... Yeah. A huge part of why I enjoy cartoons well into my adult years is because of the message "embrace weirdness". The message of "if you want to be more successful, stop being weird and play the game everybody else is playing" just feels bad to me.

It's probably realistic, in a cynical way, but it feels bad. This setting was always a mix of cartoons and Shadowrun, but I came for the cartoon, not the Shadowrun. And it seems that the at the end of the day, the Shadowrun wins.

Who's saying we have to stop being weird?

We are going to get a update soon where I expect Kermit the frog to get in a fight with Cruella over the costumes for a superhero fighting league.

Weirdness and wackiness is very much our bread and butter.

What's being said is that the Doofania belief specifically is a delusion. That it does not exist and never actually did. But he thought it did because of trauma and neurosis.

He should absolutely try to grow and be better as a person. And also be as weird and interesting as possible.

Try and build actual meaningful relationships while also building inators that tell physics to shut up and dance.

Getting help for a problem that is actually damaging to him and being kooky and eccentric aren't exclusive things.

We can do both.
 
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Who's saying we have to stop being weird?

We are going to get a update soon where I expect Kermit the frog to get in a fight with Cruella over the costumes for a superhero fighting league.

Weirdness and wackiness is very much our bread and butter.

More or less what I´ve been saying for *years* now (both in RL and in-universe)
 
Who's saying we have to stop being weird?

We are going to get a update soon where I expect Kermit the frog to get in a fight with Cruella over the costumes for a superhero fighting league.

Weirdness and wackiness is very much our bread and butter.

What's being said is that the Doofania belief specifically is a delusion. That it does not exist and never actually did. But he thought it did because of trauma and neurosis.

He should absolutely try to grow and be better as a person. And also be as weird and interesting as possible.

Try and build actual meaningful relationships while also building inators that tell physics to shut up and dance.

Getting help for a problem that is actually damaging to him and being kooky and eccentric aren't exclusive things.

We can do both.
Then if Doofania can never be a dream, colonizing our own dimension or whatever, what is an actual wacky and weird thing that we could aim for? Because *just continue to exist as a Megacorp and try to turn a profit* isn't really all that wacky or fun.

Being a Megacorp in service of something is interesting. Being a Megacorp to sit in an ever-increasing pile of money is boring. Well, unless it's a literal pile of money, but Glomgold's got dibs on that.
 
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Disney Villains Victorious: Modern Era
Disney Villains Victorious: Modern Era

Doofenschmirtz Faction​

Alright, here's the basics of a Doofenschmirtz run of the DVV game. DVV borrows a bit from Civilization, Crusader Kings, and Total War Warhammer. There's tech trees, resources to extract, populations to curry favor with, territory to claim and maintain, and your faction leader has a huge effect on all that. To the point a few factions have entirely unique tech trees, such as Bill and Doris. The three eras(Classic, Modern, and Space) play fairly similarly, with the differences being more about who you're playing as than where. While the basic units of most factions are usually grunts with guns(though the specifics vary between groups, such as the mindcontrolled Doris units having something like the psychic zombie effect from XCOM), everything further along is generally much more varied. Even the upgrades for basic units can vary a great deal.

There's three main ways to play Doofenschmirtz, without mods at least. They do have a few commonalities. Doof's faction starts off pretty weak, with the home defense bonus being the main reason you don't get run over by, say, Shego. If you do get hit by someone, you get a special Inator roll, as unlike the Turn-based ones, the daily ones can proc on enemies actually invading your domain just fine. The second big thing is that you will invest in any Hero Units you do have pretty heavily. This seems like the basics, but certain factions(Toffee, Bill, etc.) either barely pay attention to Hero Units or have basically no one in the same league as the King in any field, and Doof is Hero-focused even by those standards. Not the least because unlike most Kings, Doof's focus is on Learning to the near-complete detriment of everything else. Ironic for a Generalist faction, but that's a byproduct of Doof's King Abilities allowing him to rapidly spec his faction to deal with just about any challenge via recruiting Heroes well-suited for it and rapidly researching relevant techs.

First, there's the Tech Specialist route. This is a route focused on hyperspeed upteching. You don't need a ton of hyper-powerful Hero Units when the ones you've got are each capable of fighting Shego to a standstill. The downside of this path being that it's very vulnerable in the buildup phase, even by Doof faction standards. In return, there is an extremely narrow window before the situation utterly reverses, and only Toffee and Bill can remotely hope to stand against you. High risk, high reward.

Doof himself has a high enough Learning score that, even though his starter Hero Units are utter garbage(excepting Norm's Combat), mostly because he has only slightly more of a social network than freaking Syndrome, he can grab the low-hanging techs in pretty much any tree just about immediately. Notably, while he isn't one of the factions that comes with Occult unlocked from the beginning, it's one of the low-hanging fruits. Now, one of the benefits of the fact that Hero Units actually do stuff outside the big actions you assign them is that any tech tress you have unlocked will slowly progress regardless of actually having Hero Units assigned to them, just as interactions will happen in the background to progress Hero character development. So, the first thing to do? Unlock as many as you can, starting with Occult, as your lack of Occult Heroes will still be a problem, since the mechanic works based on the number of relevant-statted Heroes in your employ and total Stats of your Heroes, and Doof's miniscule Occult will be the only thing progressing it for some time in this route. Doof can unlock tech trees and individual techs with Inators, but in the early game those are basically Gacha rolls crossed with status effects, and unlike the Hero recruitment Actions, they can be purely negative, whereas even the most garbage Hero Unit will usually have at least some kind of greater narrative hook or interesting tech you can grab off of them with options to improve even the ones with the worst prospects like Dennis the Duck.

Doof's It's Personal Ability increases the rate at which Heroes and even regular units gain experience, and since Heroes technically don't have a level cap, the longer you have Heroes, the better they become. This includes all three of your starters, Vanessa, Norm, and LOVEMUFFIN. These three also have a large number of options to contribute to Doof's own improvement. Unlike most Kings, Doof has a decent growth rate. Rather than assigning them to research(of which LOVEMUFFIN is the only half-decent one) assign them to Special Missions to begin their character development. LOVEMUFFIN takes priority here, despite their awful demeanor and Stats and the actual relationship Vanessa and Norm have with Doof, though Doof's a decent enough researcher to avoid falling too far behind in the early game even without any new recruits. Again, don't bother trying to recruit anyone, though it's not a problem if someone comes to you instead, as you start the game with 30 slots for your Heroes, meaning you have 27 free. Make sure you have at least 19 free slots at all times though. It will be important later.

As the three Heroes you do have complete their Special Missions, they'll slowly improve, which will be most noticeable on Norm as he rapidly develops from the change in circumstance and interacting with people besides Doof. Vanessa will be more middling, but with some prodding, shaping her into the heiress of DEI isn't impossible. LOVEMUFFIN will seem to be making barely any progress, and every now and then you'll need to let them off the leash to terrorize some place(I'd recommend Doom, as Bill and Toffee are too likely to just kill them, or San Fransokyo, as the local Capes will take care of them without too much issue and they'll appreciate the return to form, even if they act like they don't) but by Turn 20, things should change. This can be accelerated as far as 10 Turns by having Doof take a break from or outright ignore research to cycle through spending time with his Hero Units to boost the personal growth of both sides, but this further increases the risk of someone deciding to simply roll over the faction. I saw someone do it as part of a challenge run to beat the game with 30 Turns, and it took them 5 tries to actually complete it in time. For this reason, I usually have Doof focus on military/defense techs while waiting for your Heroes to finish their training arcs.

At that point, LOVEMUFFIN will divide into 20 individual scientists(so, +19 Hero Units) that can each be assigned to their own individual projects. Normally, dividing a Heroball like this would be a strict negative. However, LOVEMUFFIN's ego is so great that they have active anti-synergy. While their Stats slowly rose from the Special Missions they were doing, the gains seemed marginal because this anti-synergy divided their Stats roughly by 3. The result of their character development is realizing this, and gaining enough healthy self-respect(rather than the inferiority or inferiority-superiority complexes) to go their separate ways to some degree. This takes their Stats to something comparable to early game Doof, meaning you can blitz the tech trees without issue, often tackling multiple individual techs at once per tree. From an outside perspective, DEI will hulk out, as much as quadrupling in strength per Turn.

Accomplishing researches also tends to improve researchers, especially when they have some sort of tie to the tech. As mad scientists, LOVEMUFFIN and Doof have at least faint ties to most techs in every tech tree, due to the 'scientist' part. Meaning this allows them to upscale pretty rapidly, moving even more techs into range of easy completion. Odds are good that LOVEMUFFIN can be recombined in the late game to achieve a coalition of scientific genius that even the Space faction would have to sit up and take notice of, especially with Doof at the helm, trivializing a lot of late-game techs with insane Learning scores in the range of 500+, depending on who exactly researched what tech and how much Doof talked to them.

By this point, Vanessa should have specced heavily into Diplomacy and Intrigue, with a dash of Learning and Stewardship. Power armor that would be top of the line in 40K should be available at this point, and there isn't much reason not to make her some, which covers the Combat side of things. That still leaves Occult, but the Occult tech tree should be quite thoroughly trawled, allowing the power armor to handle that as well. Similar sets should be quite easy to make for Doof and LOVEMUFFIN, but Norm is where the techs really shine. You can easily make him an AI fit to make Skynet seem like a malfunctioning calculator, with a body to match, and an army of lesser copies to back him up, which by this point are capable of fighting lesser Heroes on even footing. You should have effective hegemony over the country by Turn 50, assuming you didn't get ganked early on, which, again, is the big risk of this route.

This route is most likely to end up with the 'Doofanian Dictator' Ending, as only Vanessa is inclined to question Doof's claims on this before he's in a position to enforce it, and by the time Norm gains sufficient awareness, the tech advantage is likely to have started coming into play, though having Norm turn against Doof because he believes Doof won't be happy actually ruling the Tri-State Area or more is a lose condition that is relatively easy to fall into , for a given value of lose condition, as this usually ends with Doof having that realization, accepting Norm as his son, and directly aiding the government in stabilizing things. Sure, things aren't as good as they could be, but they're looking up, especially with a research engine like DEI helping out. Even if Doof Victor Von Doom's it up, his raw tech advantage is liable to make the transition about as painless and bloodless as it possibly could be, particularly when Vanessa and Norm can talk some sense into Doof if he's being particularly unreasonable, unlike Doom.

The second route is the World of Heroes route, also known as the Founder of the Justice/Injustice League route. In this case, Doof more or less ignores all techs that do not directly pertain to the recruitment, improvement, and bolstering of Hero Units. That is, basically everything not part of the Special Missions upgrades or Diplomacy section. All Hero Units are set on recruiting 'their people' villains and mad scientists like Janus Lee, Queen Lizzy, or Mezmerella for LOVEMUFFIN, robots and fighters like Technor or Hego for Norm, though he can also appeal to more logical sorts like Mirage or Obake under some circumstances, Teenagers and Tweens like Janna, Max, or Phineas and Ferb for Vannessa, and weirdos and people connected to Doof that aren't actually part of his starting roster such as Major Monogram and Roger, Agent Russ the government spook offered as a peace offering between Doof and the government, his ancestor Genghis Khan, those alternate version of him including his Second Dimension counterpart(who can be recruited with a couple actions, using Choochoo to lower his evilness and then helping him ease into a more Prime Doof-esque way of running things, providing a strong foothold in that dimension), though Toons, Monsters, and Aliens are largely his domain to recruit as well. Recruited Heroes can in turn leverage their own connections, such as Janna speaking with Tom and Marco, Max talking to his father, or Agent Russ having a word with Agent K, and aid in grabbing Hero-related techs. If you keep up with the Hero techs, you can have a grand total of roughly 500 Hero Units before conflicts of interest make it impossible to have more, with mods crossing over with PBS, Cartoon Network, and Nickelodeon having discerned that the game can't go over 4096 in total without glitching out, though some of them start becoming what amount to recolors of pre-existing characters after a while in the normal game, such as the Paper Dippers.

Of course, managing this many Heroes and their conflicts of interest can become very difficult even at a single hundred, which is another reason to focus on Diplomacy techs. The baggage of all your recruits is the main issue with this route. The good news is that, while it's easy to fall into a spiral of dealing with the pre-existing conflicts of the Heroes under your employ, even a tiny bit of breathing room can be exploited insanely. You'll likely be able to send out every single one of your Hero Units on Special Missions as early as Turn 5 if you recruited religiously up to that point, and still make decent progress on your techs by simple expedient of how many Heroes (with at least decent scores in whatever) are working on it in their spare time. Additionally, sheer numbers of Hero Units will make attacking you a daunting prospect, as the special actions the Heroes can use in defense of your base would make anything short of a two-King alliance putting everything into an all-out assault posing a serious threat a laughable concept at this point in the game. An endgame faction could handle this many un-upgraded Heroes without issue, but those normally don't show up until Turn 30 at the earliest even on the hardest difficulty mode. This many Heroes will be unlocking special techs left and right as well, not to mention unique Special Missions, such as having Moon's ghost aid in searching for Star. The achievement for summoning and recruiting all the past queens of Mewni who are currently dead 'Coven of Queens' is relatively easy to unlock this way, and the Heroball of the same name can give Toffee serious trouble, especially if you've found Star by that point. That's another benefit. You can easily form Heroballs with terrifying strength for this point in the game, especially once you've trained them up a little with Special Missions.

This playstyle technically turns Doof's faction into a Horde faction, using raw numbers to accomplish what the tech specialist version could with sheer quality. Individual units can still be beaten in this state, particularly if you're not up to the task of micromanaging so many Hero Units and combine them poorly or forget to have free units doing Special Missions by simple expedient of how many you're dealing with. The problem is that this version of Doof has an army of Hero Units, being able to fill entire battle rosters with 'troops' able to compete with the elite soldiers other factions may not have even unlocked at that point, nevermind his top of the line Heroes, and 100+ Hero Units bouncing off of each other will cause even mediocre Hero Units to rapidly advance to their maximum potential, such that, for example, Bad Kitty at 100% wouldn't be out of place among the denizens of Marvel or DC comics. The fact that he'll have denied most of his rivals and enemies many of the Hero Units one way or another will further compound the issue.

This faction is extremely likely to unlock the 'Hero and Villain Association' Ending, where Doof's actions lead to a second Golden Age where the Nemesis system is formalized, AI, Toons, and so on are recognized, Magical education is formalized, firm diplomatic relations are established with offworld/otherdimensional powers, with most of the hostile ones defeated or in full retreat in the face of the army of Hero Units being organized under DEI to defeat the forces of lowercase e 'evil' in favor of uppercase E 'Evil' with certain individuals like the Collector and Andrais only available for recruitment in this scenario, and offering some unique scenes if that happens. I really must applaud the creators of the game for how much thought and effort they put into this, though some of the mods do good work in adding new ones for crossover characters. There's also a playable epilogue for translating the DEI Horde into the Space and Classical eras, as DEI's sheer number of Heroes allows them to field elite teams to augment the Federation directly, propping it up while they begin cutting the red tape strangling it and invade the alternate past of the Classical era to fix things there. This version of Doof becomes the Big Good of the setting at some point, depending somewhat on his character development, and is often recognized as such.

The third route is known as the Dimensional War/Doofs Collide route. This route mostly ignores Earth in favor of bumrushing the Other Dimensionator, chucking Choochoo at Second Doof, and then combining their resources to deal with all the threats to Earth. The narrative is generally that Doof might want to conquer the world at some point, but he'd like there to a) still be a world, and b) for humanity to still exist, and everything else can wait. To this end, DEI actively courts Xanatos, the government, and any reasonable Kings for their aid, but otherwise doesn't bother with the 'ground game' of Earth. This is the middle route, where one basically plays the closest thing we have to a Stargate videogame. Fighting vastly superior forces while being careful to keep them from realizing who exactly you are and where you're from, stealing tech and secrets from them to reverse-engineer while gathering allies, and husbanding your resources and recruitment slots to that end.

This is the most middleground of the routes. You'll never be truly safe, but you also won't be as deeply vulnerable as the early game of the Tech Specialist route unless you really mess up. Much like XCOM 2, the game is surprisingly forgiving on even the hardest of difficulties as long as you aren't overtaxing it by trying to cheese the recruitment or Hero advancement systems.

The good ending here is having Doof lead the extradimensional diplomatic and scientific divisions of the US and Earth as a whole, known as the 'Interdimensional Doof' Ending. Not as definitive as the Hero and Villain Association Ending, but a lot quicker, and it appeals to those wanting more of a challenge. There's a reason the third route can actually compete with the second in terms of fanfiction despite how much more fanfic fuel the Association Ending has.

Other factions have options to ramp up faster, but few can achieve the peaks Doof can, so in competitive play, it's normally agreed that the Intrigue factions go down first, namely Xanatos and Doris, but Doof, Toffee, and Bill go next, usually in that order. Doof takes time to buildup, and while Toffee isn't restricted in his movements like Bill, he's a lot weaker. The earliest anyone has gotten Bill free without cheating is Turn 12, and they were insanely lucky. In-universe, of course, nobody, not even Doof, would believe he can ramp up this way, so it makes sense he's mostly ignored in favor of more pressing concerns. I for one, welcome our new overlord!

In all seriousness, Doof is one of the more fun factions to play. As I said, the second route has an entire fanfiction community based on all the character interactions to be found here, to the point there are multiple novelizations of the crossover mods, including one particularly ambitious example with 10 million words spread across 3 series(though there's only one main series, the 2 side stories explain a lot of backstory and explore the relationships built in DEI's shadow much more deeply, though the author works hard to keep them from being necessary reading material, even if they don't always succeed), each possessing 12 books, where Doof has breached the 2500 mark in Hero Units as of the latest novel, and resorted to using a Magic Copier and 26 subsequent copies to keep up with everyone, magically linked to each other to form a sort of 'library' with interlinked memories without actually sharing a consciousness, alongside a process akin to Amphibia's Core to generate digital copies of himself with similar connections to oversee the various locations under DEI jurisdiction or oversight in various locations, such as the aforementioned Amphibia. The addition of some original content stuff was somewhat controversial, but the point is, the Doof faction is by far the most popular, with Xanatos and Shego being the only real rivals, as Bill isn't as interesting of a protagonist, Andrais being largely a puppet to the Core, and Doom being... Doom. I highly recommend playing it. We finally have a Triple A game worth the hype!

AN: Kind of got away from me at the end, but here's a peek at my view of what a DVV videogame might look like if, say, created by Hinobi.
 
Then if Doofania can never be a dream, colonizing our own dimension or whatever, what is an actual wacky and weird thing that we could aim for? Because *just continue to exist as a Megacorp and try to turn a profit* isn't really all that wacky or fun.

Being a Megacorp in service of something is interesting. Being a Megacorp to sit in an ever-increasing pile of money is boring. Well, unless it's a literal pile of money, but Glomgold's got dibs on that.
...

It just feels like you have the strangest disconnect between how you see the quest vs how most others seem to.

We are working on a dinosaur park. We are about to travel to a different dimension. We just made a superhero wrestling league. We are reaching out to a ancient kitsune. We have a duck sorcerer in a staff pointing out magical ruins to investigate. We've helped save the world... three? times now. We've overthrown one company twice and are now friends with them. We've almost surprised XANATOS. We are against doom, toffee, Bill, the hats, and whoever else the worst people end up being. We have several heros that have had or are on character arcs.

I have absolutely no idea what you are talking about when you talk about us being a boring megacorp not in service of anything. Just because Doofania has never actually been a real thing.

It feels like you are missing the forest for the trees.
 
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...

It just feels like you have the strangest disconnect between how you see the quest vs how most others seem to.

We are working on a dinosaur park. We are about to travel to a different dimension. We just made a superhero wrestling league. We are reaching out to a ancient kitsune. We have a duck sorcerer in a staff pointing out magical ruins to investigate. We've helped save the world... three? times now. We've overthrown one company twice and are now friends with them. We've almost surprised XANATOS. We are against doom, toffee, Bill, the hats, and whoever else the worst people end up being. We have several heros that have had or are on character arcs.

I have absolutely no idea what you are talking about when you talk about us being a boring megacorp not in service of anything. Just because Doofania has never actually been a real thing.

It feels like you are missing the forest for the trees.
I am asking: what is the goal, what is the aim, what is the point? Xanatos wants to become immortal. Glomgold wants to sit in the biggest possible pile of gold. Bill wants to throw an omnicidal party.

Up until now, what Doof wanted was Doofania. What is the goal now? Creating a dinosaur park is not a goal, it is a means. Making a superhero league is not a goal, it is a means. Doing things just because we can and they were there isn't a good narrative.

What is the point of the main character in this quest? What is our victory condition that we should be working towards? Improving as a person isn't wacky or weird. Making friends, lobbying Congress for the rights of sentient beings, these are not wacky or weird things. They are good things, desirable things, but normal and responsible things.
 
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He wants to indulge in crazy fantastical science. He wants to be loved and respected. He wants to have actual relationships. He wants to help and protect those relationships. He wants peers and allies to be equals with.

He wants to be happy. For real.

And Doofania wasn't helping any of that. Rather the opposite.
Just to note that none of the things you're saying are wacky or weird, they're what most everybody wants, but sure. So we've achieved most of that, and are well in our way to achieving the rest. After that, the game ends, right? Doof finishes his character arc and is finally happy, so we stop playing. There's nothing left to do.

For a compelling story, you need a problem, a drive, something to overcome. If all a character wants is to be happy, there has to be something stopping them from being happy. After that goes away, the character settles down and the story ends. You know the ending to Ferris Bueller's Day Off? "It's over, go home. Nothing to see here".
 
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Just to note that none of the things you're saying are wacky or weird, they're what most everybody wants, but sure. So we've achieved most of that, and are well in our way to achieving the rest. After that, the game ends, right? Doof finishes his character arc and is finally happy, so we stop playing. Game over.
I don't know what you want here.

I said the crazy things we've done or are doing and those don't count because they are a means not a end.

I said what doof wants and it's not good enough because it's boring and what everyone wants.

I'm kinda tired of talking about this.

I don't know what to say that might make you happy with the quest.

I'm sorry. I tried.
 
I don't know what you want here.

I said the crazy things we've done or are doing and those don't count because they are a means not a end.

I said what doof wants and it's not good enough because it's boring and what everyone wants.

I'm kinda tired of talking about this.

I don't know what to say that might make you happy with the quest.

I'm sorry. I tried.
You truly don't get what the problem with having an easily achievable goal is? Well, thank you for trying anyways.
 
I have a possibly stupid question, buuuut.....

could we rejoin the Government, making the tri-state area a state called "Doofania", and run for governor? (Do these guys have term limits?) Make it part of negotiations with the US?

How better to show Doof that people like him, *like what he does*, then by having them vote for him?
 
I may have missed some discussion, but...

Hm...this is making me think...does the Federal government have any contingency plans incase two or more Kings begin actively fighting one another, or even one incase a single King is in the position to assimilate the rest?
It would probably depend on which Kings, because no two of them are alike.

For instance, back when Syndrome was in charge, the government almost certainly had plans for open warfare between Syndrome (and his killbots) and Shego (and her supers), or at least a realization that this could happen, because yes, those two people hated each other and had diametrically opposed interests. However, the plan probably involved a lot of "let them fight and try to assert more control over the winner," because they weren't in a great position to do anything else.

Nowadays, the government probably has a plan for open warfare between Xanatos and DOR15, but I'm betting the plan is basically "dogpile in on Xanatos' side" for several obvious reasons.

In a fight between us and Judge Doom, I could see the government leaning towards either extreme. Unfortunately, if they did pick sides... I'm afraid they might well favor Doom. Because Doom is less... troublesome in terms of upending the status quo.

Let me put it a different way: I want an option to acknowledge that Doofania as it is currently conceptualized does not exist, and then to decide on making an independent nation of Doofania that IS freer, safer, and happier, happen. And I don't think that's currently an option that we'll be getting, which is why I'm speaking up.

From what I understand of what QMs have been saying, founding a nation just plain isn't in the cards. And that kind of sucks. Maybe I'm wrong, and that is an option, and my comments are just plain rethorical and pointless. But I'd rather be wrong and pointless then right and not have spoken up at all.
It sounds more like they're saying "That IS an option, but you will need to work to make it happen, and Step One is realizing that 'Doofania' does not, at present, exist, and Step Two is finding a way to create a Doofania that does."

Like, we'd need to actually put in the time and effort to create extradimensional or interplanetary colonies, or God help us nation-build Drusselstein, or something. And we couldn't really do that, psychologically speaking, while we're still bogged down with Doof thinking of himself as an absolute dictator who has conquered the Tri-State Area.

Our dreams of nation-building can give us:

1) A place that is physically located in the Tri-State Area.
2) A place that is genuinely nice to live in, and that was secured in that status by more or less wholesome means.
3) A place that is clearly and unambiguously Doof's to control, with him as a genuine head of state (possibly a constitutional monarch, whatevs)

Pick any two.
 
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How to further integrate ourselves within our territory:
1. Lobby for general reduction of public services and taxation on the city & state level.
2. Provide those same services as a bundled "subscription service". It's like taxes, but you only have to pay it if you want firefighters to stop your house from burning down. Or if you want you kids to go to schools with less than 60 kids per teacher.

I will 100% vote for plans that involve Doofania becoming more real. The suffering the the imaginary proles impacts me naught. Doof must harden his heart and grow his resource base if his people are to survive the coming storm.

Also I want to make Dooftropolis into a flying fortress city.
 
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Oh thank god GM Discussion of this topic.

I will say this, I do not believe Doofenshmirtz is really capable of managing an entire country. The government simply has to many responsibilities to manage. Social Services, Law Enforcement, National Defense, Roadwork. Even if the union isn't perfect it's still better to not force Doof to be the guy making these decisions. Governments have many very important roles to play; at least in a city based society.
The following hero units would be, for one reason or another, unopposed to the idea of Doofania: Genghis Khan (would see it as a challenge), Norm (depending on the outcome of the next few turns), Technor (Has tried to take over California before), Jumba (Likes evil as a lifestyle), Ludivine (depending on the day), Queen Lizzy (very conditional), Tobe (does not know the country is a republic, thinks power is determined by whomever is the strongest, would need to be talked out of fighting Richard Martinez), Janus Lee (would be happy to cut you loose if it starts going poorly), Malifishmertz, and Gomez (only really cares about his place in life beneath you).
Huh, I wonder how Lizzy would be appeased by making a dictatorship. Also not every one of our supervillains like that. Mez and Juniper are like "NOPE!" I also wonder how the other Vagabonds would react since Tobe seems to be the most deluded of them.
The idea behind Doofquest is, essentially, the villains won, and became Kings. However, because they are villains, their victories are imperfect.

Syndrome managed to follow through on his grand and terrible plan for genocide, successfully entrenching anti-super mentality in the public consciousness for years, and even after the considerable effort of multiple megacorps, some negative sentiment still lingers. But he did so by working alone, never developing one single friendship or any sort of positive relationship, leading to his ignominious death at the hands of one of his own creations, getting shot in the head and tossed into a canyon. Not one single person mourned his passing, and there's a reason the feds didn't look too hard into the obvious cover-up.

Xanatos sits at the center of a grand web, nigh-untouchable politically, with New York in the palm of his hand. He has eyes on everything, a measure on (apparently) every threat, and plans to keep them all in check. Xanatos has continued to build himself up, worming his way deep into countless places, keeping checks and balances on threats to himself and others, and trying not to allow any more weakness, which to Xanatos includes love. Because not a day goes by that he doesn't remember how much that 'weakness' can hurt.
Good to know about what exactly happened to Syndrome. Unlikely to be able to find his corpse sadly, not after 2 years in a river. I would like, if possible, to know what his stats are.
Oh, and one other thing I want to note. Invading Drusselstein is not an entirely pointless action. Even putting aside the narrative and character development potential of doofenshmirtz getting a taste of real domination, of returning to his homeland in triumph, of facing the realities of rule and the challenges of power. And also all the dumb drusselstein jokes we could make.

In terms of making the land a better place, or profitable, you're unlikely to get much more than breaking even. Drusselstein really, really does suck. A lot.

But there are some... unexpected potential benefits.
Maybe in a years time when we have less fires to put out maybe. Between Celena already making Malf antsy and guys like Blot and Negaduck; it's probably best to wait. Good to know there are benefits to it.
 
You truly don't get what the problem with having an easily achievable goal is? Well, thank you for trying anyways.
Don't be rude. Exhausting the other person until they leave at like 4 AM is not the same as winning an argument.

I'm not going to touch the Doofania subject for now, but you should be mindful of how you reply to other users in the thread. Otherwise, they will stop replying back.
 
Just to note that none of the things you're saying are wacky or weird, they're what most everybody wants, but sure. So we've achieved most of that, and are well in our way to achieving the rest. After that, the game ends, right? Doof finishes his character arc and is finally happy, so we stop playing. There's nothing left to do.

For a compelling story, you need a problem, a drive, something to overcome. If all a character wants is to be happy, there has to be something stopping them from being happy. After that goes away, the character settles down and the story ends. You know the ending to Ferris Bueller's Day Off? "It's over, go home. Nothing to see here".

Fantastic science seems a lot more wacky and weird to me than found a nation. Nation quests are pretty common on SV, and US civil ones aren't unknown. "Manage a dinosaur park OTOH..."

As for problems that's like.... every other king in existence, to greater and lesser degrees?
 
Just to note that none of the things you're saying are wacky or weird, they're what most everybody wants, but sure. So we've achieved most of that, and are well in our way to achieving the rest. After that, the game ends, right? Doof finishes his character arc and is finally happy, so we stop playing. There's nothing left to do.

For a compelling story, you need a problem, a drive, something to overcome. If all a character wants is to be happy, there has to be something stopping them from being happy. After that goes away, the character settles down and the story ends. You know the ending to Ferris Bueller's Day Off? "It's over, go home. Nothing to see here".
Saying there is nothing left to do in this story after Doof learns to not be delusional isn't quite true. He is still absurdly petty, has a cast of colorful characters that he has to learn and deal with, various villains and monsters to remove, and most importantly, get elected president somehow!
 
As opposed to those in confirmation bias, I think that Doofenshmirtz should recover to be good, however, I am also in favor of taking advantage of this mentality.

We could, arguably should, setup a fallback point, underneath Doofania, under the sea, or in another dimension. I want a place of Earth Culture relatively guaranteed to be untouched by disaster, and...while that could be considered paranoid from Doofenshmirtz' perspective, look at the current state of the world from it. Interdimensional conquerers, evil AI, whatever is in the Oregon Triangle that we're too scared to investigate...
 
As opposed to those in confirmation bias, I think that Doofenshmirtz should recover to be good, however, I am also in favor of taking advantage of this mentality.

We could, arguably should, setup a fallback point, underneath Doofania, under the sea, or in another dimension. I want a place of Earth Culture relatively guaranteed to be untouched by disaster, and...while that could be considered paranoid from Doofenshmirtz' perspective, look at the current state of the world from it. Interdimensional conquerers, evil AI, whatever is in the Oregon Triangle that we're too scared to investigate...
I mean Lizzy can work on her tunnel network.
 
I could see potential scenarios where Doofania effectively becomes a country (to varying degrees) without hostility.

The key would be to make "Doofania becomes a country" (or "Doof/Doofania gets more devolved powers/more autonomy/less oversight") into a net positive for the federal government.

You could plausibly achieve this by making deals with the feds to take over various departments' operations in the tri-state area in exchange for less payment than the feds would have had to spend on funding those departments in those regions (effectively trading "I'll cover these services at a loss" for "I get federal-backed authority in regards to these services thereby gaining greater influence").

You could lobby congress to grant greater state autonomy, either nation-wide, or specifically in the tri-state area, and also network and donate so the local state governments are controlled by people who like and listen to you.

It wouldn't be "Doofania is a conquered dictatorship", but Doof would have extreme power without pissing off the government.

Eventually in the very long run, you might be able to cause a public referendum where the tri-state area votes to secede from the union and become a monarchy under Doof, and media-manipulate to get the general sentiment of the US in favour of allowing this.

It would be super hecking difficult, but I think it could technically happen.
 
Ah well, I guess I'll remain one of the last hold outs for Doofania. I'm used to playing the contrarian ;)

…also, because I actually managed to make somebody disturbed on the discord and I don't want to do that, I'll elaborate on my "I don't like to be beholden to the government" side and "I enjoy having power and exerting power" side are entirely different viewpoints. The former is my real life viewpoints bleeding in to my perceptions of the game, the latter is based more around the fact that I enjoy a good power fantasy in an entirely fictional context. I do not want to be a dictator in real life.
 
I am all for making a base in Drusselstein, but only after we have rejoined the USA.

Humanitarian mission as a cover, while capturing cryptids with the help of the locals for science!

That would be the ideal, raking in charity money, improving the country of his birth, saving cryptids from idiots and collect samples from them and anything else interesting for science projects....

Not ruling, because the idiots would rebel, just investing and improving the standard of living so no kid shall suffer as Doof did. And not everything is worthless in that country, as silphium showed us.
 
As opposed to those in confirmation bias, I think that Doofenshmirtz should recover to be good, however, I am also in favor of taking advantage of this mentality.

We could, arguably should, setup a fallback point, underneath Doofania, under the sea, or in another dimension. I want a place of Earth Culture relatively guaranteed to be untouched by disaster, and...while that could be considered paranoid from Doofenshmirtz' perspective, look at the current state of the world from it. Interdimensional conquerers, evil AI, whatever is in the Oregon Triangle that we're too scared to investigate...

Say it with me!
The flying techno-magical citystate/fortress of Doofopolis (formerly Danville)!
The Great-Wall-Inator! ( Made by Genghis Khan by accident while Doof was trying to give him a lesson on modern technology ) :

Lore: Growing up as a little Mongol, lil-Genghis was fascinated by the Great Wall, but every time he would try to build a wall himself, the other Mongol kids would come over and break it down. Eventually he repressed his dreams of wall building to fit in with all the other kids, and in time he began to hate all big walls due to his repressed trauma.​
Outcome: Steals (part of) the Great Wall Of China. Enough to completely encircle downtown Danville. The mechanism is volume swapping teleportation. Is not a perfect circle, only cuts a few buildings in half. Surface level roads and utilities are cut off, but by fiat noone dies from crashing into suddenly appearing walls.​
Mechanics: Immediate and significant cost to fix all the broken utilities and compensate for all the damage and to make holes for roads to go through. Small increase to per-turn revenue because of tourism. Any missions or market expansions involving China become significantly more challenging.​
 
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