Magical Girl Home Base Quest

We made Wands twice because we wanted to give our in-residence MGs more firepower. If we sell our worse wand for a high price to a disguised cat non-local, are we really going to turn around and sell our better wand to a local MG and for a cheaper price? That's going to lower our reputation quite a bit I think, if we do sell it to a local girl instead of another veteran who might be powerful enough to not need one.

Mistletoe's artifacts are a fair trade since we can research them to upgrade our skill level. And Mistletoe herself is in need of something to keep her alive and safe. Elise... not so much. Besides, it's not really an auction when we can sell it to anyone we choose,
Not true at all.
We're an artisanal producer, preferentially selling to a girl with a preexisting relationship over a better price from a stranger is nothing unusual...AND the local girl can sell her time or try to use a line of credit(should we extend such), while the outsider can't.

And even then all the outsider has to win the bid is to offer something that's not just more valuable, but more useful(see the Car, which we could use to move equipment beyond one person's carrying capacity, and possibly allow the local girls to bring back more loot if they had a getaway car instead of hoofing it with plastic bags.
 
Why would having a pair of open rooms mean we're not building more rooms? There's a lot of rooms to clear, never know when more people are going to show up.
Because we need to make sure that we can actually feed all the people living here. Right now we can feed 8, and 7 live here. Or maybe MB might upgrade other parts of the building, like the showers, plumbing, get an aggregate or something else to provide electricity, etc.
 
Because we need to make sure that we can actually feed all the people living here. Right now we can feed 8, and 7 live here. Or maybe MB might upgrade other parts of the building, like the showers, plumbing, get an aggregate or something else to provide electricity, etc.
I feel like upgrading is going to be on a room, room, new thing, room room, new thing, room, etc. We upgraded the commissary last time, so odds are this'll be a room.
 
I feel like upgrading is going to be on a room, room, new thing, room room, new thing, room, etc. We upgraded the commissary last time, so odds are this'll be a room.
And since we upgraded the canteen last time, Homer has prepared two rooms. If that were true, then next thing would a new thing.

Edit.
Wait, or has it been three rooms? I can't remember.
 
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I hope so. If it's just another room I'll feel rather silly as I missed that we had two vacancies. It's the first time we've had openings that weren't immediately filled, I think.
 
If we sell our worse wand for a high price to a disguised cat non-local, are we really going to turn around and sell our better wand to a local MG and for a cheaper price? That's going to lower our reputation quite a bit I think, if we do sell it to a local girl instead of another veteran who might be powerful enough to not need one.
The problem with this reasoning is that no one knows what a high or low price is. This is a barter economy with a focus on use value rather then exchange value. That introduces uncertainties and inefficiencies in trade that make accurate valuations impossible.

To illustrate what I mean lets look at the offers just in terms of crafting materials:
  1. Lappin the Rabbit: 23 Witchy
  2. Tanner the Red: 22 Mundane
  3. Trompdoy & Eowyn: 4 Gubbins, 12 Spooky, 2 Demonic (18 total)
  4. Elise: 16 Gubbin
  5. Mistletoe: 6 Witchy
Now it is pretty obvious that Lappin has offered the most in terms of raw materials so on first glance you might think she has the best offer. Except if we look at our current reserves:
  1. Mundane: 8
  2. Gubbins: 1
  3. Spooky: 2
  4. Witchy: 18
  5. Demonic: 9
  6. Holy: 3
we already have vastly more Witchy then anything else so her offer is actually probably close to the bottom in use value.

Thing is none of the girls we are trading with have any way of knowing what our stock levels are like, unless we reveal it for some reason, so they have no way of knowing that Elise's 16 Gubbins are worth vastly more then Lappin's 23 Witchy despite her offering 43% more materials.

Further complicating things are the non-mats offers. How much value do we derive from two weeks labor less room and board? What utility does 10 extra research projects provide? Is a car we can't drive useful or just a dead weight?


We the players can't even answer those questions; we just have to go off our best guesses. So how can you expect someone with less information on our situation to be capable of accurately judging how we value things?


This isn't even taking into account that everything we trade for fluctuates in value. One week we might be willing to take 5 Mundane over 50 Gubbins because we're flat broke and need the cash to cover maintenance but the next we'd happily take 25 Gubbins over 10 Mundane because our tenants just paid up and we're flush with cash.

Right now the sole arbiter of value is Medicine Boy (IE: us) and it is very hard to argue with us on valuations due to the variety of unknowns our customers are working with.
 
Further complicating things are the non-mats offers. How much value do we derive from two weeks labor less room and board? What utility does 10 extra research projects provide? Is a car we can't drive useful or just a dead weight?
We do know some of these:
-2 weeks labor means 2 rooms cleared or refurbished. The girls are not fit to upgrade our workshop, but they can do handyman stuff with improving quality of life, heavy lifting, fix up flooring or go on a scavenger run to steal mattresses.
-10 research projects is 10 chances to roll d10 to raise our skills in exchange for a crafting action. This is important for the mid game, but not while we're still treading water and unable to keep pace with demand.
-No lack of girls old enough to drive, and given that its a vintage car we can probably enchant it too.

Theres no certainty, but we do know a bit of their relative value.
 
-10 research projects is 10 chances to roll d10 to raise our skills in exchange for a crafting action. This is important for the mid game, but not while we're still treading water and unable to keep pace with demand.
Not completely in exchange. Researching, at least thus far, has also resulted in crafting an item from the research material without costing additional resources. We just wouldn't get those 3 extra bombs we get from crafting something.
 
Not completely in exchange. Researching, at least thus far, has also resulted in crafting an item from the research material without costing additional resources. We just wouldn't get those 3 extra bombs we get from crafting something.
From this(though its a Major research item):
You can now. On my back of napkin noted table for the roll...
<5; flubs, takes another turn.
5-6: passes, kills mooglet
7-8: passes, kills mooglet, get Wand skill up
9: passes, mains mooglet, get Costume skill
10: passes, safe mooglet, get Costume skill, get Wand skill up
We can surmise that less dramatic research items probably offers research odds, some odds of getting some random item, but lower chance of skill up(or progression towards one)
 
Something that just occurred to me is that further Workshop-upgrades might also grant auto-research or better odds at researching things.
 
Right now the sole arbiter of value is Medicine Boy (IE: us) and it is very hard to argue with us on valuations due to the variety of unknowns our customers are working with.

Alright, putting value aside: Elise is listed on the spreadsheet as The Shapeshifter. She is very likely the cat that showed up out of nowhere last update, and therefore has been rooming here without paying rent. Moreover she's a veteran MG with years of experience to keep her safe. Mistletoe (Sophia) is still a newbie who has no items to support her (her T1 costume ran out too). And she does pay rent honestly. I'd rather sell to Sophia than Elise right now all other things being equal.
 
Hopefully,this is the last time I have to change my vote as I didn't word my base vote correctly to match the vote option and what the majority of people are voting for. Even though I still want to vote for Mistletoe, as she has nothing right now.

So does Elise probably,but considering chances are likely she's the cat,desperate or not I'd rather not reward the freeloader over someone who's been paying our rent. And Else is a veteran MG who likely has the experience to stay alive,while Mistletoe doesn't and needs help.

Also,for the 6 other people who are voting for working on the building,you might want to rework your vote so it matches the majority option as the votes are being split by different wording here.

[X] No, you want to work on your building instead
[X] Mistletoe (6 Witchy, 10x Minor Artifacts for Reaserch)
[X] Yes
 
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[X] No, you want to work on your building instead
[X] Mistletoe (6 Witchy, 10x Minor Artifacts for Reaserch)
[X] Yes

Fine I'll fix my vote to go with the misspelled Research

Long term with Elise - since we know she is a cat I vote that if she ever wants to actually rent we have her pay the back log as well. Admittedly I'd probably knock off a week or so if she did rat catching and cat therapy with the other girls.
 
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Adhoc vote count started by Icipall on Apr 3, 2020 at 10:44 AM, finished with 191 posts and 54 votes.
 
So, can someone help explain to me why so many want the building upgrade? We currently have multiple vacancies, and the most common upgrade there is just to convert another cleared room to vacant. We need more contacts before the planning room unlocks, and more vacancies doesn't really help that. Including Homer's work, we've done a ton of building upgrades already.

In contrast, a crafting upgrade guarantees a boost to lifespan (this wand would've gone 12->16 weeks) and the last upgrade gave us 3x bombs per crafting action, which both boosts our income and helps make sure our tenants come back alive.
 
So, can someone help explain to me why so many want the building upgrade? We currently have multiple vacancies, and the most common upgrade there is just to convert another cleared room to vacant. We need more contacts before the planning room unlocks, and more vacancies doesn't really help that. Including Homer's work, we've done a ton of building upgrades already.

In contrast, a crafting upgrade guarantees a boost to lifespan (this wand would've gone 12->16 weeks) and the last upgrade gave us 3x bombs per crafting action, which both boosts our income and helps make sure our tenants come back alive.


Because it's not just rooms it's also general quality of life things
 
The hope is to upgrade the building in ways that don't just involve more cleared rooms. Right now the living situation is... rough, to say the least.

If nothing else, I'm sure we'll run into more girls in need of housing eventually.
 
So, can someone help explain to me why so many want the building upgrade? We currently have multiple vacancies, and the most common upgrade there is just to convert another cleared room to vacant. We need more contacts before the planning room unlocks, and more vacancies doesn't really help that. Including Homer's work, we've done a ton of building upgrades already.

In contrast, a crafting upgrade guarantees a boost to lifespan (this wand would've gone 12->16 weeks) and the last upgrade gave us 3x bombs per crafting action, which both boosts our income and helps make sure our tenants come back alive.

Upgrading the building is, just as the name implies, upgrading the building itself. This could be more vacant rooms, but could also be an upgrade to the energy or water supplies, could be something to help protect the place, or something more general like kitchen ware. We don't really know what any of the upgrades, workshop included, will bring. But we do know one of the requeriments we've met was through the workshop, and I bet the other needed is through the building.

So yeah, I think the workshop is more important for right now, but you're underestimating the building upgrades.
 
Because it's not just rooms it's also general quality of life things
Has it ever done that? It's been done it many times, and it's always either working on a room (1 action to clear, 1 action to convert to vacant) or setting up a room with the necessary infrastructure to support thosei rooms (such as a larger commissary)

If you really want to bet on the action doing something it's never done before then feel free, but that doesn't seem like a safe bet.

Upgrading the building is, just as the name implies, upgrading the building itself. This could be more vacant rooms, but could also be an upgrade to the energy or water supplies, could be something to help protect the place, or something more general like kitchen ware. We don't really know what any of the upgrades, workshop included, will bring. But we do know one of the requeriments we've met was through the workshop, and I bet the other needed is through the building.

So yeah, I think the workshop is more important for right now, but you're underestimating the building upgrades.
Energy seems unlikely, what would they power with it that wouldn't be better with batteries? And would it be worth getting a generator for that? (Since we're not gonna be letting the city know we're here...)
Water's a possibility, but we're already so much better than anyone else that ít doesn't seem like a priority.
Kitchenware's a possibility, but we upgraded the Commissary during Week 3+1 so another food-related upgrade seems unlikely.

We know exactly what the minimum workshop brings: +1 workshop level, which translates to our crafted equipment lasting longer. Any further upgrades are unknown, but we know that the first part will happen.

I'm not saying upgrading the building is bad. Without Homer we'd be needing to upgrade it every other week at least. But he has been upgrading it, almost continuously. If you want to see what Homer does when not upgrading the building that's certainly not a bad reason to do it ourself, but the building has been upgraded several times since we last did it ourselves and it feels like people don't recognize that.
 
Because building upgrades are not just adding a room,it's including QoL things,like making the electricity less spotty,making the showers work better,or making something that can defend the place better if we can meet certain requirements first. Underestimating improving QoL and making things more cozier and improving general morale for the MGs is not a good idea. Evrntually after upradig our workshop enough,we have to step up our game in other ways like actually upgrading the building itself for what we we're offering to MGs.

Upgrading the building also means that we can reach some of the requirements for making special rooms like the Command Center. There unknown rooms that require having a certain amount of MGs and I don't think it's bad to speed that up. We don't choose what Homer does either,so yes he could be working on a building upgrade,but he could also be working on something else. Homer is great for when we're too busy to do certain stuff but we should doing out share of building upgrading too,
 
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