
Here some useful numbers for how expected harvests work out for different numbers of girls (assume Demon Forecasting and Pair Hunting unless specified otherwise):
1 Elite (Pair) = 5.28
1 Elite (Solo) = 6.6
2 Vets = 7.92
2.5 Vets = 9.9
3 Vets = 11.88
3.5 Vets = 13.86
4 Vets = 15.84
4.5 Vets = 17.82
8 Vets = 31.68
8.5 Vets = 33.66
9 Vets = 35.64
9.5 Vets = 37.62
10 Vets = 39.6
10.5 Vets = 41.58
11 Vets = 43.56
12 Vets = 47.52
Rural hunting:
1 Vet (Pair) = 2.376
1 Green (Pair) = 1.584 (needs at least vest to be safe)
0.5 Vet Solo = 1.46 (needs at least clothing to be safe)
I've listed these out because we can then use these to come up with multiple combos to get the harvest numbers we need.
Over Hunt South turns (30 cube territory):
12 Vets (all wearing Kevlar) for the South = 47.52 (capped at 48)
4 Vets for the North = 15.84 (capped at 15)
1 Vet Pair for rural = 2.376 (capped at 2)
Total = 17 Vets
10.5 Vets, and 1 Elite Solo (all 11.5 wearing Kevlar) for the South = 47.58 (capped at 48)
4 Vets for the North = 15.84 (capped at 15)
1 Vet Pair for rural = 2.376 (capped at 2)
Total = 15.5 Vets, 1 Elite
10.5 Vets, and 1 Elite Solo (all 11.5 wearing Kevlar) for the South = 48.18 (capped at 48)
4 Vets for the North = 15.84 (capped at 15)
1 Green Pair (w/ Kevlar) in rural = 1.584 (capped at 2)
Total = 14.5 Vets, 1 Elite, 1 Green
11 Vets, and 0.5 Elite Solo (all 11.5 wearing Kevlar) for the South = 47.16 (we'd be giving up a cube)
3 Vets, and 0.5 Elite Solo for the North = 15.48 (capped at 15)
1 Vet Pair for rural = 2.376 (capped at 2)
Total = 15 Vets, 1 Elite, costs 1 cube
11 Vets, and 0.5 Elite Solo (all 11.5 wearing Kevlar) for the South = 47.16 (we'd be giving up a cube)
3 Vets, and 0.5 Elite Solo for the North = 15.48 (capped at 15)
1 Green Pair (w/ .5 Kevlar Vests, and .5 Kevlar Clothing) in rural = 1.584 (capped at 2)
Total = 14 Vets, 1 Elite, 1 Green, costs 1 cube
9 Vets, 2 Elite Solo (all 11 wearing Kevlar) for the South = 47.64
4 Vets for the North = 15.84 (capped at 15)
1 Green Pair (w/ Kevlar) in rural = 1.584 (capped at 2)
Total = 13 Vets, 2 Elites, 1 Green
South: 10.5 Vets + 1 Elite Solo (all full Kevlar) = 47.58 (capped at 48)
North: 2 Vets + 1 Elite Solo = 14.52 (cap 15)
1 Vet Pair for rural = 2.376 (capped at 2)
Total = 13.5 Vets, 2 Elites
Over Hunt on the North turns (25 cube territory):
10 Vets (all w/ Kevlar) on North = 39.6 (capped at 40)
4.5 Vets on South = 17.82 (capped at 18)
1 Vet Pair for rural = 2.376 (capped at 2)
Total = 15.5 Vets, and 1.5 sets of Kevlar available
10 Vets (all w/ Kevlar) on North = 39.6 (capped at 40)
4.5 Vets on South = 17.82 (capped at 18)
1 Green Pair (w/ Kevlar) in rural = 1.584 (capped at 2)
Total = 14.5 Vets, 1 Green
8.5 Vets and 1 Elite Solo on North (all w/ Kevlar) = 30.26 (capped at 40)
4.5 Vets on South = 17.82 (capped at 18)
1 Green Pair (w/ .5 Kevlar Vest, and .5 clothing) in rural = 1.584 (capped at 2)
Total = 13 Vets, 1 Elite, 1 Green, 2 sets of Kevlar available
North: 8.5 Vets + 1 Elite Solo (all full Kevlar) = 40.26 (capped at 40)
South: 3 Vets + 1 Elite Solo = 18.48 (cap 18)
1 Vet Pair for rural = 2.376 (capped at 2)
Total = 12.5 Vets, 2 Elite, 2 spare sets of full Kevlar
All of these choices gives us plenty of flexibility on how we distribute resources depending on whether we need more vets or elites or whatever available.
We have 34 Vets total. 34 - 12 (Upkeep - 17 (high end) = At least 5 Vets available for other things. And by going for the lower usage we have 34 - 12 - 12 (low end) = 10 Vets available for other things.
I think we are fine doing the oscillating hunts. I just wanted to wait one turn before we did it to make sure the poachers are really gone.
Currently leaning towards notgreat's plan, since it has the territory reapportionment and fun with magic for morale, but I don't like getting rid of Rising Stars.
So could I cash in 20 Years Later to make one of the new greens a magic psychologist?
My plan still has Rising Stars!
On the wish magic thing, there are the basic skills that you could cash in for (Healing, Barrier, Teleporter), Maybe inverted helix will let you get Stealth/Illusion, or Clairvoyance. For something rarer, I think you have to write an (especially well done) omake specifically about a girl who made a wish that lead to that sort of wish magic. And even then the QM might over rule it.
For example, the Sasami wish magic in my omake was only hinted at, but I have her down as wishing for two of her friends to fall in love because she thought they were perfect for each other, (it was a tsundere and a jerk, so it's quite a violent and explosive romance), thus her wish magic is to make people feel love, and she tends to use it to make other girls love her and so accept her into the group. It's basically weak mind control magic.