FATHER QUEST - A Cartoon Network: Villains Victorious CK2-Style Quest Cross Over

[X] F.E.S.T.I.V.I.T.Y. (Father Expands and Secures Territory Indicating Vast Intellect and Thinning Yard)
-[X] Cut the Lawn
--[X] Toiletnator
-[X] Support I.M. Weasel
--[X] Hank
-[X] Implement Candy Stock Exchange
--[X] Stickybeard
-[X] Attend OSI Christmas Party
--[X] Izzy
-[X] Look for New Energy Sources
-[X] Establish Magical Protection
--[X] Hex
-[X] Go On Talk Show
-[X] Visit Providence
-[X] Recruit Professor XXXL
-[X] Recruit Skips
-[X] Go to Texas for Christmas
-[X] Defend Toilets!
-[X] Go Big Game Hunting
-[X] Inspect Father's Magic

Not too different from DESPOT truth be told, but I believe this is our last chance to further defend against a possible magical attack if we get a bad santa for christmas (and we just got in-story warning so it makes sense). Also not particularly into recruiting the government spooks, with our intrigue decently covered and our relationship with the government already soaring as it is. Instead I'd rather go get that dedicated learning unit.

I do have to comment I'm rather bummed about there not being any canadian expansion options this turn, while all our rivals got the chance to get their teeth in on that sweet territory the very same turn we made it available. Feels like we did their dirty job for them.

Also, gotta love that Orpheus pretty much stayed around anyway, even attending the company's parties.
 
My big problem with DESPOT is hiring Mr. Black and Mr. White when getting a learning hero like XXXL is much more important since we have Izzy to do intrigue if needed and on top of that would they be any good? They're from Johnny Test and I remember them to be completely inept while our learning hero options both level out at capable.
 
I'm guessing all the dead and/or missing people on Katz's cheap vacation tours are being used to fertilize the Evil Eggplants for Nowhere crops too since that's the only way I can think of him to be able to output any kind of produce there...
 
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My big problem with DESPOT is hiring Mr. Black and Mr. White when getting a learning hero like XXXL is much more important since we have Izzy to do intrigue if needed and on top of that would they be any good? They're from Johnny Test and I remember them to be completely inept while our learning hero options both level out at capable.
Thing is Skips is almost sure to be a double duty Occult/Martial character. So he can cover Occult for a minute while we abuse Hex's also really solid Learning. Don't get me wrong though, we definitely want to grab a learning unit next turn. It's just a toss up on current priority.

Also no, Black and White were pretty decent, if comedic, as far as I remember and had a decent enough track record. Also one of them blew up an entire Malaysian island. Like all of it. And got away with it as far as I'm aware. They're also likeable so they might be able to help Cover our Diplomacy so we'll have extra redundant units for that.
 
[X] F.E.S.T.I.V.I.T.Y. (Father Expands and Secures Territory Indicating Vast Intellect and Thinning Yard)

It springs for the magical protection, so I'll drop a vote for it.
 
[X] F.E.S.T.I.V.I.T.Y. (Father Expands and Secures Territory Indicating Vast Intellect and Thinning Yard)

I much prefer getting a mad scientist over hiring Johnny Quest characters.
 
[X] F.E.S.T.I.V.I.T.Y. (Father Expands and Secures Territory Indicating Vast Intellect and Thinning Yard)

I wish there was an option for not doing candy stock exchange and securing the gems but I am not creative enough for a nice name and that feels nonnegotiable :p. Also going with this mainly because I want protection not not because I actually care whether we get XXXL or B&W first. We still need to grab both of them given our lack of dedicated learning units and B&W being our government contacts/Mainline Intrigue so Izzy can work as a flex unit.
 
[X] F.E.S.T.I.V.I.T.Y. (Father Expands and Secures Territory Indicating Vast Intellect and Thinning Yard)

This plan is tolerable in that it doesn't totally lock us into siding with the government over the Guild, but I'm getting sick of picking the lesser of two goods.
 
[X] F.E.S.T.I.V.I.T.Y. (Father Expands and Secures Territory Indicating Vast Intellect and Thinning Yard)

This plan is tolerable in that it doesn't totally lock us into siding with the government over the Guild, but I'm getting sick of picking the lesser of two goods.
Genuine question, why does the guild matter so much to some folks? I did a admittedly brief wiki dive to get a feel for them but I just was not impressed honestly. What's the big deal with them? They just seem...limiting in the long run.
 
They're a villain group that can either fund us or give us a new enemy to fight since the KND is scattered.

Plus we're still a Super villain so we'll probably need to show why we're a villain.
Except we probably can't get their funding without joining them, which would mean abiding by their annoying and frankly limiting rules which we can't avoid like we can the US laws because the Guild seems to be world wide.

And funding is really all they provide since to my knowledge their other main two gimmicks (Henchmen and attempting to pair a Nemesis on your level) don't really help us. We have our own henchmen, if ones that need trained. And a guild assigned nemesis would just be annoyance especially when we already have a nemesis' we have an actual relationship with in Monty, Numuh 1, and Sector Z (and possibly Jasper depending on how she grows.).

Just doesn't seem worth it all told to join all that.
 
Genuine question, why does the guild matter so much to some folks? I did a admittedly brief wiki dive to get a feel for them but I just was not impressed honestly. What's the big deal with them? They just seem...limiting in the long run.
For me, it's mostly that I want to embrace villainy wholeheartedly.

Except we probably can't get their funding without joining them, which would mean abiding by their annoying and frankly limiting rules which we can't avoid like we can the US laws because the Guild seems to be world wide.

And funding is really all they provide since to my knowledge their other main two gimmicks (Henchmen and attempting to pair a Nemesis on your level) don't really help us. We have our own henchmen, if ones that need trained. And a guild assigned nemesis would just be annoyance especially when we already have a nemesis' we have an actual relationship with in Monty, Numuh 1, and Sector Z (and possibly Jasper depending on how she grows.).

Just doesn't seem worth it all told to join all that.
You're either forgetting or didn't see one of the other benefits they offer. Namely, they have a system of under the table deals that mean police just ignore your evil schemes and let the heroes handle it.

And I'd question the idea that US law is really less limiting than the Guild's rules- if we tie ourselves to the government too much, it becomes a lot more costly to flaunt the law.

Besides, siding with the Guild is arguably better for everyone from a utilitarian standpoint. They're keeping some really dangerous villains in check (or used to, depending on the current state of affairs), and them losing the influence needed to do that means there's a lot of superpowered maniacs who no longer have reason to hold back. Our power and influence could reinforce that relative peace.
 
Well I see it as an easier way to replace any soldiers that either annoy Father or failed him, besides we need somewhere to keep getting new ones.
Between robots, magical options, and eventual XXXL we really don't need to have our Henchmen in such danger most of the time. Good training, a robot support packed away in each vehicle, and possible magical/mutation benefits to boost them even further. And that's ignoring just swapping to bots, using mutant experiments, golems, putting our captured gems to work once if we sway them or some other wacky option.
You're either forgetting or didn't see one of the other benefits they offer. Namely, they have a system of under the table deals that mean police just ignore your evil schemes and let the heroes handle it.
Except villain of the kind a police could interfere with like robbing a bank is just...beneath Father at this point. He's too rich, too public, and too strong for any of that to matter.
And I'd question the idea that US law is really less limiting than the Guild's rules- if we tie ourselves to the government too much, it becomes a lot more costly to flaunt the law.
The US law is both full of holes to step through, oiled by the greasy palms of greed, slow to act, and only applies to a singular nation. We head up or down, out to international waters or further afield, and we're not in their jurisdiction anymore.

Besides that, we tie ourselves to the government in such a way that were more valuable to have around than not and they'll not only turn an eye to some stuff but occasionally suggest targets who both of us would want gone.
Besides, siding with the Guild is arguably better for everyone from a utilitarian standpoint. They're keeping some really dangerous villains in check (or used to, depending on the current state of affairs), and them losing the influence needed to do that means there's a lot of superpowered maniacs who no longer have reason to hold back. Our power and influence could reinforce that relative peace.
Maybe? But honestly that's the guilds problem. They want Father to enforce their peace they can payout with deals, benefits, and hero units just like the government is doing.
 
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