I though I'd make a list of our priorities going into next turn, ordered by how urgent they are, and with the relevant actions to address them. Entries in each category aren't in any particular order

Critical:
  • The Council - Action Economy is king, and we might need to spend another action or two here for a martial/occult advisor or establishing the council.
  • Follow up on anti-Doom intrigue - We've already started to act against Hawk, now we need to keep up the pressure or turn him before he notices us or gets axed by Doom. We might also want Wile E to look through ACME records for some evidence against Doom.
  • Act against the SRA - With Doom's diplomatic attack and all the others already acting against it, we can't get away with just one action for this. Some combination of Campaign Against SRA, Restructure Insuricare, Social Media, and Reach Out to Shego is necessary.
  • Investigate Toffee - We know OOC that he's out to destroy humanity, but the sooner we get actual evidence, the sooner we can start to set the other kings against him

Time Sensitive:
  • Prepare for the Auction - Not much more we can do, but getting an occult stat is necessary (1-2 personal actions), and recruiting Kitsune or having Janna Study With Feldrake will certainly help. EDIT: Tarot suggests Kitsune will be very useful even beyond this.
  • Goofy's Secrets - Next turn is tough with some high DC diplo actions, but we're still on a timer here. Will take Talk To The Bossman and personal actions from Goofy and Max.
  • Recruit Stanley - He's a good quality hero, and the benefits of the crit on Lizzy won't last forever. Requires Psychoanalyze.EDIT: WOG confirms that we can't recruit Stanley.
  • Find Star and Marco - The more we wait the colder the trail gets. The tarot readings on this are bad, but should still try. Takes an intrigue action, possibly augmented by dimensional tech.
  • Janna's Mental Health - Tarot suggests this is worse than we think. Requires Psychoanalyze.
  • AI Progress - We just got access to the grid, we have AUTO to the east and Drosel to the north, and we still have two more AI learning actions to do. We should also pick up Wendy, since a diplomacy/AI specialist Hero is perfect for this stuff
Important:
  • Energy War - Worth tons of income and public approval. We'll need to choose between Flubber (Set Wendy on Flubber PR, then solve energy forever), Fusion (a ton of actions, and we're 2 behind Khan), or the Galfed mystery box. EDIT: Alternatively, we can try and get laughter energy from monster inc. (Takes however many actions for dimensional tech, another corporate espionage action, and reverse engineering.)
  • Foothold in the Grid - Thanks to DoofOS and Princess Java, we have most of what we need to get a foothold in the grid. Gets us AI refuges and resistance to MCP and Candy's attacks. Probably at least 2 actions (research laser, fortify DoofOS space)
  • Khan Modernization - Khan has some really bad traits, the more of his personals we spend, the sooner we get rid of them.
  • Xanadu and Donald Quest - More Khan DNA, more occult treasure, more Donald leads. Needs Khan, Janna, and one other high quality unit.
  • Basic Diplomacy - We really should open relations with the more reasonable kings.
  • Galfed Tech - Literally just one action, will probably lower some DCs, and lets us know what the most advanced faction is using for energy
  • Uncle Malfy - Occult Hero, random event artifact, and a cool castle. One action to move the castle, at least one more to recruit.
  • Doof vs Kat - We have an intrigue nemesis operating in our territory and infiltrating OWCA. We should do something about that. Takes an intrigue action by a hero other than the Dickens or Russ.
 
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I though I'd make a list of our priorities going into next turn, ordered by how urgent they are, and with the relevant actions to address them. Entries in each category aren't in any particular order

Critical:
  • The Council - Action Economy is king, and we might need to spend another action or two here for a martial/occult advisor or establishing the council.
  • Follow up on anti-Doom intrigue - We've already started to act against Hawk, now we need to keep up the pressure or turn him before he notices us or gets axed by Doom. We might also want Wile E to look through ACME records for some evidence against Doom.
  • Act against the SRA - With Doom's diplomatic attack and all the others already acting against it, we can't get away with just one action for this. Some combination of Campaign Against SRA, Restructure Insuricare, Social Media, and Reach Out to Shego is necessary.
  • Investigate Toffee - We know OOC that he's out to destroy humanity, but the sooner we get actual evidence, the sooner we can start to set the other kings against him

Time Sensitive:
  • Prepare for the Auction - Not much more we can do, but getting an occult stat is necessary (1-2 personal actions), and recruiting Kitsune or having Janna Study With Feldrake will certainly help.
  • Goofy's Secrets - Next turn is tough with some high DC diplo actions, but we're still on a timer here. Will take Talk To The Bossman and personal actions from Goofy and Max.
  • Recruit Stanley - He's a good quality hero, and the benefits of the crit on Lizzy won't last forever. Requires Psychoanalyze.
  • Find Star and Marco - The more we wait the colder the trail gets. The tarot readings on this are bad, but should still try. Takes an intrigue action, possibly augmented by dimensional tech.
  • Janna's Mental Health - Tarot suggests this is worse than we think. Requires Psychoanalyze.
  • AI Progress - We just got access to the grid, we have AUTO to the east and Drosel to the north, and we still have two more AI learning actions to do. We should also pick up Wendy, since a diplomacy/AI specialist Hero is perfect for this stuff.
Important:
  • Energy War - Worth tons of income and public approval. We'll need to choose between Flubber (Set Wendy on Flubber PR, then solve energy forever), Fusion (a ton of actions, and we're 2 behind Khan), or the Galfed mystery box.
  • Foothold in the Grid - Thanks to DoofOS and Princess Java, we have most of what we need to get a foothold in the grid. Gets us AI refuges and resistance to MCP and Candy's attacks. Probably at least 2 actions (research laser, fortify DoofOS space)
  • Khan Modernization - Khan has some really bad traits, the more of his personals we spend, the sooner we get rid of them.
  • Xanadu and Donald Quest - More Khan DNA, more occult treasure, more Donald leads. Needs Kahn, Janna, and one other high quality unit.
  • Basic Diplomacy - We really should open relations with the more reasonable kings.
  • Galfed Tech - Literally just one action, will probably lower some DCs, and lets us know what the most advance faction are using for energy
  • Uncle Malfy - Occult Hero, random even artifact, and a cool castle. One action to move the castle, at least one more to recruit.
I love the summary. I'm going to address a few points

Council: Agreed! Hopefully some actions to form the council will come up soon
Anti-Doom: I'm intrigued (no pun intended) by the idea of installing Roger as mayor, but that requires a lot of data on Doomtown. Let's figure out what crime is up to.
Prepare for auction: I definitely think Janna should study with Feldrake, both for the auction and Xanadu. That's not including all the rolls I'm sure we'll be putting her on in future.
Goofy's Secrets: Too much of diplo pinch this turn, but I'm hoping to pick up Janus Lee this turn to ease the burden for next turn.
Recruit Stanley: There's been mentioning that he'll be released eventually. When this happens, I'd rather snap up his company to get an income boost and the tech in one fell swoop. I can't imagine he and Lizzy will work well together even after their healing.
Janna's Mental Health: 100% agree. The next few months will be very hard on her.

I agree almost universally, though I'd like to hear whether folks think the GalFed ship or Interdimensional Travel is more pressing.
 
I agree almost universally, though I'd like to hear whether folks think the GalFed ship or Interdimensional Travel is more pressing.
Interdimensional travel. The GalFed ship is really cool and could be really useful, but we did promise Janna we would start looking for Marco and Star in the near-future. Interdimensional travel could be key, or at least pertinent, to that, and not having it could potentially drag out the search longer if it does turn out that having it makes our search easier.
 
I agree almost universally, though I'd like to hear whether folks think the GalFed ship or Interdimensional Travel is more pressing.

I'd say Interdimensional Travel. We've got no indication of any short/medium term threats in space, but we know Toffee and at least one other King are going around conquering dimensions. Just seems like the more immediately relevant of the two.

Edit: Oh yeah, and it would offer a way to deal with Monsters Inc. sooner.
 
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Interdimensional travel. The GalFed ship is really cool and could be really useful, but we did promise Janna we would start looking for Marco and Star in the near-future. Interdimensional travel could be key, or at least pertinent, to that, and not having it could potentially drag out the search longer if it does turn out that having it makes our search easier.

also don't forget that this will also lead to monsters Inc. which I think we can all agree needs to get taken care of posthaste.

and getting a hold of scare energy can also probably need us to laugh energy which is essentially free energy for us
 
1. Physical storage and transportation. Depending on how much we could store on a thumb drive, it doesn't have to be an entire semi truck worth of stuff even if it's just a medium to small-sized box. It's still just physically as big as a thumb drive. The space saved and the amounts we could ship goes up drastically.
2. Digitalized prison. You know for the guys we don't ever want to escape.
How the heck have neither I nor anyone else thought of that?

.... maybe they have, but got purged by the MCP for trying to store stuff digitally without paying big $$ to ENCOM?
 
also don't forget that this will also lead to monsters Inc. which I think we can all agree needs to get taken care of posthaste.

and getting a hold of scare energy can also probably need us to laugh energy which is essentially free energy for us
I mean, I don't really care about Monsters Inc. kidnappings personally (though I do rather like Gantu's side journey), so that's not really a consideration for me when measuring the pros-cons.

Laugh energy could be good though. That would go EXTREMELY well along as pro-Toon propaganda, and continue turning Doofania into a new Toon capital.
 
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Laugh energy could be good though. That would go EXTREMELY well along as pro-Toon propaganda, and continue turning Doofania into a new Toon capital.
Toons--uniquely suited to generate laugh energy, and Doofania the only land capable of properly harnessing it. Combine that with previous pro-toon policies and we could very well become the power generation capital of the country.
 
Whatever happened to that female torn character that fled to doofOS in one of the cannon omakes
Link to the omake

I'd expect they ran into our own network security measures for keeping out unauthorised programs. What happened after that is a mystery until we get the laser and find out.

Maybe she got the assistance of our security programs in setting up DoofOS as a resistance haven. Maybe she sweet-talked the security programs. Maybe their virus-scanners don't register programs like her a threat in the first place but do go off on MCP's hunter-killer programs.

Maybe she setup DoofOS as a resistance cell without the assistance of the security programs. DoofOS security would be a lot less controlling, less persistent and easier to evade compared to MCPs Orwellian setup.

Maybe she evaded our security just long enough to get a ride out of the system and back to a resistance controlled system.

Maybe she was unlucky and got derezzed.
 
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Now, how energy-dense is laugh energy? It's been a while since I've seen any Monsters Inc, but was it ever made clear on how many laughs per night their society needed to keep power on for their entire population, and how big that population was?
 
Now, how energy-dense is laugh energy? It's been a while since I've seen any Monsters Inc, but was it ever made clear on how many laughs per night their society needed to keep power on for their entire population, and how big that population was?

Massively stronger than scream energy. Boo laughing a little was causing overloads in Sully's whole block.



Also, it is not just kids. Adults are also viable for scream/laughter energy generation. Sully scaring a bunch of policeman provided enough energy to forcefully reactivate a recently closed door from the human side.
 
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Now, how energy-dense is laugh energy? It's been a while since I've seen any Monsters Inc, but was it ever made clear on how many laughs per night their society needed to keep power on for their entire population, and how big that population was?
Based on the movie, the continuous laughter of one child is enough to power a large city. If we can get our hands on the tech, there shouldn't even be any trouble discovering it, since laughing nearby is enough to trigger a power surge. It'll still take a ton of difficult, sequential actions to get to that point.
 
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Yep. If you could get a bunch of tech to capture ambient emotion, you could set them up in some comedy halls and theaters to power all of Doofania, and maybe even sell the energy to the other regions. Of course, like Bill, that is in the future for the moment. We haven't even encountered Monsters Inc. after all.
 
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Sounds like a fantastic thing to pursue.

The only issue is connecting the dots in game to give doof the opportunity to get that technology or meet somehow with monsters inc.
 
It should be noted, for those who have NOT seen Monsters University or whatever it's called, that the Adult scream was only confirmed there. And hoo, did I love that scene.
Eh, it was known in the first movie that any screams would do. The issue was a mixture of monsters having a myth about humanity being inherently toxic to monsters (hence the decontamination procedures in the interlude), and adults being considered harder to scare and get away unnoticed and unharmed.
 
I know you guys feel responsible for Stanley, but don't. After your critical success on an intervention, Stanley got the help he needs from prison therapists and is already on the road to being a mentally healthier supervillain and/or legitimate businessman. You cannot recruit him, acquire his company (if it still exists), or access any more of his tech for the time being. You may be able to reverse-engineer some of the more interesting stuff he could make in the future.
 
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