Magical Girl Home Base Quest

Actually, we do have one (or 2 if it's to be lumped with yours): Rebuilding Joselyn's human body. M-Boy has close to zero ideas how to do it right now but still intends to do it some day, so it can count as a long-term project.
That is a good goal. We'd need a whole bunch of stuff to make it possible, but we can make reasonable guesses at what stuff would help.
 
We'll only need to go to the flea market if the upgrade costs 5 Mundanes and neither Sevenfingers nor Homer can sell anything for cash next turn. I think that's good odds, and if the upgrades are on par with each other we'd have a profit of the equivalent of three bombs.
 
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You knock them together into doodads and sell them at the flea market. It converts one not-mundane into one mundane, and eats a massive portion of your time. It also is horrible for your mental state because hawking shit at the flea for ten hours a day two to three days a week is exhausting and unrewarding.

Thanks for posting this. I had been thinking we didn't need to worry about Mundane because we could just autoconvert other stuff into it. Now I understand that autoconverting stuff is painful.

We're making a Trinket this week; hopefully we can sell it for Mundane and solve our cashflow problem that way.
 
We have about all of one long term goal right now - not dying to the upcoming event.
By the same standard that makes "sell Calypso a powerful trinket" a short-term action, "don't die in the impending crisis" would also be a short-term action. It's avoiding the immediate problem in front of us.

You can say "ah, but since all future actions depend on not dying today, not dying today has long-term benefits." And you're right... but then I can equally well say that since selling Calypso that trinket probably saved Trompdoy's life, that had long-term benefits too.

The information is currently deliberately obfuscated, so we can say with certainty that it is impossible to plan for any period longer than a month at present, we know too little about the world, or heck, what we can do.
Okay, then don't go around busting people's chops over being short-term thinkers!

In the situation we currently face, many of our short-term actions have very real long-term benefits. With "some of our allies don't die" being a big one, and "we have a big group of magical girls who all know each other and can coordinate" being another. The fact that our long-term goals basically reduce to the vague "survive and build up infrastructure to anchor the fight against evil" isn't something that's worthy of censure.

It shouldn't, Chris started feeding everyone this turn and she feeds 24. Food expenses are already as high as they'll go for now.
She can't feed people with no groceries though. It doesn't matter how good the cook is, if the grocery bills go up.

So, if the Workshop costs as much as five Mundanes, then we'll have none left, that's true. We'll still have a lot of other Stuff, though, even if some emergency happens and we can't create and sell an item. ('We' includes Homer, who currently has two T5 Bombs to sell.)c
Our emergency options include "sell off other stuff," but that has explicitly been noted to be time-consuming and exhausting at a time when we may be having our time consumed and exhausted in other ways.

I... I don't think we should do workshop guys... I really don't.

This is buying a farm instead of swords when the barbarians are literally at the gate...
Ehhh, it's iffy. Depending on what the workshop upgrade does, it could let us churn out a big pile of valuable kit for the boss battle against the barbarians. And we'll be glad we have it after the crisis. Given that magical crafting ability is a major element of Medicine Boy's character and business model, enhancing his abilities along those lines isn't a bad idea as such. And since Medicine Boy is not a frontline combatant, having him upgrade the forge to make weapons for the warriors is a reasonable choice of action. Other options would be to expand our medical facilites or try to raise funds for the war effort... and we're talking about those too. It's just that our options for "expand medical facilities" are blocked up right now by danger and lack of resources, and our options for "raise funds," well, appear to be winning the current vote.
 
She can't feed people with no groceries though. It doesn't matter how good the cook is, if the grocery bills go up.


Essentially this - mudane is food money and unfortunately I don't think it's spent top of the round just because of the storage requirements of so much food.

Throw in that we're depending on Mistletoe , who is still fairly new, our only source outside of sales to not bite it -

We run out of money midweek we run out of food midweek

And we are at a high chance of medical emergencies seizing crafting time just because of the number of girls with essentially an arc boss encounter on the horizon complete with a goon squad.

Us having no time to craft next week is a real risk
 
Yeah. If we're doing a workshop improvement and OH SHIT we have to drop our tools and start doing meatball surgery because our extended-stay Hobo Hotel just turned into a Hobo MASH unit... Well, that doesn't blow up any of our immediate priorities or stop us from meeting immediate needs.

If we're doing item crafting that we need to sell to make food money next week and the same thing happens... Well, now we have two immediate problems. One is the medical emergency, and the other is the food shortage.
 
Thanks for posting this. I had been thinking we didn't need to worry about Mundane because we could just autoconvert other stuff into it. Now I understand that autoconverting stuff is painful.
No worries, it is not easy to remember every little thing QM has explained outside of threadmarked posts. Heh, probably the reason why it feels like large portion of what I do here is hunting down and quoting QM posts.
 
[X] [WORK] No, you want to work on your workshop instead.
[x] [GIRLS]: Partner the junior girls up with the senior magical girls; it'll probably increase their odds of survival.


Putting my money where my mouth is, mostly to show that I'm all for workshop upgrade next turn.
 
Essentially this - mudane is food money and unfortunately I don't think it's spent top of the round just because of the storage requirements of so much food.

Throw in that we're depending on Mistletoe , who is still fairly new, our only source outside of sales to not bite it -

We run out of money midweek we run out of food midweek
I'm pretty sure that's not how it works! The sheet says expenses are 4, that means that expenses are 4.
Yeah. If we're doing a workshop improvement and OH SHIT we have to drop our tools and start doing meatball surgery because our extended-stay Hobo Hotel just turned into a Hobo MASH unit... Well, that doesn't blow up any of our immediate priorities or stop us from meeting immediate needs.

If we're doing item crafting that we need to sell to make food money next week and the same thing happens... Well, now we have two immediate problems. One is the medical emergency, and the other is the food shortage.
It's possible, but injuries have never interrupted our turn. Only when we literally needed to rebuild Jocelyn's entire everything did she replace our next turn, and that was after we made the choice to keep a non-meguka dying alchemist. Every time a magical girl got hurt, it was taken care of without interruption. A magical girl getting hurt has never replaced our turn.
 
Okay, then don't go around busting people's chops over being short-term thinkers!

In the situation we currently face, many of our short-term actions have very real long-term benefits. With "some of our allies don't die" being a big one, and "we have a big group of magical girls who all know each other and can coordinate" being another. The fact that our long-term goals basically reduce to the vague "survive and build up infrastructure to anchor the fight against evil" isn't something that's worthy of censure.
There is no 'busting of chops' anywhere, its a straightforward statement, we're so busy with the short term that our mid term growth is more or less random. There is not so much of a mid term plan as a mid term wish. We have no actions which we know can further the long term goal of survival, though the holy hand grenade of antioch should help a bit.

We wish we could fix up housing sufficiently that they won't suffer, we wish we could build a workshop upgrade sometime before the next month, we wish we could do research and get a skillup so we can cover for problems we just plain don't have a solution for(e.g. lack of defensive crafts worth a damn, lacking workshop to do safe research, lacking hospital facilities to save the further gone cases), we wish a cargo container of a hundred Mundanes drops from the sky.

We now have a large group of girls who'd die for us, but the problem is they represent the majority of our investment to date, and the return on investment goes to hell if they die. And they're awfully likely to, if we're lucky we only lose newbies before the end arrives, because we're going to need every last veteran.
 
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Personally I feel I've been fairly consistent with voting on an alternating pattern of 'make an item, then do an upgrade, then make an item, then do an upgrade', if granted no one ever always votes for the winning option, and I'll probably stay on that pattern. Which means that since I'm voting for an item right now I'll probably be voting for the workshop upgrade next turn.
 
I mean... the spreadsheet is the spreadsheet? If expenses are 4 on it, that probably means expenses are, you know, actually 4?
 
That's how it should be, but I did ask QM clarification if having lot of magical girls raises the expenses at any point. He hasn't answered yet on that.
I'm pretty sure it does, that's why we're up to an upkeep of 4 per turn when it used to be (I think) 1.
Personally I feel I've been fairly consistent with voting on an alternating pattern of 'make an item, then do an upgrade, then make an item, then do an upgrade', if granted no one ever always votes for the winning option, and I'll probably stay on that pattern. Which means that since I'm voting for an item right now I'll probably be voting for the workshop upgrade next turn.
But if you're going to be voting for a workshop upgrade during this crisis anyway, you might as well vote for it now and reap the benefits next turn. Because Workshop - > Item is more powerful than Item - > Workshop. Also because a last-minute turnaround landslide would be really cool.
What do you think our expenses are? We're not connected to the electrical grid, we are not paying upkeep, and I severely doubt we're paying the city for water or taxes.
Yes. The more tenants we have, the more we'll have to pay. We aren't getting more tenants this turn, that means that our expenses are going to stay stable until we do pick up more.
Adhoc vote count started by Happerry on May 14, 2020 at 2:13 PM, finished with 367 posts and 51 votes.
 
Yes. The more tenants we have, the more we'll have to pay. We aren't getting more tenants this turn, that means that our expenses are going to stay stable until we do pick up more.

Our expenses might not go up but our income will drop if Mistletoe gets killed, our reserve is essentially guaranteed to drop an unknown amount for the upgrades, and we don't know if are going to lose the ability to do anything but keep girls alive next turn.

See what happened with Joselyn when she took a turn for the worse

If we don't have enough mudanes ie money for expenses we don't cover our expenses which is food
 
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I mean... the spreadsheet is the spreadsheet? If expenses are 4 on it, that probably means expenses are, you know, actually 4?
Some people are worried that because in the previous update MB and Jocelyn talked about food costs being problem due to all the new girls at the motel, that liquidating the silver from Caim's coins isn't going to be enough and that our expenses are going to rise next week. I asked QM for clarification just in case, but there hasn't been no answer yet.
I'm pretty sure it does, that's why we're up to an upkeep of 4 per turn when it used to be (I think) 1.
It started at 1, then we took in Homer and it raised to two, three with Jocelyn and finally to four when Chris joined us during week 12.
Our expenses might not go up but our income will drop if Mistletoe gets killed, our reserve is essentially guaranteed to drop an unknown amount for the upgrades, and we don't know if are going to lose the ability to do anything but keep girls alive next turn.

See what happened with Joselyn when she took a turn for the worse
But remember, Jocelyn was a regular human with no meguca healing factor, and we specifically chose to heal her.
 
I'm pretty sure that's not how it works! The sheet says expenses are 4, that means that expenses are 4.
It does not, however, guarantee that expenses will stay fixed at 4 Mundane.

It's possible, but injuries have never interrupted our turn. Only when we literally needed to rebuild Jocelyn's entire everything did she replace our next turn, and that was after we made the choice to keep a non-meguka dying alchemist. Every time a magical girl got hurt, it was taken care of without interruption. A magical girl getting hurt has never replaced our turn.
We've also never had more than one seriously injured magical girl at a time. I am nowhere near optimistic enough to believe that this will continue to be the case through the present crisis.

I'm pretty sure it does, that's why we're up to an upkeep of 4 per turn when it used to be (I think) 1.
But if you're going to be voting for a workshop upgrade during this crisis anyway, you might as well vote for it now and reap the benefits next turn. Because Workshop - > Item is more powerful than Item - > Workshop.
The increased benefits from making an incrementally better item (and/or getting more secondary items or whatever) are offset by increased exposure to risk (we may not be ABLE to sell an item for Mundanes next turn).

Higher reward, but higher risk.

Yes. The more tenants we have, the more we'll have to pay. We aren't getting more tenants this turn, that means that our expenses are going to stay stable until we do pick up more.
Food prices increasing in the area could also have the same effect. So could finding out that the grocery bill we planned around isn't actually enough for all the tenants and we need to increase it a bit further.
 
I'd rather not be in the position of having to choose to let girls die because we need to make an item to put food on the table
We wouldn't. We don't have an option of "don't do anything this turn in case we get so many wounded girls next week that we need to use all our time to heal them". If such situation were possible, then no matter what we decide to do (craft/research/build) it would either keep us from healing them, or be dropped in order to heal them. Trombdoy has been the worst hurt girl we've had to help fix thus far and even then it took less than an hour to fix stabilize her with superglue and such so that her healing factor could deal with the rest. And that is the best medical care we can offer right now, unless we want to use the kolobok in small doses.
 
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Just dumping some idle rambling here, don't mind me.

Now, while QoL improvements are (understandably) not on anyone's minds at the moment, I feel that constructing a list of things to think about taking care of once this current crisis is dealt with might help keep things vaguely organized and/or keep them from getting overlooked/forgotten when the time comes.

The largest QoL increase gotten so far was when Homer worked out how to enchant things with Ethereal Fire. Stuff's getting used in pretty much everything, and I wouldn't be all that surprised if it managed to head off some increases to overhead costs. Now, the question is if they're the result of a random roll, or if Homer was slated to make them when the Workshop upgrade was preformed.

If it's the former, then that can be seen as an additional incentive to upgrading the workshop. If it's the latter, then we'll just have to make sure Homer gets the occasional shot at rolling the dice and hope he gets lucky. Might want to see if making requests can influence what he shoots for.

Maybe a crafting action could be used to come up with something ourselves? I dunno.

Anyways, all that said, I'll move on to some of the issues that have arisen, some potential solutions that are within our ability to do, and some stuff that I'd like that we'll probably have to rely on others for.


Only one crafter can work at a time- Shielding against outside magic and/or plugging leaks may be a workshop upgrade, or it may be a prerequisite for an upgrade; blocking outside influences would increase the purity of the process, and magic that would otherwise be lost could be redirected towards other purposes. Unless it's baked into a workshop upgrade, we'll have to wait until the right research subject comes along, or for Homer to score another jackpot. Might be a Bounded Field thing? I dunno. At any rate, managing to work this out would likely allow other crafters to move in; and going by the sidestory giving a magical girl crafter a safe place to work without interference -magical or otherwise- would be a pretty big step towards getting everyone geared up in a reasonable timeframe.

Sanitation in general- Lots of hard work. Lots and lots of hard work. If they can manage to clandestinly tap the city's water and sewer lines, that takes care of a good chunk of the problem. Something that erases scent and smoke would allow them to burn waste products. What I'd really like, though, is for Homer to stumble into making something that cleans tainted water or produces clean water (or both, if we're really lucky); not only would it basically solve the problem by itself, it opens up all sorts of possibilities, especially combined with the ethereal fire.

Food- Spending time improving the kitchen and expanding the dining area would help serving it, sourcing it, however... Spending actual time to find new sources is one possibility, though you may wish to see if Rose could help on that front; maybe set up a dedicated greenhouse?

Power- Aside from looking up/building more and/or better DIY generators, it feels like a Homer kind of thing; either via direct electricity production, or making something that would work in conjunction with the ethereal fire, like the aforementioned infinite water thing. Doesn't sound like a particularly large priority at the moment, but could be required for later workshop upgrades.
 
If it's the former, then that can be seen as an additional incentive to upgrading the workshop. If it's the latter, then we'll just have to make sure Homer gets the occasional shot at rolling the dice and hope he gets lucky. Might want to see if making requests can influence what he shoots for.

Maybe a crafting action could be used to come up with something ourselves? I dunno.
We can't make requests for Homer, unless we'd get specific option for that in the voting options.

Same for crafting. We cannot craft things like that. Getting an upgrade like that by ourselves would most likely come from upgrading our building. Maybe if we had good enough workshop.
 
It's possible, but injuries have never interrupted our turn. Only when we literally needed to rebuild Jocelyn's entire everything did she replace our next turn, and that was after we made the choice to keep a non-meguka dying alchemist. Every time a magical girl got hurt, it was taken care of without interruption. A magical girl getting hurt has never replaced our turn.

Pretty much this. If you'd had chosen a lower priority option, I'd have rolled d4 and chugged an item out to go with your work since the low end was basically to do what you'd do with the other magical girls. Remember, the resource input only decided what the failure cutoff point was.

I'm pretty sure it does, that's why we're up to an upkeep of 4 per turn when it used to be (I think) 1.
It started at 1, then we took in Homer and it raised to two, three with Jocelyn and finally to four when Chris joined us during week 12.

ding ding ding, someone found the pattern. You only pay upkeep on staff, since the girls pay for food at the commissary.

We've also never had more than one seriously injured magical girl at a time. I am nowhere near optimistic enough to believe that this will continue to be the case through the present crisis.

Practically speaking, the only time you'd loose actions to medical activities is if literally the entire base was out of it, at which point I'd probably go 'well, quest lost' and I write the 10k word Grand Finale. As a rule, I don't attack your action economy, because that's literally the only tool you have. I'm not going to be a dick and stab you in the back over it.

Only one crafter can work at a time- Shielding against outside magic and/or plugging leaks may be a workshop upgrade, or it may be a prerequisite for an upgrade; blocking outside influences would increase the purity of the process,

Correct on all quoted counts; that's actually the T3 workshop upgrade. Will you get that upgrade if/when workshop upgrade happens? Eh, maybe. Depends on dice.

What I'd really like, though, is for Homer to stumble into making something that cleans tainted water or produces clean water (or both, if we're really lucky); not only would it basically solve the problem by itself, it opens up all sorts of possibilities, especially combined with the ethereal fire.

That's your wheelhouse, not Homer's. He strictly does reaserch and spell-writing; a pure theory and information man. Who else do you know who can go through the Ars Goetia to figure out which demon has a specific sigil while blind?
 
Medicine Boy." She said calmly, perched up there with two legs messing around your hair as normal. "Anything coming up in your books?"

"Yeah." You grumbled. "We're scheduled to take it up the ass next week."

"Food costs?"

"Food costs." You agreed. "Chris has been a massive help getting the kitchen operation, and now that we don't have a literal blind man in there we can run it at about triple capacity as previous, but we've had eleven new girls in and out of here. That's double our standard load and then some."

"We need a way to liquidate the silver." Jocelyn muttered. "Preferably after treating it to prevent any lingering ill effects from moving around."

"Pretty much. At the rate things are going, we're going to have to start dumpster diving." You grouse
ding ding ding, someone found the pattern. You only pay upkeep on staff, since the girls pay for food at the commissary.
Sure, but then what was this part of the update supposed to represent? I think some of us were assuming this was foreshadowing a raise in expenses next turn.
 
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