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.