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 .
ideas for positive things:
a birthday party
love confession went right
found the purse of a millionaire on the street
sing along competition (could be an activity)
 
"Kyubey was randomly run over by a truck. Morale has increased as some of the girls took an almost sadistic pleasure in watching it happen."

Why yes, my answer to most questions is "hurt Kyubey". It's not my fault his design makes him look hilarious when injured...
 
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.

Really? I assumed that things were just about to start getting interesting now that we are getting past the setup stage. We are almost to the point where we could have run ins with Kyouko, which will be interesting.

Eventually we will start attracting adult attention, which will add complexity. I figure that once we get the business fully running we will need to have a reorganization of our organization system. Maybe in about 3 to 6 more months. Right now it's basically Mami as the mother figure making all the decisions.

At some point we will probably want to have sub-leaders or advisers to handle different segments:

Hunting: Includes all training, harvesting, and grief cube distribution management
Business: Includes all management of our businesses, housing, $ upkeep costs.
Research: Includes all investigation of magical abilities and effects. Science based stuff too, once we get to the point that we need more knowledge. Maybe assigning some girls to attend college in specific subjects? (This is long term of course).
Diplomacy: Includes all expansion, diplomatic, and combat options. Mami will likely be involved in this heavily at first.
Intrigue: Scouting, tricks, diverting unwanted attention, etc. Kyouko would probably fit in here.

Alternatively we could organize by city, and designate someone to be over each city.

Another question to consider once we have our own business... can we hire non-magical girls? Maybe an actual chief for a restaurant? That sort of thing.

Side note: Since it has been a year since our founding, we really ought to have a party. I would choose that over the sports day. Although maybe this can wait until we have a house as a gathering place.
We should also name our group. Do the girls have any ideas? Maybe ask them at the party.

Other ideas for positive or neutral events:

Random meeting with an Elite Magical Girl, can we recruit her?
Reputation of our organization is spreading to other magical girls - what effect does this have ????
Mami gets scouted by an idol company (actually this is semi-canonical from one of the games), a mixture of negatives and positives I'd assume.
Non-magical girl friends (male or female) discover the secret, but are willing to help keep the masquerade.

There are lots of ways this quest can go.
 
@Elder Haman
Any reason you're doing the scouting action? We can't afford to expand by diplomacy for at least another 3 turns if we start the business, and it makes a lot of sense to search for more jobs just in case we fail to get the business working and even if we do, we'll still need more income shortly after that.
Also, any thoughts on switching to rotating tactics? Doing the switch now puts our casualty rate still lower than it was just 2 turns ago.

I redid my math and I'm thinking doing the business actually makes sense. It pays off relatively quickly (4-5 turns assuming linear startup) and we can probably get a loan of a few thousand dollars if we need it to avoid bankruptcy.
 
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Ideas for negative things:
Demons attacking a MG's friends/family/school
MG used powers on lowlifes/Yakuza- can come in injured & murderer flavors
Particularly powerful/unique demon needs dealing with
Group of Magical Girls try to seize territory from us
New Magical Girl in our area refuses to join
Falling out between two of your magical girls
Police have identified a MG as a person of interest in a death (caused by Demons)
Your rent has been increased!
You find out one of your MG has been using their powers to steal things.

Just a few quick ideas.
 
Eventually we will start attracting adult attention, which will add complexity. I figure that once we get the business fully running we will need to have a reorganization of our organization system. Maybe in about 3 to 6 more months. Right now it's basically Mami as the mother figure making all the decisions.
Yes, eventually you will have to organize into some sort of government structure, though honestly it seems like the real governmental structure in quests is actually dictatorship regardless of what is stated. Mostly I think because other forms would be super frustrating in this form "You couldn't get half of your parliament to agree on anything this month, nothing happened." Attention is another issue as well.

At some point we will probably want to have sub-leaders or advisers to handle different segments:

Hunting: Includes all training, harvesting, and grief cube distribution management
Business: Includes all management of our businesses, housing, $ upkeep costs.
Research: Includes all investigation of magical abilities and effects. Science based stuff too, once we get to the point that we need more knowledge. Maybe assigning some girls to attend college in specific subjects? (This is long term of course).
Diplomacy: Includes all expansion, diplomatic, and combat options. Mami will likely be involved in this heavily at first.
Intrigue: Scouting, tricks, diverting unwanted attention, etc. Kyouko would probably fit in here.

Alternatively we could organize by city, and designate someone to be over each city.
This I could see doing either way. Probably the former.

Another question to consider once we have our own business... can we hire non-magical girls? Maybe an actual chief for a restaurant? That sort of thing.
You can of course, but keep in mind the advantage you gain by not hiring out, the labor cost is essentially part of your profit. Restaurant owners tend to only make around 6% of the revenue as profit, with around 32% of revenue being labor costs. Though you probably won't see much in the way of magical complications with hiring workers since you're going to be running the restaurant mundanely, no real way to contribute magic to the process at present.

Side note: Since it has been a year since our founding, we really ought to have a party. I would choose that over the sports day. Although maybe this can wait until we have a house as a gathering place.
Ah I suppose I can add it as an option, same 1 veteran cost.

We should also name our group. Do the girls have any ideas? Maybe ask them at the party.
I'd really like players to come up with names for it. Though somehow I expect it to be MSY if I do that. (Though granted I'd be tempted by that too.) Or possibly the name from Catty Nebulart's quest which was like Pretty Freedom Star Protectors or something equally bizarre.
Random meeting with an Elite Magical Girl, can we recruit her?
Reputation of our organization is spreading to other magical girls - what effect does this have ????
Mami gets scouted by an idol company (actually this is semi-canonical from one of the games), a mixture of negatives and positives I'd assume.
Non-magical girl friends (male or female) discover the secret, but are willing to help keep the masquerade.
Some of these are pretty cool. Mami becoming an idol would have a whole pile of effects every which direction.
Also, any thoughts on switching to rotating tactics? Doing the switch now puts our casualty rate still lower than it was just 2 turns ago.
Rotating tactics doesn't actually help it decrease (mostly because mechanically speaking it allows for bullshit level exploits that I'm trying to avoid). What it does is making oscillating an efficient tactic. Since you do a lot of hunting with rotating tactics and then less hunting the next month, and this allows you to hunt more per month on average with the same average effect on demon strength. Or of course mitigate the damage if you have to overhunt for a while.

I redid my math and I'm thinking doing the business actually makes sense. It pays off relatively quickly (4-5 turns assuming linear startup) and we can probably get a loan of a few thousand dollars if we need it to avoid bankruptcy.
Yeah it scales up linearly over 3 months (first month 1/3, second 2/3, third full). And yeah you can manage a small loan.

Ideas for negative things:
Just a few quick ideas.
I'll add these to the pile of negative effects.
 
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@Elder Haman
Any reason you're doing the scouting action? We can't afford to expand by diplomacy for at least another 3 turns if we start the business, and it makes a lot of sense to search for more jobs just in case we fail to get the business working and even if we do, we'll still need more income shortly after that.
Also, any thoughts on switching to rotating tactics? Doing the switch now puts our casualty rate still lower than it was just 2 turns ago.

I redid my math and I'm thinking doing the business actually makes sense. It pays off relatively quickly (4-5 turns assuming linear startup) and we can probably get a loan of a few thousand dollars if we need it to avoid bankruptcy.

Mainly doing the scouting option because we can't afford to do research right now and we have an extra Veteran. Territory 6 is on the way to were we have a good chance of recruiting Kyouko, so I figure that's our next priority for expansion once we can afford to.

I'd like the risk to get a bit lower before rotating tactics. One of our vets died just a few turns ago, and last month a vet got injured. I want to get to where hunting is boring first. So maybe in a couple months.

Yes, eventually you will have to organize into some sort of government structure, though honestly it seems like the real governmental structure in quests is actually dictatorship regardless of what is stated. Mostly I think because other forms would be super frustrating in this form "You couldn't get half of your parliament to agree on anything this month, nothing happened." Attention is another issue as well.

I've seen some interesting ways of depicting this. One was that there would be a list of potential actions, and the Parliament would just pick one. Either by taking the first idea posted in the thread, or by dice roll. The result was that sometimes money and resources would be spent on something other then the optimal/popular choice.

I'm more and more liking the idea of an anniversary of the founding party. Let's have it outside and just combine it with the sports day. Everyone has fun and enjoys time together, while also being amazed that we have all lasted a year (so that's three years for Mami - boy is she getting old, she must be in High School by now!)
 
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Rotating tactics doesn't actually help it decrease (mostly because mechanically speaking it allows for bullshit level exploits that I'm trying to avoid). What it does is making oscillating an efficient tactic. Since you do a lot of hunting with rotating tactics and then less hunting the next month, and this allows you to hunt more per month on average with the same average effect on demon strength. Or of course mitigate the damage if you have to overhunt for a while.
Wow. Somehow I missed that. Yeah, it does say that. Thanks for the correction.
Here's my modified vote:

[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] 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] 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 50% per Meguca (since it's summer again), following up on a previous month's success brings the chance to 100%.
Cost: 1 Veteran, specify number of Meguca dedicated; Reward: $1,000 per month per Meguca assigned.


Starting a business seems to be correct after doing the calculations: while continuing to expand could work, it's dependent upon us getting good rolls on enough scouting followed by good rolls in job-searching. Doing the business gives us many more opportunities and has a flat 80% chance of success, which is reasonably high.

My changes to Elder Haman's plan are:
1) sports day->party (though it sounds like this is going to be backwards-propagated anyway)
2) scouting->job hunting (since the scouting is basically useless and the job hunting gives us some insurance in case things go south with the business and we need to get more income anyway since the business's bonus will be just about eaten up once we get a house)
 
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I just changed mine from a sports day to a party celebrating our one year anniversary. Maybe we should name ourselves at this party. I'll throw out a name:

United Magical Girls

Yes rather vanilla, but that's why I've hesitated until now. I can't come up with anything better. If you want something better, suggest it.

@drake_azathoth - @Crow - @Diomedon - @LightMage - @Mecrazyfang - @wtdtd - @Omegahugger - @Asael - @Catty Nebulart - @Omegastar - @cyberswordsmen - @Chimeraguard - @notgreat - @mastigos - @veekie - @AnonymousRabbit -

I think I got everyone that has posted in the last 5 pages. What should we name our group? It's the one year anniversery, so I think we ought to have a name for our party.

Also, while you are at it, won't you vote and give @inverted_helix some feedback? He's made this great quest, and it feels like over a dozen people are following, but we only have 3 or 4 votes each turn.
 
Also, while you are at it, won't you vote and give @inverted_helix some feedback? He's made this great quest, and it feels like over a dozen people are following, but we only have 3 or 4 votes each turn.
What do you think the post literally right above yours is :p

Anyway, I updated my party vote to be the same as yours but I still think that scouting is useless. We won't have enough money to buy more living space for another 3-4 turns, and so we can't do anything with the area we scouted. And we need to get more income, especially since the summer hiring bonus is probably going to apply.
 
Who dares summon the Rabbit?! Ahem, haven't read the Quest thoroughly but I'll give it a shot. I'm still flunking my economics class organizing isn't my strong point.

Anyhow! Names. If this is Mami we're talking about then you can't go wrong with Italian names! I don't have a translator with me but that's the idea.

I'll catch up to the quest soon XD.
 
[X] Elder Haman
Really liking the quest as i already said, love empire bulding quests, specially unique flavored using PMMM and the like, maybe i can convince someone to do a disgaea one? hm.....

Who dares summon the Rabbit?! Ahem, haven't read the Quest thoroughly but I'll give it a shot. I'm still flunking my economics class organizing isn't my strong point.

Anyhow! Names. If this is Mami we're talking about then you can't go wrong with Italian names! I don't have a translator with me but that's the idea.

I'll catch up to the quest soon XD.
Werent you dead Hitomi?

name.....name....Aw fuck it
@Higure Witch come up with a witty name for our organization!
 
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Who dares summon the Rabbit?! Ahem, haven't read the Quest thoroughly but I'll give it a shot. I'm still flunking my economics class organizing isn't my strong point.

Anyhow! Names. If this is Mami we're talking about then you can't go wrong with Italian names! I don't have a translator with me but that's the idea.

I'll catch up to the quest soon XD.

Italian is a cool idea.

Which economics class? I'm an econ major, although it's been a few years since I studied. If there is anything in particular you have questions about you can PM me.
 
What do you think the post literally right above yours is :p

Anyway, I updated my party vote to be the same as yours but I still think that scouting is useless. We won't have enough money to buy more living space for another 3-4 turns, and so we can't do anything with the area we scouted. And we need to get more income, especially since the summer hiring bonus is probably going to apply.

The vote poke was about the others. You and Diomedon have voted.

Hmm, you are pretty persuasive... however, we won't have a two veterans available to support enchanting research if we do that...

I guess we could put off research for another 3 turns...

@Crow You voted for my plan, what do you think? Should we change from scouting to job hunting? A vet gets +10% for job hunting, and as summer is starting we get a 50% chance to start with instead of the typical 25%.
 
It may be a good idea to get more income in case the business plan goes awry, more money is always good after all.
 
Hmm, you are pretty persuasive... however, we won't have a two veterans available to support enchanting research if we do that...
We should be able to drop hunting by 1 vet next turn since we won't have to pay the GC cost of the business. You can reassign that one plus the party vet to get the 2 you need.

However, I'd like to argue against doing the research, since every GC matters until we've dropped demon strength low enough to safely use distributed hunting. (Every GC is worth 20/35=.57 demon strength points)

@inverted_helix does the Expand by Force option take meguca assignments to perform? Can we have a quick overview of how PvP mechanics work?
Since we've got such huge minuses to diplomacy/scouting in territories 1&2, it might be worthwhile to take over their area violently. Probably not right now, but the extra territory would be very nice.
 
We should be able to drop hunting by 1 vet next turn since we won't have to pay the GC cost of the business. You can reassign that one plus the party vet to get the 2 you need.

However, I'd like to argue against doing the research, since every GC matters until we've dropped demon strength low enough to safely use distributed hunting. (Every GC is worth 20/35=.57 demon strength points)

@inverted_helix does the Expand by Force option take meguca assignments to perform? Can we have a quick overview of how PvP mechanics work?
Since we've got such huge minuses to diplomacy/scouting in territories 1&2, it might be worthwhile to take over their area violently. Probably not right now, but the extra territory would be very nice.

Actually, I don't think we can reduce hunting, we need extra grief cubes to handle grief spirals. We were spending ~3 a turn for awhile on those. Morale seems to have improved enough that grief spirals are rarer, but I don't think we can count on that.

Maybe instead of scouting we ought to just assign the extra vet to hunting. 12 vets hunting = approx. 34 grief cubes...

Hmm.... the problem with that is that depending on the rolls we might go over, and demon strength won't decrease.
 
Serenissima Imperium Magicum Puellare or Most Serene Magical Girlish Empire, but in Latin so it's classy! ;) If someone could double check my declensions, that'd be great.

Ehhh, just settle with scouting. We might not be able to expand yet, but we can take our time doing some scouting around us. I'd like to take a look at area 2 as an avenue to bypassing area 1. I'd like to cleanly take part of the city before we get drawn into any fighting.
 
Actually, I don't think we can reduce hunting, we need extra grief cubes to handle grief spirals. We were spending ~3 a turn for awhile on those. Morale seems to have improved enough that grief spirals are rarer, but I don't think we can count on that.

Maybe instead of scouting we ought to just assign the extra vet to hunting. 12 vets hunting = approx. 34 grief cubes...

Hmm.... the problem with that is that depending on the rolls we might go over, and demon strength won't decrease.
Is my math wrong? At 1.25 base*1.5 vet*1.2 training*1.3 dispatch=2.925/person, or 29 GCs average. With 27 people and ~2 allocated to spirals (-1 to compensate for our higher morale) that's just enough. And we shouldn't have too large of a morale penalty for being 1-2 under the limit if we get unlucky (we were well under that when we had those original morale problems).
I'd like to take a look at area 2 as an avenue to bypassing area 1
We scouted areas 1 and 2 last turn. We got -10% diplomacy to both, -40% scouting to 2 and -20% scouting to 1.
 
As soon as I posted that I remembered we scouted two areas and went to check which one the second one was...I was not fast enough to hide my shame. :oops::oops:
 
@inverted_helix does the Expand by Force option take meguca assignments to perform? Can we have a quick overview of how PvP mechanics work?
Since we've got such huge minuses to diplomacy/scouting in territories 1&2, it might be worthwhile to take over their area violently. Probably not right now, but the extra territory would be very nice.
I've been hashing out my thoughts on that a bit since one of the things Catty Nebulart warned me he felt went wrong in his quest (which this was inspired by) was the combat system. So it is subject to change if it turns out horribly.

It's amazingly convoluted (I'll need to automate the process for large fights possibly), but should hopefully solve the issues Catty had.
Currently:
You declare how many are going to be dedicated to the fight: number = X.
Then I have the number of enemies involved (if you had a successful scouting you might have it too): number = Y
I then roll dice representing each girl's contribution to the fights: 1d20 for Green, 2d20 for Vet, 6d20 for Elite for a total combat strength = A, I do the same for the enemy for B.
Then I roll 1dX-1 = C and 1dY = D. C and D being the girls involved in the individual engagement.
This simulates the fact that there are no clear battles where everyone shows up to fight everyone else at once, it's a form of guerrilla combat where you might encounter local numerical inferiority despite superior strategic strength.
Then your strength in that engagement is A*C/X vs their B*D/Y.
Then I repeat with 1d(X-C-1) and 1d(Y-D) until the whole pool is done.

Each girl defeated is considered taken out of the "war". When you loop through to the point that X or Y is depleted the war turn is basically resolved at that point based on who has the most victories. You don't exactly have a disciplined force after all, I expect the first few fights to essentially dictate the result due to effect on your group's willingness to fight.

You've no idea how tempted I was to just go with Catty Nebularts original method of just throwing all the dice and deciding based off that.

A big internet cookie if you can come up with a better method that doesn't allow near guaranteed victory to superior numbers.

Actually, I don't think we can reduce hunting, we need extra grief cubes to handle grief spirals. We were spending ~3 a turn for awhile on those. Morale seems to have improved enough that grief spirals are rarer, but I don't think we can count on that.
It's basically your Keiko intervened rolls preventing grief spirals recently more than your morale being that much higher.

We scouted areas 1 and 2 last turn. We got -10% diplomacy to both, -40% scouting to 2 and -20% scouting to 1.
Really? I think I might have made a mistake again, I could have sworn area 1 had the larger scouting penalty. Looking at the update it seems like it did. I mean I don't say area 1 but I say the urban area, which should have made it fairly obvious.
 
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Is my math wrong? At 1.25 base*1.5 vet*1.2 training*1.3 dispatch=2.925/person, or 29 GCs average. With 27 people and ~2 allocated to spirals (-1 to compensate for our higher morale) that's just enough. And we shouldn't have too large of a morale penalty for being 1-2 under the limit if we get unlucky (we were well under that when we had those original morale problems).

We scouted areas 1 and 2 last turn. We got -10% diplomacy to both, -40% scouting to 2 and -20% scouting to 1.

I've never been certain if the training and dispatch are additive or multiplicative. IE 10 X 1.5 = Vet base X 1.25 (Pack hunting base) = 18.75 (10 Vets Pack Hunting Base). Is the next step 18.75 X 1.2 X 1.3 = 29.25 or is the next step 18.75 X (1 + .2 + .3) = 28.125?

Since I was unsure I have been using the lower number as my guide. Maybe @inverted_helix can enlighten us.
 
I've never been certain if the training and dispatch are additive or multiplicative. IE 10 X 1.5 = Vet base X 1.25 (Pack hunting base) = 18.75 (10 Vets Pack Hunting Base). Is the next step 18.75 X 1.2 X 1.3 = 29.25 or is the next step 18.75 X (1 + .2 + .3) = 28.125?

Since I was unsure I have been using the lower number as my guide. Maybe @inverted_helix can enlighten us.
I've been using Base Hunting * Experience bonus * (Sum of other bonuses). So 1.25 (base)*10(number of hunters)*1.5(veteran bonus)*1.5 (1+.2 demon finding + .3 dispatch)

Though my thought process on that is that the demon finding and dispatch are not particularly synergistic. I mean yes expanded demon radar range helps your dispatchers in their scouting efforts, but everyone having a larger radius reduces the impact of having people scouting. I made a call that the result was additive bonus instead of multiplicative.
 
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