Magical Girl Home Base Quest

I have an idea if its still tied you said you'ed flip a coin so that we would get magical condenser or area of purification so which every wins will get built but what about if the one that's loses you have have the plans and idea to set it up so it's setup time is cut in half
 
I have an idea if its still tied you said you'ed flip a coin so that we would get magical condenser or area of purification so which every wins will get built but what about if the one that's loses you have have the plans and idea to set it up so it's setup time is cut in half

Some quests give special rewards for a tied vote. (Often resulting in people doing silly things to get those ties deliberately.) That really doesn't fit with the themes of this quest, even before you get into the unbalanced mechanics of giving voters their cake and letting them eat it.
 
I'm dead serious by the way. Either y'all vote or I do the coin flip. Drag friends in or something, I don't care.
 
[X] Build a Room
-[X] Area of Purification: Increase item yields, grants health benefits.
 
Purification sounds nice, but it takes the longest to build, does next to nothing while it's being built, and is the least impactful of the three projects even after it's finished.

I'd argue more for the Condenser, but I think I'm pretty much tapped out at this point; just about everything I can think of has already been said.
 
My issue with the condenser is a lot of people ignoring what to me seemed like a pretty direct statement from the QM that we shouldn't expect extra artificers to join us soon. Also, the Aura is tagged as being able to help Jocelyn.

That said, I've often expressed we spend too little time on expanding our industrial base, so:

[X] Build a Room
-[X] Magical Condenser: Allows multiple workshops to run in parallel.
 
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Adhoc vote count started by catDreaming on Jul 21, 2020 at 10:15 PM, finished with 248 posts and 48 votes.
 
My issue with the condenser is a lot of people ignoring what to me seemed like a pretty direct statement from the QM that we shouldn't expect extra artificers to join us soon. Also, the Aura is tagged as being able to help Jocelyn.

Sure, but it is a direct step towards what is basically a better action economy - right now, the house is limited to one magic crafting action per week, and this lets us get around that - so Medicine Boy could be working on, I dunno, a better defense system while Homer makes a few more bombs or a magic identification system or whatever. Hell, if we get Jocelyn back onto her (human) feet, the QM has noted that artificer is a potential route, so she could also be doing a magic thing as well.

I'm not arguing for Condenser for the immediate benefits. I'm arguing for it because the long-term benefits are insane. I don't know if it'd let artificers work together on a project (I suspect not), but if it's a step towards that, it's a also a step towards much larger-scale projects than what we've been doing so far.
 
The main reason I want the Purification is, aside from the increased item yields, is the health benefit and increase in quality of life, especially since the girls have brought up what a problem sewage and waste are starting to be.
 
The main reason I want the Purification is, aside from the increased item yields, is the health benefit and increase in quality of life, especially since the girls have brought up what a problem sewage and waste are starting to be.

The reason that's become such a problem is that we've put off building improvements in favor of workshop or crafting actions, when the building itself has been strained by a bigger population than ever. We need to do multiple building improvement actions ASAP regardless of what we pick here. If purification wins, it won't kick in for a while and it won't solve all our building problems even when it does.
 
The reason that's become such a problem is that we've put off building improvements in favor of workshop or crafting actions, when the building itself has been strained by a bigger population than ever. We need to do multiple building improvement actions ASAP regardless of what we pick here. If purification wins, it won't kick in for a while and it won't solve all our building problems even when it does.
It won't, just like Condenser will not immediately help us fix the girls' lack of equipment or make us start churning out equipment at double pace until somewhere in the future, but it will help a lot.
 
Late night me bad at wordsing, but

Purifier is treating symptoms. Feels nice, but doesn't do anything for the root problems. More crafters means more items, more projects, more everything. Paternoster allows heavy equipment rooms to be installed on upper floors, don't have to waste time refurbishing more rooms to shuffle the girls on the first floor into so we can waste more time converting their old rooms into heavy equipment rooms.

The girls will keep for a bit. Some problems the purifier is supposed to fix are only issues because of the current overcrowding, which is only a thing because of the emergency. Emergency ends, pressure alleviates.
 
Personally I'm thinking of the next crisis. Just doubling up the rooms really hasn't helped the population issue. With the Purification Field, we can cram girls in however we like, and the place will still be daisy fresh. Crowded, but clean.
 
Purifier is treating symptoms. Feels nice, but doesn't do anything for the root problems. More crafters means more items, more projects, more everything. Paternoster allows heavy equipment rooms to be installed on upper floors, don't have to waste time refurbishing more rooms to shuffle the girls on the first floor into so we can waste more time converting their old rooms into heavy equipment rooms.

Lack of sanitation is very much a root problem. Especially with three of our staff explicitly not having magic super healing. And repeated warnings that we have a growing sanitation issue on our hands. The hot water and everything is gravy to having the disease bit tackled.
 
The reason that's become such a problem is that we've put off building improvements in favor of workshop or crafting actions, when the building itself has been strained by a bigger population than ever. We need to do multiple building improvement actions ASAP regardless of what we pick here.
Yeah, no. We did not put off building improvements. Around half of the winning votes since Quest start were building improvements, with two workshop and two or three crafting actions in-between. Voting for more building is not going to magically solve the issues at hand unless we are willing to keep a lot of MGs without gear for it for a long time.
 
The big reason I favor the Purification room is that I think it takes effect without needing more actions to take advantage. Condenser is outright better in effect, but it requires setting up another workshop and finding another crafter to really take off. (and plushie spider needs a plot infusion to become available as a crafter, which Purification helps with.)

Not having to argue about needing to build upon our previous choices later also sounds good to me.
 
I feel as though this might be a bit of a bait-and-switch. The character was introduced as patching up broken gear, very quickly if the situation called for it. The actual mechanic of the main character's special power was to build new stuff largely from scratch or convert one item into a different one. The actual goal of the quest seems to be building infrastructure, and the gear seems to be mostly a means of paying for that.

The condenser seems like a trap option. Even though, in theory, it would completely remove the limit on multiple magical activities, an thus allow us to get some of these magical girls in as apprentices and start massively scaling up our production and actually fixing the problem of imbalanced population demographics, in practice, it'll just mean a few more items that will still completely fail to meet demand.

The purifier would, theoretically, completely and permanently remove sanitation and corruption from the list of threats to occupants. These have, thus far, failed to present any obvious threat and will likely continue to be a low-grade, incidental threat that can be also be avoided by maintaining sufficient space.

Paternoster would spontaneously cure the overpopulation issue, with girls most likely willing to clean a space for themselves and being augmented enough that the work is unlikely to be a sufficient hazard to prevent their meeting their own standards and living requirements. That said, the press-ganging seems to be endless, so even full capacity will soon be insufficient, assuming that the don't just hit a limit of the land's ability to support a population and suddenly encounter unavoidable massed starvation.

Meanwhile, there is a demon army at the gates right now, and things should calm down a little after that. There is a time and a place to do whatever you need to survive the winter.
-[] More Magical Bombs (1x T4 bomb)

the Condenser solves a problem that cannot be solved by mundane means
That makes sense.
[X] Build a Room
-[X] Magical Condenser: Allows multiple workshops to run in parallel.
 
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While I do think the Paternoster is best because it enables More Rooms For Rent, and thus the ultimate superpower of Having More Money, the Condenser solves a problem that cannot be solved by mundane means. It is possible, if difficult, to improve sanitation the mundane way or to obtain some non-magical means of getting heavy things to higher floors, but the problem of arcane workings interfering with each other can only be solved by arcane means.

Equipment isn't the only thing Homer and Medicine Boy use magic to create - multiple simultaneous magical infrastructure projects could be even more useful than simultaneous equipment crafting.
 
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Personally I'm thinking of the next crisis. Just doubling up the rooms really hasn't helped the population issue. With the Purification Field, we can cram girls in however we like, and the place will still be daisy fresh. Crowded, but clean.
That's straight-up not true. First, the Purifier helps alleviate hygiene issues, but it doesn't solve them, even at the level we're at - it just helps make them less bad. Past that, though... the overcrowding causes a lot of issues. It's psychologically costly, and the psychological costs are a serious part of what we need to fight against. Even if the Purification chamber was the "wave a magic wand and all your hygiene issues disappear", it would still only help some with the issues of overcrowding, rather than making them nonissues.
Yeah, no. We did not put off building improvements. Around half of the winning votes since Quest start were building improvements, with two workshop and two or three crafting actions in-between. Voting for more building is not going to magically solve the issues at hand unless we are willing to keep a lot of MGs without gear for it for a long time.
I think we need to be willing to keep a lot of MGs without gear for it for a long time. I agree that it's not a magical "if we follow this one strategy, everything is suddenly easy" strategy, but when I read through the quest on my way here, the thing I kept seeing was that people kept going back to the well on making Medicine Boy craft. Like, we might have focused on building improvements early, but seriously, we need to make "buildign improvements" the bigger part of what we do, and let gear be a sideline nice-to-have for a while. Have you seen our resource pools? Those are ridiculous resource pools. We should not be carrying that many resources on hand without plowing them back into something useful. The only reason we have so much is that item crafting doesn't cost very many, pays back a lot, and is something that we keep doing beyond the point where we should stop.

"Making sure all the magical girls have gear" needs to not be particularly high on our priority list. We need to focus on the things that will let us solve ongoing problems, rather than the temporary fixes, and every single thing that solves ongoing problems is a building upgrade of some sort.

The big reason I favor the Purification room is that I think it takes effect without needing more actions to take advantage. Condenser is outright better in effect, but it requires setting up another workshop and finding another crafter to really take off. (and plushie spider needs a plot infusion to become available as a crafter, which Purification helps with.)

Not having to argue about needing to build upon our previous choices later also sounds good to me.
The purification room consumes more actions up front, though. Like, we know for a fact that Purification Room takes more actions to get online than any of the others.
 
I think we need to be willing to keep a lot of MGs without gear for it for a long time. I agree that it's not a magical "if we follow this one strategy, everything is suddenly easy" strategy, but when I read through the quest on my way here, the thing I kept seeing was that people kept going back to the well on making Medicine Boy craft. Like, we might have focused on building improvements early, but seriously, we need to make "buildign improvements" the bigger part of what we do, and let gear be a sideline nice-to-have for a while. Have you seen our resource pools? Those are ridiculous resource pools. We should not be carrying that many resources on hand without plowing them back into something useful. The only reason we have so much is that item crafting doesn't cost very many, pays back a lot, and is something that we keep doing beyond the point where we should stop.

"Making sure all the magical girls have gear" needs to not be particularly high on our priority list. We need to focus on the things that will let us solve ongoing problems, rather than the temporary fixes, and every single thing that solves ongoing problems is a building upgrade of some sort.
I agree with the spirit of your argument, but not with what you actually propose.

Leaving girls undergeared is one thing. Doing less than the current amoung of crafting (two or three crafting actions to 15 weeks) would leave all of them without any gear except what they can find in the field. Building improvements are already like half the actions taken so far and will probably retain that percentage, with crafting, workshop upgrades, research, and special events all sharing the remaining slots.

Gear is already not a high priority, it got higher once the crisis started but will likely fall again when it ends. And no, more building upgrades would most likely not have circumvented the overcrowding because that argument was made, led to a building upgrade, and said upgrade only added space for one more girl.


On that note, another argument for the Condenser: once it completes and there are other artificers setting up shop, Medicine Boy can focus more on the building because there are other people to take care of equipping the girls.
 
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