Meguca Micro Empire Quest (PMMM)

What should I do regarding a change in system?

  • Notgreat's proposed simplification of hunting, leave rest intact.

    Votes: 5 55.6%
  • Chapter system vastly simplifying everything.

    Votes: 4 44.4%

  • Total voters
    9
  • Poll closed .
.....and I need to find out why my text keeps screwing up whenever I try to type in the box -_-
That's an issue with the change to the SV text editor that they've been trying to get working. Refresh you cache and see if that helps. Though honestly my problem with it is more that the formatting is much less intuitive.

i really enjoy the fluff
Thanks. With how little traffic this thread gets it's sometimes hard to maintain even my current quality if I think no one cares.

Did they wish to become sisters
My instincts are whispering something about mistresses and illegitimacy, you know how rich people can be.
Pretty much. Though also there's the fact that Mami recognized it as untrue despite what they said, and the fact that it is actually true (now).
 
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I find myself a bit disappointed that no one comments on the fluff. I mean last turn part of it was showing that the two green girls had partially rewritten their families with their wishes, (and that Mami suspected it to some degree), but it drew no comment.

Eeeh? I totally missed that bit. I just thought they were half-sisters or something semi-scandalous that they wouldn't want to advertise, thus the cognitive dissonance. (Sisters, but not normal sisters.) They used wish magic on it? I'm feeling just unobservant. ^_^;;

Also, I too enjoy the fluff, particularly whenever Kyubey chimes in.

As for the high risk of the restaurant failing, that didn't surprise me, I was just trying to convey my feelings on the risk/reward. Two questions then. First, are we limited to one fake business, or can we get the courier business now, and then later try to expand into the restaurant market? Second, Mami is (fanonically?) a superb cook. Would we get a bonus if we tied her down to the restaurant for a few months as she helped get it established/taught a few replacement cooks?
 
First, are we limited to one fake business, or can we get the courier business now, and then later try to expand into the restaurant market?
You totally can, but I expect manpower will prevent that for a while. Also I'd like to point out that these really aren't fake in the conventional sense.
Second, Mami is (fanonically?) a superb cook. Would we get a bonus if we tied her down to the restaurant for a few months as she helped get it established/taught a few replacement cooks?
I'm pretty sure she doesn't demonstrate it in canon, but I'll admit it's accepted in my headcanon anyways. I was already giving +10% as being great at convincing people to come try it though for her diplomacy bonus if you used her. But I guess I'll push it up another +5% if you tie her to the project for the initial 3 months to represent her contributing there as well.

Though incidentally I just looked it up and the restaurant failure rate isn't quite as bad as I had thought. 55-60% fail within 3 years, rather than the 90% in the first year tossed about so often. So I suppose I can afford to let modifiers push your success a little higher.

Also I should point out that you won't lose all the investment even if it fails. You aren't going to be saddled with an unrecoverable debt.
 
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[X] Upkeep - 4 Vets and 3 Greens, 3 current couriers are reassigned to our new business. (-$4,200 in monthly income)
-[X] Add 1 Veteran to the Dispatch team to help them

[X] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely. 11 Veterans = expected Grief Cubes ~31
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance

[X] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%
-[X] When delivering the Stipend, Mami takes time to compliment each girl on how well she has been doing at her assigned task each month.


[X] Start your own business, couriers: It will take more than a bit of creativity to start a real business, and some significant startup funds. You'd likely also need some help from Kyuubey to cover up the details with some false identities. You have some significant experience amongst your group with courier work, though there's a fairly limited amount in the city.
Cost: $10,000, 3 grief cubes, 3 Veteran +3 Meguca; Reward: Income scaling up over initial 3 month startup period to 9k a month. Chance of Success: 70% Devote the 3 current couriers (all vets), + Mami (+10% bonus) + our 1 unassigned green, + 1 more Vet.


I wanted to do the Enchanting research, but we don't have the money. Until we know the outcome of our business start up we have to be conservative on our expenditures.

[X] Party for the anniversary of our founding: You'll take the time to organize a full group outing to have some fun in a park, eat cake, some speeches to remember those who died. Basically remembering how things were a year ago, and how far we have come today.
Cost: 1 Veteran Meguca (representative of one day for everyone essentially, since you are now mostly vets); Reward: Increase to morale, remembering how far we came.

[X] Scout Area NorthEast (#6): You can deploy a veteran to scout out one of the territories around you stealthily. They should be able to gauge the demon strength there and the magical girls status there without tipping them off, hopefully.
Cost: 1 Veteran; Chance of success: 70%; Reward: information on demon strength, support capacity of the territory, and status of current magical girls in the territory, bonus to diplomatic efforts.

Income Budget:
Savings: $14,200
New business: -$10,000
Apartment Upkeep: -$3,000
Cell and Cable Upkeep: -$600
Stipend: -$1,350
Working Girls: +$3,200
Business Income: ?????

Grief Cube Budget
Current Stockpile: 27
Grief Cube Upkeep: -27
Expected Spiral: -3
Expected Harvest: +31
 
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I think there's two paths we can go down this turn.

Business path, which looks like Elder Haman's and Research Path, which is to use all the Meguca in the business plan instead for the research options, and put Mami on the Morale Study option.

Still we need cash for research, so might as well try starting it up first I guess?
 
True, we could just assign a green and a vet to get jobs instead of starting our own business.

Yeah, Research doesn't seem to have a chance of failure... so we can spend two turns doing the current research and put a green on another job to deal with increased costs... and maybe we can put a veteran or two working on the business plan to try and get an even higher chance of success?
Maybe watch those Kitchen Disaster fixing shows?
 
Yeah, Research doesn't seem to have a chance of failure... so we can spend two turns doing the current research and put a green on another job to deal with increased costs... and maybe we can put a veteran or two working on the business plan to try and get an even higher chance of success?
Maybe watch those Kitchen Disaster fixing shows?
Chance of getting a job though is only 25%.

I just feel we are at the point we need to go for it. If we keep our maid and mail room girls working we won't be fully dependent on the business, and together that would be $12,200 a month, which should allow us to buy a house (in addition to current apartments, allowing us to expand again) and still save up money for research, bikes, and other things.
 
Research doesn't seem to have a chance of failure
This is a consequence of the research in question. I mean you're basically just exploring in an undirected fashion right now with all the fields open to you.

I mean there's not much chance of failure in the real world for instance if your experiment is just determining the material properties of something.

The more directed and ambitious the research the more you'll have failure come into play. Though I've considered just making research a sort of continuous action that you slowly get results from over time.

Chance of getting a job though is only 25%.
In interest of disclosure veterans get a 10% bonus on it.

Although come to think of it I originally gave you 50% chance at the beginning to account for it being easier for a teenager to get a job during the summer, and as it's been 12 months that bonus should apply again.
 
Does Mami's bonus count for scouting actions? edit: answer was no. Revised vote

I too completely missed the hints that the greens mind-whammied their parents. I figured they were hiding something, but I didn't really see anything that indicated wish-magic.

Anyway, I don't think the business is viable. Too risky and it costs too much. It takes 6 meguca permanently to get a grand total of 9k/month- that's a 50% increase over basic job-searching, but the startup costs, slowly scaling income, and grief cube payments make me think that it's nowhere near worthwhile. The healing one might be worth it, but that's very risky and will cost a lot of GCs.
By skipping the business plan, we can afford to get bicycles and housing immediately, which will allow us to continue our expansion. Expansion right now is worth much more than efficiency- with the sole exception of getting efficient hunting.

We're now at the point where we can semi-safely do rotating tactics. We have -16% to casualty rates from using vets and our upgrades, which means that base 15+9 is acceptably low at a 8% casualty rate (9 because demon strength should go down by ~3.5 this turn which should round to -2 during hunting this turn)
Next turn we might be able to do Dispersed Hunting. If not, the turn after that. Once we start doing Dispersed Hunting we get a massive manpower boom and it becomes worthwhile to start that business.

[X] Upkeep: 7+1 Veteran, 3 Green
-[X] Add 1 Veteran to the Dispatch team to help them
-[X] Remove restrictions on income-earners

[X] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%
-[X] When delivering the Stipend, Mami takes time to compliment each girl on how well she has been doing at her assigned task each month.

[X] Purchase Bicycles: While getting bicycles for everyone is quite expensive given you have so many people and so little income; it would make your girls somewhat more mobile. You could of course have them share bicycles as well, since it's likely that you won't need them all at the same time much. x10=$1500
Cost: $150 per bicycle, specify amount; Reward: More mobility


[X] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely. 9 Veterans+Mami = expected Grief Cubes ~29
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance
-[X] Optional addon, Rotating Tactics: You could have your meguca rotate their ability use week by week in order to reduce the level of adaptation the demons develop. While it would result in an immediate increase in casualty rate due to loss of effectiveness compared to the current approach, it would reduce the ability of the demons to adapt.
Cost: +5% casualty rate; Reward: Reduction in rate of demon strength increase from overhunting, exact value unknown

[X] Gather money, legally: There are not a great number of jobs that will take young girls as workers: working as a bike courier, waitress, or maid are likely options. This project benefits from regularity, and discontinuous execution may have negative side effects. Chance of success 25% per Meguca, following up on a previous month's success brings the chance to 100%. 1 green+1 veteran
Cost: Variable, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned.

[X] Scout Areas (3,4,5,6): You can deploy a veteran to scout out one of the territories around you stealthily. They should be able to gauge the demon strength there and the magical girls status there without tipping them off, hopefully.
Cost: 1 Veteran x4; Chance of success: 70%; Reward: information on demon strength, support capacity of the territory, and status of current magical girls in the territory, bonus to diplomatic efforts.


Look at how fast our demon strength is dropping now that we have enough territory: 3-4% per turn. As long as we can keep that up or even accelerate it, we're going to be golden. Right now territory is our most valuable resource because getting it gives us more cubes and lower casualties. Once we can start hunting with an x2 multiplier instead of x1.25, we are going to have enough people free to let us do basically whatever we want. But not yet. Right now we need to focus on expanding our territory so that we can get that efficiency boost.
Since we shouldn't be adding anyone this turn, there isn't a need to get the houses. I figure that next turn we can diplomacy any of the scouting areas that gave us good bonuses and get a house at the same time. We can't quite afford a house yet, but we only need one more person to get a job before it works out and we have enough reserves that we can last long enough for it to be worthwhile.

edit: Also removed restrictions on our income earners. It's a somewhat risky move that might attract attention, but since we're starting our own business soonish (within a few turns) it's worth getting the extra bonuses.
 
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Does Mami's bonus count for scouting actions?
I'm drawing the line on that. Since her bonus is basically on talking people into things, and scouting is avoiding people.

Anyway, I don't think the business is viable. Too risky and it costs too much. It takes 6 meguca permanently to get a grand total of 9k/month- that's a 50% increase over basic job-searching, but the startup costs, slowly scaling income, and grief cube payments make me think that it's nowhere near worthwhile. The healing one might be worth it, but that's very risky and will cost a lot of GCs.
The GC cost is a one time start up cost to bribe Kyuubey into smoothing over the paperwork, it's not a per turn cost.

Look at how fast our demon strength is dropping now that we have enough territory: 3-4% per turn.
That's largely due to averaging the strength over an expanded territory where the residents hadn't driven the demon strength up. The actual impact of hunting less is only around half as much.

I too completely missed the hints that the greens mind-whammied their parents. I figured they were hiding something, but I didn't really see anything that indicated wish-magic.
I suppose as often the case for me the hints are just all in my head but not in the writing. Though I'm surprised people didn't at least comment about them hiding something considering how quickly people fixated on them for potential gains.

We're now at the point where we can safely do rotating tactics. Next turn we should be able to do Dispersed Hunting. We have -16% to casualty rates from using vets and our upgrades, which means that base 15+7.5 is acceptably low at a 6.5% casualty rate (7 because demon strength should go down by ~7 this turn and 11-3.5=7.5)
Your math here is pretty far off. You accounted for the extra 5% of dispersed casualty reductions from solo hunting bonuses from solo tactics and cell phones, but failed to account for 5% of the original -16% being from pack hunting only bonuses.
 
Absolutely loving the fluff, Helix. MGs are superstitious? That's something I didn't think of. That conflicting viewpoint just added a nice touch to the world.
 
*de lurks

Actually, I was wondering if we could talk to the two greens father- not for the sake of a loan but to ask about what it would take to start and run a business.

I don't know what japans business laws are like, but it can't hurt to do some research into what this entails before we commit a rather large amount of resources to it.

If nothing else, it should gives us a better idea of common pitfalls.
 
*de lurks

Actually, I was wondering if we could talk to the two greens father- not for the sake of a loan but to ask about what it would take to start and run a business.

I don't know what japans business laws are like, but it can't hurt to do some research into what this entails before we commit a rather large amount of resources to it.

If nothing else, it should gives us a better idea of common pitfalls.

Isn't their father a upper management fellow at a large company? He probably doesn't actually know that much about starting a business. He might be able to give us some advice, but not much. Not worth the attention I think, unless we want to do the restaurant thing.
 
Isn't their father a upper management fellow at a large company? He probably doesn't actually know that much about starting a business. He might be able to give us some advice, but not much. Not worth the attention I think, unless we want to do the restaurant thing.

Point.

Still, it can't hurt to look into it- even a quick internet search is better than going in totally blind.

Edit: Ideally, we simply get educated- but that's just not feasible in a reasonable timeframe.
 
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I'm drawing the line on that. Since her bonus is basically on talking people into things, and scouting is avoiding people.
Got it. Updated my vote.

The GC cost is a one time start up cost to bribe Kyuubey into smoothing over the paperwork, it's not a per turn cost.
The people cost is per-turn though, right? And the income is in total for the whole business, correct?
That's largely due to averaging the strength over an expanded territory where the residents hadn't driven the demon strength up. The actual impact of hunting less is only around half as much.
That's true for 2 turns ago but unless my math is wrong we should now have a territory large enough that we can continue getting a 3-4% reduction so long as we harvest just enough to survive.
Your math here is pretty far off. You accounted for the extra 5% of dispersed casualty reductions from solo hunting bonuses from solo tactics and cell phones, but failed to account for 5% of the original -16% being from pack hunting only bonuses.
Sorry, looking at that again I wasn't clear and my train of thought jumped over. The calculations were for this turn, not next turn. I have revised them to make that more clear. We are actually at -16% to both, which is very convenient.
 
The people cost is per-turn though, right? And the income is in total for the whole business, correct?
The people cost is per turn, and the income is per turn as well.

Sorry, looking at that again I wasn't clear and my train of thought jumped over. The calculations were for this turn, not next turn. I have revised them to make that more clear. We are actually at -16% to both, which is very convenient.
Ah I see, the 15 base was from 10+5 from rotating tactics. I thought it 20 base solo -5 for the solo modifiers.
That's true for 2 turns ago but unless my math is wrong we should now have a territory large enough that we can continue getting a 3-4% reduction so long as we harvest just enough to survive.
Well it really depends. If you harvest 28 that gives -4%. 30 would give 3%, less would give less. You are currently trending towards no danger of casualties pretty quickly. Because that's totally unique and in no way something that feedback cycles are prepared to deal with.
I don't know what japans business laws are like, but it can't hurt to do some research into what this entails before we commit a rather large amount of resources to it.
Essentially the grief cube cost represents paying Kyuubey to smooth over the various business paperwork for you. You don't really have time to get an education in business, but he has greater knowledge on the subject than an army of humans, and doesn't have any issue with cheating. Essentially you can consider it largely dealt with without much issue.
 
You are currently trending towards no danger of casualties pretty quickly. Because that's totally unique and in no way something that feedback cycles are prepared to deal with.
I figure the classical response is QB upping the contract rate and/or other hostile meguca claiming your territory. The former is certainly possible and even quite likely, whereas the latter is awfully difficult when we've got the force of 30 meguca behind us. RIght now though getting the efficient hunting is my goal, since that opens up a massive increase in usable population. At the same time a casualty rate of over 10% seems unacceptably high.

I would highly recommend against the courier business if we're doing it this turn, since even with a 20% chance of failure if it does fail we will be unable to expand since we won't have the money for more housing. And expansion is our lifeblood right now.

@inverted_helix Is the cost of getting bikes included in the setup costs of the courier business? Since the +mobility they give is kinda crucial to doing the business. If so, could we re-purpose those bikes during the night for our dispatchers to use?

If that cost is included I could probably see going for the business this turn, if we want to take the risk.

I'd just like to point out that we're spending a flat $10,000 and $4,200 income and 3 other meguca in exchange for an eventual $9,000 income. It's a nice boost of ~2k income even if we could get all 3 jobs currently, but it's not a major benefit.
 
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While I do agree the math does point somewhat towards not doing the business...that just sounds boring. If our quest gets too boring, the QM will be sure to add in some fun. Starting a business gets us experience for better, future, businesses, and it just sounds like the IC option. (and maybe I'm something of a control freak. Bringing money making into our direct control? Yes please!)

[X] Upkeep - 4 Vets and 3 Greens, 3 current couriers are reassigned to our new business. (-$4,200 in monthly income)
-[X] Add 1 Veteran to the Dispatch team to help them

[X] Pack Hunting: Magical Girls will hunt in groups vastly reducing the danger, but because they are not covering as much area their efficiency is reduced. Death is significantly less likely. 11 Veterans = expected Grief Cubes ~31
Cost: Variable, specify number of Meguca dedicated; Reward 1.25 Grief Cubes per Meguca assigned; 10% base casualty chance

[X] Stipend: Giving your magical girls a small amount of money to spend on themselves. At their current level of lifestyle this no longer really further boosts their morale, but will help prevent its decay.
Cost: $50 per Meguca; Reward: Maintained morale. Chance of success: 100%
-[X] When delivering the Stipend, Mami takes time to compliment each girl on how well she has been doing at her assigned task each month.


[X] Start your own business, couriers: It will take more than a bit of creativity to start a real business, and some significant startup funds. You'd likely also need some help from Kyuubey to cover up the details with some false identities. You have some significant experience amongst your group with courier work, though there's a fairly limited amount in the city.
Cost: $10,000, 3 grief cubes, 3 Veteran +3 Meguca; Reward: Income scaling up over initial 3 month startup period to 9k a month. Chance of Success: 70% Devote the 3 current couriers (all vets), + Mami (+10% bonus) + our 1 unassigned green, + 1 more Vet.


[X] Group sports day: You'll take the time to organize a full group outing to have some fun in a park and play some games, it will have to be fully mundane though as going out to somewhere secluded likely would take too much time.
Cost: 1 Veteran Meguca (representative of one day for everyone essentially, since you are now mostly vets); Reward: Increase to morale (group cohesion)

[X] Scout Area NorthEast (#6): You can deploy a veteran to scout out one of the territories around you stealthily. They should be able to gauge the demon strength there and the magical girls status there without tipping them off, hopefully.
Cost: 1 Veteran; Chance of success: 70%; Reward: information on demon strength, support capacity of the territory, and status of current magical girls in the territory, bonus to diplomatic efforts.
 
@inverted_helix Is the cost of getting bikes included in the setup costs of the courier business? Since the +mobility they give is kinda crucial to doing the business. If so, could we re-purpose those bikes during the night for our dispatchers to use?
Yes that is included. And it will throw in enough to cover the dispatchers and spares as well, ~10 total. The other costs going to license fees, setting up a website, insurance, general advertising, etc. Though I might be overestimating the costs a little bit I was thinking initial advertising costs could run into the thousands easily for a small opening even without a storefront.

I would highly recommend against the courier business if we're doing it this turn, since even with a 20% chance of failure if it does fail we will be unable to expand since we won't have the money for more housing. And expansion is our lifeblood right now.
In fairness you don't actually have the money for more housing as it is. I mean you could afford the first month's cost, but not the rent, not without ditching something else or assigning more meguca to jobs. The point of the business is basically to give you the ability to get 1500 base per worker rather than 1000, as well as potential for expansion and the fact that it gives more ability to rotate your total forces through the low risk jobs if you want That's the benefit, and then the initial investment and chance of failure is the risk. Though I will say that if it fails the cost to retry will be vastly reduced, since many of the costs are one time investments (though this applies much more so to starting a restaurant than the courier business where much of the investment is advertising).

Though another thing you could consider is using the extra two free vets to seek normal jobs at the same time, to mitigate the damage a failure could cause.

While I do agree the math does point somewhat towards not doing the business...that just sounds boring. If our quest gets too boring, the QM will be sure to add in some fun. Starting a business gets us experience for better, future, businesses, and it just sounds like the IC option. (and maybe I'm something of a control freak. Bringing money making into our direct control? Yes please!)
I have actually worried that the quest is getting too boring for the players, given dwindling participation (and drop in likes), but I'm not really sure what to do about that.
 
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[X]notgreat

i wish to wait with beginning our own business for a while.
 
I don't know enough about the setting to actively participate, but i am still enjoying it immensely!
keep going, i say!
 
More random events/crisis mini-turns that we have to deal with would add some excitement. Make up a table! You know you want to!
 
More random events/crisis mini-turns that we have to deal with would add some excitement. Make up a table! You know you want to!
Hmm I suppose I could do a random event roll each turn. Though I'm not sure that I'd handle crisis mini turns very well, plus with how slowly I get votes it would bog things down a lot.

I'll have to come up with enough ideas for random events so that it doesn't come up the same much. It is a good thought to break up the sameness though. Though last turn was the first time that the average roll for a turn was below 50 in this quest. So random events might end up not so random anyways.

Edit: Coming up with negative events is so easy, but coming up with positive ones is less so.
 
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