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 .
You can try this if you want but there's a lot of possible problems.

What about my idea to have the thing purport itself to be an in-character fictional document?

So so true. I've been kind of surprised at how casualty averse players are.

I blame the initial lack of turnover. That made us see the girls as actual girls whose lives are valuable rather than abstracted megucamonths. Then it became part of the institutional culture of the SIMP and I doubt even some high turnover months would change our minds.
 
So so true. I've been kind of surprised at how casualty averse players are.
It would probably be less so if a casualty didn't include a 50% chance of death with it. Perhaps a low chance of death, but a moderate chance of needing a month to recover, so the girl is only out for a turn instead of removed entirely? If it were like that, I'd be much more inclined towards allowing some small casualty percentages.

The loss of experience and particular skills makes risk of death a really, really bad proposal.
 
Even now, more than a few deaths in a single month's time can easily start a grief/failure spiral that would be very difficult at best to recover from (imo, anyway).
Probably. One of the problems with forming a group is becoming attached to the members, so cascading failure is quite possible.

It would probably be less so if a casualty didn't include a 50% chance of death with it. Perhaps a low chance of death, but a moderate chance of needing a month to recover, so the girl is only out for a turn instead of removed entirely? If it were like that, I'd be much more inclined towards allowing some small casualty percentages.

The loss of experience and particular skills makes risk of death a really, really bad proposal.
Well it's actually 20% chance of death per casualty in pack hunting, 50% in solo; pairs I forget if it's 40% or 35%.

I really meant in general death averseness though.

I blame the initial lack of turnover. That made us see the girls as actual girls whose lives are valuable rather than abstracted megucamonths. Then it became part of the institutional culture of the SIMP and I doubt even some high turnover months would change our minds.
I can see that. I personally blame @FixerUpper for making me give them names and starting this trend towards them having stories of their own!

What about my idea to have the thing purport itself to be an in-character fictional document?
That just happens to be connected to a lost pet picture? I can kind of see it as reasonably deniable, but it's still a bit more revealing, and the level of secrecy is meant to be complete, not simply plausibly deniable.
 
Lack of turnover is big. If any of you have played the two X-COM games, there is a big difference between the old one and the new one. In the original, a good mission only had 1/4 of your troops die. A bad mission could easily become a TPK. It's only later that survival goes up, and by that point you'll have suffered probably one or two hundred casualties (I always renamed my troops with a class/number system). In the new one I went several missions without a single casualty by being methodical, careful, and lucky. When someone did die, it was a big blow to me (and was more difficult to replace since in a team of 4-6, replacing a vet with a noob is a huge loss of combat power). I actually dislike that about the new game because it sets the rage quit threshold much lower (you killed my two awesome soldiers!---> ragequit (new) vs You killed my squad of 18 guys and made me lose my ship and all their equipment on the first turn without me able to do anything--->ragequit (old)),
 
I rolled a die on whether you'd be able to do counseling as a free action like that. You failed so you'll need to actually devote some labor to it now.
Oh, I wasn't actually requesting counseling be a free action; I was having Mami think about who might be well-suited to the job, and consider what might be needed to make it work (eg: how much time to schedule, if a private room/office is needed, balancing locations, etc). I expected it to require a labor unit (or maybe half a unit), but wasn't sure on the details.

I really want to research enchanting Kevlar. And then start selling the enchanted Kevlar as our cover story. Would totally work. (well, probably not. But it'd be funny)
Hmmmm....

If we can get the enchantment duration up to at least a month (and eventually a year, or permanent), we can start making use of that to sell magical trinkets, on little street shops/flea markets and such. Stuff that's just useful enough to be special, but not so much as to garner a ton of attention.

In fact, all three of notgreat's research choices combine well with that idea: duration, personalized magic and magic+technology.

@inverted_helix : How would something like this mix with the magic secrecy issue? For example, some cheap iPod Nanos that will always play music that's suited for your current mood? Or standard study charms that really do help your memory?
 
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That just happens to be connected to a lost pet picture? I can kind of see it as reasonably deniable, but it's still a bit more revealing, and the level of secrecy is meant to be complete, not simply plausibly deniable.

I would imagine that the "lost pet" would be obviously cartoony or otherwise drawn, or otherwise not photorealistic. Kyuubey looks a lot more like a magical girl mascot than a real pet, and having a "lost mascot, go to [address] if found" sign that leads to what is obviously an in-character fictional document makes it look more like an ARG than anything else to those not in the know.
 
Still need Taya's bonus before we can be certain of a plan. And the revised scouting/diplomacy mechanics.

@Kinematics we can get Kyouko's territory up to +1, since it's small enough that our main territory's rounding will bring it to 0 when we merge. We can change half a vet into half an elite to get there, or spend a whole extra half-vet and just cap it.
Also, Kyouko is probably the wrong person to try to dissuade the police with. Though I suppose the bigger question is what are they monitoring? Right now they're just suspicious because of the vests we ordered and the mysterious damage that our house took. I don't think we can get them to stop investigating easily.

I think putting at least 0.5 Mami into therapy is probably a good idea, since she's the one everyone knows about and she's the one that's talked to people before. If we do the elite/vet swap in hunting, we get:
remaining: 3.5/10/2
but get an extra cube in exchange. My suggested plan of action:
[x] Rising Stars (train vets to elite)
-[x] .5 Mami+.5 Kyouko, 1 vet (Kaoru), -1 cube

Research:

[x] Research, Personal Enchanting Effects
-3 vets+1 Green, 2 Cubes; 80% success
[x] Enchanting, Duration
-2 months of: 2 Vets, 2 Cubes, $1000
[x] Research, Effects of Enchanting on Technology
-2 months of: 2 vets, 2 cubes, $1000; 80% success

Remaining: 2.5 elite, 2 vet, 1 green

[x] Anti-Poaching Patrol:
-[x] 2 elites: Kyouko, Taya

[x] Councilor (0.5 mami)
[x] Diplomacy? (this is probably changed): 1 green, 1 vet
[X] Group sports day (1 vet)

So so true. I've been kind of surprised at how casualty averse players are.
After like 4 straight turns of everyone saying that they wouldn't vote for plans with significant casualty rates, I kinda gave up on it. That, and breaking our record now would probably be horrible for our morale.

In fact, all three of notgreat's research choices combine well with that idea: personalized magic and magic+technology.
My dastardly plan is revealed! :) I figure if we can't sell it, the bonuses they give should be worth a small morale bonus at the very least.
I would imagine that the "lost pet" would be obviously cartoony or otherwise drawn, or otherwise not photorealistic. Kyuubey looks a lot more like a magical girl mascot than a real pet, and having a "lost mascot, go to [address] if found" sign that leads to what is obviously an in-character fictional document makes it look more like an ARG than anything else to those not in the know.
Puella magi population density is way too low for the posters idea to be practical, though I like the idea of putting our manual up online. The bigger issue is that it'd probably just fade into obscurity, and not get out to the people who need it. Unless we had a magic writer or something. Something to consider. Making it something like Dungeons: the Dragoning 40,000 7th Edition is probably a better plan, something released online and in the form of a playable tabletop RPG.
 
I like the idea of putting our manual up online.

Excellent. Put it in the plan and you have my vote.

The bigger issue is that it'd probably just fade into obscurity, and not get out to the people who need it.

I see two options:

1. We buy up domain names that will be easily found by googling or otherwise putting "magical girl" into the search engine, and putting the manual up in every language and hoping enough girls find it.

2. Bribe Kyuubey to nudge girls towards the site.
 
Still need Taya's bonus before we can be certain of a plan.
Essentially these are the only suggestions I've had so far:
Scouting type rolls seemed to be the obvious bonus. Anti-intrusion, demon locating, and of course scouting of new territories.
Although I think it'd be more like "pay 1 grief cube to scout a territory remotely" and basically Taya would burn magic (grief cube) to scout an area instead of us having to send people there, so no chance of being caught and run off by the local girls. Allow more than one territory a turn too? Maybe at a doubling of cost, x2 for the second area, x4 for the third, and so on.
Probably leaning towards giving her a simple +10 to scouting type rolls. Not spectacular, but should be useful given what you're getting into.
And the revised scouting/diplomacy mechanics.
Scouting I'm thinking what I'll do is probably half the cost I had, and remove the diplomacy component. Leave it as simply a way of gathering information on what's around you. Since that is valuable in itself. Though obviously odds of success on scouting go down radically against other organized groups.

Diplomacy I'm leaning towards introducing things like:
Safe Passage Agreement: Normally traveling beyond your territory as a magical girl is very risky as it can result in an unexpected battle due to others defending their territory. You'll make an agreement with another group to allow your girls to travel through safely so long as they don't do any hunting, while their girls will be free to do the same in your territory.
Business is Business: A further extension of safe passage, allowing your girls to extend your mundane business operations into another's territory, while they will be free to do the same in yours. Differs in that the previous stage is meant for short term movements, while this sets up locations inside their territory, a more risky prospect for both sides.

Aid, Information: You have valuable information of various sorts, providing it free of charge may make them look more kindly upon you.
Aid, Cubes: If they're in trouble don't you want to help them? Variable boost to their opinion depending on if they actually need them.

Trade Information/Cubes/Money: Variable availability, trading one useful item for another.

And obviously you can still try:
Suggest they join the Imperium: Variable success rate depending on how desperate they are, how much they like you, and the advantages they perceive to doing so.


These would all be for dealing with groups. Non-groups can still be recruited normally.
 
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Essentially these are the only suggestions I've had so far:
Probably leaning towards giving her a simple +10 to scouting type rolls. Not spectacular, but should be useful given what you're getting into.
Scouting I'm thinking what I'll do is probably half the cost I had, and remove the diplomacy component. Leave it as simply a way of gathering information on what's around you. Since that is valuable in itself. Though obviously odds of success on scouting go down radically against other organized groups.

Diplomacy I'm leaning towards introducing things like:
Safe Passage Agreement: Normally traveling beyond your territory as a magical girl is very risky as it can result in an unexpected battle due to others defending their territory. You'll make an agreement with another group to allow your girls to travel through safely so long as they don't do any hunting, while their girls will be free to do the same in your territory.
Business is Business: A further extension of safe passage, allowing your girls to extend your mundane business operations into another's territory, while they will be free to do the same in yours. Differs in that the previous stage is meant for short term movements, while this sets up locations inside their territory, a more risky prospect for both sides.

Aid, Information: You have valuable information of various sorts, providing it free of charge may make them look more kindly upon you.
Aid, Cubes: If they're in trouble don't you want to help them? Variable boost to their opinion depending on if they actually need them.

Trade Information/Cubes/Money: Variable availability, trading one useful item for another.

And obviously you can still try:
Suggest they join the Imperium: Variable success rate depending on how desperate they are, how much they like you, and the advantages they perceive to doing so.


These would all be for dealing with groups. Non-groups can still be recruited normally.

I really like those diplomacy options.

We also need something like "Open Formal Relations: Set places for safe contact, methods (phone numbers, email) for setting up a meeting, etc."

I was actually thinking about another possible bonus for Taya as I was falling asleep last night.

Not completely certain how it would work mechanically, but instead of the scouting element of clairvoyance, focus on the obvious combat bonus that high level clairvoyance would give.

Although avoiding ambushes would probably count as a "Scouting" type roll.

Yeah... +10 to Scouting is pretty good actually.
 
Probably leaning towards giving her a simple +10 to scouting type rolls.
Scouting is a lot weaker now, and probably worth skipping given our current excess of territory, even at half cost. If it counts for avoiding ambushes and catching poachers that bonus is reasonable, but if it only applies to scouting that just seems weak given the revised scouting mechanics.
Rather than clairvoyance themed, how about something space themed? Research/SCIENCE bonus?

Areas 13/14 are probably worth initial diplomacy with. Go for a Business is Business perhaps? That would let us get more income which would be pretty nice.
 
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I really like those diplomacy options.

We also need something like "Open Formal Relations: Set places for safe contact, methods (phone numbers, email) for setting up a meeting, etc."
I'm glad you like them. Hmm that makes sense too. I also need to price things out.

Scouting is a lot weaker now, and probably worth skipping given our current excess of territory, even at half cost. If it counts for avoiding ambushes and catching poachers that bonus is reasonable, but if it only applies to scouting that just seems weak given the revised scouting mechanics.
Rather than clairvoyance themed, how about something space themed? Research/SCIENCE bonus?
It would be broad in the same way that Mami's Persuasive bonus is. Applying to scouting, counter-poaching, surveillance, etc. This is also more useful than you'd think considering the opposed rolls a stealth type can force. For instance Taya needed a >70 roll before to beat the tandem casting poachers illusion (since they were tandem casting for a bonus to DC). Base roll for a clairvoyant of the same level to penetrate stealth magic is DC50.

Something space themed would also work if you could come up with something balanced for that. Though keep in mind I'm not letting you develop your own space program with 40 girls and a 10k budget :p So I couldn't really come up with anything off hand for it that would be useful now. I mean in the distant future if you develop a space program then a space type bonus would be awesome, but not right now. Though you do actually have a fair few advantages over humans if you wanted to develop a space program.

Areas 13/14 are probably worth initial diplomacy with. Go for a Business is Business perhaps? That would let us get more income which would be pretty nice.
Safe Passage nominally comes before it, but I'll let you skip it and try to go straight for Business is Business which includes it, but at increased difficulty since they don't have the chance to get used to you being around, if that makes sense. Also keep in mind that agreement would go both ways, so you'd have them in your territory as well.

Do these diplomacy options seem good to you?
 
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@Kinematics we can get Kyouko's territory up to +1, since it's small enough that our main territory's rounding will bring it to 0 when we merge.
Overhunting by 5 units instead of 4 (13 harvest instead of 12) will be +8 to demon strength with RT, which leaves it at +1 at the end. Even just averaging with the 17 block we're merging with it will still take it down to 0. OK.

Updated with that suggestion. Currently forces removal of Kyouko from the police option (but that may have been invalid anyway).

Currently have 2 unallocated vets, and no specific plan for the police.

Also, Kyouko is probably the wrong person to try to dissuade the police with.
Dunno, there's lots of pluses and minuses there. Kyouko has a couple years of living on the streets, so is probably very familiar with the rank and file police types. On the other hand, having lived on the streets, she's very much a 'suspicious' character type herself.

I'm mainly banking on her powers. Since she has Rossa Phantasma back, and thus the rest of her power suite, one chunk of that is convincing other people of stuff. I'd expect, not full-blown mind control, but nudges and suggestions, particularly if they're not out of line with the person's own expectations (such as the idea that watching a bunch of school-aged girls for 'suspicious activity' is a bloody huge waste of time).

@inverted_helix : Can you confirm whether that's part of her power set? If not, I'll just drop that line of attack.

Of course, the idea that they're watching a bunch of school-aged girls brings up the idea of wondering why these girls aren't actually going to school. We should account for that, and actually using it may work in our favor.

Also, while Fun With Magic probably raised suspicions, a Sports Day may help reduce them. A bunch of girls acting normal and playing in the park... Why is that a problem?
 
Also removed the website outreach option til we get a better idea on how we want to use the new diplomacy options. That leaves me with 2 vets and 1 green.
 
Also, while Fun With Magic probably raised suspicions, a Sports Day may help reduce them. A bunch of girls acting normal and playing in the park... Why is that a problem?
Let's just hope they don't start a match of Touhou soccer. That'd probably draw their attention more. Though I do wonder just how obvious the Fun With Magic is- what are they doing that the police get suspicious about it?

We do have a magical cook now, which is nice. In a few turns (once we can enchant everyday cooking tools perhaps?) we might want to consider the restaurant. 500k debt is enormous, but apparently the interest rate isn't as bad as our credit card. 60% is way too low of a success chance, but it should improve as we pump magic into it.

@inverted_helix Can we use teleporters in our courier business? Gotta get back to our TtS roots here, y'know.

Though keep in mind I'm not letting you develop your own space program with 40 girls and a 10k budget
Now you're making me try to figure out how cheaply we could get a space program going. From what it sounded like we teleported from Mitikihara to Itawa, which according to your map is 40km away. LEO is 160km. So 4 chained teleporters would get us there, but we also need it to be traveling really fast (7.8 km/s according to wikipedia) so that's probably out.
I think getting things into orbit is out of our reach, but we can pretty easily reach the "end" of the atmosphere (100km) with just a couple chained teleports. Can't really do much there though, and landing's gonna be a little dicey. Not going to be getting to the moon any time soon, I can tell you that much.

Rods from God is probably a viable attack strategy, though costly to develop. We'd need guidance for the weapons, and a lot of civilian GPS has those limitations on them to prevent it. Obviously this is in the unlikely case that we're allowed to completely ignore the whole "stay hidden" thing. Not really possible to hide something like that, and it'd get a lot of very important people very worried.
 
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I'm mainly banking on her powers. Since she has Rossa Phantasma back, and thus the rest of her power suite, one chunk of that is convincing other people of stuff. I'd expect, not full-blown mind control, but nudges and suggestions, particularly if they're not out of line with the person's own expectations (such as the idea that watching a bunch of school-aged girls for 'suspicious activity' is a bloody huge waste of time).

@inverted_helix : Can you confirm whether that's part of her power set? If not, I'll just drop that line of attack.
Her abilities seemed like just illusions to me, could you tell me where the idea of mind control comes from?

We do have a magical cook now, which is nice. In a few turns (once we can enchant everyday cooking tools perhaps?) we might want to consider the restaurant. 500k debt is enormous, but apparently the interest rate isn't as bad as our credit card, 60% is way too low of a success chance, but it should improve as we pump magic into it.
The interest rate on the business loan would be around 5%. The success chance will be +10 for having a magic cook (restaurants aren't all about the food afterall), and you can retry for a relatively minor fee the next month just like with the courier business.

@inverted_helix Can we use teleporters in our courier business? Gotta get back to our TtS roots here, y'know.
You could though this is likely to incur some grief cube costs. Plus you're still carrying over that "don't draw attention with superhuman feats" restriction.

Now you're making me try to figure out how cheaply we could get a space program going. From what it sounded like we teleported from Mitikihara to Itawa, which according to your map is 40km away. LEO is 160km. So 4 chained teleporters would get us there, but we also need it to be traveling really fast (7.8 km/s according to wikipedia) so that's probably out.
Firstly, I meant to imply it, but you actually teleported to Itawa in 3 hops of about 13 km each. Secondly you're still going to be magic limited in such a scenario. If you have infinite magic you can actually use fairly short teleports to eventually achieve orbital velocity by using gravity and teleporting at an angle to the Earth, unfortunately you don't have infinite magic.

Not really possible to hide something like that, and it'd get a lot of very important people very worried.
If you did some research you could probably manage a sufficiently good stealth magic to cloak a space ship from mundane detection. The poachers managed to render an area normal looking afterall. Stealth magic is quite capable of rendering something completely invisible. This would be a series of research projects really: rendering an area invisible, making an invisibility effect that moves with the target, making an invisibility effect that holds true at high velocities, making it invisible to radar (or you could just build it out of wood or something I guess). Currently your stealth users are more along the lines of "unnoticed", which doesn't tend to perform so well against electronics, or they put up illusions of what the area should look like, it's not really high fidelity.
 
Her abilities seemed like just illusions to me, could you tell me where the idea of mind control comes from?

If you did some research you could probably manage a sufficiently good stealth magic to cloak a space ship from mundane detection. The poachers managed to render an area normal looking afterall. Stealth magic is quite capable of rendering something completely invisible. This would be a series of research projects really: rendering an area invisible, making an invisibility effect that moves with the target, making an invisibility effect that holds true at high velocities, making it invisible to radar (or you could just build it out of wood or something I guess). Currently your stealth users are more along the lines of "unnoticed", which doesn't tend to perform so well against electronics, or they put up illusions of what the area should look like, it's not really high fidelity.

Kyouko's wish was for people to believe her father. It was straight up mind control. We say "Illusions" like it's one category, but in reality illusions are possible in different ways. (Same user experience, completely different code paths to use a programmer analogy).

Illusions can either be caused by affecting the person's mind (Kyouko and Mariko are pretty clearly these types), or by manipulating light/space (possibly Sora?) Mind related are probably the more common type of illusionists (wishes to change another person's perception).

I was actually planning an Omake for Sora with her wish being a wish to hide, so rather then being focused on mind control it would be on manipulating light and sound and tactile sensations to conceal her location.

Thus Kyouko's magic is more closely related to Taura's (in fact I was going to highlight some of this in the Training Omake I'm planning out). An illusionist that uses light bending would be closer related to a barrier specialist. In fact a barrier specialist could probably manage invisibility with enough training.

A third possible type of illusionist would be focused on effecting the physical sensations, so after the light benders, but before the the information reaches the mind. These would closest related to the healer type.

Mami would actually probably be classified as a "barrier" specialist under your classification system. Even though it's caused by a wish to create ties that bind, and so is sort of the inverse of a barrier.

For concealing a space ship, a barrier/light bending illusionist would be needed.
 
The interest rate on the business loan would be around 5%.
So a bit over 2k/month. Is the debt repayment/interest automatically taken out of the 10k/month? (IE we'd actually be generating 12k but 2k goes into debt repayment)

Firstly, I meant to imply it, but you actually teleported to Itawa in 3 hops of about 13 km each.
Shinobu manages to jump the six of you including Kyouko into Iwata in a single trip that leaves her panting and her soul gem tarnished, but you didn't want to risk more than one teleport,
Seems to me like the exact opposite.


If you did some research you could probably manage a sufficiently good stealth magic to cloak a space ship from mundane detection.
That was in reference to the Rods from God. Spaceships are probably cloakable, but a giant metal pole falling down and hitting something probably isn't.
 
I was going to suggest that before loading something on line, perhaps we should just first compile a complete manual.

That's actually a natural job for the newest member of a team, as they being new are much better at seeing what the team does. Older members of the team tend to assume that everyone does something that is a vital building block for the other things they do. Brand new members are actually pretty good at compiling and documenting team practices and methods. Plus they become more familiar with the team methodology themselves.

We got a brand new green, maybe we should set her at it.

@inverted_helix

My question about the plan with buying fencing equipment - would we need to bribe Kuybey to help us? Setting up alternate accounts and identities so that we can better maintain the masquerade. That was the main thing I wanted to know.

@notgreat, I think by single trip he meant teleporting all the girls at once instead of teleporting a few in, and then going back for the rest.
 
Something like:

[] Compile operations manual and upload it online.
-[] One of the greens is tasked with compiling an operations manual of SIMP practices into a format easily digestible by new members, and in a way that is fit for public consumption as fiction. Then the manual will be uploaded online so that other magical girls can benefit from our institutional experience.
--[] 1 Green, Omake Bonus

??
 
Some summary info.

Reworked the hunting summaries to fix the incorrect rural value.

Looking at the next four turns for meguca balance and cube expectations:

Turn 1: Hunt to +0 in south, +1 in north (will be rounded to 0 after merge)
Turn 2: Reapportion territories to 30 (south) and 25 (north). Initial RT overhunt in the north.
Turn 3: RT overhunt the south
Turn 4: RT overhunt the north

-------------

Hunt to neutral

North: 2 Vets (solo) + 0.5 Elite (solo) = 13.2 (cap 13)
South: 9 Vets (solo) [full kevlar] = 44.55 (cap 45)
Rural: 1.0 Vet (pair) = 2.376 (cap at 2)
Total = 12 Vets, 0.5 Elite [Harvest 60]

Start in the North:

North: 8.5 Vets (pair) + 1 Elite (solo) [all full kevlar] = 40.26 (capped at 40)
South: 6 Vets (solo) = 29.7 (cap 30)
Rural: 1.0 Vet (pair) = 2.376 (cap at 2)
Total = 15.5 Vets, 1 Elite [Harvest 72]

South overhunt option:

North: 2 Vets (pair) + 1 Elite (solo) = 14.52 (cap 15)
South: 10.5 Vets (pair) + 1 Elite (solo) [all full kevlar] = 47.58 (capped at 48)
Rural: 1.0 Vet (pair) = 2.376 (cap at 2)
Total = 13.5 Vets, 2 Elite [Harvest 65]

North overhunt option:

North: 8.5 Vets (pair) + 1 Elite (solo) [all full kevlar] = 40.26 (capped at 40)
South: 3 Vets (pair) + 1 Elite (solo) = 18.48 (cap 18)
Rural: 1.0 Vet (pair) = 2.376 (cap at 2)
Total = 12.5 Vets, 2 Elite [Harvest 60]


Total hunter allocation: 53.5 vets, 5.5 elite
Total harvest: 257

-------------

The alternate is to initiate the overhunt immediately.

Start in the North:

North: 9.5 Vets (pair) + 1 elite (solo) [full kevlar] = 44.22 (capped at 44) [Only take to +6 strength]
South: 6 Vets (solo) = 29.7 (cap 29) [-1 strength to drop back to 0]
Rural: 1.0 Vet (pair) = 2.376 (cap at 2)
Total = 16.5 Vets, 1 Elite [Harvest 75]

South overhunt option:

North: 3 Vets (pair) + 1 Elite (solo) = 18.48 (capped at 18) [-6 down to 0]
South: 10.5 Vets (pair) + 1 Elite (solo) [all full kevlar] = 47.58 (capped at 48)
Rural: 1.0 Vet (pair) = 2.376 (cap at 2)
Total = 14.5 Vets, 2 Elite [Harvest 68]

North overhunt option:

North: 8.5 Vets (pair) + 1 Elite (solo) [all full kevlar] = 40.26 (capped at 40)
South: 3 Vets (pair) + 1 Elite (solo) = 18.48 (cap 18)
Rural: 1.0 Vet (pair) = 2.376 (cap at 2)
Total = 12.5 Vets, 2 Elite [Harvest 60]

South overhunt option:

North: 2 Vets (pair) + 1 Elite (solo) = 14.52 (cap 15)
South: 10.5 Vets (pair) + 1 Elite (solo) [all full kevlar] = 47.58 (capped at 48)
Rural: 1.0 Vet (pair) = 2.376 (cap at 2)
Total = 13.5 Vets, 2 Elite [Harvest 65]

Total hunter allocation: 57 vets, 7 elite
Total harvest: 268

--------------

Going immediate overhunt compared to neutral hunt first means (in terms of the remaining pool of meguca):
Turn 1: -4.5 vet, -0.5 elites
Turn 2: +1 vet, -1 elite

Cubes after 4 turns: +11 compared to hunting to netural first
Meguca after 4 turns: -3.5, -1.5 elites


Despite the cube gain, the cost in meguca in the first turn seems too high to initiate RT hunting immediately.
 
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So a bit over 2k/month. Is the debt repayment/interest automatically taken out of the 10k/month? (IE we'd actually be generating 12k but 2k goes into debt repayment)
I need to dig through for my old research notes, but the 10k is after your loan payment including paying on the principle actually, I just can't remember what repayment length I set for it.

Seems to me like the exact opposite.
That's my bad then. I always intended for it to be 3 jumps though. Since I had in mind that in TTS the vast vast majority of teleporters (the main character is considered unique for her extraordinary 200km range) have a 20km single jump limit.
@notgreat, I think by single trip he meant teleporting all the girls at once instead of teleporting a few in, and then going back for the rest.
I believe this is what I meant when I wrote it, that you weren't shuffling them in a couple at a time.

My question about the plan with buying fencing equipment - would we need to bribe Kuybey to help us? Setting up alternate accounts and identities so that we can better maintain the masquerade. That was the main thing I wanted to know.
You will if you need new accounts and identities. He's not particularly pleased with you of late.

From the concept of her wish, to make people listen to her father.
The way I interpreted that was giving her father limited mind control powers, not herself, she didn't seem to demonstrate any herself. Though I see where you're going with this.

Kyouko's wish was for people to believe her father. It was straight up mind control. We say "Illusions" like it's one category, but in reality illusions are possible in different ways. (Same user experience, completely different code paths to use a programmer analogy).
Hmm this is an interesting analysis. I do like it, but I'm loathe to add that layer of complexity to the system. I've been thinking of them as more close enough to be interchangeable with a certain degree of training.

My system's gradually grown in complexity but I dig in my heels at every attempt because otherwise by now it would be completely untenable :p
Incidentally I've been wondering if it bothers people how meta I sometimes am in talking about it. Some QMs bury the details of their system completely for the sake of immersion, while I think I'm probably a bit too open about them. Is that a problem you think?

All according to keikaku.
Curse your diabolical plan being successful!
 
It doesn't help that there's been an unmarked van parked outside your apartment building for the past week

@inverted_helix : Can you clarify there? Is the apartment building the van is outside of Mami's specifically, or the one where all the girls are housed? And actually, were all the girls' apartments in Mami's complex, or a separate one?

We have:
Mami's apartment (money trail)
Rented apartments (no reason? but might be in the same complex with Mami)
House (the ruckus)

If they're only actively monitoring Mami, we have a moderate degree of relief, there. If they're monitoring either of the housing units for the rest of the girls, we have to deal with the suspicions of no one (as far as I know) really going to school.
 
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