Oof, a lot of good things came this turn, but these failures hit us pretty bad, didn't they?

On one hand, Technor is at full power, lots of advancement in Ai, and the coven is almost guaranteed next turn. But on thr other hand, i don't whant to even think about whatever Alan, Jumba, Janus and Malifishmertz just unleashed in Doofania. And the government definitely isn't happy eith Doof right now.

You know, moments like this really makes me miss [REDACTED]. It would be nice to have him around right now.

On a brighter note, we finished our musical!!!!YES!!!
I was really looking forward to this. Who are we going to recrute to participate? Assuming we can't just bring everyone in, of course :ogles:.

Just from the top of my head, we have:
  • Monogram (a fellow theatre fan)
  • Genghis Kan (he showed interest in sharing thr music of his people)
  • Valerie (there's no way we are leaving her out of this)
  • Max (judging from his first film, he's a pretty good dancer, and doesn't seem to have stage fright)
I can't wait to see it!

[ ] The Duplicatinator! This inator replicates the effect of the last five inators rolled, all at once!
[ ] The On-Ice-inator! Doofenshmirtz cryogenically freezes himself for two months as a proof of concept. Next turn, Mirage is in charge of DEI! King stats and National Actions will be changed to reflect this!
And of course, the inators. Well, i guess it could've been worse. It might be interesting to see things from Mirage perspective.
 
Honestly, I'm really torn between the two inators here. I can't decide which I'm more in favor of.

Also, how many times has Alan failed vs succeeded? It feels like he's failed near every task we've given him.

And the potions turned out to be really nice, even on a fairly mediocre roll! I'm so glad we finally took this option, imo we should have taken it much sooner - the possibility of two free personal actions a turn for our hero units is really nice. Not to mention the bonuses offered by the other ones listed.
 
[ ] Research extradimensional tech
DC 60

Now that you know that other dimensions exist, and are apparently hostile, it's probably a good idea to dust off those old plans for the Other-Dimension-Inator and try to look into this great new horizon. The hard part is going to be making sure it doesn't explode after 6 hours of use. Thankfully, the basic mechanics of the Crystal Key give you something to build your systems around.

(Reward: Other-Dimension-Inator created)

[ ] Research exotic vehicles
DC 85

Lee Industries are veterans in vehicle design, both civilian and military. Integrating their best and brightest into your R&D department and letting them go wild will allow you to unleash truly inventive machines upon the world! Now that you have an example of a limo that, by all accounts, should not exist, this should be even more productive!

(Reward: Reduced DC to vehicle-related actions like mass transit, unlocks ??? when combined with sublight drives)

[ ] Research Silphium
DC 90

This wondrous herb has been extinct for centuries… everywhere except Drusselstein, that is. According to some ancient literature the uses for this thing are innumerable, ranging from the culinary to the pharmaceutical. Unfortunately you've got no idea where to begin given that most of the literature on the thing is older than any modern nations. Get your scientists cracking to see if they can figure out how to best use it!

(Rewards: new research unlocked, ???, ???)

[ ] Sequence crop genomes
DC 110

While the incipient food crisis has been mostly curtailed thanks to the work of both you and others, the central US still suffers from a very bland diet. Man cannot live on corn and dinosaur alone. If you could get a general understanding of crop genomes, you could begin to develop hardier strains that could grow in Doofanian soil. Thanks to Ludivine's excellent work on climate controlled environments, you'll get slightly more of a yield than you would have otherwise.

(Reward: Develop Genemod Crops unlocked)

[ ] Research Greco-Roman Terraforming

DC 100

You did some more research into Stanley's notes on terraforming, and despite being entirely in an odd dialect of Greek, you managed to discern a bit of information. This is terraforming in the most literal sense- literally moving earth. Unfortunately it doesn't seem as if Stanley cracked the whole 'modify the environment to form a climate' thing just yet, but still… putting up a volcano in a short amount of time is a rather impressive feat.


(Reward: New Stewardship options unlocked)
Assuming we go with Mirage next turn, due to her having a lower learning score than Doof, we'll probably want to pick between these options for our learning actions.

And to be honest, they have all been in the back log for awhile, so I'm kind of glad we're being effectively pushed to do them.

We might want to pick Research extradimensional tech and not pick exotic vehicles, just in case if Ludivine is put on the extradimensional tech and if absent-minded procs, she will end up doing exotic vehicles instead of flubber.

So options for a 2nd learning action would be Jumba on crop genomes, or him (or someone else) on either Silphium or Terraforming.
 
Guys, I think we need to stop being conservative and double down for once. We're always so concerned with playing it safe and mitigating risks that a lot of the time we let big opportunities slip by for fear of small risks.

Think of how much we could get done over a second super-crit turn! Not to mention getting the Super-inator again and being able to try for something really impactful again next turn!

Sure, we'd have an absolutely terrible turn on the Diplomacy front, and we'd lose public opinion and rep, but ultimately those are all things we can recover from. Even Uncle Sam being upset is a fire we can put out after we consolidate the gains of a second all-crit turn.

We can even take actions that partially mitigate the losses we will face on crit turn, like generating ridiculous amounts of income and repairing public opinion! An all-crit turn means that unless we play it completely wrong, the gains are greater than the losses.
 
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We can even take actions that partially mitigate the losses we will face on crit turn, like generating ridiculous amounts of income and repairing public opinion! An all-crit turn means that unless we play it completely wrong, the gains are greater than the losses.
The easiest DCs are Reach Out, Supervillainy, Hotspot, Wyndcomm, and Recycling, as far as I can tell by skimming.
 
I'll definitely vote for Duplicatinator. With it we are guaranteed to crit success on the coven, we can recover damage to PR and our money from rainfoodinator by crit succeeding SPLIT/SECOND and Smarty Mart, we can also obtain crits on dimensioninator, recruit GoGo Tomago, form Black Ops/or Supervillainy and so on.

Only advantage of putting Mirage in charge is in bonus to diplo and intrigue actions and it can look tempting in light of our disaster with feds, but it is knee jerk reaction. We already gained diplo access to imaginarium institute and we don't need government help for anything else. Even if they are pissed with us it is not necessary to run damage control immediately, we can put our relationship on ice and wait for Russ return.

Also using Mirage to rejoin government behind Doof back is horrible idea. At the end of the turn we probable will roll for Doof reaction to it, and it would have whole range of consequences from proclaiming independence for second time to losing all trust in our employees and so on.
 
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The easiest DCs are Reach Out, Supervillainy, Hotspot, Wyndcomm, and Recycling, as far as I can tell by skimming.
We could do Smarty Mart, or even try for a crit on Hopper Food Group if we get the Income from the Feldrake World Tour. Ultimately, we have to remember that losses to Income, Reputation, and Opinion are temporary, but the results of crit successes are forever.
 
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....

....

...

(My mood right now)

I´ll just get back to assessing this...*turn* in a few hours when I am not as occupied and things have had time to sink for a bit, ok?
 
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I'm really not sure why people are so down because of the turn.

We did really well on a lot of things.

Sure we had some bad stuff too (poor Alan is cursed) but let's not blow it out of proportion.
 
I'm really not sure why people are so down because of the turn.

We did really well on a lot of things.

Sure we had some bad stuff too (poor Alan is cursed) but let's not blow it out of proportion.
I really like the shape of this turn, because everything bad happened in a single disastrous interlude, and everything awesome happened in a single fantastic interlude, so at least it'll make for excellent reading. Plus, the turn goes faster this way, and we can wash away the taste of defeat with a moment of pure, unmitigated glory. By the time we finish with the World Tour, most players will have forgotten the bad stuff.
 
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My initial reaction...



In all honesty, it is likely that this is the reaction of our triangular fiend if he is looking at things from Oregon.

Beyond that, let's embrace the Doof. I am officially in favour of multi-Inator madness over Mirage Quest. What could possibly go wrong with a second super-critical turn?
 
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What's the bad stuff from the multi inator?

All the inators we've been complaining about from the last 5 turns.

What's the bad stuff from the on ice one?

Nothing. We just have Mirage as leader for 1 turn. No negative money or negative publicity.

I do not see how this is even a argument.
 
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What's the bad stuff from the multi inator?

All the inators we've been complaining about from the last 5 turns.

What's the bad stuff from the on ice one?

Nothing. We just have Mirage as leader for 1 turn. No negative money or negative publicity.

I do not see how this is even a argument.
You forgot to ask: What's the good stuff from the multi-inator? A repeat of the single most glorious turn we've ever had, and something that we have astronomical odds of ever managing to pull off again.

Compared to that, all the bad stuff is small potatoes.
 
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What's the bad stuff from the multi inator?

All the inators we've been complaining about from the last 5 turns.

What's the bad stuff from the on ice one?

Nothing. We just have Mirage as leader for 1 turn. No negative money or negative publicity.

I do not see how this is even a argument.
Okay but the point of this is to enjoy ourselves, and the entertainment value of another crit turn and evil deviled-egg inator victim coinciding? With all the other shit going on? It's just so perfectly Doof, and even if it's maybe not the best idea from the point of view of maximizing results it would... well it would just be hilarious honestly.

And the crit turn is a serious boon, as well. Taking safer options we can expect to rake in a lot of critical successes to catapult us past any sort of drawbacks
 
I personally think a Mirage quest turn would be something totally unique, different, and fun without any bad stuff attached to it.
With Mirage we lose our bonus to occult and thus have a chance to again fail Coven action, also we are forced into low DC actions on Martial and Learning and we can't even crit on them, basically losing chance to crit on Dimensionalinator and similar actions.

With superprobability inator we can look forward to 8-9 crits successes and to maybe 1-2 crit fails which can happen even on normal turn as we can clearly see.
 
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Maybe the crit fail is something, well, okay-ish? I mean, it's called Deja Vu. Maybe the Meatling/Alien experiment will lead to something akin large invisible ants, while Alan discovers notions of a Babylon project of an alternate world, and rediscovers his memories of being a intergalactic president in a past/future life?

Then again, Bruce Boxleitner also voiced a character in Dead Space - could they design, by accident, a Marker?

Maybe he rediscovers his past as Lee Stetson and decides to go look for Mrs King?

Too bad none of them are Disney properties, though.
 
You forgot to ask: What's the good stuff from the multi-inator? A repeat of the single most glorious turn we've ever had, and something that we have astronomical odds of ever managing to pull off again.

Compared to that, all the bad stuff is small potatoes.
It's not like our January/February 2017 turn was that good for us or bad for our enemies. We didn't seem to critfail less than they did, and they had a looot of critical successes.
 
To be Continued in Interlude: Spark
Oh boy, I'm very interested in seeing where this goes, considering it bundles a fair amount of AI successes with a Doof+Norm musical number.

BEND THE WORLD TO YOUR WILL.

She yelled that last part. You like this girl.
I was a bit on the fence about choosing her to recruit this turn, but after this little passage I'm glad we did.

--[x] [Diplomacy] Form a Research Agreement with the Government: With the Imagination Institute (Goofy)
DC 75 (Reduced by XP)
49+18+28+5=100
Decent Success

To be Continued in Interlude: Inspiration
Huh, y'know, it occurs to me. While for us, Goofy is just one of our best Diplo units, I wonder what the effects are of sending one of the most famous toons to speak with the Imagination Institute could be. Eh, I guess we'll find out soon.

--[x] [Intrigue] Investigate the theft of the Declaration of Independence (See write-in) (Monogram and NOWCA)
---[x] Hack into surveillance data from cameras in the National Mall, use CoffeeJava processing power to determine any suspicious individuals on the scene at the time of the theft.
DC 115 (Reduced by XP)
7+18+21+2=48
Unmitigated Critical Failure!

To be continued in Interlude: Red Tape Do Not Cross
Ack, this hurts a bit.

Critical Failure!

To be continued in Interlude: Deja Vu
Ouch. Nothing we can do about bad luck, but this does hurt a bit. Ah well, these things happen. On the upside, maybe Malifishmertz and Jumba might hit it off...?

Honestly kind of hilarious that Alan keeps failing so much, though.

Gomez has made a pretty good start of meticulously cataloging and examining the spellcasters you know and what they can actually do. Once that was done, he proceeded to send invitations out to every mage or individual with a scrap of arcane knowledge in your organization for a delicious mystic community luncheon, plus a few people in your contacts. Unfortunately due to scheduling conflicts the luncheon won't actually occur until next month.

The DC for Form a Coven has been reduced to DC 48!
Oh boy, oh boy, oh boy! Sucks that it hasn't finished this month, but we did get a very nice consolation prize in the form of a likely crit success next turn. Also, note the "a few people in your contacts" bit. Methinks we might want to expand our Hero spaces next turn, because we might be recruiting some Occult units from this.

Genghis Khan gains 5 Loyalty!
Nice.

Hold a Powerline Concert action unlocked!
Probably gives some income and public opinion, which are both very much welcomed.

Internship Program: +2 to corporate stewardship rolls
Also nice.


For the vote, I'm thinking:

[ ] The Duplicatinator! This inator replicates the effect of the last five inators rolled, all at once!

Probabilitator II: Probabilitate Harder. I want another Super Crit turn. Not only would it be useful in farming income and public opinion if we take the right actions, but it also means that we get a better view of what other Kings are doing, as more of their stuff becomes the kind of outrageous successes or failures that make it on to our Rival Reports. Plus, it's just... delightfully chaotic, exactly what I'd want out of an Inator result.

[ ] Potion of Haste
Single use. The target gains one free Personal Action the turn this is used.

Easy choice is easy. A neat feature about this is that we could potentially pay either part of or all of the cost of Doof's Personal Attention over multiple turns, depending on how many a character can use per turn. But yeah, even at it's most restrictive, it still doubles the amount of other Personal Actions Doof can take when we use Personal Attention.
 
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