Oh you are right. Mmm, should we take the hire a combat instructor instead? It has a chance of getting us a new hero unit too. Well one we could use fully once we let him in the Team Rocket stuff, but could be useful. It's worth considering.

hmm maybe, but a little extra loyalty for three turns is not bad for one already so loyal, yes, it is a bit of a waste, but one action not being well optimized is not gonna hurt
 
Well currently aside from Mu2 (Mewtwo) I doubt we have much in top tier pokemon wondering about, it'll probably be best to treat pokemon as tough as they are in the various media's, and more biological super animals somewhat touched by magical powers. Explosion probably kills the pokemon in question, since they explode.
The thing is, treating pokemon as 'super biological animals with magic powers' still leaves plenty of room to cause explosions without dying in my opinion. That might be the real difference between what Explosion and Self Destruct actually is, maybe? Explosion is the survivable version and Self Destruct... isn't?

[X] Plan : Rocketing To The Skies Above
-[X] Discipline the Grunts
--[X] Surge
-[X] Now Hiring (Neo-Kanto)
--[X] Giovanni
-[X] Buy a Secret Base
-[X] Organize a Smuggling Network
-[X] Resume Pokemon Research
--[X] Ariana
-[X] Have Surge teach you 'Combatives'
-[X] Resume your personal projects
-[X] Get in contact with your old comrades

This plan is basically about setting up a firm foundation for further action. We get, assuming all the actions work, better grunts which hopefully make all the other actions grunts do easier because they're not just thugs, we get to go back and hire one of the other gym leaders, we open up another secret base, we open up the rumor mill and can start making connections outside the starting zone, we resume Rocket's bread and butter of illegal pokemon research, and we start interacting with Surge to get to know him better, hopefully improve his loyalty, make Giovanni harder for his enemies to interfere with, Ariana starts her own research again, and Surge either hopefully finds some elite minions or might start making connections with Outer Heaven.
 
[X] Plan: Rocket Foundations
-[X] Discipline the Grunts (Surge)
-[X] Engage in Philanthropy
-[X] Open up Curry Kitchens
-[X] Organize a Smuggling Network
-[X] Resume Pokemon Research (Ariana)
-[X] Train your Pokemon
-[X] Have Surge teach you 'Combatives'
-[X] Visit the Neo-Kanto underworld Market
-[X] Break bread with one of your subordinates
--[X] Ariana
-[X] Resume your personal projects
-[X] Get in contact with your old comrades

I'd rather get the Curry Kitchens sooner than later. It's a quick and easy way for some better PR, more Income, and possibly has some narrative synergies with the Smuggling Network as a place for some of the goods smuggled into Neo Kanto to be distributed.
 
The pokemon might not die if it does Explosion or Self Destruct, but consider that when a pokemon goes down in a fight in this setting, it isn't always because they got "knocked out". Battles in general are more gristly here, though the medical science of 20XX should be able to keep up with all but the most severe injuries.
 
[X] Plan Prepare For Trouble!

I'd really like to get kitchens up and running honestly, and while I'd prefer getting started on the school or super potions I can wait on those.

That reminds me, do we have listed pokemon and their effects for our heroes anywhere? I don't actually know what Giovanni has at the moment (the man has like, 3 listed aces and the Persian he's always seen with for stereotypes sake.), Don't know Raichu's effects on Surge, and Ariana is a total mystery to me.

Edit: actually, this plan seems well enough.
 
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[X] Plan: Rocket Foundations

I'd really like to get kitchens up and running honestly, and while I'd prefer getting started on the school or super potions I can wait on those.

That reminds me, do we have listed pokemon and their effects for our heroes anywhere? I don't actually know what Giovanni has at the moment (the man has like, 3 listed aces and the Persian he's always seen with for stereotypes sake.), Don't know Raichu's effects on Surge, and Ariana is a total mystery to me.

At this time, all Pokemon belonging to Rocket Group and Rocket employees are being accounted for and catergorized into their types for the sake of future projects related to them that will be open next turn, aswell as the effects of personal teams on their trainers once everything's moved from Rocket subsidaries to the Celadon Hideout.

OOC-speaking, I would have made them modifiers right at the start, but let's just say the inital plan I had for personal teams ran into a few complications, so that's on me and I apologize for it.
 
[X] Plan Prepare For Trouble!
-[X] Discipline the Grunts
–[X] Surge
-[X] Engage in Philanthropy
-[X] Open up Curry Kitchens:
-[X] Organize a Smuggling Network
-[X] Develop a new Pokeball
–[X] Ariana
-[X] Train your Pokemon
-[X] Visit the Neo-Kanto underworld Market
-[X] Have Surge teach you 'Combatives'
-[X] Break bread with one of your subordinates
–[X] Ariana
-[X] Take Public Speaking Classes
-[X] Get in contact with your old comrades

This is a build up turn, grinding before the big fight to use the pokemon term. Building a firm foundation for everything else to rest upon. Training.

Discipline the grunts to make them an effective fighting force and not a mob of punks, using Surge's best stat.
Philanthropy to raise our perception as a nice buffer in case we take less upright actions.
Curry Kitchens for pr and income for later.
Smuggling Network for the all important rival reports.
Develop a new pokeball to capture pokemon more effectively and assign Ariana to it because she'll love the chance to one up Silph Co.
All our personal actions are more training, except breaking bread with Ariana as filler because I don't want to take personal risk capturing pokemon yet, I wanna break bread with Surge next time to get his loyalty up, also to make sure her loyalty stays up in case her personal action goes poorly.
Ariana takes public speaking courses while she doesn't have to talk to anybody
Surge to get more forces for us or maybe even a hero unit.
 
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So for the current plan ahead of the pack, what's the rush in hiring more guys and getting a new secret base?

Well for recruiting new guys, more hands on deck won't hurt, we are not lacking for something specifically but can't hurt to get more heroes to throw at actions.

For the secret bases I was thinking that having more outpost could be useful for spying or similar operations, depending what districts are available, but if people really want i could chance it for the soup action, I'm fine with whatever.
 
Well for recruiting new guys, more hands on deck won't hurt, we are not lacking for something specifically but can't hurt to get more heroes to throw at actions.

For the secret bases I was thinking that having more outpost could be useful for spying or similar operations, depending what districts are available, but if people really want i could chance it for the soup action, I'm fine with whatever.
Yeah I was just thinking it felt like racing ahead with no preparation, no build up just go go go. Which isn't a bad strategy per se, jump ahead of the competition at the beginning of the game.

I'd just prefer to have that build up, which is I made my plan, since this is probably the best time to do nothing but build up, since this is the start of the game.
 
Yeah I was just thinking it felt like racing ahead with no preparation, no build up just go go go. Which isn't a bad strategy per se, jump ahead of the competition at the beginning of the game.

I'd just prefer to have that build up, which is I made my plan, since this is probably the best time to do nothing but build up, since this is the start of the game.

Makes sense, I wa a thinking of getting a base before because we don't know how much time they will be for selling or how many options available. I don't think it would disappear from one turn to another but getting it first could allow use to choose any place we want. We can always do more actions to raise income and pm, maybe not so low hanging as that one. But sure I could change it for the soup action.

Just let me ask first. @Wilgus04 @aaronqwerf @aaronshandsking are you guys fine with me changing the stedward action for the soup one? You guys voted for my plan so I want to make sure it's fine.
 
So how self contained are we from the rest of the city? I don't think anyone is planning on expanding out of Neo Kanto extensively until we beat Silph Co, but how difficult is it to get in or out of our district? Influence from other megacorps?
 
So how self contained are we from the rest of the city? I don't think anyone is planning on expanding out of Neo Kanto extensively until we beat Silph Co, but how difficult is it to get in or out of our district? Influence from other megacorps?

As it currently is, getting in or out of Neo-Kanto is more difficult than most other zones within the City of Light (which is also difficult for most unless it's to a zone owned by the same Megacorp) due to many qualifications most don't reach aswell as your usual byzantine corporate bureaucracy that's purposely trying to prevent migration from the Zone, meanwhile all trade in the main entry and exit points of the zone are heavily monitored by Silph Co, all of the above they have since doubled down on ever since rumors about Pokemon being sighted in Neo-Johto came out.

This behavior all stems from Silph Co's desire to retain exclusive ownership and knowledge of Pokemon, as they see them as their primary way to remain relevent in the increasingly belligerent hierarchy that makes up The City, and so are trying to damnedest to 'keep that genie in the bottle', per say. Of course, like any defenses there are still weaknesses that can be exploited by the knowledgeable. Smugglers and the particularly desperate are able have found unprotected entryways into the Upper Pipeworks in particularly dilapidated areas of the zone Silph Co forgotten about and use these entryways to bypass any of Silph Co's security measures and climb up into another zone. It's still a dangerous game though, even if the Upper Pipeworks are the safest of them, you could still find yourself unlucky and come across a unhappy mutant or a maddened cultist.

As for influence from other Megacorps, Neo-Kanto is one of the more secure ones in that regard. Argueably due to Silph Co's paranoia but also because they mostly kept to themselves and haven't given much reason to other corps to antagonize them. Some probably have heard of Pokemon at some point, especially ones like ZEED, but don't see much reason to investigate further on them. So for the most part, everyone just leaves Neo-Kanto be and focus on their more immediate competitors and rushing to snatch up the latest zones constantly being produced by the Lemmings in the Outlands.

While I am at it and lacking a proper map, I might aswell detail Neo-Kanto's current layout and their immediate neighbors.

Neo-Kanto is a more recent addition to The City and resides in the middle section of it between the core zones and the outskirts that borders the Outlands. A large portion of it is indeed coastal and Neo-Kanto's jurisdiction reaches outwards to several island chains aswell (such as Cinnabar Island and the Sevii Islands).

West of it is the Indigo Plateau, a desolate region that seems to have been missed by the Lemmings during their terraforming of the region, and further west is Neo-Johto. North-to-Northeast is the zone of Pulse City. To the direct north lies the ruined zone of Sotenbori, a zone once owned by another syndicate but was left leaderless and fell into anarchy after the syndicate was seemingly purged and destroyed overnight.
 
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Oh good, so long as a pokemon doesn't do anything real impressive or at least news worthy we won't have to deal with many people poking their noses in for a while. Exotic, probably genetically modified, wildlife running free in a single district probably isn't considered that important in the grand scheme of things.

At least before the real big boys show up, or Mu2 decides to eradicate another island or a skyscraper.
 
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