wtdtd
slow thinker, with crippling abundance of time
- Location
- The Netherlands
[X] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely. 2 Greens. 5 Veterans est. ~18 Grief Cubes.
[X] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 25% per Meguca, following up on a previous month's success brings the chance to 100%. Current 4 keeping jobs $1,000, 2x $1,200, and $1800 guaranteed success.)
[X] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%
[X] Enchanting, Duration/Charge: It was noticed that the effects of enchanting rapidly faded when the object was set down. Also the stronger magical girls could produce somewhat greater effects. Perhaps you could investigate ways to extend the charge period, or allow Mami to charge effects that other girls could maintain so that others might benefit from the stronger characteristics she could imbue.
Cost:1 month remaining of: 2 Veteran Meguca, 3 Grief Cube, $500; Reward: Allow Mami's grade of enchanting to be carried by all girls, step towards long term enchantments.
[X] Expand territory Northeast, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. 1 Green, 1 Veteran; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% + 50% (from scouting) = 80%
-[X] Bribery: Give them $150 per a girl so they realize what they gain from cooperation: -money, +1d10% chance of success (Just roll a 1d10 in addition to the 1d100 and add it to the roll total) In this case -$150, +1d10 to chance of success.
[X] Expand territory to Eastern Peninsula, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. 1 Green, 1 Mami; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% + 20% (from scouting) + 10% (Mami bonus) = 60%
-[X] Bribery: Give them $150 per a girl so they realize what they gain from cooperation: -money, +1d10% chance of success (Just roll a 1d10 in addition to the 1d100 and add it to the roll total) In this case -$300, +1d10 to chance of success.
[X] Mami speaks to the group about the grief cube situation. Explains the need to increase our territory this month. Promises a major hunt next month to restore grief cube stockpiles.
[X] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 25% per Meguca, following up on a previous month's success brings the chance to 100%. Current 4 keeping jobs $1,000, 2x $1,200, and $1800 guaranteed success.)
[X] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%
[X] Enchanting, Duration/Charge: It was noticed that the effects of enchanting rapidly faded when the object was set down. Also the stronger magical girls could produce somewhat greater effects. Perhaps you could investigate ways to extend the charge period, or allow Mami to charge effects that other girls could maintain so that others might benefit from the stronger characteristics she could imbue.
Cost:1 month remaining of: 2 Veteran Meguca, 3 Grief Cube, $500; Reward: Allow Mami's grade of enchanting to be carried by all girls, step towards long term enchantments.
[X] Expand territory Northeast, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. 1 Green, 1 Veteran; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% + 50% (from scouting) = 80%
-[X] Bribery: Give them $150 per a girl so they realize what they gain from cooperation: -money, +1d10% chance of success (Just roll a 1d10 in addition to the 1d100 and add it to the roll total) In this case -$150, +1d10 to chance of success.
[X] Expand territory to Eastern Peninsula, by diplomacy: If you can convince them to join your group you may be able to safely incorporate others' territories. 1 Green, 1 Mami; Reward: Meguca from territory recruited, new territory; Chance of Success: 30% + 20% (from scouting) + 10% (Mami bonus) = 60%
-[X] Bribery: Give them $150 per a girl so they realize what they gain from cooperation: -money, +1d10% chance of success (Just roll a 1d10 in addition to the 1d100 and add it to the roll total) In this case -$300, +1d10 to chance of success.
[X] Mami speaks to the group about the grief cube situation. Explains the need to increase our territory this month. Promises a major hunt next month to restore grief cube stockpiles.